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

Monday, June 21, 2021

50 Weeks of World War Bee

We are just two weeks shy of the one year anniversary of the start of the war.  But that doesn’t mean we’re not hitting any “one year ago” events yet, because it was a year ago this past week that The Mittani held an emergency mid-week Fireside to announce that PandFam and Legacy were rounding up as many allies as possible to come and attack us.

Legacy and PanFam denied everything and called Mittens paranoid.  But then logs leaked… logs always leak because three people can keep a secret only if two of them are dead… and Vily made his “The Die is Cast” post, announcing that the non-invasion pact between Legacy and The Imperium would end on July 5, 2020.   And so the start date of the war was made clear to both sides.

The Goon Expeditionary Force, a SIG meant to keep pilots like me who only want to go on campaigns and fleet ops, was pulled back from Cloud Ring where it had been clashing with some low sec entities, to Imperium space as plans were being made to tighten up our perimeter and prepare for the coming onslaught.

Then there is my question of the week, which was “Who is Silent Company alliance?”  I noticed on Dotlan that they lost 3,655 members this past week, something that put them on the front page of the site, and which brought their member count to 31,696, a number still big enough to make them the largest alliance in the game.

I hadn’t actually noticed them before because Dotlan’s alliance view defaults to a list of alliance who hold some null sec sovereignty.  When you view all alliances they are there on top.

Top Ten Alliances by Members

I know that there are tons of alliances in the game, with more than three thousand on the Dotlan list having at least one corporation and player, but I wasn’t aware there was one so big.  Silent Company, if my Google research is accurate, does a lot of things, just not the null sec sov thing.

When you look at sov holding alliance the total is just 134.

Top Ten SovHolding Alliances by Members

My world view in game tends to be focused on the list of sov holding alliances as they tend to be the players I run into in game… and because so many of the alliances on that list have joined in on invading our space.

Delve Front

The Siege of 1DQ remains static.  PAPI has basically given up on attempting to gain a foothold in the constellation at this point, so my map of the siege from May 2nd remains accurate.

O-EIMK Constellation – June 20, 2021

There have been some skirmishes, but PAPI has not been big on commitment.  They’ll form, then we’ll form, and then they’ll find something else to do because they don’t want to commit to the losses needed to break into the constellation.  As such, the campaign stats for the Delve region were way way down this past week.

Delve Campaign – Week 50

Week 49 saw 9.6K ships destroyed for close to half a trillion ISK in losses.  Week 50 is about 3K ships and shy of 200 billion in losses.

Instead PAPI has gone to the trouble of anchoring Fortizars in NPC Delve, placing them off of the NPC stations up there.

Fortizar on grid with the station in PR-8CA

This is suspected to be part of a plan to try and blockade and starve the Imperium out of the O-EIMK constellation by camping the stations in order to intercept jump freighters flying in supplies.  But, if that is the plan, the effort so far has been so low as to give words like “desultory” a bad name.  There were literally no PAPI pilots in a number of the systems when I passed through to take a look.

In order to run this sort interdiction operation you need to have people out and on the station undock with bubbles and tackle ready to go.  And there is an additional issue in play here.

NPC Delve

There are a dozen systems with a station in NPC Delve, all of which are within jump freighter range of 1DQ1-A, which means you need a dozen camps active pretty much around the clock to make this sort of effort effective.  PAPI doesn’t need a thousand people to make this work, but they they need enough people on at all times on each camp to kill a jump freighter and ward off any Imperium response to a camp.  One pilot can kill a jump freighter but cannot hold the undock if a small response force shows up to drive them off.  Anyway, I suspect we will see if PAPI is up to the effort or not soon enough.

Other Theaters

Out in Esoteria Army of Mango Alliance has continued its drive to evict The Bastion and its allies from the region.

Esoteria – June 20, 2021

With just one ihub left in the region The Bastion looks to be on the ropes in the region.

Likewise, things in Feythabolis look grim as The Bastion as they lost all of the ihubs they held there to the Russian Legion of Honor Alliance.

Feythabolis – June 20, 2021

I am not sure where the RLH alliance fits in, but I suspect they are part of the PAPI allied FI.RE coalition, a group of Russian speaking alliances that grouped together a couple years back when the Winter coalition was attacking their space.  Red Alliance still hold part of the region and they are an Imperium allied group.  We will see if things end up in the region with Russians fighting Russians.

Elsewhere things seem fairly static.  The Initiative does something in Etherium Reach now and then, a new group moved into the formerly Legacy held region of Catch, which is now held by Imperium groups along with some non-PAPI alliances, and the rest of New Eden carries on.

My Participation

The week was definitely off to a slow start for me and it was mid-week before I even undocked.  As noted, ops have tended to be quick defense sweeps or hot drops where you have to get in right now in order to participate.  Still, I got lucky and happened to sit down as there was a rage ping going out to get into bombers and get on the blops and take a bridge.  I got in and was able to fire a few salvos at a Severence Hel that had been tackled ratting in Fake Querious.

The Hel is going to… well, you know

That was a decent kill and was a follow on to a Wyvern that had been caught just a bit earlier that day.  Delve (and Querious) are safe though.

I also managed to get in a John Hartley Harpy fleet that zapped some PAPI pilots who made a visit into 3-DMQT, putting me on a few more kill mails.  I have a low key goal of getting on 5,000 kill mails before my 15th anniversary, and looked on track coming into June within 200 kill mails of making it.  I was on 187 in May after all.  Then the war slowed down and I am not sure I’ll get there.  Oh well.

