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Title: Tyrannis - Summer Update 2010
Post by: eldaec on February 20, 2010, 05:50:38 AM
http://www.eveonline.com/devblog.asp?a=blog&bid=733

Build shit on planets - harvest planet goo - build defensive junk also.


Title: Re: Tyrannis - Summer Update 2010
Post by: Setanta on February 20, 2010, 06:42:05 AM
Carebear's paradise but more than a few (all) of the bugs brought in by Dominion are ignored other than lag (which they are trying to fix anyway), let alone things like fixing rockets, clunky GUI etc.

Eve-gate looks like it should be useful - but the rest holds no interest for me


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on February 20, 2010, 07:49:24 AM
Looks like they want EVE players to build the locales, environments, and battlegrounds where DUST 514 players will play their games.


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on February 20, 2010, 08:48:35 AM
That's certainly true.

I'm also hoping this provides some of the answers to the 'why the fuck are we based out here in 0.0' question that the last update brought with it.


Title: Re: Tyrannis - Summer Update 2010
Post by: Predator Irl on February 20, 2010, 06:46:20 PM
It seems to me like they took away the moon goo in order to redirect it to planet goo! A bit of a pointless exercise as it will never benefit the players, alliances will just claim ownership over the valuable minerals as they have done with moons.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on February 20, 2010, 06:55:46 PM
Planet goo you have to play a FPS to fight over. Yum f******g yum


Title: Re: Tyrannis - Summer Update 2010
Post by: MahrinSkel on February 20, 2010, 06:56:31 PM
Before they become contested strategic assets, there were a lot of privately held R64 moons, even entire chains controlled by single corps (I set up one for my corp).  But if the entire alliance has to turn out to protect the chain, you should expect that the alliance will wind up taking the prize.

They do seem to have put themselves in a bit of a box, where alliances are so financially strapped just doing basic maintenance on what they have that there's comparatively little incentive to engage in expansionary or exclusionary wars.  Just a little musical chairs and domino-chaining while the losers of the last round sort themselves out, and over-extended empires get pruned.  Hopefully this will be real progress, and not just a failed effort to integrate the new game into the universe of the old one.

--Dave


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on February 21, 2010, 06:55:13 AM
Hopefully this will be real progress, and not just a failed effort to integrate the new game into the universe of the old one.

However it turns out, they are set on this path, and the scheduling of it seems set in stone too.   Regardless of how many people scream "Fix the bugs!" or "What about the promised features?" on the (official) forums, this is what they are working on.  It's "Vision."  It's making me seriously consider why play, because they're asking us to work on creating content for their next game, while at the same time not throwing us a bone by making this game more fun or bugfree.


Title: Re: Tyrannis - Summer Update 2010
Post by: bhodi on February 21, 2010, 07:19:56 AM
Maybe CCP should switch to an external QA testing company. It really seemed to work for Quantic Dream, among others. It really seems like QA has always been one of their major downfalls.

Partly, I imagine, is because it's so expensive to replicate the universe itself.


Title: Re: Tyrannis - Summer Update 2010
Post by: TripleDES on February 21, 2010, 07:53:34 AM
Ambulation?


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on February 21, 2010, 12:04:42 PM
If they want me to design content for their new game they can pay me 15 bucks a month, thanks.


Title: Re: Tyrannis - Summer Update 2010
Post by: Fordel on February 21, 2010, 07:16:30 PM
Hopefully this will be real progress, and not just a failed effort to integrate the new game into the universe of the old one.

However it turns out, they are set on this path, and the scheduling of it seems set in stone too.   Regardless of how many people scream "Fix the bugs!" or "What about the promised features?" on the (official) forums, this is what they are working on.  It's "Vision."  It's making me seriously consider why play, because they're asking us to work on creating content for their next game, while at the same time not throwing us a bone by making this game more fun or bugfree.


It's what CCP is their base. EVE is really just the game a bunch of nerds made for themselves. Unlike every other 'do it yourself' MMO, EVE had some legs and now they have to be a real company.

They've never been a real company, and probably never will. There is still that "craft it in your garage" drive or whatever you want to call it.


Fixing bugs is boring, woo new shiny!


Title: Re: Tyrannis - Summer Update 2010
Post by: Goumindong on February 22, 2010, 04:36:33 AM
They can still design cool new shit. Its not like they two actions are exclusionary.

The real problem is that no one in CCP can do strategic decision making(their economist is a macro guy it looks like and so seems to be fucking useless at the micro side) and so has no fucking clue what is likely to happen when they do implement their "shiny new ideas".

Was overhauling sovereignty a good idea? Probably. Was doing it in the way they did it a good idea? No.

All the successes that CCP has had have been stumbled upon or are relatively simple fixes that had to be lobbied for over and over.  And those mostly come in because they hire someone from the community who they like personally and that person has a proclivity for some certain aspect of the game.

E.G. Amarr boosts. Took how long to get them to even look at it? And then what did they do? They boosted the things that were good to ridiculous levels (resistance changes boosted the ships that were fine, like the Harbinger, Geddon, Abaddon), and only fixed three problems with the rest of it (Omen, Zealot, Apoc). One wasn't boosted enough (lol Omen, at least its not a maller) one was just about right(Zealot yea, finally something that works!) and one was ridiculous (lol Apoc)


Title: Re: Tyrannis - Summer Update 2010
Post by: calapine on March 11, 2010, 07:52:43 AM
2nd devblog dealing with Tyrannis

http://www.eveonline.com/devblog.asp?a=blog&bid=741 (http://www.eveonline.com/devblog.asp?a=blog&bid=741)

(http://ccp.vo.llnwd.net/o2/community/devblog/2010/pi_concept_t.jpg)


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on March 11, 2010, 08:39:15 AM
Unless I missed something, and that info was so badly written it's very possible I did, I don't see any mention of what you're going to use the stuff you mine for? Is it a replacement for moon goo? Asteroid mining?


Title: Re: Tyrannis - Summer Update 2010
Post by: Pezzle on March 11, 2010, 08:48:50 AM
Materials used to construct battlesuit components for Dust players?


Title: Re: Tyrannis - Summer Update 2010
Post by: Kitsune on March 11, 2010, 09:04:32 AM
The devs are being coy in the comments for the article about just what the hell planets produce, aside from saying that it won't step on the toes of POS manufacturing.  We can only hope for T3 modules that will require vital wormhole components to build in addition to planetary production stuff and are worth insane money.   :awesome_for_real:


Title: Re: Tyrannis - Summer Update 2010
Post by: calapine on March 11, 2010, 03:47:30 PM
A picture says more than 1000 words, and a video is 25 pictures a second so....ahmm...

Planetary Interaction video from SiSi made by Eve University: http://www.youtube.com/watch?v=uQ06wdm8B_0 (http://www.youtube.com/watch?v=uQ06wdm8B_0)


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on March 12, 2010, 03:56:19 PM
I wonder where they are going in the longer term with this.

If the Dust 514 Eve synergy works well will we see another game in the franchise, maybe a casual facebook game. Feeding your Dust mercs with crops from your spacefarm might be rather fun.


Title: Re: Tyrannis - Summer Update 2010
Post by: schild on March 12, 2010, 04:00:51 PM
A picture says more than 1000 words, and a video is 25 pictures a second so....ahmm...

Planetary Interaction video from SiSi made by Eve University: http://www.youtube.com/watch?v=uQ06wdm8B_0 (http://www.youtube.com/watch?v=uQ06wdm8B_0)
Sweet, Star Wars Galaxies - The Patch Edition.


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on March 12, 2010, 05:22:06 PM
Dominion (along the collapse of Goonswarm and the loss of my tech 1 production business) finally made me cancel my 2 Eve accounts this week. That blog was the final straw.

This isn't the first time I've left Eve, I might come back if the War story thread gets interesting again. From my point of view, Dominion failed, the best game they had was the one before Wormholes got introduced (though the got fleet fights working at that point, they killed them again in Dominion).



Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on March 13, 2010, 12:05:54 AM
I'm not sure what is so terrible about "we're letting you build a new type of mining pos on planets" that could possibly be "the final straw"?


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on March 13, 2010, 03:07:00 AM
I don't see what's so final straw about it either, really, if only they'd fix the fleet lag problem, and make damn sure the sov system worked perfectly etc.

Then again I'm possibly not the bitter vet Comstar is.


Title: Re: Tyrannis - Summer Update 2010
Post by: Vaiti on March 13, 2010, 06:33:17 AM
I foresee planet goo being the thing used to finally let us customize our ships with Hello Kitty paint jobs. I'm personally excited.


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on March 13, 2010, 08:59:44 AM
Wouldn't be that surprised if it just turns out to be a way for newer players to do small scale moon mining. If I don't have to manage 27 types of fuel and do 12 hours of logistics a week then I would fuck around with this, even if on my level of commitment the output would be no better than datacore research (current datacore research, not at-launch broken datacore research).

The gear change from sucking rocks to PoS mining is pretty steep at the moment. Needs an intermediate step.

Someone here who knows wtf must be able to tell us if the resources being mined in the EVE University video are new or pre-existing flavours of goo?


As for Dust - I honestly doubt CCP have even figured the connection out themselves.


I foresee planet goo being the thing used to finally let us customize our ships with Hello Kitty paint jobs. I'm personally excited.

Don't you read eve-o? Apparently this would cause lag because ccp generate all the rendering commands server side or something idk.


Title: Re: Tyrannis - Summer Update 2010
Post by: tmp on March 13, 2010, 09:31:24 AM
A picture says more than 1000 words, and a video is 25 pictures a second so....ahmm...

Planetary Interaction video from SiSi made by Eve University: http://www.youtube.com/watch?v=uQ06wdm8B_0 (http://www.youtube.com/watch?v=uQ06wdm8B_0)
9 digits precision past decimal point in the UI ffffffuuuuu


Title: Re: Tyrannis - Summer Update 2010
Post by: JoeTF on March 13, 2010, 05:47:40 PM
Holy crap this thing sucks.


Title: Re: Tyrannis - Summer Update 2010
Post by: Malakili on March 13, 2010, 05:59:08 PM
Neat video.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on March 13, 2010, 06:26:56 PM
Reminds me of Mass Effect 2 planetary probing.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on March 13, 2010, 06:43:40 PM
Well i just spent 6 minutes of my life watching a video finding out there's no way i would spend hours of my life doing that.


Title: Re: Tyrannis - Summer Update 2010
Post by: schild on March 13, 2010, 06:59:10 PM
Well i just spent 6 minutes of my life watching a video finding out there's no way i would spend hours of my life doing that.
I know what planet and at what hours you can get quality 1000 water super easily.


Title: Re: Tyrannis - Summer Update 2010
Post by: bhodikhan on March 14, 2010, 02:52:06 PM
I know what planet and at what hours you can get quality 1000 water super easily.

I remember when that type of comment would get me moving harvesters ASAP. I miss that....


Title: Re: Tyrannis - Summer Update 2010
Post by: schild on March 14, 2010, 02:55:05 PM
I know what planet and at what hours you can get quality 1000 water super easily.
I remember when that type of comment would get me moving harvesters ASAP. I miss that....
You obviously weren't on my server. Because that type of comment wouldn't get made before I riddled the area with large harvesters. I do remember the great corn rush though, in the dead center of my goddamn player city. You couldn't even navigate the place after people found out the area you could harvest from was MASSIVE. It was... depressing.


Title: Re: Tyrannis - Summer Update 2010
Post by: schild on March 14, 2010, 06:30:15 PM
(http://dl.dropbox.com/u/39720/games/swg/resources.png)


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on April 16, 2010, 05:39:59 PM
Tyrannids website is up.

http://www.eveonline.com/tyrannis/default.asp

Going live 18th May


Patch also includes making the scorpion look not shit.


Old Scorp                                 New Scorp
(http://www.eveonline.com/tyrannis/images/thumbnail_scorpion_comparison.jpg)

Oh, and if you have an alienware laptop PC, the stupid lights surrounding it will start glowly funny colours whenever people start fucking with you in game.



Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on April 16, 2010, 06:58:11 PM
Also, in case you're not aware, they were going to delete ships parked at deep safe spots (http://www.eveonline.com/devblog.asp?a=blog&bid=748), but people complained, so they changed their minds (http://www.eveonline.com/devblog.asp?a=blog&bid=753).


Title: Re: Tyrannis - Summer Update 2010
Post by: Setanta on April 16, 2010, 08:44:59 PM
Hmm... I actually prefer the old asymmetric scorpion to the new one. Still, I don't mind the change although I wonder if it will carry over to my Rattlesnake?

I wish they'd bring Hookbills in as a T1 Frigate though, it has to be the best looking Caldari Frigate.


Title: Re: Tyrannis - Summer Update 2010
Post by: Kitsune on April 16, 2010, 09:33:00 PM
Oh, wow.  They're moving everything in deep safes to within 20 AU of the system.  Alll of those empty ships parked out in the middle of nowhere, suddenly in an easily-probed distance.  I'm gonna be a busy busy boy on the day that gets implemented, gonna find me some free ships!


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on April 17, 2010, 02:07:01 AM
Quote
The furthest bookmark is 5,900,000,000 AU (95,000 light years) from its sun. This is roughly the same distance as the diameter of the milky way

I want to know who did that, and how long it takes to warp there.


Also, for a patch coming out in a months time, have they said what actually gets mined and made on planets yet? I also don't see anything about fixing fleet combat lag.


Title: Re: Tyrannis - Summer Update 2010
Post by: Fordel on April 17, 2010, 02:44:41 AM
New Scorp actually looks like a Scorpion, how novel!


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on April 17, 2010, 03:22:34 AM
Oh, wow.  They're moving everything in deep safes to within 20 AU of the system.  Alll of those empty ships parked out in the middle of nowhere, suddenly in an easily-probed distance.  I'm gonna be a busy busy boy on the day that gets implemented, gonna find me some free ships!

I'm not sure this has sunk in on eve-o yet.

Any unpiloted storage that doesn't get moved in advance is still going to get destroyed, the only difference being that CCP have democratised the process.


Title: Re: Tyrannis - Summer Update 2010
Post by: Yoru on April 17, 2010, 04:20:08 AM
Quote
The furthest bookmark is 5,900,000,000 AU (95,000 light years) from its sun. This is roughly the same distance as the diameter of the milky way

I want to know who did that, and how long it takes to warp there.


Also, for a patch coming out in a months time, have they said what actually gets mined and made on planets yet? I also don't see anything about fixing fleet combat lag.

The fastest ship goes 12 AU/sec if I remember right. So it's about 13,000 hours or about 81 weeks. I'm guessing hax.


Title: Re: Tyrannis - Summer Update 2010
Post by: Endie on April 17, 2010, 06:12:28 AM
Quote
The furthest bookmark is 5,900,000,000 AU (95,000 light years) from its sun. This is roughly the same distance as the diameter of the milky way

I want to know who did that, and how long it takes to warp there.


Also, for a patch coming out in a months time, have they said what actually gets mined and made on planets yet? I also don't see anything about fixing fleet combat lag.

It would take 20 years at 9AU/s, which is one of the faster ships.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on April 17, 2010, 10:27:07 AM
You can also rig and use implants to improve the warp speed significantly.


Title: Re: Tyrannis - Summer Update 2010
Post by: Vaiti on April 17, 2010, 10:58:23 AM
Fastest I've been able to produce in EFT for warp speed is 24.4 AU/s with implant and t2 rigs on an interceptor.


Title: Re: Tyrannis - Summer Update 2010
Post by: Brolan on April 17, 2010, 11:34:12 AM
Oh, wow.  They're moving everything in deep safes to within 20 AU of the system.  Alll of those empty ships parked out in the middle of nowhere, suddenly in an easily-probed distance.  I'm gonna be a busy busy boy on the day that gets implemented, gonna find me some free ships!

