Friday, July 25, 2014

Someone stole the Drama Llama's handbag

You probably know that the best PvP-ers of the Lemmings were collected into the corp called "The Red Barons", lead by the Lemming main FC Doc Know. After the Lemming project was closed, they were moved to The Marmite Collective. Despite their small size, they quickly became one of the top killer corps of Marmite. Everyone was happy, until they wasn't:
I guess you noticed the key point: he didn't even accused anyone with wrongdoing. His reason of removing his corp from Marmite, swearing eternal revenge and messing with my highsec wars were simply someone being mean to him.

I'm not worried. Not because Tora Bushido, the leader of Marmite was pretty chill about this drama (his response is the title of the post). Not because the members of his corp joined to kill CFC and not for personal vendetta over "he said she said" (numbers are already dropping). But because I won't be harmed even if he could (he can't) destroy Marmite. Marmite wasn't the first highsec wardeccer, and it's possible that they won't be the last. They might close doors one day. But as long as there are highsec wardeccer pilots, there will be highsec wardeccer corps. They will naturally join into an alliance to share the wardec costs. They will be happy to shoot CFC alliances as they are literally the best targets after the 3 big renter alliances. So I can always make a mutually beneficial deal with "the" highsec wardeccer.

There is no possible way to prevent drama. Social people want to be liked and respected. Stupid words signalling it's not the case drive them maaaad. This is why you shouldn't get invested or attached to any particular one. They can brake down at any moment and turn into raging irrational creatures. The only possible way of cooperating with them is business: you negotiate mutually beneficial terms and you keep your part as long as they are capable of keeping theirs. When the inevitable meltdown happens, you just replace them with ones that function well at the moment.

I honestly hope that my current partners, The Marmite Collective and Mordus Angels will live long and prosper, providing me lot of dead CFC. But I go with open eyes, checking the killboard for prospective alternatives. No social bullshit can ever get into my way.


PS: it seems that drama did not diminish the ability of Marmite to massacre the minions of evil.

Thursday, July 24, 2014

What does TiDi tell us about EVE?

TiDi is an anti-lag mechanic, increasing the cycle time of modules, therefore decreasing the amount of server queries the player can reasonably start. But that's not the topic here. The interesting thing is that TiDi is unique to EVE. No other game operates with TiDi. Instead, they operate with size limits. When WoW servers were lagged to hell by Wintergrasp battles, Blizzard put a hard player cap on the battles, turning it into yet another battleground, abandoning the "epic battle" plan. Even more strangely, no developer implemented TiDi after it clearly proved itself for EVE. Why?

The reason is that EVE is strategic game that could operate in a turn-based mode (and CCP probably should implement a turn-based mode for battles where TiDi is not enough), while the other MMOs are twitch games where the outcome is decided by click speed and accuracy. I mean an EVE battle in TiDi gives the same outcome as without TiDi (excluding reinforcements arriving because of TiDi), it's just boring, like having to wait for long minutes for the opponent in a chess game. The outcome of a WoW raid in TiDi would be very different. Practically everyone who is capable of defeating the boss in flexible difficulty (2/4) is also capable to defeat the boss in heroic (4/4) difficulty under 10% TiDi, assuming he has the gear to kill it before enrage. Why? Because the difficulty of heroic raiding is moving fast and organized, without error. If you don't notice the incoming fire and don't jump away, you are dead. In TiDi, no one would ever stand in the fire.

Realizing this helps a lot understanding why EVE is unique: it's the only strategic MMO on the market. Here the usual "game skillz" worth nil. It doesn't matter how fast you click, how well you you practiced a hard combo, because there isn't much, like in a Civilization or Chess. EVE is a game played with a brain and not with muscle memory.

CCP could make the game better by emphasizing this, allowing players to run short macros to eliminate the last twitch elements, for example to manually execute an MWD-cloak trick or to approach a target while upkeeping transversal.


PS: Evidence that highsec wars and null pirates like MoA do totally nothing as Goonies just laugh of the losses and YOLO and whatever their propaganda squad claim:
He is right. The corp image is very important if you are in the prestigious elite PvP alliance of The Bastion. By the way the author of these mails is best known for properly using an out-of-corp alt to JF to Jita... during Burn Jita.

