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Ghost training

CCP, Dev Blogs, Game Changes No Comments »

This whole thing has become a huge drama fest and to be honest, I have been hesitant in commenting on this, however, people are complaining in the fashion I have not seen since the NGE hit Star Wars Galaxies.

That being said, I am going to venture forth, with my asbestos suit on, and chime in here.

I feel that Ghost Training is an exploit and I support CCP in removing that exploit from the game.

I don’t feel that CCP handled it well at all.

Now that I have that out of the way, let me support both statements with some dazzling language and thought.

I feel that Ghost Training is an exploit and I support CCP in removing that exploit from the game.

There is a great article on MMORPG on this issue, http://www.mmorpg.com/gamelist.cfm?feature=2349%2FGhost-Training-Interview&game=14&bhcp=1.  In a nutshell, It was not a bug, it was a game feature that was being abused.

So, the question remains, should ghost training be allowed.  Well the quote from the article sums it up.

“I truly hope that people still realize that we’re just gamers like them, trying to make a game and making a living off of it. It was not out of pure money, greed or lust that we did this. It was a balancing act and a fairness act toward us as a company moreso than the gamers, but I honestly can’t think of any other company that allows you to skill up your character when you’re not even paying for it.”

It takes money from the game, according to the article, 4 percent of all subscribers were using it at the time of the announcement.  Four percent may not sound like much, but it’s money that’s not coming in to maintain the servers, pay the devs, etc…  CCP strives to continually balance the game and I must applaud them for their efforts.  It’s not fair that some people were taking advantage of the situation and advancing their characters for free.

I don’t feel that CCP handled it well at all.

Want proof?  Look at the EVE Forums.  It just exploded with commentary (I am being kind here) on this change.  To quote from the MMORPG.COM article::

“We announced it as a bug, which it was to a lot of us old devs, but as it turned out, our website listed it as a feature because we had outsourced the writing of our career guide to someone who was not knowledgeable about the code itself, years ago back in 2004… It was like a virus waiting to get out and nobody had really given it much thought until it was pointed out when the whole debate started.”

Now, you have to ask, how could you have missed that one?  Put simply, they didn’t think to check.   Always do your research, even on your own product.   The worst thing you can do to a gaming community is lie, even though CCP’s explanations are sound, the appearance of dishonesty is something that many gamers will rage upon to no end.  I am more willing to believe that they screwed up rather than lie, however, the whole situation makes CCP look like they did lie and that is just horrible.

Normally, they announce a proposed change, put it on the test server and let people test it for them.  The Speed Balancing went on the test server and after much commentary, it was pulled, revamped and redeployed.

You have to ask the question, why did CCP make the changes to Ghost Training without first announcing that the change was coming like they always do for patches?

Again, look at the public outcry about the change.  There are many people who feel, myself included, that CCP knew this was going to be a rough issue to address from a publicity standpoint.  If they had announced the change, let people generate feedback and then go make the change anyway, they would be accused of simply ignoring the player base.  That was the way Sony Online Entertainment ran things when I played Star Wars Galaxies.  So, do you look like you are ignoring your players or do you play it as if it was a bug that needed immediate patching and deal with that PR damage.  You do the latter, as CCP did in this case.

Now, how could this drama fest been avoided?

Quality control on a product, including it’s documention, is vital.  This should have been done when the documentation was finished by their sub-contractor years ago.  If they had done this, they could have corrected for this long ago.  If they had, there would have been no valid public outcry as it would not have been sold as a feature.  Not having this as a feature makes it easier to claim it was a bug.

I suspect that if this feature had not been listed in the documentation, they could have simply fixed the bug and when the public outcry came out about Ghost Training was not working anymore, a simple forums post announcing that a bug had been found and fixed could have been released.  It would have been an easier issue to difuse and thus there would not be so much “commentary” concerning the exploit.


October 21st, 2008 |



More dev blogs

CCP, Dev Blogs No Comments »

Our long lost economist has returned, we have our quaterly new letter that we all have been missing:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=594

We also have a dev blog about the EVE Performance Group.  These folks work on the the Stackless IO project as well as EVE 64 and many of the upcoming enhancements that I have mentioned like the weapon linking.  The blog has some good information and gives you an idea of what they have been working on.  These kinds of update have been all to sparse over the past several months, it’s nice to see that they are becoming more active with the community again.  Anyway, the dev blog can be found here:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=590


October 16th, 2008 |



Reload changes on the test server

CCP 2 Comments »

This one has been a long time coming.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=896054&page=1#8

As it goes right now, if you want to change an ammo type, you have to right click on each weapon and select the ammo that you want to load.  This change, which I will caution is still in testing and needs work, will allow you to group together all your turrets into 1 slot for reloading.  So, if you are flying a Raven and you want to change from Mjornir torps to Javelin, you would right click on the 1 slot and it will change for all the launchers.  Turrets will work the same way now.

Apart from the obvious speed changes in being able to swap ammo types, this will also help to reduce lag in a fight.  Your client will be able to sent only 1 ammo type swap command in stead of 6 to 8.

