Review of Crafting (industry) in EVE Online

This post is a reply to the Blog Banter #42.

The 2012 Community Review of EVE Online

“A gaming universe as vast and unique as EVE Online is constantly evolving and the experience is different for every participant. Conventional games review techniques cannot possibly hope to provide an accurate measure of every aspect of EVE’s gameplay. However, with a community initiative like the Blog Banters, we have the resources to deliver the most thorough and up-to-date review ever.

By combining the experiences of contributors from across the EVE metasphere, we get a wealth of opinions from veterans and rookies alike. We’ll be able to combine input from faction warfare specialists, wormhole residents, null-sec warriors, missioners, pirates, industrialists, roleplayers, politicians and more to paint a complete picture of the health and progress of EVE Online in its current Retribution incarnation.

Who better to review EVE Online, than those who know it best?”

Last year The Blogging Community of EVE Online attempted a crowdsourced review of EVE Online. I have taken part as well, and you can read my contribution here. This year we will be changing the way the Community Review is done, by focusing on a single area of the game.

As a member of Aideron Technologies I can do no different, but focus on item crafting, which in EVE is better known as industry.

This review is up-to-date for Retribution expansion.

Item Crafting in EVE Online

Science and Industry in EVE Online is just as important as its famous, unforgiving PVP. While many players call industrialists carebears and consider them inferior type of players, industry and pvp are like yin and yang: one cannot exist without the other and they are not mutually exclusive: combat results in ship destruction, so it’s creating a demand – demand for ships, modules, drones and munitions. Nearly all items (with the exception of blueprints, meta 1-4 items, officer & deadspace drops and implants) are manufactured by players. An open, player-driven market completes the picture, allowing manufacturers to sell their goods to combatants (or just re-sell them for profit).

Different classes of items require different materials and the manufacturing cycle is different. Many items require multi-staged production, so crafting in EVE is far from simple and requires considerable amount of planning. On the other hand, completing big endavours like building a supercapital ship or manufacturing and anchoring a player-owned Outpost in null space rewards a lot of satisfaction.

Item classes and material groups

Items in EVE are divided into several groups, which require different approach to craft and different types of materials.

To manufacture an item, one needs its blueprint and appropriate materials. Obtaining blueprints may be as easy as buying them from NPC, but some advanced blueprints have to be invented or reverse engineered.

  • Tech I is the simplest one, because one only needs an appropriate Blueprint (sold by NPCs) and the right amount of Minerals. Minerals can be obtained from a gathering profession (Mining).
  • Tech II is a more advanced one. Blueprints have to be Invented first, some materials are obtained by Moon Mining and have to be transformed at a player-owned-starbase. One has to build components from these materials. In the last stage, components, minerals, Planetary Interaction products and the base Tech I item are combined to create a Tech II item.
  • Capital Construction is very similar to Tech I in terms of materials, but has two stages: an enteprising player needs to build capital parts first, and then combine them together to make the ship itself. Both parts and ships blueprints are rather expensive, so the barrier of entry is rather high.
  • Tech III is similar to Tech II, but the differences are in details. Activity to obtain the Tech III blueprint is known as Reverse Engineering, and materials are harvested from specific NPCs (sleepers) and specific regions of game (wormhole space).
  • Planetary Interaction has been added as part of the Tyrannis expansion and allows players to extract and produce materials on planets. These materials are later used for making in-space structures, commonly called player owned starbases (prior to this expansion POSs have been sold by the NPCs).
  • Rig manufacturing – allows players to use materials obtained from ship wrecks to make useful jury rigs for ships.
  • Outpost Construction is similar to Capital Construction, but uses both minerals and materials obtained from Planetary Interaction.

Of course as every other activity in EVE, one needs to have an appropriate skillset to make an efficient manufacturer. Four groups of skills are used for manufacturing:

  • Industry
  • Mechanics
  • Planet Management
  • Science

Crafting system design score: 90/100. Crafting in EVE Online is great, but at times seems a bit overcomplicated, especially when looking at Tech II and III production chains, which are quite long and require several stages. On the other hand, finishing a complicated task like this can be considered an accomplishment, and will be a source of  satisfaction for the player.

Science and Industry user interface

Unfortunately S&I GUI have not changed much over the years. CCP has added new activities over the years, but the interface is built with a very small scale industry in mind. Large scale operations in corporations like Aideron Technologies is basically a clickfest, because one need to set the activity and production line for each job separately. Each job requires at least 8 mouse clicks and entering some numbers from keyboard. Setting up 10 manufacturing jobs twice a day and 10 invention jobs four times a day will not prolong the life of your computer’s mouse. It also makes setting up jobs hard on laptops with a touchpad only. Setting up Planetary Interaction and production chains at player-owned-starbase also takes a lot of clicking, but this fortunately has to be done only once. Maintenance of planetary colonies has already been streamlined by the CCP, so the amount of mouse clicks in PI has been substantially reduced.