That sounds like a great idea because I'm sure a lot of them belong to players who don't remember, don't care, or don't play any more.


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on April 17, 2010, 01:27:27 PM
Fastest I've been able to produce in EFT for warp speed is 24.4 AU/s with implant and t2 rigs on an interceptor.

And covops warp 50% faster than interceptors.


Title: Re: Tyrannis - Summer Update 2010
Post by: Kitsune on April 17, 2010, 02:51:47 PM
Another fun deep-safe-end-day game is to plop an empty ship of your own 20 AU from a planet and sit out there in a cloaked recon.  Wait for someone to come out and eject from their ship to take yours, shoot their pod, and take their ship.


Title: Re: Tyrannis - Summer Update 2010
Post by: Vaiti on April 17, 2010, 03:25:50 PM
Fastest I've been able to produce in EFT for warp speed is 24.4 AU/s with implant and t2 rigs on an interceptor.

And covops warp 50% faster than interceptors.

They warp at the same speed. They both have a base of 13.5 AU/s and both have two rig slots. Unless I'm missing something. Checked T3 cruisers as well in case they happened to get theoretically higher warp speeds due to some of them having subsystems with bonuses to warp speeds. But looks like they end up warping alot slower even at all V's, and 3 t2 rigs.


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on April 18, 2010, 09:49:02 AM
Goes to show just often I fly the tackling specialist ceptors, I never noticed they do 13.5 as opposed to the 9AU I'm used to in a crusader.


Title: Re: Tyrannis - Summer Update 2010
Post by: Amarr HM on April 21, 2010, 04:49:33 PM
They warp at the same speed. They both have a base of 13.5 AU/s and both have two rig slots. Unless I'm missing something. Checked T3 cruisers as well in case they happened to get theoretically higher warp speeds due to some of them having subsystems with bonuses to warp speeds. But looks like they end up warping alot slower even at all V's, and 3 t2 rigs.

One interceptor of every race can do 13.5 AU/s the other one does 9 AU/s.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on April 22, 2010, 07:36:59 AM
Goes to show just often I fly the tackling specialist ceptors, I never noticed they do 13.5 as opposed to the 9AU I'm used to in a crusader.

Specialist tackling Inties can be fun. I flew a heavy shield tanked Ares with an AB for a while in the Goon Foriegn Le. Drove people nuts when They scrammed me and I didn't slow down and I didn't pop like a bubble  :grin:

In fact I don't think I ever lost it.


Title: Re: Tyrannis - Summer Update 2010
Post by: LK on May 04, 2010, 02:37:49 PM
http://pc.ign.com/dor/objects/62355/eve-online-tyrannis/videos/eveonline_trl_tyrannis_43010.html?show=hi

Completely CG but that's a damn good trailer.


Title: Re: Tyrannis - Summer Update 2010
Post by: Simond on May 04, 2010, 02:51:59 PM
Yeah, well, Dominion had a good trailer as well.  :oh_i_see:


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on May 04, 2010, 06:47:19 PM
I'm pretty sure the game currently can't handle battles of that size since Dominion, and I haven't heard anything different.


Title: Re: Tyrannis - Summer Update 2010
Post by: Simond on May 05, 2010, 12:09:43 AM
Like I said on :eveo: it's actully pretty true to post-Dominion EVE - a massive lagspike, followed by a rollback, followed by an unpiloted supercapital death.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on May 05, 2010, 12:12:23 AM
Probably not quite the effect they were looking for. :grin:


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on May 09, 2010, 08:59:41 AM
http://pc.ign.com/dor/objects/62355/eve-online-tyrannis/videos/eveonline_trl_tyrannis_43010.html?show=hi

Completely CG but that's a damn good trailer.

CG entirely from the in game engine and models mind you.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on May 26, 2010, 11:55:45 AM
Combat Drone Operation V
Citadel Torpedoes V
Advanced Spaceship Command V


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on May 26, 2010, 01:59:53 PM
In the first few minutes, it appears that jump bridge standings were messed up and our towers started shooting friendlies.  Corp logos also look like shit now.


Title: Re: Tyrannis - Summer Update 2010
Post by: sanctuary on May 26, 2010, 10:06:13 PM
Propulsion Jamming V
Jump Drive Operation V
Controlled Bursts V

But I have the excuse that I'm at work for another week. Server should be fine by then...shouldn't it  :grin:


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on May 27, 2010, 09:00:20 AM
Sounds like it's not just friendlies, but corp members as well.

In other words, it's business as usual for CCP.


Title: Re: Tyrannis - Summer Update 2010
Post by: Simond on May 28, 2010, 10:09:45 AM
Hey, at least they didn't introduce something by mistake that rendered their new planetary interaction gimmick totally redundant before they even set it live.
O wai- (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1324999&page=9#249)


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on May 28, 2010, 10:48:12 AM
What is it that the Planet Mining actually does? You use it to build POS modules now?

And CCP left a hole so you can build expensive POS modules out of cheep ones, thereby killing the entire economy before it starts?


Title: Re: Tyrannis - Summer Update 2010
Post by: Pezzle on May 28, 2010, 11:44:58 AM
I think that is it, yes.  Because they delayed the planet harvesting they had to leave all the modules on the market.  The modules on the market now were updated with the patch.  Buy them, reprocess them, profit.  Some of the modules may be reprocessing into greater than component cost, or at the very least giving you the complex materials that will be needed.  This skips the entire production chain.  Many people are doing this, building up stockpiles.  So here we are, the biggest feature of this update is a flop before it can even get started.  To my knowledge CCP has done nothing about it other than label it not an exploit?

Perhaps they can change the names of all the materials when interaction actually rolls out.  Personally the mistake is amusing.  What is of greater concern for me is why they needlessly complicate something people already hate (Tower mechanics).  Why not make it easier?  Planets could be used for all sorts of new things, why tie them into towers?  

Oh, and how is any of that going to bring them any new subscriptions?  Is there some target group on the brink of signing up that will jump for joy at the notion of playing clicky games with planet supply chains so people can build towers?


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on May 28, 2010, 11:52:59 AM
Man, I'm so glad I stuck to my policy of ignoring new stuff from CCP until it's been patched a few times.


Title: Re: Tyrannis - Summer Update 2010
Post by: Nerf on May 28, 2010, 04:22:14 PM
I learned my lesson on exploiting CCP fuckups back when t3 launched - I dropped a billion+ on skillbooks that were priced too low and the fuckers lowered the prices on everything. Took me *months* to offload them and I ended up losing around 20% - fortunately I borrowed about half a bil from someone who quit in the interim, so it all worked out.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on May 29, 2010, 09:58:54 PM
I just learned about the awesome change to L5 missions where you don't get sent to high sec very often anymore.  This has made me very sad.

E: Although upon further investigation, it doesn't seem to be too terrible.


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on May 29, 2010, 11:28:54 PM
You should be thrilled that the risk versus reward ratio has been restored!


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on May 30, 2010, 01:42:40 PM
Yes, due to CCPs emergency maneuver of removing all pos mods from the market until Wednesday when the deploy the SISI patch (that has POS mods as unrefinable), people are suddenly running out of POS modules.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on May 30, 2010, 01:46:20 PM
In the other slightly less annoying issues list, the overview doesn't always update properly (so you have to click in space then double-tab to get it working again), and for some reason apparently jita is pegged at 1200 people.

I love the first few weeks after a CCP patch.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on May 30, 2010, 01:48:24 PM
Yes, due to CCPs emergency maneuver of removing all pos mods from the market until Wednesday when the deploy the SISI patch (that has POS mods as unrefinable), people are suddenly running out of POS modules.

People are saying they have run out of POS modules in the hope CCP will make some available for them to refine for fast isk.

There's a very interesting conspiracy theory going round that CCP may have deliberately "forgot" that people could refine shop-bought POSes as a way to jump start POS manufacture by ensuring a supply of P4 components through this "mistake". It alleviates the usual issue of the high fliers holding the market to ransom until more people catch up.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on May 30, 2010, 05:25:06 PM
I don't think they've done it on purpose, but they'd be stupid to reverse the hundreds of billions of ISK cash sink that just happened.