No activity means no losses I suppose, so my loss count for the war remains:

  • Ares interceptor – 18
  • Malediction interceptor – 7
  • Drake battle cruiser – 7
  • Crusader interceptor – 5
  • Atron entosis frigate – 6
  • Rokh battleship – 5
  • Scimitar T2 logi – 5
  • Ferox battle cruiser – 4
  • Cormorant destroyer – 4
  • Jackdaw destroyer – 4
  • Purifier stealth bomber – 3
  • Guardian T2 logi – 2
  • Scalpel T2 logi frigate – 2
  • Scythe T1 logi – 1
  • Raven battleship – 1
  • Crucifier ECM frigate – 1
  • Gnosis battlecruiser – 1
  • Bifrost command destroyer – 1
  • Hurricane battle cruiser – 1
  • Sigil entosis industrial – 1
  • Mobile Small Warp Disruptor I – 1

Other Items

This past week was Federation Day… which makes me think there might be a naming issue for the event… which included a bunch of little events and some specials in the store.  I did the login campaign daily on all my accounts and launched fireworks daily with one high sec alt, but otherwise it didn’t register much for me.

The CSM16 elections wrapped up on Tuesday at 11:00 UTC.  CCP Swift, who promised “teases throughout the week” said that there were more votes than last year… then gave us no more teases.  I submit this as proof that he is now fully integrated with CCP.

This week saw CCP Rise on Pando’s FC Chat Twitch show talking about recent changes and plans.  You can find the whole stream here or you can read the summary over at INN.

Meanwhile, the daily player count continued to falter, with mid-week numbers failing to crack even the 25K mark.  The chart of the last three months over at EVE Offline is trending down.

Not a happy PCU trend

I hope this is just summer and everybody just happy to leave the house, because the week’s high was kind of low, just barely cracking the 26K mark on Sunday, the peak of the week:

  • Day 1 – 38,838
  • Week 1 – 37,034
  • Week 2 – 34,799
  • Week 3 – 34,692
  • Week 4 – 35,583
  • Week 5 – 35,479
  • Week 6 – 34,974
  • Week 7 – 38,299
  • Week 8 – 35,650
  • Week 9 – 35,075
  • Week 10 – 35,812
  • Week 11 – 35,165
  • Week 12 – 36,671
  • Week 13 – 35,618
  • Week 14 – 39,681
  • Week 15 – 40,359
  • Week 16 – 36,642
  • Week 17 – 37,695
  • Week 18 – 36,632
  • Week 19 – 35,816 (Saturday)
  • Week 20 – 37,628 (Saturday)
  • Week 21 – 34,888
  • Week 22 – 33,264
  • Week 23 – 33,149
  • Week 24 – 32,807 (Saturday)
  • Week 25 – 31,611
  • Week 26 – 39,667 (Saturday)
  • Week 27 – 34,989 (Saturday)
  • Week 28 – 34,713
  • Week 29 – 35,996
  • Week 30 – 38,323
  • Week 31 – 38,167
  • Week 32 – 37,259
  • Week 33 – 35,886 (Saturday)
  • Week 34 – 35,626
  • Week 35 – 35,379
  • Week 36 – 35,085
  • Week 37 – 34,394
  • Week 38 – 36,319
  • Week 39 – 35,597 (Saturday)
  • Week 40 – 35,384 (Saturday)
  • Week 41 – 33,708
  • Week 42 – 33,521
  • Week 43 – 33,731
  • Week 44 – 33,742 (Saturday)
  • Week 45 – 33,758
  • Week 46 – 31,768
  • Week 47 – 29,898
  • Week 48 – 31,462 (Monday)
  • Week 49 – 27,914
  • Week 50 – 26,045

Related

Sunday, June 21, 2020

Blizzard Goes After WoW Classic Bots and Warms up for AQ

This week saw some WoW Classic news related to bots and cheating as well as a stress test on the public test realm.

Classic is as classic does

The big announcement was that Blizzard had banned 74K accounts for EULA violations.

We’ve recently completed a round of actions against players who were found to be cheating in World of Warcraft.

We rarely communicate publicly about this, because we’ve found that describing our sources and methods can make it easier for malicious actors to work around them, but we feel that it’s worthwhile to expand on the subject today, as many players have recently asked us for more details.

Including today’s actions, over the last month in the Americas, Oceania, and Europe regions, we’ve closed or suspended over 74,000 WoW accounts that were found to be in violation of our End-User License Agreement 68. The majority of these were found to be using gameplay automation tools, typically to farm resources or kill enemies much more efficiently than legitimate players can.

While today’s suspensions were applied in a batch (often referred to as a “banwave”), it is a top priority for us to identify accounts that are botting and remove them. Our team works around the clock, every day of the week, and many of the suspensions and account closures over the last few months have gone out in the middle of the night, or on weekends.

Like you, we play World of Warcraft. We understand what it’s like to spot a player in-game who appears to be botting. We always want to eliminate the botting player, if it can be proved that they are indeed cheating. And that raises a big difficulty in addressing this issue – we have to prove to ourselves that the accused player is not a person who’s actually controlling a character with their hands on a keyboard.

We use powerful systems to determine if the suspected player is using an identifiable cheat, and our heuristics (which we do not outline publicly) are constantly improving and evolving. But when we examine a suspect and these measurements aren’t out of line, we have to manually gather evidence against the accused player, which can be very time consuming and complex. It’s worthwhile though, because we never want to take action against a legitimate player.