Science and Industry GUI requires a serious rework to reduce the amount of clicks substantially. Optimizations, which would improve player experience include:

  • Grouping jobs – ability to start several identical jobs with just one set of clicks, instead of setting each job separately.
  • Material quota screen should be optional if all materials are available and should only show if anything is missing.
  • Linking structures in POS should be done in a graphical manner, similar to Planetary Interaction. Both interfaces should be made very similar, so players only have to learn once.
  • Planning screen should be added to avoid the use of third party apps and trackers. Such screen would allow player to plan the production of any item, getting a material quota (even for sub-components). A saved plan could be tracked (daily, weekly or monthly), to let the CEO know how much work has already been done.
  • Invention and Reverse Engineering are currently chance based. Random chance is quite easy to include in plans, but has two serious downsides:
    • unsuccessful jobs result in some tedious clicking to be completely fruitless,
    • it requires corporations to keep an extra stock (of blueprint copies, datacores and sometimes decryptors), Deterministic approach would allow more precise resource planning
  • Possible solution: making invention jobs 60% longer, require higher skills and 60% more datacores, but they would always succeed.

Crafting system implementation score: 65/100. Industry in EVE is a clickfest and requires considerable amount of out-of-game tools for larger operations. There is plenty of room for improvement in that regard.

Wrapping up

Total score: 77,5/100. Industry in EVE is rather complicated but also a very rewarding profession. It fuels the war machine of EVE and the player-driven economy would have failed without it. Unfortunately the UI is old and needs a serious rework. It should also be possible to conduct larger operations without the need to use Excel and third party tools, which are currently essential.

Other contributions:

Speculation post! What if…?

When Retribution was still in beta, I’ve noticed that there are new easter eggs in the game: items that exist in the db, but are not necessarily existing on Tranquility.

Later in one of the dev-blogs, CCP has admitted that we will be getting these items as a Christmas Gift on 20th of December:

So what are we giving you above and beyond Snowballs? Well honestly, some completely random stuff. I am not going to say what we are giving you here as there are those of you who look forward to the surprise; if you wanted to know though I am pretty sure with a little looking around you could figure it out… well part of the gift anyways. 😉

“Part of the gift”? So the Easter Egg items are not the whole gift?

While talking to my corp mates we’ve came to a conclusion, that CCP might have added more features to Retribution, than the patch notes say, kind of a hidden surprise feature. I’m pretty sure you will guess it yourself, once you read the description of one of the easter egg items:

Key Pass to Open The Door

Name: Key Pass to Open the Door
Description:
A very special and valuable key pass that uses some of the rarest elements known to humankind in order to create the most secure access card possible.

These passes are so rare and valuable, they are only ever used by capsuleers, to protect their quarters on board stations where they are docked. Without one of these keys one would likely not have a chance of getting in, or out, of a capsuleer’s private quarters.

I wouldn’t be surprised if tomorrow the big red button will not be stopping you anymore from having a walk on the station promenade. It wouldn’t use much coding to create a bigger in-station environments, really: the “building blocks” for station environments have been created for Incarna and then subsequently for Crucible, when three more CQs have been added to the game. It’s just matter of making bigger maps from the existing building blocks.

Of course all the above is just pure speculation; I’ve been using ship spinning hangar view for years and only visit the CQ once in a while. But since Retribution is CCPs third expansion to make up for the Incarna blunder, I wouldn’t be surprised if CCP finally gave players some meaningful “walking in stations” which they have promised us so long ago.

To know if the above is true (or not), we will have to wait until tomorrow gifts have been seeded!

What keeps us attached to EVE?

In my recent ship giveaway I have asked players of EVE why do they keep playing our Favourite Game. MMOs are special in that regard, because players get bored with games eventually, and developers need to find a way to keep existing players entertained, so they won’t churn. One of the ways is introducing new content and giving existing feature more polish. But is it the only one?

