Thukk me, I’m good!

I don’t have to introduce Seismic Stan to you. Every time you read a blog banter or visit Freeboted you can read his great columns. Stan has organized an event last sunday, because we all think Vagabond needs its frills back. Or ears. Or solar panels. Whatever you call them, Vagabond is incomplete without them. So Stan has organized a protest: Thukk you, frill me! July 15th protest

I could not miss an event like this, so I have quickly made some preparation (fitting a Stabber, jumping to the combat clone) and went straight off to Jita. Of course I was there earlier, because I didn’t want to miss all the fun.

I have X-ed up in RvB Ganked channel, because the protest was turned by the well known RvB FC Mangala Solaris into a “Ganked night” event.

Fleet meet up was in the New Caldari system. When I arrived there, it looked like this:

Stabbers in New Caldari - 01
Ever seen “Boids” ? Yes, this is how a lot of Stabber-hull ships look from a distance.
Stabbers in New Caldari - 02
Stabbers in New Caldari – 02

Then we went to Jita, spamming local with “Thukk You, Frill Me!” and “RvB Spike!” kind of messages.

Our first target was the monument at Jita 4-4:

RvB Spike
RvB Spike
Bring back the frill, or else... !
Bring back the frill, or else… !

There was a flashy red -7.5 in a Typhoon undocking from 4-4 station and docking back in when someone dug into his armor. Some fleet member suggested to try and gank him, but unfortunately majority of the ships were fitted with ACs, and without artillery it would be nearly impossible to kill a plated Typhoon.

Unfortunately at this point my real life pulled the plug… But fear not, others were there until the very end. Make sure to check these posts to see how the protest continued:

http://freebooted.blogspot.com/2012/07/thukk-you-very-much.html

http://freebooted.blogspot.com/2012/07/thukk-you-frill-me-protest-in-pictures.html

The day Aideron Technologies was born

With the recent changes to Faction Warfare in EVE, rewards for participation in FW have been increased considerably. Because of that, Aideron Robotics directorship is planning to enlist with Gallente Federation in an effort to mount additional pressure against the Caldari militia and reap the rewards. This has a side effect on the Industry Program, which has been effectively pushed out to a new sister corp, Aideron Technologies.

Aideron Robotics will still have a small industry wing for people who would like to contribute to both FW and production, but the majority of industrial tasks (and planning) will be done by Aideron Technologies.

For those interested in joining Aideron, the good news is, we are still recruiting, and there will be one recruitment process to both corps. During the interview new characters will be assessed and players will receive a proposal to join one of the corporations (or both, if player owns more characters). To apply to Aideron, please visit our forum: www.aideronrobotics.com. If you are considering Aideron as your new home, this Seismic Stan’s column about Aideron Robotics on Guild Launch will be a great source of information about our day-to-day operations.

UPDATE

Aideron Robotics and Aideron Technologies do share common roots, but are completely separate corporations. If you would like to apply to Aideron Technologies, please contact Razeu or TheAhmosis in game.

Galaxy on Fire II – Supernova (coming soon)

A company known as Fishlabs has recently been busy developing yet another expansion for the critacally acclaimed game, Galaxy on Fire II (it’s the closest game to EVE Online available for iOS and Android).

Galaxy on Fire II is a space-themed dogfight game and is one of the best in its genre for iOS, Mac and for Android as well. The storyline of this new installment takes place immediately after the previous expansion named Valkyrie, where our protagonist, Keith T. Maxwell has banished the evil Alice into the Void realm, with the help of several new weapons and got his own space station on the way.

The story of Supernova expansion begins with an insterstellar disaster in the Midorian sector, forcing Mido out of their space and creating new ground for a conflict with Nivelians. Mido decide to ask Maxwell to become an emissary of peace to the Nivellians to negotiate treaty and aid. Despite his valiant efforts, the situation only gets worse. Slowly Keith realizes there must be a new, hidden enemy, who tries to make matters even worse.

According to the press information, the Supernova expansion will bring about 10 hours of action, and knowing Fishlabs, this will be quality entertainment. Players can expect new missions and loads of new content such as space ships, star systems, blueprints, weapons and commodities.

Fishlabs seems to follow the example of other great game manufacturers such as CCP or Blizzard, publishing a dev-blog every two weeks, to keep the playerbase informed of the progress. Developers have announced that the game will be available for iOS in HD in third quarter of 2012.