Yes, there have been cases where a legitimate player appeared (to another player) to be botting. In those cases, where a legitimate player is reported and then cleared of wrongdoing, it can be very frustrating to the reporting player to again see what they think is a bot. We’ve also seen examples where the reported player was caught exploiting the game, and was removed from the game, and then quickly returned to doing the same thing on a new account with the same character name. That’s an infuriating sight for the players who initially reported it. We greatly appreciate your reports, and we understand how you feel about this.

We’re ultimately working to unravel a challenging circumstance. Real money trading drives third parties to put an enormous amount of effort into circumventing our detection systems. As much as this is a very high priority for us, it is the only priority for profit-driven botting organizations. The bans we issue are simply a cost of doing business for them.

We’re working on further improvements to every part of the game that might address cheating issues more swiftly and completely, and we’ll continue to let you know as those next steps are taken.

Thank you very much for your feedback on these issues, and thank you for your reports!

Ars Technica even did a story about the “bot mafias” that were present in WoW Classic. and how they have messed with the economy, all no doubt in furtherance of illicit gold sales.

I know I have seen a bunch of gold seller spam email messages showing up on my characters lately.

I have multiple screen shots of similar messages

I have been using the “Report Player” button to respond to these, so hopefully I helped target a few bad actors.

In addition, Blizzard made a change to the number of instances a player can access during a single day.

As part of our ongoing efforts to eliminate exploitative and automated gameplay, with scheduled weekly maintenance in each region, we’re implementing the following change to our settings on all WoW Classic realms:

  • You may now enter a maximum of 30 unique instances (dungeon and raid) per day, per realm.

This restriction complements the current limit of 5 instances per hour. Now, when a player enters a dungeon or a raid, the game checks to see if they have entered 5 instances in the last hour or 30 instances in the last 24 hours, and if they have, they cannot enter the instance until enough time has elapsed. This check is across all of your characters on your realm.

These limits only apply to dungeon and raid instances, and do not apply to PvP battlegrounds.

I had run into the old “five instances per hour” limit while trying to get the Hydrocane to drop in Gnomeregan, but the overall cap will now close that out a bit more thoroughly I suppose.  (I didn’t need nearly that many instances to get the drop on multiple characters.)

And then, in a note about things to come, Blizzard also did a stress test on the PTR on Thursday to test Silithus and the Ahn’Qiraj (AQ) opening event.  They have already posted a summary of how that went.  We shall see if they do anything with the information they collected.

Finally, layering, which Blizzard had to turn on again for a few realms recently due to queues, has been worked on to make sure that it will function correctly when these events hit the live servers.

Friday, June 21, 2019

The Alleged Purity of Leveling

More carping about levels and the problems they bring.

Only, this time I think there is some question as to whether or not there is really a problem.  At least in my mind there is a question.

The problem, as laid out, is people leveling up the “wrong” way, be it favoring a specific form of game play or using an exploit in the game or finding special gear.  Sometimes called “twinking,” it makes some people very, very angry.

In this case, as mentioned over at Massively OP, Blizzard has decided to close a loophole in XP gain that allows player to turn off their XP to boost other players with whom they are grouped.  Brought up by Blizzard back in December, a change for this is now in the WoW 8.2 PTR, found by Warcraft Secrets, whose image I am going to use.

Loophole closed, go level up the right way!

Given that we now know that the WoW 8.2 pact drops this coming Tuesday we will probably see an upswing in this behavior over the weekend.  Blizzard Watch even put it on their list of things to get done before the patch drops.

Twinking is as old as online games.  Handing alts gear they couldn’t possibly obtain on their own in order to speed up the leveling process was well established when I stared playing TorilMUD (or Sojourn MUD as it was named at the time) back in 1993.

It carried on in EverQuest, where I can recall low level paladins wandering around with Ghoulbanes to smite undead to hasten their way forward, among other twinks.  It was also popular to get a friendly high level druid or cleric to buff your alt so they could run around and solo mobs that would otherwise be well beyond your capability.

This behavior has always made some people angry, with “fairness” being the general argument.  It isn’t fair that somebody has an advantage in leveling up faster than you.  I remember somebody being angry at me because I leveled up a warrior in TorilMUD from creation to level 40 in just over 8 hours of play time due to twinking him with gear I had collected over time.  They complained about it on the forums.

Over time some things were put in place to stop this sort of thing.  Gear got level requirements and was made bind on equip most places so you couldn’t dump things on your alt for power leveling.

Some games went a little too crazy.  EverQuest II at launch wouldn’t even let you buff people outside of your party and had strict rules about level differentials in a group lest you be trying to help somebody along.  I remember those calculations keeping people out of groups, especially at lower levels where the ratios made the level gaps allowed much smaller.

I have always assumed that this was very much a response to the free and easy twinking available in EverQuest, about which people would howl in the forums.

But should the developers be listening to this sort of thing?  People complain about literally everything in the forums.  Start a thread about people undercutting your sell price on the market and just watch how many people join in on complaining.

Does having some sort of advantage in leveling up hurt anybody else?  Is twinking a problem that needs to be solved?  Should developers be preventing players from leveling up the wrong way?

I am generally of the opinion that the answer to all of that is “no.”

In a game like World of Warcraft where, in the current expansion, the mobs scale with you all the way to level 120, so that one might question why there are levels at all, and where you have things like heirloom gear, it seems debatable that Blizzard should be worried about people leveling up faster than them.  And all the more so when they’re going on about a level squish, though that is another tale altogether.

Sure, there are situations where this might be bad.