Let’s find out by reviewing all the answers I got to our initial question: “What keeps you attached to EVE?” Answers varied, but the first two (three?)  have dominated the rest:

  • the EVE Online Community (8)

  • in game friends, corp mates (7)

  • diversity, ability to do something else entirely if you wish (5)
  • open world game, any path through the game (3)
  • single server, one game world (3)
  • unapologetic PVP, rush of combat (2)
  • a working economy (2)
  • offline training (2)
  • great visuals (1)
  • live events (1)
  • out of game content: twitter, blogs (1)

There were also individual answers, for example Bucky O’Hair is happy when he can kill some Amarr (“If you’re happy and you know it, kill Amarr”). Alstevar Eastern, who won Dominix Navy Issue, has a “Star Trek feeling which can’t be found in other games”. Man, if people play EVE and not ST:O for that “Star Trek” feeling, this means that New Eden must offer a better sci-fi experience than an iconic franchise of movies and TV series does. Good job, CCP! Now let’s move away from the game itself for a moment, and have a look at the social side of things. I have met several of my corpmates in real life, so I fully understand what Whistlerbean meant by saying: “As one of the co-hosts of a RL meet up group, it made me see the people who share the same hobby as I do. Whether you are a humanitarian or a tyrant in game, we all share the same universe (both the real one and the virtual one)”. Like everyone else playing EVE I had my ups and downs too, but every time I felt like leaving, the same thing that brough Druur Monakh pulled me back in: “At the same time, it is this challenge, which keeps me coming back. And the people which I managed to meet despite my mostly-covert lifestyle”. There was one last answer, that I would like to mention: did you know, that Zakee met his current wife in New Eden? I know of at least two more couples who met the same way or in similar circumstances. Good for you! (I should say here that I really admire my wife for the level of acceptance she offers towards my EVE Online addiction hobby. Thank you, honey!)

And what keeps me playing?

Man, it’s been 7 years already. What keeps me playing? I enjoy watching EVE grow: see it change from expansion to expansion.  It’s as if you were really exploring an evolving world. Even if it’s as simple as building a new ship, which was just introduced in the last expansion, or flying around an unfamiliar pocket of low sec space, without any blues who would be able to help. And of course the community: people whom I met in (and then out of) game over all these years. EVE Online is a continuous gaming and social experience: just like its persistent world of New Eden.

nyx-planet-bombardment

Humanity has always dreamed of venturing to the stars

This post is a reply to Blog Banter 41: Director’s Cut

The universe of EVE is not without its drama and epic stories, both in and out of game. Imagine a publisher, movie studio or television network asked you to prepare a pitch for a new brand of EVE-flavoured entertainment. This could be your big break, what would be your synopsis to bring New Eden to the wider audience?


I could have written a traditional synopsis, just like TV magazines describe saturday night movies. But do you remember any of them? Most likely you do not. I don’t, either. But I do remember a couple of movie trailers I’ve seen (including EVE trailers). So instead, I’d go with a screenplay for yet another trailer in New Eden:

[ Camera is showing stars and nebulas. Imagine something like Star Trek: TNG intro, but done with EVE graphics. A deep male voice says: ]

Humanity has always dreamed of venturing to the heavens. [pause] But they have never imagined it can be such a cold and dark place.

[ Camera is showing a Temperate planet, slowly zooming outwards. A stargate slowly enters the view ]

Imagine a place so far away in space and time, where people can roam the stars. Where a man could pilot a spaceship with thought alone. How would they use such freedom? What kind of power would it grant them? How would they use this power?

[ as camera continues to move, a couple of frigates and cruisers is shown waiting near that stargate. As lector finishes “how would they use this power”, gate activates and a ship jumps in ]

[ the ship turns out to be a freighter. It is immediately tackled and the fleet starts firing upon it ]

One could wonder, if humanity has its most barbaric times behind, buried deep in middle ages, or still awaiting on the horizon of the future?

[ another fleet warps in, and it clearly outnumbers the freighter’s attackers. Newcomers engage them immediately ]

A future scarred by war and destruction, where four empires and countless alliances vie for power and dominance.

[ Camera shows DUST mercs fighting over a compund. A group of soldiers is running towards a structure; one of them falls to the ground – killed by a sniper ]

A future where negotiations are done with guns and missiles.

[ Camera is back at the stargate. The attacker group have been obliterated and there are wrecks everywhere. Freighter is on fire, but no one is shooting it anymore. The hulking ship turns around, trying to warp away. The moment later the second fleet tackles the freighter and blows it up ]

A future, where only the strongest can survive.

[ Camera is on the surface again, there are only two mercenaries left, one for each faction. They hide behind obstacles and try to shoot each other. But they run out of ammo. At the same instant they jump out of their cover running unto each other and clash in a melee ]

Will you survive?