Title: Re: Tyrannis - Summer Update 2010
Post by: Nerf on June 01, 2010, 08:43:32 PM
It would actually be pretty funny if they went ahead and changed what planet goo was called in this wednesday patch and made all of the stuff refined thus far completely useless.  I doubt CCP will do it, tho :(


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on June 02, 2010, 12:32:13 AM
It would actually be pretty funny if they went ahead and changed what planet goo was called in this wednesday patch and made all of the stuff refined thus far completely useless.  I doubt CCP will do it, tho :(
Please, for the love of all that is unholy, don't give them ideas. They'd probably do it, too, and make even bigger fuckups to cover up for the ones already made. :cry:


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 02, 2010, 12:50:27 AM
After some experimentation, L5s are indeed fucked.  I was just getting good at them, too.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 12:57:44 AM
Fucked in that they now almost always route you to low sec? That is intentional, doing zero risk level 5s in high sec was never an intended functionality.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 02, 2010, 01:58:05 AM
Yeah sure, except that it wasn't an intentional fix.  CCP didn't say "we're going to make L5s more dangerous",  they just changed mission so they route people to less crowded systems.  For instance, I just ran a L4 three jumps away from my agent and I've never had to go that far before.  I can still get L5s in empire, I just have to be more patient.  I do appreciate their goal of making the most profitable PvE outside of wormholes and plexing more dangerous than either of the alternatives., though.

E: Amusingly, my extremely safe hi-sec L4 agent just gave me a mission four jumps away in lowsec.


Title: Re: Tyrannis - Summer Update 2010
Post by: lac on June 02, 2010, 04:44:32 AM
Quote
Yeah sure, except that it wasn't an intentional fix.  CCP didn't say "we're going to make L5s more dangerous",  they just changed mission so they route people to less crowded systems.
They actually did say that somewhere but I can't find the source. They said the l5 agents giving 50% of their missions in high sec systems were an unintended consequence of how the mechanic that links systems to missions works and they were going to overhaul that sometime to get a better risk/reward ratio (read nerf high distribution of high sec l4's).


Title: Re: Tyrannis - Summer Update 2010
Post by: Vaiti on June 02, 2010, 08:30:56 AM
Is it safe to come back to play now or will my overview explode on undocking? I'm ready to resub, just holding off till I get word that they have patched up things abit. I've given up on them fixing lag ever.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on June 02, 2010, 09:17:07 AM
Some fleet blackscreened at 91 in local the other day. God knows how many systems was on the same node, but still, 91. It's so bad, it's borderline awesome.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 09:20:47 AM
Yeah sure, except that it wasn't an intentional fix.

Intentional or not it's a good fix. It means that instead of running missions semi-afk in a faction fit rattlesnake or marauder it now makes sense to do level 5s with a bunch of guys in basilisks, ravens and drakes with a coupler of tackler frigates on guard duty. More co-operative, more about a gang with cheap ships instead of one guy with a repping alt. Even if you own a faction fit rattler it makes sense to have a cheap ship and a bunch of mates.

As for level 4s I've been doing a lot of them and they're mainly one jump away, most has been two jumps. I dropped some agent quality for a quiet location with no nearby low sec.


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on June 02, 2010, 09:51:04 AM
Oh yes. All the popular MMOs do the forced grouping thing. It's the wave of the future.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 02, 2010, 10:00:03 AM
Personally, I'm waiting until the 9th to patch.  They had a patch today to fix some stuff, then they'll have another patch on the 8th to seed the PI command centers to kick-start PI production (and fix or break more stuff).


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 11:20:47 AM
Oh yes. All the popular MMOs do the forced grouping thing. It's the wave of the future.

There's a vast difference between forced grouping and soloing top pve content. No one in WoW solos the current raids. Besides you can still solo it but not in the pvp safe zone.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 02, 2010, 11:39:50 AM
Stabs, what's your name on Kugutsumen?


Title: Re: Tyrannis - Summer Update 2010
Post by: Kovacs on June 02, 2010, 01:06:45 PM
Oh yes. All the popular MMOs do the forced grouping thing. It's the wave of the future.

Troll much?


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on June 02, 2010, 02:24:26 PM
Quote
Troll much?

Whatever you like. Stabs was extolling the virtues of getting together with all your friends to do level 5s and how that was superior to just soloing them the way people had been.  It sure sounds like forced grouping to me.

Perhaps in some future patch they'll make collecting datacore welfare more dangerous as well. That would add even more fun.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 03:12:16 PM
Stabs, what's your name on Kugutsumen?

Heh, I'm part of the 99% of viewers who's scared to register in case he hacks my PC.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 03:19:30 PM
Quote
Troll much?

Whatever you like. Stabs was extolling the virtues of getting together with all your friends to do level 5s and how that was superior to just soloing them the way people had been.  It sure sounds like forced grouping to me.

Perhaps in some future patch they'll make collecting datacore welfare more dangerous as well. That would add even more fun.

Reg it is the top on-demand PVE content in the game barring Wormholes and Win The Lottery spawn chance officer plexes.  In all the other MMOs you have to group to do the top stuff.

Tbh I'm less bothered about extolling the virtues of grouping and more bothered about high sec being a better place to make isk than anywhere else. Even level 4s in Empire are probably better isk per risk than most other activities. Nullsec offers more but the price is either defending your space or leeching off those that do and hoping your non-participation doesn't cause your alliance to fold. Wormholes have all sorts of risk including the dangerous sleeper AI, no-local gankers and the chance that your exit disappears. Level 5s in high sec were ridiculously out of proportion to the danger of the rest of the game.

Like it or not Eve fairly clearly works on luring carebears to the wolves. That's the basic game design without which pvpers really wouldn't have much to do. It's the reason Eve is more interesting than Shadowbane.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 02, 2010, 03:28:27 PM
Well it wasn't possibly to solo L5s in a timely fashion either.  You needed to at least own two accounts in order to make it profitable, which is a significant time or isk investment.  I can do the same thing with complexes in 0.0, which are significantly safer than running lowsec missions since local is an actual intel tool in nullsec.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 02, 2010, 03:34:48 PM
Well it wasn't possibly to solo L5s in a timely fashion either.  You needed to at least own two accounts in order to make it profitable, which is a significant time or isk investment.  I can do the same thing with complexes in 0.0, which are significantly safer than running lowsec missions since local is an actual intel tool in nullsec.

We were not discussing running level 5s in low sec. We were discussing using several characters to keep taking missions from a low sec level 5 agent where the mission was in an adjacent high sec system. It used to not be very hard to chain high sec level 5s if you and your alt(s) could each have their own personal 4 hour lockout window and the distribution was biased towards busier systems.


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on June 02, 2010, 03:39:17 PM
Quote
Reg it is the top on-demand PVE content in the game barring Wormholes and Win The Lottery spawn chance officer plexes.  In all the other MMOs you have to group to do the top stuff.

I don't disagree. It's still forced grouping though isn't it?

Quote
Tbh I'm less bothered about extolling the virtues of grouping and more bothered about high sec being a better place to make isk than anywhere else. Even level 4s in Empire are probably better isk per risk than most other activities. Nullsec offers more but the price is either defending your space or leeching off those that do and hoping your non-participation doesn't cause your alliance to fold. Wormholes have all sorts of risk including the dangerous sleeper AI, no-local gankers and the chance that your exit disappears. Level 5s in high sec were ridiculously out of proportion to the danger of the rest of the game.

Like it or not Eve fairly clearly works on luring carebears to the wolves. That's the basic game design without which pvpers really wouldn't have much to do. It's the reason Eve is more interesting than Shadowbane.

It bothers me that people can't make a decent living in low or null sec too. Every 0.0 pvper I know has at least one alt doing boring things in empire just to pay the bills when they'd rather be doing something that's actually fun.

Unfortunately, nerfing money making in Empire doesn't make 0.0 any more profitable. It just means more time spent doing boring shit in Empire to pay for your pvp.