I would probably agree that any path that took players out of the visible world is probably bad.  At least if you have something like a world in your game.  In EverQuest II they felt they had to remove exp from the player made dungeons feature largely because the most popular such dungeons were exp generating machines of no obvious merit otherwise.

And any time PvP is involved letting people boost up quickly, or lock levels and build a super-optimum gear set for battlegrounds, is going to end badly.

And, then there was the tale of Warhammer Online, where one theory of the failure of the game lays the blame on battlegrounds, which were the optimum method to level up.  Why would you spend time doing open world PvP content… which was what the game was supposed to be about, and was honestly a lot more fun when it happened… when instanced battleground were ready for you right now?

But that wasn’t really twinking so much as incentivizing the wrong path forward.  But PvP depends on the other side showing up when you’re ready to play, which is the main downfall of open world PvP in every game that hosts it.  Battlegrounds, with their jump in, fight, be done mechanics are not so hampered by that, so they will tend to draw people away from the open world in any case, and when they are replacing the PvP that is supposed to be the core of your game, you have at a minimum incentivized them badly.

However, short some specific situations where the path being used to level up is taking people out of the game, I am not sure that twinking is something to get all that worked up about.  I thought we’re long past the age of draconian responses to people not playing the game correctly.  But that Blizzard has now decreed that if you group with somebody who has XP turned off your own XP gain will now be “vastly reduced,” I guess I am wrong.

Thursday, June 21, 2018

Resupply in the Jungle

The line between disorder and order lies in logistics…

– Sun Tzu

At some point last year I picked up the game Vietnam 65 on Steam.  I’d read a favorable review of it elsewhere and put it on my wish list and, when it came up on a sale, I bought it.

Vietnam 65 Splash Screen

And then I sat on it for many months.  It was installed, but unlauched, not an unheard of situation for games purchased on Steam.

Then came the Steam Spring Cleaning Sale a few weeks back which, among other things, encouraged Steam users to play games they hadn’t played in a while or had sitting in their library yet hadn’t played at all.  They were offering a badge as a bribe and convincingly listed titles that applied for each category and Vietnam 65 covered a couple of those.  So I launched it at last.

The reviews for the game were good and I can see why now.  Vietnam 65 is simple for a war game.  I pretty much picked up most of what I needed in the tutorial mission.  After that there were just a couple of units to learn about and I had the basics.  Then it was just up to me to actually play the game.

Winning is measured by the state of the hearts and minds of the province you’ve been assigned to protect.  Defeating Viet Cong or National Vietnamese Army units strengthens your position in the province so the locals will trust you.  Letting the VC or NVA run wild or mass their forces turns the locals away from you.

A fresh province to win

Those two also affect the political will of the people at home which impacts your supply and replacement situation.  If you’re winning, the folks at home are happy to reinforce success, but if you end up losing badly you’ll find it tough to climb back as supplies and replacements dry up.

Generally speaking the US forces can dominate any situation.  Infantry, tanks, Green Berets, air strikes, attack helicopters, and artillery will lay Charlie low when you spot him.  The key is finding Charlie.  The fog of war is your main barrier to success.  You have to keep scouting.

An rare moment of contact

I’ve been most effective with a fire base planted in the midst of some villages and a couple of Green Beret units, scouts who can spot from a distance without being seen, and dropping artillery from the base, along with air strikes when available, on targets of opportunity, with a Chinook helicopter keeping the fire base supplied with ammo.

Supply is key.  You units out in the field can only survive for so long without being resupplied.  A lot of the effort of the game is keeping the supplies coming to your units out looking for the enemy.  And your helicopters, which can only move so far in a turn, also need to get back to base to refuel before they can haul more supplies.  Some of my early disasters have been caused by too many units spread far afield and waiting too long to start supply runs.

Operations around a firebase

The combat is pretty basic.  There is a simple win/lose mechanic for straight up fights and a hit/miss roll for artillery, air strikes, and other indirect fire.  US units are eliminated after two losses.  This includes your helicopters, which can come under fire from the ground when trying to get supplies out to your units in the field.  One such hit means they need to get back to base for repair, while the second hit sends them crashing into the jungle, leaving a wreck behind to remind you of your mistake.

But combat can be simple, as it is an end result of your efforts.  You need to get out in the field and find the enemy.  The local villagers will help you with intel if you have proven yourself around them.  Defeating nearby hostile units will help, as will clearing mines from the vicinity of their town of hooking them up to the road network with your engineers.

Turn 13 and I am doing well

Once you get used to things and find you’re winning every game decisively you can start fiddling with the difficulty.  There are two presets; Normal, which is where you start, and Veteran, which is all the sliders moved to “hard.”  In between there is Custom, which lets you tinker with the sliders so you can build up to Veteran.

All the sliders

Veteran is a challenge.  You start behind on hearts and minds, your supply pool is low, the enemy is very aggressive, the weather is bad, and the jungle is very dense.  I’ve survived a few rounds of Veteran, but faced defeat as I could not repair or replace units due to a loss of public support from about the halfway point of the game.

The game is single player only.  It also comes with 51 achievements which, because it is single player, you can go out and earn without having to interact with anybody else.  Some are easy, and some are not, requiring you be running in Veteran settings to start with.

All in all an approachable war game that has enough depth and replayability to keep you going for a while.  Play time for a 45 round game is a little over an hour.  Some turns take time, some go by fast.  Overall I recommend the game.  You can read up about it over on Steam.

Vietnam 65 is actually a few years old now and the company that made it has released something of a successor, Afghanistan 11.  In the same vein as the original, you are fighting a counter insurgency and have to win the hearts and minds by finding the insurgents and proving you can protect the locals.

