Wednesday, November 26, 2014

What Might Be...

I've been thinking a lot about how to describe Eve at its current point. Some of that comes from the flood of new players coing tot ehj game. They will never know pre-phobe teleportation mechanics. Five light years will be normal for them. And with one change a new generation of players are born to Eve. They will never have played during battlecruisers online. Dominion sov is a legend to them. The fall of bOB will be archaic history. Their world has always had the Venture, a compass, and an unlimited skill queue. Most will never experience a clone upgrade.

Change is not bad. Change is just change. Plo sent out a mail that he is closing Galactic Hauling Solutions. With the Phoebe changes it is just not attainable for him to keep up a competitive, smaller, low sec focused jump freighter service. Plo and I talked during the Phoebe changes. I hoped that what would happen to ease logistics would be enough for him to keep his smaller group running. I also knew that it might not be and that was a terrible and miserable thing to have to accept.

Change has no taste when you first experience it. It will be sweet or bitter later. I'm currently watching low sec. With the removal of the presence of third party groups coming in and causing, some low sec groups have started to consolidate. From large group being 50-100 we are seeing groups of 200-500 form. I don't know if this is a temporary thing or a permanent thing. The personality of the people have kept them scattered before but perhaps this speaks of a certain level of need to hold and defend any type of territory in Eve. Combine time zones and assets and there is a tipping point a group will obtain.


For so long my world was a handful of people. Experiencing larger groups is not bad but it is still a vastly different world for me to explore. I don't know if I like one more then the other. Both are interesting and have different pros and cons. It helps with my perspective and understanding of things. That in itself is important. Low sec is large enough to have many types of play. I also want it to have many types of play.


My biggest worries are focused on how this upsurge of large groups will interact with small groups. Will we get medium groups or will it become the two extremes? I believe that because the nature of space prevents any true lock downs this can be avoided. I know that the two operate in completely different ways. But, it is a concern and one that I am fortunately capable of looking out for as long as I am on the CSM. I guess if I was not on the CSM I'd still rally behind it and have to join the CSM...

As for the newbies? They are starting to have their own stories. Here is one of some low sec mining adventures. And here is one of another venture into dangerous space. Some say that the trailers misrepresent the game and that they will leave in boredom. This alone shows that they will not. It is the every day game that brings us back. The interactions and adventures that come with logging in. If we can continue to support them when they are new and not berate them for going out and having suboptimal fun, I hope we can keep them sharing these stories as they play in the world that Eve is. Like this guy.


P.S.

I can see the new super nova(?) from Sujarento.



Tuesday, November 25, 2014

Gotta Check the Commas

I basically flushed 500 mil down the toilet with a market mistake and went, "Huh. Ah well," and moved on with my life. I had typoed an order a few days ago and someone got a heavily discounted hull or two. It is a reminder to slow down. I'm sometimes surprised that I manage to do well with my markets considering the constant mistakes that I make. It is my own fault. The window looks correct but a few (as in three) zeros are missing sometimes.

I often discuss how fun and satisfying the market is. Sometimes, it is just a lot of work. When I have everything running along, nicely balanced, it is mostly effortless. When that balance tips and the market derails, getting it moving again is a lot of work that is not so much fun.

For instance. Three months seems like a long time. It really does. Only, it is not. Not with market orders like I put up. Three months is a change in the meta. It is the summer. It is a time when everyone armor tanks instead of shield tanks. It is the collapse of the autocannon market. It is jump fuel changes. It is many things and everything. Three months is not a lot of time and when managing hundreds of orders, sometimes it vanishes in a blink.

It is human error and I am far from exempt from it. I like it, even as I do not enjoy the effects of it.  I may make more then other people. I somewhat feel that way. But, well it is the price of doing business for me. At the very least one can still do fine even when making a steady stream of mistakes as you go along.

There is an interesting flood of positive and negative emotion of late. "I don't mean to be a downer but..." happens a lot as people crash into a wave of positivity coming from the recent influx of new people trying Eve. We won't retain all of them. We may not retain most of them, but I do not think that showing them what people like about the game is a bad thing. I play because I enjoy it. I do not enjoy every single moment in a wild burst of adrenaline filled action. Every second of the game is not success and triumph. That's why the game is incredible. For those moments where it is.

They start out small. When I first started TCS, I hovered over my market app and refreshed it constantly from my phone while at work to watch things sell. Everything that sold was a success. Every bit of ammo, every rig and module. I celebrated them. Not because each thing was a huge wave of ISK coming into the game. I celebrated it because I was making those sales happen.

