Thursday, September 4, 2014

Burner Upgrades

Burners aren't perfect.  We can probably agree on that.  CCP has stated that they would like the expand the concept to other ship classes (which I think is a great idea at face value).  However, there's also more that could be done with Frigates.

These are in no particular order and are just my random musings:

  • One of my gripes from yesterday: Burners are too short.  Per the original dev blog post, this is somewhat intentional.  And I'm not advocating adding an intentional timesink (although a separate class/tier of lvl4's called Expert Missions in parallel with Burners would be outstanding).  But keeping with the theme of emulating 1v1 pvp in a lvl4 mission, you could tack on just a little more and have a more satisfying experience ... maybe an appetizer to the main event.  For example, put a (much less challenging) frigate or two at the acceleration gate.  Or add an intermediate room with a Burner Lieutenant, before the final room with the "real" Burner.
  • Burner-Lites.  Maybe level 3 Burners.  I'd like something that can be done with tech1 frigs and meta4/t2 loot (non-faction).  Lower risk, lower payout.  The current burners are pretty harsh (in my view, appropriately so), but a lvl3 version might be fun for lower skillpoint characters.
  • Burners On Demand.  I don't think a dedicated Burner agent is a great idea; implications of farming are pretty horrendous.  But a scheme where "On Demand" means "for a cost" then maybe it's better balanced.  Would you pay your agent 5,000 LP to locate a Burner for you?  10,000?  Would you maybe schedule some friends for "Corp Operations" around a group chain of Burners?  As a former Corp Party Planner, I'd have loved that kind of content.
  • Separate out the Burner Mission like a Storyline mission.  If I am running lvl4's and I am offered a Burner, right now I either decline the Burner and keep grinding, or I stop what I'm doing and get set to do the Burner.  Some players will decline just so they can keep grinding.  Other players will decline because they don't want to be dead in the water (at least with that agent) until their friends login or travel to help.  Some of those players will get the Burner, decide they want to run it but can't/won't run it right that moment and will logoff for the night.  With PCU numbers the way they are, don't give me a reason to logoffski, let me set aside the content until I'm ready. Personally, I'd rather get an evemail from a different agent saying "We've got a special problem that needs a pilot with your skills..." and let me deal with the Burner when I have time.  

That's it for now.  Thanks for looking into my brain with me.

Wednesday, September 3, 2014

Burner Balance

Reading forums, it's apparent that there's some disappointment with Burners.

Now, it's the EVE community. There's going to be some whining and banging of pots and pans.  But, some of it struck a chord with me and put words to the feelings that I had rumbling around behind my brain.

Folks are saying that there's too much risk for too little reward.  They're saying that that they're too hard.  Or require a big shiny faction fit in order to be completed.

Overall, I think CCP hit pretty close to the mark.  Although some adjustment is probably warranted, I wouldn't do it just yet (let's collect more data), and I wouldn't make sweeping changes.  But I do think that they need to get the balance a nudge or two before cranking things up with Cruiser sized burners.

Things I like:

  • I like that burners are difficult.  
  • I like that they're making people think about their fits and affecting their skill queues.  
  • I like that there's a whole new strategy and tactics being developed for them (I saw the term "drop bait drones" being used as a means to break warp scram during an unsuccessful burner run and thought it was great, i.e. turning the AI's desire to murder drones against itself).  
  • I realize these are pretty high level, conceptual bullet points, but all in all, I'm reasonably happy.  All in all, Burners are pretty cool.


Things that Suck:

  • I wish that we'd drop from warp a little further from the target, to try to get our bearings before being instalocked and ganked.  Either add some distance or turn down the npc's lock time a bit.
  • Balance is tricky, but the current setup yields a little bit of rock-paper-scissors(-lizard-spock).  Each burner is designed with obvious counters, meaning that a relatively narrow range of ships will be successful.  Youtube is yielding a surprising number of different setups for some of the flavors, but given the number of frigates in the game, we're using far too few of them on Burners.
  • Balancing around overheated faction webs kinda sucks.  A near mandatory ~95M isk investment is poopy.  Wish Mr. Sansha's orbit range was 10km instead of 15km, for instance (even a 12km orbit would let me do it with meta4 and an off grid booster).
  • Once you drop from warp, it's very much about getting all the right buttons mashed to facilitate a kill.  Once guns are firing and modules are blinking appropriately, there's not much to do but wait for the eventual success or fail.  If CCP /really/ wanted to make things interesting, the AI would get smarter and do things like random orbit ranges and other maneuvering switchups that would make you react during the fight.
  • It's over too soon.  More on this in the next post.