I have already purchased Afghanistan 11, but haven’t dug into it yet because I am not done with the original.  But if you want to move on to more recent conflicts, you can find it on Steam as well.

Wednesday, June 21, 2017

Is EVE Online a Gankbox?

Syp has been angsty about the “gank culture” of EVE Online this week.  He started on Twitter.

Then he turned that into a post on Massively OP where he declared EVE Online to have a “gankbox” culture.

I had to go look up “gankbox,” as this was a new term to me.  According to Massively OP:

Gankboxes are sandboxes that place such an emphasis on unrestricted free-for-all PvP that ganking comes to dominate the entire game, to the detriment of the rest of the world design.

As somebody coming up on eleven years of playing the game, that does not describe EVE Online to me at all.  New Eden is not a place of unrestricted, free-for-all PvP.  Sure, out in the wilds of null sec space or in wormholes you can shoot at other players without consequence, but in low security and high security space, where Neville Smit tells me most of New Eden plays, there certainly are restrictions on PvP.

I low sec you have guns on gates and stations that will shoot at people who initiate combat, there are suspect timers and kill rights that make people who shoot you vulnerable to attack even in high sec space, and the whole security status system that can make travel to high sec a dicey proposition if you sec status gets too low.

And that is low sec space, which hosts faction warfare, where people are alleged to be shooting each other all the time.

In high sec space, CONCORD lands on you and blows up your ship if you just start shooting at other people, something that I would call a pretty serious restriction on PvP.  Somebody has to declare war on you to shoot you without restriction in high sec, and they can’t do that if you’re still in an NPC corporation.

Which, of course, isn’t to say that people don’t get blown up in high sec space.  It happens all the time.  I’ve been on both ends of that.  I have been blown up traveling the space lanes of high sec.  And I have helped blow other people up as part of Burn Jita and Burn Amarr in the past.

An Obelisk freighter goes up

And suicide ganking is a thing in high sec space every day.  But it has restrictions and it can be avoided with some care.  People engage in it as a for-profit venture, so simply making sure it isn’t profitable to gank you goes a long way to making your journey a success.  You can start by getting the hell away from Jita.  As the center of commerce in New Eden, it attracts all the bad elements, so the further you go from it, the quieter and safer things tend to become.

But the term “gankbox” seems completely off base.  Ganking does not dominate the game.  I live in Delve, PvP barely dominates the game.  We mostly mine, shoot NPCs, build things, and sell them to each other, as the monthly economic report demonstrates.

I will cop to EVE Online have a bad reputation however.  It has provided some cringe worthy moments in gaming.  And even I called out the game’s reputation as one of the top five problems I feel the game has.

But a reputation isn’t reality, it is a perception.  You aren’t going to get ganked and scammed by Goons the moment you undock into the tutorial in your noob ship.  Syp couldn’t have “looked” and the gank culture, because it doesn’t exist as he describes it.  He just let one aspect of the game’s reputation color his point of view.

Sure, people get blown up and get mad, as in this classic Reddit post.  But you’ll note two things in that thread.  The first is the pilot’s disregard for security status, and thus his own safety.  Second is that down in the comments he eventually says he is over his moment of frustration.  Life in New Eden, and on Reddit, where flaws get magnified 100x.

For all of that though, I will predict that Syp wouldn’t like EVE Online.  He seemed to get a bit flustered by RuneScape, which at least follows some recognizable MMORPG conventions.  EVE is just plain right-angles to reality confusing if you’re coming from other games in the genre.

Back to my top five problems post, the game’s name, age, and reputation stop people from playing, but it is the the user interface, the complexity of gear, and (my bonus item) the horrible, mis-used, and sometimes arcane terminology common within the game are much more likely to be a real issue that the game’s reputation.

EVE Online is a place where veterans of the game learn about features by accident all the time.  I saw this gem just the other day.  I don’t have to undock to tinker with overview settings.  Who knew?  For a new user it can be confusing as hell.  And that doesn’t even get into the sandbox nature of the game where, once you’re done with the tutorial, the game leaves you to figure out what you want to do.

All of which is me picking on Syp, which he probably doesn’t deserve.  But I would like to see him try the game and reject it for one of it many real flaws rather than running away due to a flaw he thinks it might have. (Also, his posts on Massively OP about EVE might use the games terminology correctly more often.)

When I think of ganking and annoying player behavior, my mind always goes to WoW.  I have experienced a lot more direct bad user behavior in Azeroth than in New Eden.  But I play EVE and not WoW currently.

To round back to the post topic, do you think EVE Online is a “gankbox” or not?

Tuesday, June 21, 2016

Minecraft and a Year of Statistics

So now that I have the long winded reflection post out of the way, here is something lighter.

Also a pretty Minecraft sunset

Also a pretty Minecraft sunset

One interesting side-effect of playing on a single server for 99% of my one year Minecraft career is that my stats for that server are pretty much my overall stats.  So here we go.

General Stats:

  • Games Quit – 762
  • Items Dropped – 539
  • Fish Caught – 148
  • Junk Fished – 16
  • Treasure Fished – 9
  • Talked with Villager – 919
  • Traded with Villager – 921
  • Cauldrons Filled – 2
  • Water Taken from Cauldrons – 3
  • Interactions with Brewing Stand – 39
  • Chests opened – 11,996
  • Trapped chests triggered – 166
  • Hoppers searched – 1,108
  • Droppers searched – 4
  • Records played – 2
  • Ender chests opened – 58
  • Items enchanted – 71

We don’t PvP.