Even as I lose things I can still know that I tried. I have failed at so many things. And one might say that failure is an unpleasant sensation and makes Eve unfun. But I watch the new players celebrate figuring something out after a series of mistakes. I know that losing the ISK I lost will not harm me and it will teach me not to make that mistake again and make the game better.

Sure, Eve is not only positive and productive game play. I thought we all knew that. I thought that the simple fact that we can lose our ships, not come out of the other side of a battle, and have everything we have built burn down is what drives us to play. There isn't success without failure. Otherwise we'd be playing Eve Online: Bacon Button.

There isn't anything wrong in sharing the joy of playing. The thrill of success. The end product of a long project. Sure, people won't get that tomorrow and the ones looking for Eve Online: Bacon Button won't stay.  But some will and that is the entire point of these things.

I'll probably keep being positive. I'll share the good things and the bad. I'm amused that my bitterest moments in this game have all been produced by other players. That may be some of the problems in Eve as well. Losing five hundred mill sucks, but its part of the game that I try to play. It will happen again. It has happened before.

Mistakes were made...
Games were played,
And I kept walking on.

Monday, November 24, 2014

Right Click is A Demon

Just in case anyone has worried that I've become glued to my machine, I took Sleipnir out on a ride today. The weather was amazing for late November and I had some errands to run. There is supposedly a snow storm on the way so it seems to be pushing a warm front before it. The weather was 75/23c and beautifully clear. Later, my husband came home early from work and we walked across the street to have dinner and enjoy the weather because supposedly it will be a snow hellscape in a few days.

View off my back deck this afternoon.

Then I came home and played Eve. The CTA is going well. The invasion of vets into rookie chat has continued. We're being allowed to stay if we are productive. This has been great. Questions are getting fielded rapid fire. We're dragging people into private conversations and hand walking them through their problems.

I love the right click menus. I use them all of the time. I've tried many times to use hte radial menu and I wind up slow and confused and I screw up a lot. However, answering questions and walking people through problems I learn that we still have a lot of information buried in right click menus. We need to get that information out of the menus.

  • People are still getting lost. The entire concept of jumping through stargates clicks for some and not for others.
  • There is nothing that tells people how to split stacks.
  • Refining doesn't make a lot of sense.
  • That mission where they have to make a shuttle and often wind up in another system to make it gets them confused every single time. I'm about to suggest we just drop the damn size of that shuttle down to fit in their rookie ships cargo hold.
  • The industry window is maybe locking up on people, maybe not. There are a lot of problems with building that second civilian afterburner. I think they are not delivering their job. Its confusing trying to work it out second hand.
  • Double f-ing click in space
  • Really, really, really we need a more intuitive skill tree that they can just unfold and look at
  • Make sure they have accepted the mission when they can't find what to do
  • Bookmarking... they are running off to explore and getting stuck in wormholes
  • Finding the agent mission listing is still confusing people. I don't know if they are closing their station services or just not looking for it.
I have also learned that I use almost no short cut keys to do things in the game. The tool tips make my life easier as I mouse over things to see what the short cut is. The few shortcuts I do use I have used so long I have no idea if I am hitting shift or control half the time. Sometimes I flub answers. It is quite the mental exercise at times.

Lots of people want to help. I commend that and appreciate it. However, some need to remember that people are in their first and second and third days. Helping someone through PvE or Mining questions is helping them get into the game so that they can learn other things. I am sure there are some who are day one, out of the gate, "PvP or GTFO" but a lot of people are just trying to master the basic commands and understand how to process the information that is coming in. I have no wish to discourage people who wish to help but I do council patience. It is hard to remember how early into the game they are.


It can be frustrating. I had someone ask how to turn off a sound. I told him to his escape and use that menu to adjust his audio control. He asked again. Someone else said to use the escape menu and explained that pressing escalate brings up a menu. He goes "BUT WHERE DO I TURN THE SOUND OFF!" and we said the audio tab which has sound selections. I don't think that we can do but so much. Maybe make sure the tabs are a bit more distinct from each other? I don't know.

What will be interesting is following this through the week as they learn a little bit more and start spreading their wings. I wonder what the weekend will look like.

For now, I am going to try to take tomorrow off and work on my second Pod and Planet submission. That ends next week and my second story is only a few hundred unfinished words.

Sunday, November 23, 2014

What I Learned From a Weekend of Rookie Chat

 Dhonray Fernandez > im so lost...

The above is from Rookie chat as I write this. That has been a very common theme for the last two days.

To recap what has been going on, on Friday, CCP released Eve's latest trailer which has been quite the sensation. In less then 48 hours it saw over a million views. Articles have flown everywhere. I'm sure it was a mixture of the media bomb a game company sets out and the fact that the trailer is amazing and just saturated gaming communities all over the place. Reddit has been on fire. People are flocking to Eve and that is not just the random squeals of a fangirl.