Wednesday, July 23, 2014

Niche game vs WoW clone

We always here the terms "niche game" and "WoW clone", without understanding what do they mean. They are often cursewords or badges of honor, instead of descriptions. So let's see first what WoW is: "WoW is an interactive media that the subscriber can fully consume regardless of his input (besides open trolling)". WoW is like movies: if you pay the movie ticket, you are entitled to fully watch the movie, unless you make a scandal inside the theater. Both WoW and a movie exist without the input of the consumer. The movie is the same, even if no one watches it and an individual consumer gets the same experience regardless the existence of other consumers. Same for WoW, Deathwing is dead in a server where no player killed him.

Unlike the movie, WoW retains some illusion of interaction between the consumer and the World, but its results are limited to the avatar of the consumer. If you never killed Deathwing, you don't have the achievement or other rewards from it, if you killed him multiple times, you may have all the rewards. But you (or anyone else) killing Deathwing has no effect on Deathwing. Similarly, if you never engaged in Battleground PvP, you don't have the achievements or rewards. If you did, you have. However while you claim (and have rewards to prove) that you were victorious over other players, so do they claim and point to the very same proofs. The characters of both of you have improved and have the same rewards to show off your illusionary victory. So in WoW the consumer is not a player as his experience is uncorrelated with his input (besides extreme inputs).

Niche games are different from WoW because they are games. The outcome can be favorable (winning) or unfavorable (losing) depending on the input of the player and the inputs of teammates and opponents. The "niche" is defined by the ruleset. EVE is different from Counterstrike, each harboring different type of players who enjoy different kind of challenges.

WoW is an enjoyable one-time consumption for everyone (besides extremes). WoW clones wish to emulate its success, but fail, because they lack the funding to do so. Since - unlike movies - consuming such product takes lot of time, it's unlikely for a customer to consume more than one in the same time. They are also competing for the total consumer base. Therefore they are in direct competition and only the best-made can survive and it's currently WoW. WoW-clones cannot succeed, except for the yet-to-be-seen WoW-killer, that will take its place. Also, constant content updates are needed to upkeep with the consumers, in absence of these, they would leave. If WoW would receive no more content, it would die in a year.

Niche games only need to compete with games within the same niche. So EVE is competing with Darkfall, but not with Counterstrike, Heartstone or Starcraft. A successful niche game can (and often do) survive without further content. Counterstrike is being played without serious new content in the last decade.


PS: daily evil propaganda bashing. The head of evil is busy spreading lies. Not by mistake the punchline of his recent one is the usual "nerf supers because I have less". His article blames supers for being the reason for the two-block cold war nullsec. He is 90% right: the only counter of the "apex force" of supercarrier blob is a larger another supercarrier blob, forcing everyone to join blocks to be part of the "larger supercarrier blob". What he doesn't mention is the "apex force" logic doesn't need supercarriers. Something will always be the apex force (a fleet that can only be defeated by a larger version of itself), so groups will always be motivated to join a block. He doesn't want to nerf the apex-projection (which probably can't be done anyway), he just wants to keep nerfing the actual apex until the new apex is his own. When Drakes were the apex force, he didn't complain.

Power projection can be nerfed by ... nerfing it: greatly decreasing the jump range of all jump methods and/or putting timer on re-jumping. But the real solution to the power projection problem is what I'm proposing: asymmetric warfare. Small, mobile groups terrorizing the backyard of the undefeatable block until it is forced to negotiate peace or weakened to the point where the other bloc can safely go war with it.

PS2: how can someone be this stupid?

Tuesday, July 22, 2014

Why do you gank us, we build your ships?!

One of the tiles of the infamous miner bingo is "without miners you'd have no ships". The miner bingo is a collection of typical cries of gank/bump victims. The quote is in the bingo, because it's another hilarious nonsense. Which is surprising considering that it's factually true: without miners, no one would have ships in New Eden.

Making such useful service makes one needed, valued and therefore protected. Since miners are so important, it's natural that they get protection from the ones they provide to. After all, if I try to blow up a moon miner tower, I can expect a fleet defending it.

The plight of the highsec miners is a symptom of the plight of EVE: casual players don't matter and they don't even know about it. Highsec miners are a punching bag of everyone because they are not needed for building ships. Multibox miner fleets would provide enough ore even if all the casual miners would be kicked out. Nothing shows it better than the pathetic income of highsec mining. Literally everything earns more than 8M/hour that an unboosted highsec ore Mackinaw can earn.