MOB Stats:

  • MOB Kills – 14,601
  • Damage Dealt – 89,672
  • Damage Taken – 6,086
  • Players Killed – 0
  • Number of Deaths – 35
  • Animals Bred – 1,087
  • Zombies killed – 1,424 (killed me 3 times)
  • Skeletons killed – 851
  • Spiders killed – 526
  • Creepers killed – 512
  • Zombie Pigmen killed – 255 (killed me 4 times)
  • Magma Cubes killed – 206
  • Blazes killed – 185
  • Cows killed – 153
  • Slimes killed – 140
  • Sheep killed – 135
  • Silverfish killed – 129 (killed me 1 time, don’t go AFK!)
  • Chickens killed – 110
  • Ghasts killed – 98 (killed me 1 time)
  • Cave Spiders killed – 75
  • Endermen killed – 72 (killed me 1 time)
  • Witches killed – 54 (killed me 3 times)
  • Rabbits killed – 19
  • Squids killed – 15
  • Bats killed – 2
  • Ocelots killed – 1
  • Wolves killed – 1
  • Unaccounted for kills – 9,638 (dunno, just copying the stats)

I am not sure what else is inflating the MOB kill number, which is on a different page from the individual MOB stats.  The Ocelot and Wolf kills were both accidents while trying to tame them.  Doh!

Crafting Stats:

  • Crafting Table interactions – 6,335
  • Furnace interactions – 2,176
  • Most Crafted item – Stick (needed for rails, torches, fences, tool, and more)
  • Most used item – Pick
  • Most depleted item – Pick
  • Most dropped item – Fish (from the Guardian farm no doubt)
  • Most mined item – Stone
  • Most picked up item – Cobblestone
  • Most crafted block – Stone Brick

The mend enchant has meant using diamond tools which can be repaired by experience globes, so I haven’t crafted many tools since 1.9 came out.

Travel Stats:

  • Walked – 2,273.26km
  • Sprinted – 20.96km
  • Crouched – 24.56km (most of it backwards)
  • Swum – 16.04km
  • Fallen – 8.54km
  • Climbed – 29.39km
  • Flown – 14.49km
  • Dove – 9.19km
  • Minecart – 591.01km
  • Boat – 105.06km
  • Pig – 335.71m
  • Horse – 129.3km
  • Elytra – 0mm
  • Jumped – 94,150 times
  • Times slept in a bed – 560

I do most of my travel by foot, though that includes every movement not covered by all the others.

I ended up turning off the auto-jump that came with Minecraft 1.10 because it was way too easy to walk over barriers I had put up to keep me from falling into lava and the like.

Minecarts are the most hands-off travel, while boats are the most efficient, so long as there is water where you are going. (And now that boats don’t break when you sneeze on them.)

Horses are great, but you have to keep an eye on them and they need a path 2 blocks wide and 3 blocks high.

And then there is the pig, which I rode just because Bhagpuss brought it up the last time I put up some Minecraft stats.  Not a very good way to travel, since the pig moves at  about walking speed, but amusing for a lark. (You can compare travel speeds with the chart here.)

Riding a pig away from Farm Station

Riding a pig away from Farm Station

So that is what I have after a year.  Sticks and stone and picks and a lot of walking.

Reflecting on a Year with Minecraft

In which I write a lot of words about a game… again.

As of today I have spent a full year playing Minecraft.  It was on Father’s Day last year that my daughter suggested we play together, a suggestion she has come to regret in that dismissive way that only teens can manage.

“Are you still playing that?” she says with that eye-rolling world weariness that she gives all such parental endeavors.  But I still remember our first little house in the game, and remind her of it.

A house on the hill

A house on the hill

A lot of time has passed in the world since.

According to Raptr I have spent more time playing Minecraft than any other game besides EVE Online and World of Warcraft.  Considering that I have been tracking with Raptr for five and a half years and I have only been playing Minecraft for one year, that says something.  My top five games on Raptr, as a percentage of time tracked, are:

  1. World of Warcraft 24.5%
  2. EVE Online 20%
  3. Minecraft 9%
  4. Rift 8%
  5. EverQuest II 7%

There are reasons that Minecraft has gone up the list so fast.  We’ll get to that.  But needless to say, I have spent some time with the game over the past year.  Bang for the buck, even with server hosting, has been pretty high.

And I have a pile of blog posts that follow what I have done, which I will just list out here as a retrospective, in case you want to catch up with the story so far.  In order from oldest to newest:

  1. Father’s Day Minecraft
  2. Further Exploration in Minecraft
  3. Minecraft and the Importance of Not Falling off of Things
  4. Minecraft and Bringing Light to Dark Places
  5. Sheep Stole My Mining Cart
  6. Minecraft and the Accumulation of Material
  7. Minecraft and the Gift of Fire
  8. Minecraft and the Hosted Life
  9. Paving the Nether
  10. Minecraft and Another Vision in the World
  11. Minecraft and Dungeon Making
  12. Major Minecraft Setback with NetherByte
  13. Don’t Throw Eggs at the Zombie Pigmen
  14. Minecraft – Our World
  15. Minecraft and a New Age of Exploration
  16. The Demise of NetherByte and the Portability of Worlds
  17. Into the Roof of the Nether
  18. So Close to Taming an Ocelot…
  19. The Barad-dûr in Minecraft – First Attempt
  20. Minecraft, Bases, and the Urge to Explore
  21. Minecraft – Under the Sea
  22. Minecraft and the Great Northern Road
  23. Finishing the Great Northern Road
  24. Minecraft and The Guardian Farm
  25. Prismarine Towers and Horse Field Dreams
  26. Minecraft – This is The End
  27. Our Automated Farms in Minecraft
  28. Upgrading to Minecraft 1.9
  29. Just Another Pig in the Wall
  30. The Move to Minecraft Realms
  31. Minecraft Rail Plans
  32. Collecting Tears…
  33. Finding the Northeast Passage in Minecraft
  34. One Hundred Million Copies of Minecraft
  35. Abandoned Mines and Prismarine Spans
  36. Minecraft 1.10 The Frostburn Update
  37. Minecraft and Closing the Rail Loop

So, after a year of this, I figured it was time to reflect on the game, the good bits and the bits that maybe aren’t so good… because I have to have that whole dichotomy thing I insist on bringing with me wherever I go.  Bear with me.