And I don't believe EVE works at all in "luring the carebears to the wolves." If it did then they wouldn't still be doing ineffective mission nerfs in Empire like they have been for the last several years.  Empire is more crowded than ever and a lot of that crowd are people whose mains live in null sec but can't make enough money there to get by.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 02, 2010, 04:01:58 PM
I know Stabs.  I was one of those people who had just started running hi-sec L5s a few weeks before the patch hit and half that time I was under war decs and couldn't exploit it properly.  It's the best isk/hour I've ever made in this game and I invested about 2 billion isk in my tank, so to only get a month's use out of that ship before having it rendered useless is extremely frustrating.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on June 02, 2010, 04:24:04 PM
There's no way in hell I'd run a mission in low sec these days. Its just too damn easy to gEt probed down and killed by a pirate gang. Too much risk and sod all reward.

And you can make the comparison with WOW raids all you want but in WOW raids other bigger clowns can't raid your raids, potentially destroying your ability to do those raids ever again.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 02, 2010, 04:26:10 PM
Noob question:  Why don't alliances organize themselves into separating the PVPers from the civilians (carebears) into different corps, where the civilians do the industry shit and pay for the ship reimbursement program, sov costs, war stockpiles, etc., and the PVPers pvp for free (reimbursed ships) and go have their silly wars and don't have to worry about maintaining the stupid infrastructure?

As far as I can tell, all it would take would be getting rid of the draft (completely do not count the carebears as being able to x up for fleets, even if the war is at their doorstep - tax them all you want to support the war, but don't expect them to x up mandatory.)  

Yes the alliance would appear bloated and weak, but in effect your 800 PVP'ers are enlisting the help of 800 carebears to support the alliance while they go fight.


Edit:  Himo, unprobeable T3 ships are becoming the rage, actually.  I've even seen pirates whine on the official forums that they can't probe out Tengu's.  Get your ship's sensor strength bigger than its sig radius (and don't use drones), and you're set.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on June 02, 2010, 04:29:08 PM
Its been done before. D2 ran itself that way.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 02, 2010, 04:31:33 PM
So where does the system fail?  That's where the "noob" part of the question is, I'm not getting it.


Title: Re: Tyrannis - Summer Update 2010
Post by: MahrinSkel on June 02, 2010, 04:37:07 PM
The PvP side of it gets arrogant, and the industrial side gets fat and sloppy.  If the shit hits the fan, the carebears are too busy trying to get their shit out of harm's way to do real logistics work, and the PvP'ers refuse to fight without their free ships.  D2 died two months and a thousand lightyears away from their "last stand", when McFIX carrier tactics started eating up battleships faster than replacement could be built.

--Dave


Title: Re: Tyrannis - Summer Update 2010
Post by: Amarr HM on June 02, 2010, 04:46:18 PM
Heh, I'm part of the 99% of viewers who's scared to register in case he hacks my PC.

+rep from the 1%  :P


Title: Re: Tyrannis - Summer Update 2010
Post by: Kovacs on June 03, 2010, 05:45:39 PM
The PvP side of it gets arrogant, and the industrial side gets fat and sloppy.  If the shit hits the fan, the carebears are too busy trying to get their shit out of harm's way to do real logistics work, and the PvP'ers refuse to fight without their free ships.
--Dave

Sure that's what happened to D2 but honestly I'm not sure that's a universal truth.  You can't make somebody do what they don't want to for very long in this environment.  Industrialists will always do industrial things with other industrialists, PvP'ers will do PvP'like things with other PvP'ers and never the twain shall meet (more or less).  The alliances that make it work survive and the ones that don't you know, don't.


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 07, 2010, 05:25:37 PM
I believe PI is going live tomorrow.  Better set some long skills, because it's going to wreck the database.


Title: Re: Tyrannis - Summer Update 2010
Post by: MahrinSkel on June 08, 2010, 10:51:58 PM
The PvP side of it gets arrogant, and the industrial side gets fat and sloppy.  If the shit hits the fan, the carebears are too busy trying to get their shit out of harm's way to do real logistics work, and the PvP'ers refuse to fight without their free ships.
--Dave

Sure that's what happened to D2 but honestly I'm not sure that's a universal truth.  You can't make somebody do what they don't want to for very long in this environment.  Industrialists will always do industrial things with other industrialists, PvP'ers will do PvP'like things with other PvP'ers and never the twain shall meet (more or less).  The alliances that make it work survive and the ones that don't you know, don't.
What I'm saying is that you can't make it an explicit division, at the alliance level.  Specializing can work, but if your chains of command and your social networks become effectively overlapping sets, with each side identifying by it's *function*, rather than by common cause, shit gets ugly.  Every alliance has corps that are more industrial, or more political, or more PvP focused, and individual corps often have exactly the kind of situation you're talking about (the rich bastards pass the hat to keep the best PvP'ers in the corp cutting throats and supporting the corp's killboard stats).

--Dave


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 16, 2010, 08:13:11 AM
According to a few player reports on General Discussion and the Market forum, CCP have removed the NPC orders for the PI stuff at downtime today, so the market for POS fuels (and POS components?) is currently fluctuating.


Title: Re: Tyrannis - Summer Update 2010
Post by: Setanta on June 16, 2010, 11:45:27 PM

And you can make the comparison with WOW raids all you want but in WOW raids other bigger clowns can't raid your raids, potentially destroying your ability to do those raids ever again.

Although in Vanilla WoW it was incredibly enjoyable having your raid camping the entrances to MC and BWL on Blackrock PvP server, thereby denying others entrance and ruining their night. :D



Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on June 16, 2010, 11:55:53 PM


The Mittani from Goons writes a review of Tyrannis from his Tentonhammer (http://www.tentonhammer.com/eve/spymaster/46) slot

Quote
How does the Tyrannis expansion stack up?
It's been a few weeks since the release of Tyrannis, and I find myself continually finding excuses to delay writing a review of it. First I put it off because the entire focus of Tyrannis - its headline feature, Planetary Interaction (PI) - wasn't actually available until a week after the patch went live. Then I put it off because I was hoping to see what impact PI would have on the markets, but CCP hasn't removed the NPC-seeded goods from the pre-Tyrannis economy, and it's not clear that they'll do so anytime soon. Finally I realized that I was delaying the review simply because I did not want to admit, in print, the truth: Tyrannis is basically Facebook for EVE, complete with it's own space-Farmville equivalent.

It's an ugly realization, because you then inevitably imagine some CCP devs goofing off at the office and messing about on Facebook and playing Farmville. Then one of them has an Eureka moment and blurts out, "Hey! Let's do this, but IN SPACE!" Six months later and an awful lot of hype we have Tyrannis, which brings us Eve Gate (ie: Spacebook) and Planetary Interaction (Planetville?). And a new Scorpion model.  I had written a column several months ago warning against this development direction, and sadly here we are. With gritted teeth, it's time to get it over with and examine the micro-level impact of this patch, and see if it has any interesting implications for nullsec dwellers.

Spacebook: Eve Gate! It's Facebook. In space. It looks like Facebook, it has contacts like Facebook. The good thing is that I can finally check my evemail via the web. All the same, it's hard to get folks excited about a reskinned Facebook. Next!

Planetary Interaction: Obligatory Planetville joke aside, PI deserves a more serious review than Eve Gate.

First of all, I respect one of the intentions of PI greatly; it was designed to allow people to have something to fiddle with while in fleets or on ops. You can now move your little planet-harvesters around while chilling on a gate or listening to your FC freak out about something; EVE has always lacked for minigames to give pilots something to do during the 'boring bits', and PI is our first Bejeweled or Farmville timewaster that's actually inside the game client.

The problem is that PI could have been so much more. Perhaps it will develop into something greater in time, but as it stands right now it's frighteningly similar to the aforementioned farming browser game. You mine some stuff; you build a little network of extractors which go into factories which spits out, well, POS mods, mostly. If we were going to have a timewaster minigame, couldn't it have had more game and less timewaster? There are many other browser games that CCP could have cribbed design notes from (city-level Civilization clones seem particularly popular at the moment); these at least provide a challenge greater than 'scan mineral source, adjust extractor location'.