Let’s dig deeper

The expansions brings several new ships, namely a heavy battleship “Bloodstar“, which according to galaxyonfire wikia sports 180 cargo space, 1 turret, 4 primary weapons, and 4 secondary weapons. There is limited information regarding other ships, apart from their names (and looks – Fishlabs has published several screenshots).

  • The new ships:
    • Gryphon
    • Rhino
    • Bloodstar
    • Amboss
    • Gator Custom
    • Blue Fyre
    • Ghost fighter

      

  • New modules:
    • Gamma shield – to withstand the gamma radiation after the supernova explosion
    • Repair laser (Large Remote Repairer I anyone?)
    • Leech beam (another mod from EVE: Nosferatu!)

  

  • New primary weapons:
    • Heavy Ordinance Turrets – turrets with heavily improved damage
    • Sentry Turrets – similar to sentry drones in EVE. Launch them and allow them to shoot your enemies.
    • Matador TS – new, manually controlled turret
    • M6 A4 “Raccoon” – improved version of the M6 series
    • Mass Driver MD 12 – improved version of the MD series
  • New secondary weapons:
    • Cluster missiles
  • Improvements to mining
    • Gas harvesting: fire a ionization missile into a gas cloud, then harvest it with a plasma harvester

 According to rumors, the expansion will become available on 31st of August, 2012.

What happens in New Eden, stays in New Eden

This post is a reply to Blog Banter 37: The Line in the Sand

EVE Online sits on the frontier of social gaming, providing an entertainment environment like no other. The vibrant society of interacting and conflicting communities, both within the EVE client and without, is the driving force behind EVE’s success. However, the anonymity of internet culture combined with a competitive gaming environment encourages in-game behaviour to spread beyond the confines of the sandbox. Where is the line?”

People are usually different in real life when compared to their online persona. The difference is the mask that most people “wear” in real life, which hides some traits and properties our society might not like. Society requires certain behavior patterns, and will reject those who don’t accept them. Some kinds of behavior are considered okay, some are considered wrong, but each have consequences. While people usually have only one indentity in the real life society, one can have multiple identities on the internet. It is much harder to escape responsibility in real life than it is online. If a person crossed the line and it resulted in social rejection by the community, all one needs to do is to establish a new online identity. Granted, full anonymity on the internet is more less fiction (unless one is a serious VPN user), but usually only the governments and security services have the means to establish real identity behind an online persona. Normal people have rather limited means* to do so, and that’s why people still feel generally anonymous online.

* Google, Twitter -> Facebook

How does above apply to EVE Online?

To answer this, first question to ask would be what kind of group is EVE Online community? Blog Banter #35 would be a very good starting point to answer it. Becasue of the sandbox nature of the game, EVE community is one that generally accepts almost any kind of behaviour in the game itself. Players are even encouraged to play bad guys. Each player can have up to three alternate characters (alts) per account, so assuming multiple identities is as easy as changing ships. Where does that lead? It allows the darkest parts of human psyche to the surface. Some players deliberately exploit this, playing as dirty as the game allows, but the community generally accepts this, because that’s the main reason to play a sandbox game in the first place.

What if conflict leaves the sandbox?

It’s wrong, but not so bad, when it ends on threats against another player (or his family). For CCP, as well as some of the playerbase (and me too) this is the line: threatening other players is a bannable offense and CCP will swiftly punish the offender with a lifetime ban. The EVE Community as a whole however is rather tentative towards this kind of things, because “it’s just words”, and some players will still see nothing wrong with that. Since for some players this is already wrong, and for some this is still right, conlcusion is, that RL threats is one of the “gray areas”. Real problems arise if we are talking about  harassment in real life. Beating someone up IRL for something that happened in game is so far wrong on the scale, that no one questions it. Why would anyone resort to such extreme means? Because they bought most of their ISK with real money? Maybe because they really value their virtual posessions? Or maybe because they are ******** in real life people with issues in real life, just like they are in the game. The list of possible reasons is quite long. Why? Because even though New Eden is a virtual world, time investment is real. In this sense, EVE is real.