The Good

The game really scratches the whole “wordly” itch, something that used to be the domain of MMORPGs like EverQuest, Lord of the Rings Online and World of Warcraft.  Your Minecraft world is a place to explore and live in.  That has, no doubt, reduced the time I have spent in what I would consider my more traditional domain, fantasy based MMORPGs.

In addition, the whole persistence aspect of the MMO genre is also covered.  We’re still working with the same world my daughter and I started a year ago today.  A work in progress.  It has been hosted at home and on three different hosting services so far, so not only does it persist, it is portable as well.

The multiplayer aspect is a big deal and, again scratches an itch that was otherwise the exclusive domain of the aforementioned MMORPGs.  That I was able to setup a server and have friends along to play in the same world was a big draw, one that keeps me coming back.  Going to see what other people have done in the world is a treat.

Then there is how each of us tackle the world.  Everybody has their own vision and things they like to do, and that makes looking in on everybody else all the more interesting.

And, of course, the variety of hosting options out there make sharing your world easy.

The sandbox nature, the ability to not just explore, but change the world factors in my enjoyment.  I spend most of my time either building things, or collecting resources to build things.  Crafting and farming enter into this as well.

There are still some nice things to find in game, like villages, desert temples, abandoned mines, dungeons, along with the whole nether and end experience that give you something to work with in the sandbox.

Survival mode provides the requisite friction to make building, exploring, and whatever seem… game like maybe?  If I set the world to creative mode and could just create things out of thin air and build whatever I wanted, flying around and placing blocks, I would have likely tired of the whole thing fairly quickly.

Which is not to disparage creative mode in general.  A lot of people like that, my daughter included, and that is great for them.  But for myself, in order to scratch that itch that video games satisfy, the environment has to impose constraints to work against.  In Minecraft survival mode that manifests itself in the day/night cycle, hostile mobs, the need to gather resources and move them to the site where I want to use them, the time it takes to travel places, and even little things like falling damage, food requirements, and the need to work around things in the environment like water and lava.  Certainly the possibility of death brings spice to things, but even things like item wear and inventory management forces you to adapt.

The requirement to collect raw materials is actually one of my favorite bits of the game.  I spend a lot of time mining in Minecraft.  Funny that.  I dig down to level 12, set up a central area with storage and an auto-furnace, and start throwing out shafts every third block.  I put on an audio book or a podcast and I can mine away for hours.  It can be quite relaxing… or exciting if I dig my way into something under ground.

There is a certain joy in the simplicity of the game, from graphics to actions.  I am not a fan of pixelated graphics for their own sake, but Minecraft has hit a happy balance for me.  The simple nature of the basic game “feels” in accord with the graphics.  The game itself is an odd mix of sophistication and doing things in what I might unfairly call “the easy way.”  The game graphically looks like something from a past era of video games, but in ways couldn’t exist outside of the current era.  Our world currently occupies about 1.2GB of drive space and requires fast internet to load and play effectively on the server.

So it looks like it could be from the 80s, but needs resources that have only become generally available… things like high speed internet and cheap 1TB hard drives… much more recently.  You couldn’t do this on an Apple ][ or a 486 Windows 3.1 PC or probably even that 400MHz Pentium II Windows 98 box with a TNT2 card I had around the turn of the century.  However, even with those requirements, its simplicity makes it feel happily retro.

Finally, there is the whole mod situation, which extends from simple client mods like texture packs, to handy additions like a mini-map, to server mods to change the very nature of the game.  There is a wide world of choices out there which I have yet to scratch the surface of at this point.  All I have really used is Minecraft Overviewer, which renders your world into Google Maps format so you can see it all.  I love this.  And it even has a UI now, so you don’t have to learn the command line if you don’t want.

The Downsides

The world in Minecraft can be a repetitive place.  For every interesting bit of scenery there is another plain or forest or desert or ocean that looks very much like the last one I saw.  Exploration can end up being very much a race to find something, anything interesting in a world of sameness.  I feel like I am most likely to get lost because any stretch of forest looks pretty much like any other, causing me to work out my frustration by setting things on fire.  Burn, forest, burn.  I’ll find another just like you over the next hill.

The downside of persistence is that sense of wanting to hang on to your work.  There are times when I want to just start another world, but then I look at all the work done on ours… and I don’t want to redo that.  I don’t even want to play on other worlds because if I want to play Minecraft, I want to spend the time improving our world… for specific definitions of “improving.”

Sharing your world with others is very cool, but actually doing things with other people can be annoying.  It can be surprisingly difficult to do simple things like travel overland together.  The whole first person view thing makes keeping and eye on other people a chore.  And, in this sandbox which is focused so much on building, we do tend to just build away on our own little projects.  I did get significant help on resources for the rail project from both Skronk and Aaron.  But you tend to let people do what they’re doing because it is their project.