That said, PI has several implications for the entire game. It shows CCP's intent to have a completely player-created economy, removing many of the NPC-seeded items. This is, broadly, a good thing; it means there is more chaos and involvement and opportunity for things to Go Hellishly Wrong, which is what makes EVE interesting. Logistically PI provides nullsec alliances the ability to locally produce outposts, control towers and cumbersome mods such as Capital Assembly Arrays; this allows alliances with organized PI setups to completely skip freighter ops through chokepoints. Alliances won't even need to do the PI themselves; they can ship PI-produced modules to nullsec in a jump freighter from empire, then assemble the bulky components which would ordinarily be manually freightered on site. This makes nullsec logistics even easier and safer - and thus possibly more stagnant, depending on how you view the optimum risk/reward spectrum.

The implementation of the PI system has been - to put it charitably - rocky. When first patched, tower modules could be refined, which allowed players to reprocess certain mods to create mass numbers of PI modules; this essentially allowed many alliances to create outpost eggs out of thin air. Right now you can set up a PI network to produce items, but every item produced by PI can presently be purchased from NPCs at a fixed rate; until the seeded items are removed, the entire PI economy is a sham. This means that we can't judge what that economy will be like, and the seeds also allow speculators to stockpile an endless number of seeded mods at a vastly discounted rate.

Empire Mission Stealth Nerf: This is one of my favorite features of Tyrannis, and is probably better for the health of the game than anything else. The loot tables for empire missions have been nerfed broadly - by expanding the drop rates for named modules and removing mineral-heavy 'meta 0' drops. This means that the isk value of named mods have plummeted, and the risk-free iskmaking of the average empire dweller has taken a huge hit. As a nullsec dweller it's always rubbed me the wrong way that Raven pilots in the Forge can hoover up isk without putting anything on the line, while in nullsec we live in relative poverty; slowly the balance seems to be shifting.

Insurance Adjustment: My eyes glaze over at the mention of insurance rates, but this is actually a significant change. For a long time, 'insurance fraud' has artificially inflated the costs of highend minerals; by increasing T2 insurance payouts and reducing T1 insurance, the bottom has fallen out of the highend mineral market. Similarly, certain ships which were previously only used at great cost are now worth using in mass fleets; expect a lot more HAC ops called, because they now cost about as much to lose as a battleship.

The Scorpion: There's a CCP dev whose name is sadly unknown to me. He sketched out the Scorpion, as well as designed for the Alliance Tournament prize ships. The new Scorpion is hands-down the best looking ship in EVE, and whoever this dev is, he needs to be immediately re-tasked to updating the older ship designs. There's an obvious talent there, a gift, and that talent needs to fix the Raven. And the Bellicose hulls. And the Dominix. You get the idea. I've never seen so many Scorpions on ops before, and it's the closest thing to an unmitigated crowd-pleaser that Tyrannis has to offer.

So, the verdict? Tyrannis could have been so much more. Perhaps it will be eventually, one of those 'organic growth' patches which we are presently underwhelmed with, but eventually some 'really cool stuff' comes out of it. The shift to having the economy being entirely player-based is good; the nerfing of risk-free empire missions is good, and the Scorpion owns. But it's hard to say that this is an expansion in the sense that Dominion was, where the game was radically altered and major new features were added that affected everyone; Tyrannis feels more like a bugfix with Spacebook and Planetville tacked on. 


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 17, 2010, 01:28:09 AM
He sounds so bitter these days.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on June 17, 2010, 01:42:08 AM
At least he's seeing how good things might come of various things. I haven't tried PI myself, but a friend of mine did, and he claims that it's silly amounts of clicking and waiting, in true CCP style. I've tried reacting in a POS, and the UI is enough to make me go on a stabby rage. And even PVPing in large fleet fights is a bit of a toss-up on whether or not you even load, let alone manage to fight. And when the servers aren't able to keep up, or they just plain fuck up, good luck getting your shit back.

He never mentioned those things, and yet that's starting to become what I think of the most when I get home and contemplate logging in. I'm not in quitting mode yet, but I dearly hope that CCP will start fixing these things soon, because christ is it making EVE a game you have to work at liking.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on June 17, 2010, 02:13:04 AM
He sounds so bitter these days.

I think you are reading what you want to see into that, dude.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 17, 2010, 03:52:06 AM
Edit: sorry Himo, was being snotty.


Title: Re: Tyrannis - Summer Update 2010
Post by: Endie on June 17, 2010, 04:44:58 AM
Yeah mittens is pretty much having the time of his life these days, from what his jabber posting strongly suggests, and seems to like eve itself quite a lot, too.


Title: Re: Tyrannis - Summer Update 2010
Post by: kildorn on June 17, 2010, 07:08:20 AM
They finally fixed insurance fraud? Really?


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 17, 2010, 07:18:41 AM
Insurance pays you the average (calculated across all regions) value of the minerals, so if the minerals tank, the insurance will too.   In theory, the traders could manipulate the minerals market (they'd have to do it across all regions) to inflate prices, and then we all have until downtime to happily suicide ships until the average is re-calculated.


Title: Re: Tyrannis - Summer Update 2010
Post by: Murgos on June 17, 2010, 10:19:26 AM
Insurance pays you the average (calculated across all regions) value of the minerals, so if the minerals tank, the insurance will too.   In theory, the traders could manipulate the minerals market (they'd have to do it across all regions) to inflate prices, and then we all have until downtime to happily suicide ships until the average is re-calculated.

An average?  So, uh, if you put one trit on the market in each region for 9999999999999999999999999999999999999999999999999999999999999999999999 isk then you suicided T1 Frigs for an hour you would be rich beyond belief?


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 17, 2010, 10:52:07 AM
No.  First they eliminate the outlying orders (1.01 ISK and your 9999999999.99 ISK), and then they calculate the average for the stuff that actually sells.

Anyway, it's been discussed in detail in the eveonline.com market discussions (or was it ships and modules) forum, so I'd say go there for details.

In other news, they're upgrading server hardware in order to try to deal with the lag, next Wednesday (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1337468).  

And, the dev replies to that thread indicate that CCP is working on something called "Remapping EVE" which may involve reconfiguring the starmap (high-sec empires in the corners, nullsec in the middle?).  There's no information, though, so I may be creating false rumors with this post, shrug.


Title: Re: Tyrannis - Summer Update 2010
Post by: Murgos on June 17, 2010, 11:11:20 AM
No.  First they eliminate the outlying orders (1.01 ISK and your 9999999999.99 ISK), and then they calculate the average for the stuff that actually sells.

Anyway, it's been discussed in detail in the eveonline.com market discussions (or was it ships and modules) forum, so I'd say go there for details.

It's more fun to bug you about it.

So, what if Endie just took all his alts, put a couple in each market and then sold trit back and forth between them in chunks of say, 1,000,000 units for 10,000 isk each for an hour or so and then began mass insurance fraud?


Title: Re: Tyrannis - Summer Update 2010
Post by: Phildo on June 17, 2010, 11:30:58 AM
He'd still take a loss on the market fees if he did that.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on June 17, 2010, 11:34:59 AM
And, the dev replies to that thread indicate that CCP is working on something called "Remapping EVE" which may involve reconfiguring the starmap (high-sec empires in the corners, nullsec in the middle?).  There's no information, though, so I may be creating false rumors with this post, shrug.

What I got out of that was that they're talking about the internal mapping of systems to application nodes (i.e. physical servers), not the starmap itself.


Title: Re: Tyrannis - Summer Update 2010
Post by: ajax34i on June 17, 2010, 11:35:36 AM
Not sure if it would work, since the 10,000 isk price could be eliminated as outlying.  He may have to trade, say, 50 units at 999999999999.99 in each region first, in order to protect his 10,000 ISK orders from elimination.