It is worth mentioning, that there is many more gray areas, than just insulting each other. Corporation warfare should only exist in game, but wars tend to leak from the game as a part of emergent gameplay. It is not uncommon for one warring party to DDoS websites and tools of their opponents*, such as Teamspeak/Ventrilo servers in order to gain an extra advantage (or, simply, just for griefing purposes). The anonymity and specifics of a DDoS attack make it hard to provide actionable evidence. As a counterexample, Aideron Robotics CEO stated once that Aura will never be used for metagaming, i.e. as an intel gathering tool. Even banning or locking out opponents from the use of Aura is considered out of line and will never happen.

* see this post on Fiddler’s Edge

Personal experience

I have experienced different kind of harassment in EVE Online. I made a stupid mistake: being a CEO, I have posted my mobile number on the corp forums, so members could contact me when I am not online. Unfortunately, one of the members was experiencing some personal problems and would keep calling me to talk about his “issues”. I would probably turn a blind eye to that,  but because of time zone difference, that guy was calling me in the middle of the night! After two weeks or so I have chosen to lock that person completely out. I have shut down my mobile number for two months (had to buy a prepaid card in the meantime) and blocked all of this person characters in game. However because this was likely not intentional, I did not report this to CCP. Did he cross the line? For me yes, because he has used (abused) my contact information for different purposes than expected. Of course one can say it was my fault in the first place, as my mobile number should have never be posted online.

So there is no line?

As you can see from the examples above, there is no universal line. If we have drawn a line for each person, we would get a gradient instead, from white to black through a lot of lighter and darker shades of gray. The anonimity of the internet and the possibility to create multiple identities in the game unfortunately doesn’t help, because players can quite easily escape the responsibility. The fact, that others have different standards doesn’t mean everyone should do the same. As a character and as a person you have a choice. EVE is just a game, and it should always remain that way.

For me, the line is clear: what happens in New Eden, stays in New Eden.


EDIT:

When I was reading other Blog Banter entries I remembered one more instance when someone actually got bruised up for his transgressions in a virtual world. A friend of mine took over an IRC channel when we were still at high school. Four thugs caught him when he was going back home and beat the hell out of him for… taking over that IRC channel. So if you wonder if virtual conflicts can turn into real world struggle, then the answer is: yes, definitely.

All hands, battle stations!

In about 3 hours Aideron Robotics will be at war. We have received a war dec from a small, 2 man corp. It doesn’t mean this foe can be underestimated. To the contrary.

Small corp targeting multiple industrial corporations will have plenty of targets to choose from, making it easy to score kills of opportunity. The War History of Praetorian Cannibals shows a lot of industrial and exhumer kills (not to mention unfitted battlecruisers). Second reason, why 2 man corp can pose a serious threat is neutral reps/boosters. The fact that a single pilot shoots guns doesn’t mean he is all alone: he can have a neutral Tech III boosting alt, or a bunch of neutral Logistic(s). Or both.

Thanks to War History, War Reports and new Killmails introduced in Inferno, players are easily able to view all past wars waged by an entity, along with the kills associated to them. Since killmails have been already stored in each pilot’s combat record, CCP had all the data they needed to fill the War History. Even back to the times long before Inferno! This is invaluable source of tactical knowledge, so THANK YOU FOR THESE AWESOME FEATURES, CCP!

Now let’s have my locator agent find that sleazebag who wardecced us 😉

Science and fiction of Camera Drones

According to this old EVE Chronicle, the image capsuleer pilots see when flying their ship comes from Camera Drones. These tiny robotic crafts orbit their mother ship and let it’s pilot see the surrounding space. The forementioned chronicle also mentions that Camera Drones are using “a combination of an attractive magnetic force and repulsive electromechanical force” for navigation. While this explanation is enough for non-techie people and small children, it seems to lack any real Science to it.

When I read that chronicle for the first time, I said out loud “what a bullsh*t”. While most of the EVE Online IP is really great and in many aspects is even more realistic than Star Trek or Star Wars, which are icons of  modern science fiction. Camera Drones just don’t fit in this otherwise very high-tech universe.

In an universe, which has room for things as advanced as Sotiyo-Urbaata drive and brain implants enhancing human abilities and allowing them to pilot ships with thought alone, something as low-tech as Camera Drones hits a discordant note. The first solution that comes to my mind is a computer projection of ship’s sensor data directly into pilot’s visual cortex. The first paragraph of the chronicle actually nails it: “The first method tried, and the one the Jovians first used (and sometimes still do), was to use the data from wide range of scanners to paint a realistic view of the ship’s surroundings in the mind of the captain.