See for yourself in [insert cinematic EVE movie title here. Also works if you fill this bracket simply with “EVE Online” ]


Other bloggers entries:

Dominix Navy Issue has finally found a new hangar!

This morning Chribba’s dice have chosen another winner in my 100.000 visits giveaway!

The lucky ticket number 17. has been posted by:

Alstevar Eastern

Alstevar Eastern will be taking home:

Dominix Navy Issue

Dominix Navy Issue

Congratulations!

Alstevar Eastern has partaken in one of the live Incursions back in 2011 and is one of the pilots, who laid their blow on Slave Nakri’s Chimera-class carrier in New Caldari.

I’m pretty sure Dominix Navy Issue will be a great tool to help Alstevar against endless hordes of Sansha’s ships!

Tickets | Dice ]

Panem et circenes!

Bread and circuses in their literal meaning.

This post is a reply to Blog Banter 40: Interstellar Blood Sports

Fresh from publishing the community spotlight on the EVE blogosphere and Blog Banters, CCP Phantom has suggested a banter focus on competitive tournaments.

There is no finer spectacle in the universe of EVE Online than the explosive dance of weapon-laden spaceships in combat. The yearly Alliance Tournament is the jewel in EVE Online’s eSports crown and the upcoming New Eden Open should deliver the same gladiatorial entertainment showcase.

Given the scope of the sandbox, what part should eSports play in EVE Online and what other formats could provide internet spaceship entertainment for spectators and participants alike?

eSports is not a new concept

I’ve used to be a hardcore Quake 3 Arena player back in 2001-2003. The term “eSports” was born back then, and “normal” people had no clue what it means. Ten years later, eSports is nearly everywhere: there are Real Time Strategy Tournaments and there are First Person Shooter Competitions, not to mention Sports games imitating real football. People perception has changed as well: not only (almost) everyone knows what eSports is, but when watching a Call of Duty match, one can clearly tell what’s going on in the game (at least who is winning, more less).

Sport needs spectators

Granted, Alliance Tournaments have been there for as long as EVE exists, but it has not been viewed as an eSport until recently. But this isn’t surprising at all. EVE is so different from let’s say, a footbal game or Quake deathmatch. Last couple of ATs had commentators, live video streams and spectators – just like real sports have. But real sports have much higher stakes bacause of RL cash prizes. Prizes is what drives emotions of players and spectators high. So we have a competition platform, we have players, and we have spectators (and spectators love games, because all they need is bread and circuses; literally, because some beer is made from bread). Is this enough to call EVE a sport?

Sport needs rules

Sport is an environment where everyone has the same initial conditions and the same chances to win. In a normal day-to-day EVE this would be impossible, because there are no rules that would enforce that. A lonely pilot wanting to fight a 1 vs 1 can quickly end up outnumbered and dead. In FPS games everyone has the same shitty gun and no armor and in RTSs one starts up with one structure and 5 peons. No one can interfere in a 1 vs 1, because it is built in the game rules. Alliance Tournaments is what adds additional rules to the vast sandbox of EVE; rules that enforce the same initial conditions (like maximum number of ships, their types, etc.) and give everyone equal chances to win. Sport is fair, EVE is not.

Rules have to be enforced

Tournaments are organized in an empty system fully controlled by the CCP, who enforces the rules (let’s call them referee in this example). Other games have it in their design. I’ve already mentioned RTS and FPS. But how do you do that in an MMO? Is it possible to make computer the referee?

Yes, you can create a special area (an Arena) where there are additional rules compared to the rest of the sandbox. Rules that allow fair play clash between teams or individuals. There is no such area in EVE currently, but other MMOs already have them. Introducing such concept to New Eden would have a lot of impact on the game. The famous unforgiving and often non-consensual PVP would be reduced substantially, because instead of roaming for targets, players would simply head to the nearest arena. There they could find equally blood-thirsty group and beat the shit out of them.

Is Arena PVP the only solution?

Apart from a protein-based referee? Yes. Open sandbox is too open to become a fair sport. Unless of course you take “no rules” as your only rule 😉

Intaki Syndicate Catalyst has a new owner!

The dice have been cast, and we have the first winner in the 100.000 visits giveaway!

The lucky pilot is: [tududududum!]

MARK726 has won:

Intaki Syndicate Catalyst

Intaki Syndicate Catalyst

Congratulations!

It’s worth mentioning that Mark writes an excellent blog: EVE Travel, make sure to drop by. I’m certain you will be amazed by the amount of special places in New Eden that you can visit. Mark is also the author of EVE Lore Guide on Freebooted, which is a very good read if you are into roleplaying.