And then, he's spending 1 million units x 10,000 ISK x say 10 regions = 100 billion ISK on 10 million units of tritanium (a value of 23 million ISK).  So he's losing 99 billion ISK to affect the market.  So, let's see, that would bump up the calculated average for tritanium from 2.30 to 3.26 ISK, which raises the price of a Rokh by 8 mil ISK, so he would have to self-destruct 12497 battleships in one day to come even with that 99 billion ISK loss.

I don't think there are that many Rokhs in-game.


Title: Re: Tyrannis - Summer Update 2010
Post by: Pezzle on June 17, 2010, 12:09:58 PM
There are that many ravens though.


Title: Re: Tyrannis - Summer Update 2010
Post by: Murgos on June 18, 2010, 08:15:52 AM

And then, he's spending 1 million units x 10,000 ISK x say 10 regions = 100 billion ISK on 10 million units of tritanium (a value of 23 million ISK).  So he's losing 99 billion ISK to affect the market. 


You missed the key phrase where I said the selling was from one alt to another (unless some dumbass decides to buy 1 million trit from your sell order at a value of 100 billion ISK - in which case, A WINNAR IS YOU!).

The only money he loses is to the order placement; the cash and trit movement is a balance column shift from account A to Account B.  Also, you make the trade hundreds or even thousands of times (I.e. you are trading billions of units of trit in million chunk blocks with a total a ISK value of trillions) before attempting the insurance fraud so that the average price of real sales is approaching 10,000 ISK per trit (or whatever arbitrary value you set).

A single Rokh suicide would net you ~8 billion.

They (CCP) would have to be fairly sophisticated to prevent this sort of attack (if the rates are truly based on moving average), particularly if the alts are all seemingly unrelated (different IP, CC info, no in game contact, etc...).


Title: Re: Tyrannis - Summer Update 2010
Post by: kildorn on June 18, 2010, 09:36:22 AM
So we've replaced insurance fraud with conspiracy to commit insurance fraud  :heart:


Title: Re: Tyrannis - Summer Update 2010
Post by: Slayerik on June 25, 2010, 09:31:40 AM

And you can make the comparison with WOW raids all you want but in WOW raids other bigger clowns can't raid your raids, potentially destroying your ability to do those raids ever again.

Although in Vanilla WoW it was incredibly enjoyable having your raid camping the entrances to MC and BWL on Blackrock PvP server, thereby denying others entrance and ruining their night. :D

The best was my main was a priest. Mind control....... AHHHHHHHHHHHHHHhhhhhhhhhhh h h h  h h    h      h      h *lava splash*



Title: Re: Tyrannis - Summer Update 2010
Post by: horz on June 25, 2010, 10:00:36 PM

And you can make the comparison with WOW raids all you want but in WOW raids other bigger clowns can't raid your raids, potentially destroying your ability to do those raids ever again.

Although in Vanilla WoW it was incredibly enjoyable having your raid camping the entrances to MC and BWL on Blackrock PvP server, thereby denying others entrance and ruining their night. :D

The best was my main was a priest. Mind control....... AHHHHHHHHHHHHHHhhhhhhhhhhh h h h  h h    h      h      h *lava splash*



OH man it was so fun :drill:


Title: Re: Tyrannis - Summer Update 2010
Post by: eldaec on June 26, 2010, 10:11:09 AM
They (CCP) would have to be fairly sophisticated to prevent this sort of attack (if the rates are truly based on moving average), particularly if the alts are all seemingly unrelated (different IP, CC info, no in game contact, etc...).

Not really.

They could use a median instead of a mean for the average.

Or put a hard limit on the average price when it recalculates each day.

Or simply wait for some goon to spot you doing this on the market information screens then fuck over the automated bot you have doing this (which would be the only way to get enough transactions through in the daily calculation period) by buying trit at 2/unit from another system and feeding it to your bot at 10k (you don't get to choose which sell order you accept, any deal always goes to the best offer).


Title: Re: Tyrannis - Summer Update 2010
Post by: Sir T on June 30, 2010, 07:06:11 AM
The Mittani again. This time you could more legitimately say "bitter much?" Buy aside from that I have to agree with every word he said.

http://www.tentonhammer.com/eve/spymaster/47

Quote
The Mittani tackles CCP's development issues

There's something recursively Orwellian about corporate slogans; even the most innocuous of them will, in time, become emblems of shame and hypocrisy. We've seen this recently with BP's long-standing green marketing campaign collapsing in the face of the Gulf Oil Spill, and in the much more innocent world of internet spaceships as CCP's 'Excellence' slogans - so proudly trumpeted at the previous Fanfest - turning into an ugly reminder of the state of Tranquility today. While no one can deny that the number of players in EVE has continued to increase steadily, the state of the game itself has begun to crack under the strain of rushed development cycles, partial feature implementation, and crushing, inescapable lag. As players, we expect the odd explosion or botched patch from CCP or other developers; we MMO players are a masochistic lot, and despite a lot of forum noise to the contrary we are quite forgiving of developers. Yet now we have had two patches in a row from our Icelandic darlings, and neither has gone kindly for the game we love. It's time to be blunt.

CCP's Bad Habit

CCP has a bad habit, and that habit is partial development. Their continued pattern over the past several years has been to announce features for a future patch, develop half of them, put the remaining half on 'development backburner' - the dreaded backlog - and then forget about them as soon as a shiny toy distracts them. These features put on the backburner are not random odds and ends, but crucial functions without which the features that did get implemented cannot perform effectively. The dev cycle does not behave like a well-prioritized system designed to triage the more critical functions of the game, but rather the erratic high velocity trajectory of a kitten jacked up on methamphetamine.

The most obvious example, and one which is presently messing up Nullsec life something fierce, is the half-implementation of the Dominion Sov system. Some of you may recall the 'treaty' feature; this was the other face of the shift away from POS war and towards upgrading and nurturing smaller sectors of space. Nullsec was increased in value with the buffing of anomalies and iHub upgrades; space was explicitly intended to be rented out to lesser entities. Yet the hard fact is that administering renters is a tremendous pain in the ass and generally not worth the effort unless you have an entire team of directors with spreadsheets dealing with the payments, the standings issues, the inevitable diplomatic scuffles. The vision of Dominion was to increase the value and the population of Nullsec both by adding to its profitability and aiding in the creation of vassal entities - to incentivize the 0.0 empires to extend a hand to non-nullsec players and invite them to experience the 'real' game.

Conquest has stalled and territories have balkanized

The Treaty system was to automate the rental agreements which had become common, allowing space-holding alliances to have a coded standing system based on geography. You would be able to create a contract between an alliance and a renting corporation, change standings to be functional only within a certain system, and automate tax collection. This cuts out almost all of the misery of administering renters; they can be kept blue only when in one area and shot when they stray outside their designated territory, collection is handled much like corporate taxes are, and everyone involved can tell exactly what the nature of the agreement between entities is. But near the release of Dominion, the treaty system was cut and sent to the 'feature backlog'. A massive crunch to produce Planetville - er, Planetary Interaction - ensued, and somewhere along the line the meth-kitten decided that it would be a good idea to mash together a hair dryer and a hand blender and introduce a new ship, the Primae.

In practice, conquest has stalled and territories have balkanized; even the massive campaign between the NC and SC resulted in no real territorial changes. Part of this is because there is no real impetus to hold more territory. Wars between blocs still occur out of habit or old grudges, but because of the partial implementation of Dominion without the treaty system, there's no need for more territory for its own sake as in the pre-Dominion era. An alliance can upgrade a modest amount of space to be reasonably profitable to sustain itself, but taking more space beyond that limit is costly and would require installing renters - which are, sans Treaties, a huge hassle. So rather than the exodus of new inhabitants joining the excitement of nullsec, we see mass stagnation across the powerblocs, even as the old Great Powers begin shedding territory to cut costs or simply abandoning it entirely.