Sharing is also… complicated.  Now and again I want more people to join in on what we have, but who can I really trust?  Who will be compatible and who will just come in and just blow up our stuff.  The joys of a destructible world!  Doubly so since a couple of us have our kids on the server now and again, so there are minors to protect, which lets out almost anybody who plays EVE Online as a possibility, because we’re all horrible people.

The weight of the sandbox nature of the game can be a burden.  When you have a project, all systems are go.  But when you have finished it… well, you have to come up with another project or else just potter around with what you have already setup.  And, frankly, pottering around mostly involves waiting; waiting for crops to grow, waiting for villagers to get something interesting up for trade, waiting for your automated production marvel to make the stuff it makes, or just waiting for the sun to come back up again.

I feel a bit of emptiness in some of my projects.  When my daughter and I first started, she built us a shelter that was just what we needed and no more.  It was pretty cramped.  Then she built the house we moved to, which was nice.  It had a few rooms, but there was something going in on each room.  Then I went and built a castle.  I had a vision of many rooms, each with a function.

However, as I completed the castle, I noticed that I really only used the room that I had setup initially to shelter in over night, plus some empty space around it where I put in chests for storage and built an auto furnace.  That and the automated farm on the roof are about all that the castle has in it.  The problem is that there is nothing to “do” in the castle.  I don’t need any rooms outside of the one where I sleep.  Likewise, in the area I refer to as The Kremlin, I have built several towers, a stable, and a large two story building, all of which are starkly empty inside because I still just sleep at night in the little room I dug in the side of the mountain when I first arrived.

Enaldi and Skronk have built the most amazing Italian town in our world.  Great buildings decorated inside and out.  They set it up with NPC villagers so that they go about their business around the town square.   It is the most wonderfully alive place in our world.  I love it.  But, in the end, there still isn’t anything to “do,” it is just decorative.  Enaldi and Skronk, to my knowledge, don’t log in to “play” in their creation.  They just add more to it.  Just building more and more can feel a little Sarah Winchester now and again.  (I live not far from her house.)

And, without that sense of function, I have stopped putting up large buildings for the most part.  Bridges I like, because they have a function.  But putting up a castle or the like doesn’t appeal to me now because they just end up feeling empty and lonely.  So I work out my anger by marring the landscape with giant public works projects.  I have seriously considered making the rail project double tracked.  Or maybe a six lane highway right through the middle of the continent.

Meanwhile, the friction which keeps the world interesting can also make it annoying at times.  The day/night cycle especially.   If you are on alone, you just hit a bed when the sun goes down and then the day begins anew.  But if other people are on and in the middle of something… nobody cares about day or night deep in a mine, nor when they are AFK waiting for their automated device to crank out some supplied… you have to coordinate or interrupt them or just deal with the night side of the cycle.  And, in the way of things, the day always feels too short because you’re getting things done, while the night feels like it goes on forever because you’re stuck inside or you’re fighting zombies, skeletons, and the seemingly endless supply of creepers the game loves to spawn.

I am unhappy with the behavior of water in the game.  Lava too, but I don’t want to create rivers of lava in the world.  Okay, that’s a lie, I would totally create rivers of lava as well if I could.  But working with water to create anything like a river just involves too many runs with a bucket.  I could just turn on creative mode and do that, but then there goes the magic of friction in the world.  And I want water to flow.  I want to drain lakes and flood mines.  Instead water just sits there or, at best, runs off for a few blocks, gets tired, and gives up.  It does make very nice waterfalls at times though.  I will give it that.

I have also had some poor experiences with hosting services.  There are so many to choose from and there is no real way to tell how things are going to work out.  Who knew NetherByte would fold up shop suddenly?  I suspect that our problems with MC Pro Hosting were related to them co-hosting us on an over taxed machine, so performance went to hell during peak hours.  I understand that problem, but for what we were paying I expected more.  Minecraft Realms has been good, and it is probably the simplest solution, certainly it is the one most integrated into the product, and the price is right, but you give up a lot of control options there.  So I remain vaguely dissatisfied on that front.

Finally, I have, to this point, spent exactly zero time with mods.  Part of that is because in my long history with video games I have developed a love/hate relationship with player developed mods and extensions to games.  I like them, but I have been burned enough times that I also try to keep them to a minimum.  Part of it is a desire not to screw up our world based on experiences related to the former.  Part of it is that it is nice just to be working with the simplest possible set of rules.  And, finally, since we now host on Minecraft Realms, we cannot have any server mods, and even if we could, they would all be broken right now because Realms is always running the latest release version.  There are still mods out there that haven’t been brought up to version 1.8 and we’re now at version 1.10.

Also, totally off the farm here, but I hate when versions don’t get zero padded and the plan is to change the digit count.  For me the sequence should be either this:

1.7, 1.8, 1.9, 2.0

or

1.07. 1.08, 1.09, 1.10

Where I grew up, 1.1 = 1.10.  But that might just be me.  I still like monospace fonts too.

Summary

If you are reading this and just love Minecraft beyond life itself, don’t take my comments too much to heart.  The day I cannot find something to complain about is probably the day I show up dead.

For me, understanding what I do not like about a game, and why, is as important as understanding what I do like.  Not, I cannot just play the game.  It just isn’t in me.  And, I will add a the long standing policy here at TAGN is that I almost never bother to write about games I simply do not like, and certainly not at depth.  This is just a bit of my collected thoughts after a year of playing the game.

I logged in and played yesterday, I will likely log in and play again tomorrow or the next day.