Now with all of these people interested in Eve we need to get them to stay. Peaks like this happen whenever we make it to the news. Most try it and then leave. Well, this time the newbie supporting community has come out in arms. It was a CTA to rookie assistance. The main page of /r/eve is newbie advice. CCP has done a CTA it seems with developers flooding rookie chat. The ISD has been out in force and players are making alts just to answer questions. Eve Uni has thrown together a huge program of classes to help people. It has been amazing. Brave is absorbing people by the hundred, corporations are opening their doors and loosening their restrictions.

 Stepside Riraille > Hoiy shit people are helpful in Eve.  My first day ;)

By, Sunday afternoon I was exhausted. Rookie chat moves at such a pace that its like running and yelling into a train pulling out of the station full of newbies going, "Weeee! How do we use the train!" as CCP, ISD, and players chased after them on foot trying to explain about brakes, energy, mass, and momentum, and horse power.

It is fucking adorable and absolutely refreshing. I know that some people hate rookie chat and I've never understood why. Its a nonstop train of enthusiastic players wanting to learn the game. Answering questions is like catch and release. You throw it into a pool of hungry maws and hopefully it feeds them.

                             Octo Mandias > thank you all, i love you and i love this game

What I have learned:

  • People just get lost in space. They are not understanding that they can interact with the objects in space.
  • Windows need to be pinned or something when they start. They are accidentally closing and minimizing them and losing them.
  • The mission where they make a shuttle confuses them if they have to move the shuttle.
  • The industry interface acts a bit wonky at times and locks down blue prints.
  • Rookie missions do get bugged.
  • Petitioning with F12 is not clear.
  • Double clicking in space still needs to be a thing.
  • The asterid belts are depleted which confuses people. We need more rocks or more belts or something.
  • The academy mission Aura gives people confuses them because they think the station is the mission object
  • Something needs to make the wallet more clear
  • CCP Rise's test people where more curious then some we are helping
  • Some people just log in and ask for help if its all not clear while ignoring the Aura prompts
  • Their starting overview needs to be a bit better
  • People really don't read
  • The whole gate jumping concept does not click for some as quickly as it should and they get stuck and lost
Jester Tsero > hey guys my mission is to mine minerals but when i right click and warp to an astroid belt i don't see any asteroids....
  • Really the empty belts are a thing
One of the biggest ones is that there needs to be an ISIS type menu for skills. A skill tree that shows them all and how they branch out to each other. People are struggling to find skills. I know I used the groups section of the market window a lot but that seems to be a big hurdle for many.

There is some trolling but remarkably little. Some frustrated yellers when they cannot figure out a mechanic. But, with the army of helper players in there we're working through most problems and getting people sorted and settled. The ability to high light someones name is a life saver for keeping the discussions organized. Some just find it to fast and to hectic and they want more one on one help. I find it amusing because it means we've convinced them that they will receive help from other players with game basics.

Ore sites are super popular. You tube tutorials for scanning are useful. There was a very offended two day old player that found a data site in low sec and got killed by a member of goonswarm right after they got nine million ISK in loot out of it. I'm not perfect. I forgot trials had a 24 hour skill queue limit. Also, some people don't like the attempt to break things down into plain language and scold and use technical language. I don't worry about it overly much.
[04:30:25] seedy Obliterator > so would any of you say ths game is pay to win?
[04:31:47] Sierra Devore > seedy Obliterator EVE isn't pay to win, because while you can get ingame currency for RL money via PLEX you can't buy any actual advantage over other players. There's no items that can only be gained through paying that are better than normal ones.
[04:32:23] seedy Obliterator > thanks for the help
[04:32:49] seedy Obliterator > who are you guys and why do you help others?
[04:33:01] Lixeti Hekki > seedy Obliterator we just feel like it :)
[04:33:06] Kazak Vuld > seedy Obliterator Because they need help.  More newbies makes the game better.
[04:33:26] seedy Obliterator > This is a different community to what im used to
[04:34:12] Kazak Vuld > seedy Obliterator For a bunch of bastards that like you scam and kill each other, we're not to bad.
[04:35:20] Leon Cursed > seedy Obliterator The tight packed EvE comunity is always at new players service to help them understand a tricky but emence fun game, Take guidance from them, Learn and above all, have Fun

CSM9 - Day 204

It does not feel that long ago that I was writing CSM9 - Day 7, and starting this project of documenting my time on the CSM. This week has been a quiet one for me. A good bit of that is my fault. I was in a class for work all week and then work on Saturday. That all limited my time on Skype and caused me to miss one of our meetings. I spent the evenings catching up. Fortunately, some interesting things have happened.