The miner believes that he is an important contributor to the New Eden economy, while he wouldn't be noticed if he'd be gone. This is why no one bothers to organize, help and protect them. This is why "mining corp" is a synonym of "useless lolcorp". But the miner doesn't know that mining in a solo ship is acceptable only during newbiehood and later he must change or get more accounts to turn into a multibox-monster himself.

He lacks not formal knowledge, but even the common sense of economy, he doesn't measure his activity in ISK/hour. What I mean is not to compare it with other activities and abandon it if others pay better. I mean that he doesn't realize that if he earns 8M/hour, he is considered a loser and treated that way. "Flipping burgers" isn't a term of respect. He doesn't realize that his low income places him into a despised social group that serves as nothing but punching bag. The Code is ultimately right: "Gallant recognizes his place is at the bottom of the EVE hierarchy."

CCP could help a lot to these players by creating an in-game accounting tool: you turn it on and it measures the time until turned off, and also measures all kind of direct gathering incomes: bounties, mission rewards, loot and ore gathering, LP gain and so on. The ratio of the two gives ISK/hour. It wouldn't be exact, but would give the player an impression how well he is doing.

EVE has a competitive economy. The miner doesn't know that and assumes that what he does is OK, just because it's fun. When a Catalyst pilot reminds him that it's not, he gets mad and might quit the game. Maybe the game itself should inform him about his sorry state instead and give tips and tutorials how to improve.

Monday, July 21, 2014

Where does the Drama Llama live?

We read about the big dramas and resets and alliance movements. However most of them are invisible to us. But not to Dotlan. It says that in June, 1155 corporations joined an alliance. Probably there are more, many corps aren't tracked by Dotlan. Anyway, that's a lot of movement. The idea to look after these came from minerbumping, where the good agents destroyed a lolalliance of lolcorps. What if most of these alliance movements happen in highsec?

Let's figure it out! I collected the data of NPC and ship kills from the various zones from Dotlan for 18 months. Then I plotted these data against the "alliance joined" data. It looks stupid, as joining to an alliance clearly doesn't cause more ratting. However I was just looking for connection between different activities and alliance movements.

The nullsec, WH and lowsec data provided very low R2 fits. On the other hand, the fits against highsec data were better: 0.47 and 0.56 for PvP and ratting and 0.66/0.69 linearcoefficients. So having 2x more drama predicts 1.7x more highsec ratting.

The drama obviously didn't cause the ratting increase. This should be interpreted as "most drama happens in highsec, if the activity increases there, so does the drama". This is reinforced by the strongest correlation found:
Not surprisingly, drama is increasing with more people. As we saw earlier, the variation of logged in users causes variation in highsec activities and not in low, null or WH. So what we realized here is "alliance movements are driven by casual players". They create and join highsec alliances that claim to do everything, recruit everyone, do nothing useful and gets destroyed by a 1-man wardeccer corp.

CCP has to realize that the newbie and casual activity happens in highsec. If they want the game to grow, they must focus content creation in highsec. It doesn't mean "making EVE WoW", as that would need making these casuals "win". WoW subscription count is decreasing because such approach makes core players leave. This can be completely avoided if the new highsec content isn't relevant for the low-null-WH play. The NPC corps should be restructured into a more social experience, by assigning GMs as corp leaders. Maybe less NPC corps would be better for management and activity. These GMs would teach, answer questions, lead events and kick troublemakers from the corp into a special "ghetto" NPC corp were they can try to scam each other.

Letting players dumbly join Interstellar Services Syndicate fits more to the "short bus universe" than the "dark universe" theme. Everyone has to accept that there are casual players who will never do anything worth mentioning in New Eden. But with some GM help, they could become satisfied subscribers.


PS: Goonies! Something really nasty is cooking! Save yourself the defeat and just surrender!

Friday, July 18, 2014

If more people log in, more X happens

Nosy Gamer had a brilliant idea: he placed the average concurrent user (ACU) data and several kill data to the same chart. Unfortunately, he only did qualitative analysis and only for kills. So I collected the monthly ACU, kill, jump and NPC kill data to analyse properly from 2013 Jan to 2014 June.