Some of this goes away if CCP would say the words "Burners aren't meant to be solo'd."  But I don't think they should balance around a gang fight.  The solo frigate fight is the classic duel, and emulating that experience in a lvl4 just kinda feels right.  If they can get the balance right, it goes a long ways towards having a future in PVE, /and/ as a stepping stone to train future PVPers.

Anyway, with 1 week in game, that's my opinion on Burner Balance.  Sometime soon (maybe even tomorrow), I'll chat a bit about how the concept could be extended in future patches.



Tuesday, September 2, 2014

Burners 0, Pukin' Dogs 1

*** FIT VERIFIED SCYLLA 13 APRIL 2015 ***




Was a close fight, but on this day, the Sansha Burner floated home in a pod.

It was a close fight.  I misclicked and didn't get the Highslots into full overheat, meaning most of the fight I wasn't dealing maxdps.  I realized this just as my first web expired from overheat.  Mr. Burns (someone's been watching too much of the Simpsons marathon on FXX) died just as the 2nd web went down.

I was making faces and squirming a little. Very close.

So, lesson learned - overheat matters.  Not sucking matters too.

This is the fit I emulated (also watch the vid):
[Retribution] perfect skills, no implants, no boosters
Small Armor Repairer II
Energized Adaptive Nano Membrane II
Centii A-Type Thermic Plating (very cheap)
Centii A-Type EM Plating (very cheap)
Imperial Navy Heat Sink 
Caldari Navy Stasis Webifier (any web with 15km+ range)
Caldari Navy Stasis Webifier (any web with 15km+ range) 
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S 
Small Anti-Thermic Pump II
Small Capacitor Control Circuit II
My fit isn't quite this shiny.  I found that I had some headroom in cpu and opted for a cheaper tech2 heatsink.  I also reminded myself that I need skills for a tech2 CCC rig, oops (used t1).  The CN Stasis Webs seem about mandatory, due to the orbit range of Mr. Sansha.  This is more shiny than I'd like to fly on a ship this thin; will adjust with time.

And yes, I cheated. I had a booster off grid providing me some boosty mcboosterson.  I know!  I figure I'll run the training wheels until I get used to small ships again.

Monday, September 1, 2014

Anomic Agent #1


Well, it took longer than I expected.  I actually lost count of how many lvl4's I did this weekend before I got this to pop.  But let me say that when you want to burn through missions quickly, the game has a knack for finding every LONG mission and throwing it at you.  AE4 and Dread Pirate Scarlet (normally one of my favorites) came and went, along with many others and a few repeats.

Anomic Agent
I have a special optional mission for you, we won’t penalize you if you decline it. 
A single individual, a rogue element of Sansha’s Nation, has struck out on their own. We don't know why, but we want you to hunt them down.  
They have all scans open, so we can't go there in force. We've acquired their coordinates and need someone to sneak in and take them out. It's you against them.  
Only frigate sized ships can gain entry to the hideout, so don’t try to bring anything bigger.
This pirate will be flying an extremely fast, shield boosted Succubus frigate. He uses lasers loaded with Scorch frequency crystals. Survivors of his previous attacks claim that he likes to orbit his opponents at around 15km at extremely high speeds. He always flies with a Stasis Webifier and a Warp Scrambler fit.  
A word of warning: this rogue pirate is extremely dangerous and has proven very capable of destroying capsuleer ships. If you choose to decline this mission or if you fail to complete it, you will not lose any standings.

I've got some reading to do and some equipment to get out of cold storage.  I was hoping that the Serp would pop first so that I could dust off my trusty old Hawk.  But I also have a Retribution knocking around since some long forgotten reason.

Wish me luck!

Edit:  Helps if you title your post. Gah.

Edit again:  Many of you are reading this from a Google search.  The results and fittings of this mission run are captured in this post.

Saturday, August 30, 2014

The Machines are Winning

No, I haven't tried a burner mission yet.  I've knocked over just a few lvl4's and haven't had one pop yet.  Has been one of those weeks at work.... little time for EVE.

The stats posted by CCP Fozzie (see this Mike Azariah post) are interesting.  "On day one, 207 Burner NPCs died, but they killed 1563 capsuleer ships. The machines are winning."  Learning curves are a good thing.

I did go get my Hawk out of deep storage and am wondering what other ships I should go invest in.  Watched a few youtube vids of guys getting their asses kicked by burners; kinda scares me (a good thing).  But, the thought of spending battleship money on a faction frig so that I can lose it the first time I misclick is giving me pause.  Maybe I should go play around on SiSi a bit.

It's a holiday weekend in the U.S., so I'm hoping the lvl4 agent smiles favorably on me.