First off, this would explain the changes in the image quality as the EVE Online client was evolving. Jump from pre-Trinity engine to current V3 graphics could easily be explained from RP perspecitve as a simple “firmware upgrade” to the Sensor Visualization Computer. This system is also impervious to simple ECM, because it would use input from many different types of sensors. It would also make room for graphical effects of EWAR, such as greying out entire screen when being ECMed, or blurring ships out of range when Sensor Dampened.

It would not create unnecessary explanations such as “combination of an attractive magnetic force and repulsive electromechanical force” or the fact that ships carry lots of camera drones, which is extremely ineffective waste of cargo room in space-constrained environments such as starships. I can also think of several real life and in-game mechanisms that would make Camera Drones VERY ineffective:

  • Omnidirectional ECM to jamm the control signal from the ship to Camera Drones
  • Targeted ECM to jamm Camera Drone receivers on the ship
  • EMP smartbomb would instantly fry the electronics of any Camera Drone in range
  • Other types of smartbombs would shatter Camera Drones to pieces
  • Other crafts could launch a cloud of tiny drones programmed to target and destroy Camera Drones
  • The speed and range of Camera Drones would have to be almost infinite to accomodate the way we use them in game
  • Fuel? Energy source?
  • Magnetic forces do not work well on distances which we see in game (100 km; but when you zoom out as much as possible, you’re watching your ship from nearly 300 km)

To sum up the above, the amount of technology needed to explain Camera Drone abilities and durability is higher than direct projection into visual cortex. Scientists are already able to tap into visual cortex to recover images directly from cats brain.

[youtube=”http://www.youtube.com/watch?v=FLb9EIiSyG8″]

A reverse process is proposed to project images into the brain of the blind by using retinal implants.

[youtube=”http://www.youtube.com/watch?v=WSdmWbItsvU”]

This is the technology which already exists today (although it is still years from being ready for clinical use; it is  challenging to transmit and process the amount of information necessary to create a high resolution image; retinal implant capable of processing this amount of information would dissipate enough heat to damage the surrounding tissue). But since New Eden’s capsuleer pilots already have their brain wired with technology, visual cortex projection should be rather simple.

Dear CCP

The world of New Eden is one of the things that got me hooked with EVE for this long. Please, consider changing this piece of lore. EVE Online physics might be unreal (submarine vs Newtonian), but improving upon EVE’s already great Intellectual Property should be one of the priorities. Now, who should I talk to about this? 😉

Mobile apps for EVE Online on iOS and Android

companion-apps-all

» For Windows Phone 8 apps, please go to this post «

This post is a synergy of my interests. If you are a returning visitor, you have most likely noticed that I write not only about EVE Online, but also about all things mobile: tablet PCs, mobile operating systems and so on.

Smartphones have changed the mobile phone market forever: almost half of all the mobile phones nowadays are smartphones. With CCP giving the community an API to access the in-game information, it was just a matter of time until first EVE related third-party apps have arrived.

Most of the Apps available for the two biggest smartphone platforms, namely Android and iOS, can be divided into three large groups:

  • character tracker
  • market tracker
  • industry helper

Majority of these third-party apps are free, but some of them use ads and donations to cover developer’s costs.

Unfortunately I neither own a Windows Phone 7 device, nor have a working emulator of it, so this review will not cover WP7 apps. Sorry!

It is also worth mentioning, that CCP has plans to deliver their own mobile applications for DUST 514 and EVE in the near future. Developers did not reveal any specifics besides Neocom app for DUST 514, which will run on PS Vita and will deliver almost full interaction with the game, except for the core FPS gameplay. Neocom for PS Vita is said to allow managing fittings, accessing market and so on.

Read more about CCP plans for mobile devices:

Since this post is rather long, please click “Continue reading” –>

Read more

JAVA EVE API Reader update

I have just uploaded a new version of JAVA EVE API Viewer, which contains some bug fixes and a brand new Inferno 1.0 data dump.

(The Inferno 1.0 static data will become obsolete by this time tomorrow, because CCP will deploy Inferno 1.1. CCP  has postponed the rollout of Inferno 1.1. I will update the Static Data as soon as it is available.)