This is but one example of the costs of a runaway backlog of promised yet never implemented features. Most of the playerbase would agree that new features should be delayed until 'ready'; buggy and half-baked features wreak havoc with the game universe, and since there's only one shard in EVE it is all the more important to not push bad code onto Tranquility. A perfect example of this is the two great super capital massacres of recent memory. Dominion was designed to raise the stakes of combat, yet has only brought us ever more crippling levels of lag; rather than Titans and Supercarriers engaging in epic slugfests, in both Y-2ANO in Fountain and now at 6NJ8-V in Venal these ships are dying to black-hole levels of lag. A battle where 10 Titans die should be something that CCP can point to proudly as an example of the high stakes of pvp in EVE, yet in 6NJ we saw again the spectre of blackscreens, 'ghost' ships, and hundreds of players being unable to function at all for many hours.

Apparently CCP is of the view at the moment that the playerbase is unhappy because of 'petition support' issues; they have decided to reach out, asking to interview a random sample of players on MSN or Skype about their experiences. Yet the voices of the representatives of the playerbase are quite clear. One of the most popular threads in the Assembly Hall, by CSM rep Dierdra Vaal, calls CCP to account for the ever-expanding development backlog. I urge everyone selected for these interviews to focus on the problems created by the schizophrenic development cycle: the backlog, the lack of focus on core systems (ie: lag) and premature patches. Until these problems are dealt with, EVE will remain in a crisis of faux excellence.


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 30, 2010, 10:09:57 AM
A fun new bug was introduced this week - afk autopiloting in high sec will now quite often route you via low sec. It seems prefer safer is working like prefer shorter.

Still it's an ill wind that blows no one some good - afk freighter full of goodies arriving at a system near you:
http://eve-kill.net/?a=home&m=06&y=2010&view=kills&scl_id=20

Edit: oh sorry, this was discussed already in the TMA: Moving a server thread. Allegedly fixed now.


Title: Re: Tyrannis - Summer Update 2010
Post by: IainC on June 30, 2010, 10:47:57 AM
A fun new bug was introduced this week - afk autopiloting in high sec will now quite often route you via low sec. It seems prefer safer is working like prefer shorter.

Still it's an ill wind that blows no one some good - afk freighter full of goodies arriving at a system near you:
http://eve-kill.net/?a=home&m=06&y=2010&view=kills&scl_id=20

Edit: oh sorry, this was discussed already in the TMA: Moving a server thread. Allegedly fixed now.

Nope, it's fixed tomorrow in the post-patch patch


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on June 30, 2010, 05:15:15 PM
Ah, thanks Iain.


Title: Re: Tyrannis - Summer Update 2010
Post by: slog on June 30, 2010, 05:38:23 PM
I think the Mittani hit it right on the head, but at the same time missed the point entirely.  The Eve playerbase is still growing, so CCP is doing it right.


Title: Re: Tyrannis - Summer Update 2010
Post by: lac on July 01, 2010, 12:32:28 AM
I don't think Eve is CCP's biggest development focus and hasn't been for a while. They probably still have a lot of love for Eve (and it's revenue) but their resources seem to be tied up elsewhere, hence the meagre content of the last two expansions.


Title: Re: Tyrannis - Summer Update 2010
Post by: Reg on July 01, 2010, 12:35:08 AM
Is the Eve playerbase really still growing? It's felt fairly stagnant to me for quite a while now but that may just be perception...


Title: Re: Tyrannis - Summer Update 2010
Post by: lac on July 01, 2010, 12:59:56 AM
In the last graphs I've seen, the total number of subscribers was steadily growing. They also managed to break their concurrent players record recently which is quite extraordinary for a 7 year old MMO.
There also doesn't seem to be too much competition...


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on July 01, 2010, 01:05:51 AM
I honestly don't care all that much for the content of the last two expansions. All I know is that what I learned to like about 0.0 when I joined goons, i.e. massive fleet battles where I even had a chance of surviving even if I'm a complete scrub/asshat/newbie, is now effectively dead. I was in a small roam yesterday, and we got traffic control jumping 22 into a system with 50-60 or so.

I'm sure it'd look slightly less stagnant if you weren't looking at 0.0, since empire's probably humming along just fine, but 0.0 is definitely feeling extremely stagnant right now. Is there even anything other than roaming gangs lately?

As for competition, true. There really isn't any at the moment. I wish there was, even if only to give CCP an incentive to put more effort into making quality expansions, instead of the last two half-assed expansions (...well, let's be fair, it's half-assed mostly for the 0.0 contingent, if I'd been a cute newbie faffing about in empire I'd probably still be happy as can be).


Title: Re: Tyrannis - Summer Update 2010
Post by: lac on July 01, 2010, 01:26:59 AM
Quote
we got traffic control jumping 22 into a system
Didn't they remove traffic control in Tyrannis? I think I saw it in the patchnotes.
I was pretty happy with that change because I died a few times after successfully navigating a gatecamp in a covops only to be greeted with the traffic control message when I decloacked and tried to jump.


Title: Re: Tyrannis - Summer Update 2010
Post by: tgr on July 01, 2010, 01:32:07 AM
I just checked, for shits'n'giggles. I can't see any 0.0 system that's got more than 100 kills the last 24 hours. All I see is a few 0.9's having 200+ kills. No system outside of empire has (that I can see) more than 19 pilots in system (but then again, it's 0822 evetime). Ratting seems to be healthy all over EVE.

0.0 has indeed stagnated horribly.

Didn't they remove traffic control in Tyrannis? I think I saw it in the patchnotes.
I haven't heard that, but I might've used the wrong term. It might be "traffic advisory", whatever the countdown that makes tactical maneuvering between systems hard.


Title: Re: Tyrannis - Summer Update 2010
Post by: Comstar on July 01, 2010, 02:56:57 AM
They got rid of the messages everyone in the galaxy would see after downtime about every gate in the galaxy that was still traffic controller after downtime.


Title: Re: Tyrannis - Summer Update 2010
Post by: Falwell on July 06, 2010, 09:12:21 PM
Oh it's no mystery here gents, CCP Eve is suffering from too many irons in the fire.

Eve and it's expansions, Dust 514, Incarna, the new PI team, and WoD. That's just what we KNOW about.

Apocrypha was easily their best expansion to date. Why? Because the entire company focused on it. Both expansions since have been half baked, rushed out the door dogshit.

In the long term I think it will, without question, make the Eve universe the greatest online game world there is. But for the next.. let's call it 2 years, I see Eve suffering.



Title: Re: Tyrannis - Summer Update 2010
Post by: Kageru on July 06, 2010, 10:01:52 PM

I just checked, for shits'n'giggles. I can't see any 0.0 system that's got more than 100 kills the last 24 hours. All I see is a few 0.9's having 200+ kills. No system outside of empire has (that I can see) more than 19 pilots in system (but then again, it's 0822 evetime). Ratting seems to be healthy all over EVE.

0.0 has indeed stagnated horribly.


I was actually in one of the busiest PvP zones according to the star-map. A bunch of people in cruisers and a couple of cargo containers labeled as being "Free stuff!". 229 ships destroyed in the last 24 hours.


Title: Re: Tyrannis - Summer Update 2010
Post by: Gets on August 04, 2010, 07:46:33 AM
Quote
reported by CCP Navigator | 2010.08.04 11:42:19 | NEW
We are now ready to deploy the removal of deep space spots during downtime on Tuesday, August 10. The removal was announced in a Dev  Blog by CCP Greyscale. It is important to note that items and ships at deep safe locations will not be deleted but will be moved to the 20AU boundary of the system.

derp


Title: Re: Tyrannis - Summer Update 2010
Post by: Simond on August 04, 2010, 10:17:09 AM
 :popcorn:


Title: Re: Tyrannis - Summer Update 2010
Post by: Stabs on August 06, 2010, 11:57:05 AM
Marvellous!

Free titans that people thought they had stashed safely when they unsubbed. Now I just need a pilot for any I scan down.


Title: Re: Tyrannis - Summer Update 2010
Post by: Sparky on August 06, 2010, 02:45:37 PM
I remember when they first added probing.  That was an incredible bonanza of free ships.  Way back when battleships were a big deal too.