At first I built a correlation table. Correlation is a formula that tells if two sets of data has linear connection or not. The closer it is to 1, the better the connection is. In the case of y = a*x+b, the correlation between x and y is 1 or -1. However it doesn't tell us the value of a or b. It only tells "hey, x and y worth further exploring":

"Month" and ACU has a strong negative (-0.79) correlation, telling us to plot these against each other and expect decrease of ACU over time:

The highsec data has stronger correlation with ACU than with time. The numbers are over 0.8, so all kind of highsec activity increases well with more players logging in. To let quantities of different magnitude fit into the same chart, all data are now in units of average. "1.1" means that in that month the variable is 1.1x larger than its 18 month average.
R2 is high for all highsec statistics and their linear coefficient is over 1, meaning if 10% more player logs in, highsec activity increases more than by 10%. Why? Because the core playerbase always log in, the ACU variation affects casual, highsec players. When the ACU drops, the core players are still here, highsec casuals stopped playing. This is both a blessing and a curse for CCP. On the one hand, there is no risk of the game become abandoned. On the other hand, casuals play less hours, so losing 10% of ACU means losing more than 10% of subscriptions.

The lowsec data has stronger correlation with time than ACU. Why? Because lowsec received constant buffs, greatly increasing its weight within the game over time. Nullsec and WH has weak correlation with both ACU and time. To analyze them all, each data set was linearly fitted against both. First against the one that has stronger correlation, then the fitted equation is subtracted from the data, then I fitted the remainder against the second. The first one is bolded in the table:
The first column is the R2 of the ACU fit, A and B are the coefficients from the y = A*x+B linear equation. The next 3 columns are the same for the time fit. The last two columns talk about the goodness of the two fits. They are the standard distribution of the reminder after the first and second fit divided by the original standard distribution. If the fit is perfect, it's zero, if useless, it's 1. I bolded the second if it's relevant.

What can we see? For highsec data, the ACU fit is strong and the subsequent time fit does nothing. Highsec activity is only affected by ACU. Lowsec NPC kills are strongly affected by time but barely by ACU: rat hunting jumped when tag rats were introduced. Lowsec movement and PvP are weakly affected by both time and ACU: seems some casuals wander into lowsec, the more they are, the more wanders. The nullsec data is very weakly affected by both time and ACU: nullsec neither got a life-changing patch, nor is affected by the number of players on the server. WH NPC kills detto, but WH player kills are increased by both. My guess: the scanning patch let more newbies find wormholes and when they foolishly enter, they will "participate" in PvP. Summary: if more people log in, there will be more activity in highsec, but not in low, null or WH.

But the gem is yet to come: the nullsec NPC kills have weak negative correlation with ACU and the subsequent time fit does nothing. Let's go back to the first table to see which data set has the highest correlation to it. Then plot the linear fit against it. Weak R2, but the connection is clearly there:
How can more highsec NPC kills cause less nullsec NPC kills? Because the nullsec people often make ISK in highsec, depending on the safety of nullsec and the price of LP.

Now we can see why CCP is in trouble: new players and casuals stay in highsec, so they must improve highsec to increase concurrent logins. But highsec is already so good that it lures nullsec player out to earn ISK! The solution could be adding goals and not activities to highsec.

Thursday, July 17, 2014

Where did all the PBLRDs go?

There are three large renter empires: PBLRD of CFC, Northern Associates. of N3 and Brothers of Tangra of PL. There is a minor renter within CFC: Initiative Associates. I've already done a comparison based on land and member sizes and PvP losses. This time I collected data reflecting customer satisfaction. Who is the most unsatisfied customer? The one who quits. DOTLAN has a list for former corporations of alliances and each renter corp must join the renter alliance. So I added the member count of the corps that left the renter alliances in the April 15 - July 15 period. I also looked up which alliance they are in currently:
  • They can be in the same renter alliance they left. These cases are considered administrative issues. They didn't leave after all.
  • They can be in a non-renter alliance. This case they just used renting as a probation time, didn't mean to stay renters. Their departure is probably not the fault of the landlord.
  • They can be in no alliance. This case the conditions of renting made them quit, give up and go back to Empire space. The landlord is probably at fault.
  • They can be in another renter empire. The landlord failed hard.
Below you can see the absolute numbers of leavers and their ratio compared to the sizes of these alliances in the middle of the examined period, June 1:
Ouch! PBLRD lost 45% of its members in 3 months, while NA lost 12% and BoT lost 18%. Of course it doesn't mean losing 45% of its size, as new members arrived, but still, it's a huge rotation rate. Also, for the other two renter empires, switching landlords are the least likely reasons of leaving. For PBLRD, it's the largest.

We can say without doubt that the experience of renting from Goons hasn't improved much since the days when it was just a scam they did for pocket change and giggles.

Subscribe to the goblinish wisdom