Sunday, August 17, 2014

Apologizing for PVE

Sugar posted her CSM update earlier today, and as I read it on my phone this morning I had to cock my head a bit.  Let me quote and add some emphasis:

At the start of our Term CCP Fozzie told us that he was looking to add a new type of mission. It is one of those things where everyone said "yes please!" On Monday, CCP Seagull released the news and CCP Fozzie followed up with a dev blog about the missions. 
Now, the reaction was not what I expected. I expected that i would sit here and respond to complaints that CCP was working on PvE content. All of the things about it, such as it being skippable, in the regular level fours but not decreasing access to the normal mission pool, and using frigates were supposed to be the defense for them. The idea of giving mission runners something new to try and a reason to try out frigates and fighting styles that are not optimal battleship blitzing seemed amazing.

I find it odd that a game company would find themselves compelled to rationalize/apologize in advance for adding new content, or trying to find ways of reusing existing assets (ships) in new and exciting ways.

I'm sure it's frustrating at times for CCP; they can't seem to make a sandwich for lunch without someone starting a threadnaught to tell them they're doing it wrong.  (OMG! I said NO MAYO! Wtf CCP?  /unsub 57 accounts).

It's just weird, is all, that in a game with fairly poor PVE that the devs would feel so guilty about trying to address some of PVE's issues that they'd let the apology/defense affect the development strategy.

I'm not making a particular accusation for/against CCP or the CSM on this particular addition ... my only point is:  these are strange times we live in.


Thursday, August 14, 2014

Back on the Front Burner

Okay, today was the day this blog was built for - the (hopefully) beginning of a long series of PVE additions.   Let's break down today's dev blog on BURNER MISSIONS:
Burner Missions are 100% optional. There will be no standings penalty for turning down or failing these missions. Your friendly neighborhood security agent knows that not every capsuleer will have the equipment or skills to take on these missions and won’t be offended if you decline.
Optional is good.  Some days you'll just not want to fuss with trying to refit a frig, or maybe the chair in your Golem is particularly comfy.

Burner Missions can only be completed in frigate-sized ships. The pirate Burners operate from bases protected by acceleration gates that only allow access for frigates. All types of frigates (Tech One, Tech Two and Faction) can enter the bases.

This is not a surprise given the preview we had a few days ago; still gets a thumbs up from me.  Starting a wave of new content with frigs and working up is fine by me.  Including t2 is a no brainer and mildly mandatory.

Burner Missions pit you against a single enemy NPC. This NPC is an extremely powerful frigate with stats based on those of a player flying a pirate frigate with officer/deadspace gear, pirate implants, and command links. All of these NPCs use warp disruption, and most of them use scramblers that turn off microwarpdrives the same way player scramblers do.
This sounds ... mean.  In a good way.  Very much want to tangle it up with these new little bastards.

I gotta say, though, in my perfect world, we'd have this implementation (i.e. single boss) as well as a more traditional multi-npc armada facing you in any new small-ship PVE encounters (think: mini-mini-incursions).  This sounds like it's being setup primarily to emulate 1v1 fights; I'd /also/ want some group encounters to batphone for backup on.

So, I like the ideas of having a harder AI to contend with and dismantle, and I like the idea of a mock-PVP situation.  I just want more. :)

The fact that these missions can only be received as part of the random level 4 security mission pool should prevent them from being too farmable.

I'd rather queue up for new missions and only new missions rather than have to slog through the old "full sized" missions (legacy missions? what's the terminology to use here?) hoping one will pop.  But I understand the economics/farming concerns.  It all depends how "rare" rare is.  If I can pull 1 or 2 of these a gaming session, I would no doubt be happy.  If I go days without seeing one... meh.  Once CCP learns a bit from the first pass, maybe they'll loosen up this restriction.  

Bottom line:  A solid first step.  There's hints in the blog and on the comments page of a "first of many" approach, and maybe the new content deployment schedule will help us get incrementally more MORE.

Looking forward to flying a frigate again soon....

Monday, August 11, 2014

Hyperion!



I know everyone is combing through the WH changes (and for good reason) but ... just read this in today's dev blog:

A new kind of Level 4 missionsTake on a single, powerful enemy using fitting skills and combat tactics in new optional level 4 missions for frigate size ships that will be available from all security agents in Empire space. An upcoming dev blog will present the new missions.

Love for lvl4's - check.
Small ship PVE - check.

These are words I never thought I'd see in a dev blog.  Sadly, there is already some angst about it.  For me, it's a good thing.  It's not much info yet, but I'll take it!