PS. Dominix Navy Issue is still looking for a new home, so stay tuned!

Tickets | Dice ]

AchiEVEment unlocked: 100.000 visits. Win a rare Intaki Catalyst or a Navy Domi!

I have noticed yesterday, that I have just broken the 100.000 visits* count, since July 2011.

* The number is a bit inaccurate though, because I’ve started this blog on March 5th, 2010. I did not care about Analytics much for more than a year, because I thought the amount of traffic I was getting was low anyway. A simple linear approximation gives the number of 21.640 visits before turning the Analytics on. Traffic profile for a start-up website is rarely linear, so this estimation is most likely higher than the actual number would be.

Celebration is in order!

I guess this achievement needs another ship raffle 🙂 You have most likely already noticed the new Catalyst variants. Some of them sell in Jita for 165M, some sell for up to 500M ISK.

You can win two ships in this contest, one of which is a limited edition Intaki Syndicate Catalyst:

Intaki Syndicate Catalyst

The ship is currently quite rare and is worth around 300M ISK.

The other one is a ship well known for its resilience and exceptional drone DPS: Dominix Navy Issue

Dominix Navy Issue

How to win these shiny ships?

1. Write a comment under this post about what keeps you attached to EVE Online.

2. The comment must be at least 10 (ten) words long.

3. Use your character name or Twitter login so I know who to contract the ship to.

A plaintext file with nicknames will be created in the order the comments have arrived, i.e. first valid comment is ticket number one, second valid comment is ticket number two, and so on. Then the Chribba dice will be used to pick the winner.

The first draw has taken place on 21st of November. I have randomly chosen the winner from all valid comments posted under this post saved before 00:00 21.11.2012 EVE Time. The winner of this draw has received the Intaki Syndicate Catalyst. [tickets | dice]

The second draw has been held on 23rd of November. I have again randomly chosen the winner from all valid comments posted under this post saved before 00:00 23.11.2012 EVE Time. This time the winner has received a Navy Domi. [tickets | dice]

New ships, new easter eggs, new music, collectible New Eden Open cards… lot’s of new stuff.

CCP sprint is as fast as ever, meaning that the test version (currently available on Buckingham) is changing really fast now. A lot more stuff is coming this winter than the official information say.

First off, there is all the changes from the Retribution Status Post. But that’s not all. Yesterday a mass test run by CCP Habakuk took place on the test server Buckingham. I could probably complain a little bit about the “moveme” command moving to 6-C, whereas test fleet meeting point was in D2-HOS, several jumps away. While getting there, I occupied myself with the market window. What good did I found there? A lot.

  • Let’s start with new market groups. All Special Edition items and ships have dedicated market groups now:

  • Yes, you see it right. Four new Special Edition frigates have been added:

This should bring a smile to collectors, such as Entity, or market speculators, who trade in Special Edition items (wink wink, hint hint).

  • Remember Snowballs? CCP has melted them, because they have been used for griefing purposes (hey, this is New Eden, what would you expect? Capsuleers playing nice? Forget it 😉 ). Snowballs are quite likely to make a comeback this year:

  • The new targeting brackets have been iterated upon and has changed:

From this »»» To this

As usual, I have updated the Data Dump Explorer (plain SQLite is available as well) with the current Retribution build (449071). Please remember that market groups in this dump are from an earlier build and does not contain new market groups. invItems table is however up to date.

Good, fresh easter-eggs from the DB

Collectible New Eden Open cards

New Eden Open will have an in-game collectible cards. Like baseball cards, but these are about Internet Spaceships instead.

You can read about ideas for the collectible cards in this forum thread.

[UPDATE] Another short report from Duality

Retribution login screen

  • Without doubt, the last couple of login screens were beautiful, and so is the Retribution one.
  • All unnamed ships have now received their name:
    • ORE Frigate – Dasher Venture
    • New Amarr Destroyer – Dragoon
    • New Caldari Destroyer – Corax
    • New Gallente Destroyer – Algos
    • New Minmatar Destroyer – Talwar
  • The new Stabber and Vagabond models look closer to the release version, but still are not ready yet. The current Buckingham build contains new fully textured models of Vagabond, Stabber and Stabber Fleet Issue:

New Stabber in Retribution New Stabber Fleet Issue in Retribution New Vagabond in Retribution

 

The Retribution Status Post has been updated as well.

PS. Build 443330 446218 SQLite Data Dump is available for viewing: http://pozniak.pl/explorer/

UPDATE

Duality has been closed for player use, and all Retribution testing has been moved to Buckingham. Dasher has been now renamed to Venture.