If you use Linux or Mac and are looking for an EVE Online character tracker, my App should meet your needs.

You can choose to download a ZIP archive, or launch the App directly, using JAVA Web Start.

Download API Reader Launch JAVA EVE API Reader

Ship re-balancing makes my recent post outdated

A few hours ago CCP has published a dev-blog about ship balancing changes, which we have already heard before Inferno. TL; DR: all Tech I frigates are getting a specific combat role. This is a change from the tiered ship approach we’ve seen over the past years. Instead of putting ships in tiers, each better than the previous one, Tech I vessels will have specialized roles instead, much like their Tech II counterparts do.

  • Interception: Executioner, Condor, Atron, Slasher. Small, agile ships meant for stopping other ships dead in the water
  • Snipers: Navitas, Bantam, Burst The Navitas will become a drone boat. The Bantam will replace the Merlin as the railgun based sniper. The Burst will most likely become a mobile artillery platform, drone boat or a mix of above.
  • Missile lobbers: Inquisitor, Breacher, Kestrel, Tristan. Offer decent tank and speed.
  • Support exploration frigates: Magnate, Heron, Imicus, Probe. These ships will become even more specialized, with possible bonuses to mini-pofessions like hacking and archaeology.
  • EWAR disruption frigates: Crucifier, Griffin, Maulus, Vigil. Crucifier will be re-shaped to become a miniature Arbitrator. All ships will be specialized in EWAR and combat disruption.
  • Rookie ship boost: with the new looks, rookie ships will become very versatile ships, but not nearly as good as any Tech I frigate.

New ship! It’s one of the things that always make me smile in EVE: new ships. Since Navitas and Bantam will no longer be mining frigates, ORE will introduce an ultra-mobile mining frigate for new miners as well as experienced ones, who are mining in a hostile environment.

The new mining frigate does not have a name yet, but I’m sure CCP will come with something cool, like “Carebearmobile” or “Veldnaught” 😉 I personally vote for “Ius” -> see Ius Primae Noctis.

Barges will not have tiers anymore – instead, they will have a balance between EHP and mining output.

  • Procurer and Skiff will sport battleship-like EHP, but their mining output will be the lowest.
  • Retriever and Mackinaw will have less EHP than the above, but will mine more minerals in each cycle. They will also sport biggest cargoholds.
  • Hulk and Covetor will mine the most, but will have about as much EHP as they do right now, making them most vulnerable.

The EHP boost will also make my post about tanked barges void.

CCP has also mentioned that Barges are getting specialized cargoholds, similar to the ones on Rorqual and Orca.

All this will be coming to Tranquility in the 2012 Winter Expansion.

Inferno 1.1 available for testing

CCP has deployed Inferno 1.1 on the Singularity public test server yesterday, bringing a whole batch of features that did not make it into the initial release, namely Minmatar V3 skins and a bunch of smaller adjustments to War Declaration mechanics. It seems devs didn’t like that The Star Fraction turned the war initially started by Goonswarm mutual, and then hired a number of allies for free (see this forum post).

  • Team Tri-lambda has made a tiny facelift to the Drake, to make it look better with the new missile launchers.
  • Pilots involved in Faction Warfare will welcome the removal of all E-WAR from FW NPCs. Initially this looks like a considerable boost to Gallente.
  • We will also witness a new skill for Reactive Armor Hardeners: Armor Resistance Phasing, which makes them adjust faster (and as a result – use more capacitor).
  • Incursions will see a removal of two nerfs introduced in Escalation to Inferno, namely:
    • Lowering the reward for vanguard sites by 10%
    • The system influence
  • A lot of unreleased clothing will be made available for AUR – and this time the micropayments will really be micro (prices will range btween 100, 300 and 500 AUR) Complete dev-blog is available here. Eight uniforms, two for each race will be added to FW LP store.

The complete list of changes is available in the Inferno 1.1 feedback post on the forums.

As usual, if you would like to test the new content yourself, feel free to read the Singularity guide at the bottom of this post.

Words are just words, so better have a look at the beautiful minnie ships. They don’t look “streamlined” like the Reaper; instead, they kept their rusty and menacing looks.

Inferno 1.1 will be deployed on 19th of June.