Thursday, July 31, 2014

Blink


In late April, I took a business trip.  I blinked and a few weeks had passed, and it was time for our family trip.  I blink again, and it's July 4th weekend and time to BBQ.  I blink again, and suddenly it's August.

I guess I should quit blinking.

Where did Summer go?

This is one of those posts where I say the usual:  I'm still here. I've not really gone anywhere.  I've been busy, but not with internet spaceships, which makes me sad.  I'll be back posting my usual half-baked ideas about highsec PVE sometime down the road, and possibly sooner than you'd like. :)

Winter is coming.  I'll have more time when the weather turns cool.

Thursday, July 3, 2014

Bell Curves


I'm a bit late to respond to the June Blog Banter, but I figure I may as well jump in and get the practice.

This killmail spawned this month's question:


Obviously that is a not just a bad fit, its horrific. But the guy might not know any better. We get these all the time circulating social media and corp/alliance chat. How do we educate players on fitting? This guy has been playing four months and can fly a BC, but has no idea how to fit one. What could be done to help bro's like this?

Furthermore, what (if any) responsibility do veterans players have in finding these players and instructing them on the finer arts of ship fitting? If it exists, does it extend beyond them into teaching PvP skills, ISK making skills, market skills, social skills, life skills...

----

There are all kinds of players in EVE.  The spectrum from complete expert to oblivious idiot no doubt maps to some sort of Bell Curve.  Most of us are average, or near average and pile up in the big bulge in the middle.  At the tails of the curve are the outliers - the truly gifted people on one side and the people who struggle to find the undock button on the other.

This poor chap, assuming the kill is as bad as it appears to be, is apparently part of the second area.

Here's the thing:  nothing we (players) nor CCP can do can fix this.  There will still be a bell curve.  If we make things idiot proof, a better idiot will just present himself.

Any attempt to improve the situation needs to keep this fundamental truth in mind - anything we attempt will ultimately be futile.  And eventually, if you dumb the game down enough, you'll alienate the old skool playerbase *cough*WoW*cough* and suffer a mass exodus of the old guard.

There are things CCP can do without pandering to the short attention span kiddies.  Examples: continuing to improve tooltips, expanding on the ship fit window, and expanding the Mastery tabs will provide useful info. Adding a popup that says "hey dude, you're undocking with all your low slots open. Continue?" wouldn't offend me.  These things are generally useful to everyone inside the bell curve and aren't only targeted at oblivious players.

I'd like to say that the Community can help, but realistically I think we already are doing most of what can be done.  We'll continue to support E-UNI and similar projects that scoop up noob players.  There will always be growth opportunities for Corps willing to make the time investment.

So, in summary:  CCP can continue to fix little things that will help provide information, but shouldn't pander to a lower IQ pool.  The Community is probably in equilibrium, like any supply-demand market, and I wouldn't expect much more from it than we already see.  But because bell curves apply to our player population, this won't be the last faction ship you see killed in a 0.3 with a civvie shield booster fitted.

And now the bonus question:

And another question you can think about is this: do purposely wrong fits, aka comedy fits or experimental fits or off-meta fits, offend you or your corp? Would you, like Rixx Javix when he was in Tuskers, face expulsion for fitting your ships differently than the accepted standard?

Officially official answer:  "Meh, It depends."

If there are minimum fits required by that particular FC or that particular community, then don't be a douche and try to sneak in a lesser fit or experiment on someone else's dime.  Pull your weight. Don't assume someone else will take up your slack.

Under those circumstances, I get mighty offended when someone gets outed for not meeting X-up requirements.  If an expectation is set in advance, I expect folks to meet it.

But there are tons of circumstances where a min/max'd shiny Fleet isn't a hard requirement, and under those looser terms I'm very okay with experiments that might not work out.  As long as there's some advance agreement, we're cool.

Said another way:  I'm a big proponent of ship fits that aren't copy/pasted from the "accepted" list.  I like it when people rely on skill rather and knowledge of a combat system rather than a meta-du-jour.  I think it's fun to do things that couldn't/shouldn't be done by "accepted" norms.

But in order to dare to be stupid, your alternative lifestyle needs to be cleared in advance with the FC.

Wednesday, July 2, 2014

IRL: Biking is Good

I debated with cluttering up the blog with personal bits, stuff not related to EVE, etc. etc.  I decided (obviously) that a few personal tidbits wouldn't hurt.

Today was a good day.  I went biking.  As in bicycling.

That statement alone, doesn't mean much to all y'all, so let me explain:  I basically have 2 passions in life.  The first (obviously) is being a gamer nerd.  The second is being a biker and Triathlete.

Alpha State

"Everything that has a beginning has an end."  That's one of my favorite quotes from the Matrix 2.  It has to do with the ...