This will be initiallaly deployed on the test server and will allow you to group only turrets or launchers at the for now.

I do hope that testing goes well as this is a much needed feature.


October 15th, 2008 |



Changes have caused rage, no more inactive account training

CCP, Dev Blogs 7 Comments »

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=896003

Honestly, I do support this one.  Here’s the scoop.  If you have a skill that would take over 30 days to train, people would stop the subscription so that they would not have to pay for that month while the skill trained.  This change would stop the skill from training if you didn’t have an active subscription.

Now, my feelings are best reflected in the followup dev blog:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=592

It’s blatantly abusing the system and it’s not fair to players like myself that continue to pay to play.  Why should someone be able to advance their character and not pay for the subscription and others do.  Granted, I do understand the logic of not wanting to pay for an alt that is training a 60 day skill, but it’s not fair to those people who have to pay to train their skills that are under 30 days to train.

What CCP needs to do is bring back what they had originally with training on characters.  There was a time where you could have all three of your character slots training.  Either that or the split queue system, where you have all 3 training but at 30 percent the speed or 2 training at 50 percent the speed.


October 13th, 2008 |



Live dev blog: Speed Balancing

CCP, Dev Blogs, Game Changes 2 Comments »

I have just finished listening to the recording of the live dev blog as I was not able to attend due to work obligations. For those of you who do not know about this issue, let me give a quick explanation.

Speed tanking is fitting out your ship with overdrive and nano fiber modules as well as poly carbon rigs in such a way to attain speeds where you outrun missiles and the turret tracking speed of any ship.  As a result, you could fit out a HAC (Heavy Attack Cruiser) in such a way that no one could hit you, yet you could hit them and essentially be able to fly around in an almost “God Mode”.  Now, certain ships are meant to be fast, such as frigates and their tech 2 variations, inteceptors.

The argument is that certain ships should not be able to move very fast as there is no way to counter this using in game modules and tactics.  A battleship should not be able to move at close to 10 km/s and to be honest, I have to agree with that, it’s insane.  Now to be fair, speed and mass had been adjusted for battleships so that you can no longer make the infamous Nano-Domi or Nano-Phoon.

However, HAC’s are still viable as nano ships under the current game mechanics at this time.  You can still easily fit one out in such a way that you can maintain speeds to outrun missiles and drones.

Now most of the arguments for this speed balancing that CCP is proposing is that there is no way to counter a speed tanked ship.  You can kill a speed tanked ship if you are lucky enough to hit it with a Neut module and get a series of webs on it, but the chances of that happening are very low, hence the whine fest on the EVE forums about nano ships.

That bring us to present day.   Speed balancing changes were first deployed to the test server some months ago and removed shortly afterwards.  There has been a lot of discussion concerning the proposed changes in manner of ‘nerfing rage’ (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=890745). Honestly, I am welcome the proposed changes as nano ships are just not what was intended in the vision of this game.  EVE is not real life, but most of the game mechanics do follow a logical progression from real world technologies and ideas as if they evolved over time.

Real life has balances for everything and CCP has worked hard to create a game that mirrors that reality in it’s fantasy creation.

Below are some of the hightlights from the latest live dev blog question and answer discussion:

  • There are new changes to what was originally proposed and those changes will be part of the next expansion.  When they deplpoy the speed changes, it will not be in a staggered manner as many of the changes affect many other items, so, it will be deployed in one fell swoop.
  • Inteceptors will no longer be able to outrun missiles, however, they will take less damage as they will still be able to outrun a good part of the explosion from the missile.
  • Ship speeds, agility, ship mass will all be changed at the same time.  Webs will be changed.  Stacking penalties for fitting more than one web is being considered.
  • Medium drones are being considered for changes as the devs feel they are too efective against frigates.
  • Missiles are being considered for a change to their damage formula.  They are looking to change the explision radius to take into account the signature radius.  The smaller your sig, the less damage you take.   A test version of this change is planned for the test server very soon.
  • Agility will be having some changes, MWD will not decrease the agility as much as it currently does.
  • Warp scamblers will scamble all warp drives AND micro warp drives.
  • The fastest speed that you will be able to maintain will now be 8 km/s.  That being said, all ships will be slowed down across the board by adjust ment of base speeds and masses.  Battleships are being slowed down, cruisers are not really being hit, frigates will be faster.
  • They are looking at making some changes to defender missiles, perhaps having them shoot down missiles that have been shot at a gang member.
  • The speed implants will all now use the same slot, so you you can’t stack them for increased speed.  When the change hit, those implants will NOT be lost, they will simply be unplugged and placed in your ship’s cargo hold if you are in space or in your station hanger if you are docked when the changes are deployed.
  • Black ops ships are looking to have some changes, such as fuel bays for jump drives to use rather than use the cargo hold.
  • Will assault frigates get some love with these changes to speed?  Yes.  Frigates and assault frigates will be faster.  With webs being less effective, AF’s will be able to get in closer and more useful.

So, look for these changes to be applied to the test server in the near future.  I would recommend that everyone take the time to play with these changes before they hit Tranquility.


October 13th, 2008 |



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