Eve Down Under happened this weekend. There was a keynote with several interesting bits. They revealed a new in game mapping system. Joystick support has been moved up to the ‘should be coming’ point, and a new trailer was released.

The new player sourced trailer is excellent. As a player it makes me go, “Hell yes!” Non players have been reacting well to it. It is technical enough to echo the game but clear and emotional enough to catch people. The assumption from non-players that this is acted scripts has been soundly squashed by Eve players as they come across it. It is a very interesting look into the assumptions people make about marketing.

I’ve been doing some answers on Reddit. Long, long answers. I’ve also made a new account to sit in rookie chat and help. CCP, the ISD, and the GMs have been busy but there are over two thousand people in the rookie channel. I’ve been dragging people out for 1 on 1 problem solving. I’m finding people are getting lost, very lost. I’m walking them back through their missions and through the systems they are in. I’m showing them DOTLAN and in general just giving them someone to lean on while they work through confusion.

Steve has done a slow roll of the ‘things’ project. The things project is an attempt to crowd source ideas and topics in such a way that people can vote and CCP can see the results. At the start of our term we discussed our desire to do this. Steve was waiting for SSO so that people would have to log in for their voting. With that done he let its existence be known in a few places and went from there. Now, however, I’d like to give it a bit more exposure.

I have also asked Steve to give me a section for War Decs as I seek to pool and work through all of the excellent feedback, thought, and opinion that I have been receiving on this subject. With the Winter Summit two months away, I need to make sure I am prepared and to do that, I need all of you. Otherwise I am only representing myself. I’m quite comfortable doing so but I think that I can do even better than that.

To add to that, Steve has also started a lexicon. I do envy his skills. I have one that I started writing a while ago. It is quite an exhausting endeavor to remember and catalog that much information.

Corbexx, Mike, and I have all had people come to us and ask about scout sites for incursions. I chatted with CCP Affinity about this and she let me share that the calls to rebalance scout sites have been heard. We’re not going to see this until sometime in the first quarter of next year. Her time is already booked for Rhea and beyond. Still, another thing done and taken care of.

Corbexx also had another of his wormhole meetings. I’d have attended. He told me it was last week when I was off. Then he goes, “Oops!” It turns out that it was instead, this week when I work. I think he planned it that way!

We are just over two weeks to Rhea.

Saturday, November 22, 2014

Eve in Plain Language

Ahh, the trailer! What a buzz it has stirred. I've spent some time on Reddit answering questions. I have done the same the last few times we have made a stir there. I also, deeply enjoy writing out the concepts and visualizations to people who have not played. It may come as a surprise, but I do enjoy writing about the game.

I've also started a side kick account so that I can spend some time for the next few weeks in Rookie chat helping.

Back on Reddit, the comments are full of people who make negative remarks. Spreadsheets in space. It sounds more fun then it is. It is 99% boring. I disagree with that and instead of telling people that they are wrong I just tell them what they are missing by believing that.

There is also the fact that Eve is full of lingo that does not make sense. So, I decided to answer some questions and attempt to break Eve down into plain language. My goal was to try to capture some of the game and structure for the game. It has a ton of holes and it is over simplified but the devil is in the details and the players are the devils.

This user asked:
I wish someone could abridge, commentate and give the summary of some real eve events. Reading stories are super thrilling but when you're watching 30 min videos of something you don't understand, it doesn't give the same vibe.
And I responded with:

Maybe not quite what you want but....
In our current point in the game we have just had a release at the start of November that changed our instantaneous teleportation abilities (jump drive). The change decreased the distance and frequency that we can use this skill. This was done by decreasing the number of light years that can be crossed. Only some ships can use teleportation. These ships are known as capital ships and are very large. In the video you will see people shooting an Archon (a type of logistics and/or combat carrier) a Revelation (a type of dreadnought) and a Erebus (a Titan) laying the smack down.
The rest of us use stargates or wormholes to get around. Stargates link systems to each other giving us the ability to go from point A to point by by jumping through a gate, warping across a system, and jumping through another gate. Our teleportation or jump technology lets those specialized ships bypass.
The nerf has caused some sovereign empires to contract to protect their space, some to collapse, and new ones to rise or come back to life who where beaten down again. This is where politics and dealings have been happening like crazy. Ownership has changed and some groups appear to be gearing up to go to war against others for space or because they where paid to do it. But looks can be deceiving.
Its a huge, massive, complex player made story. There are groups, however, who take brand new players and teach them the game out here. Player organizations tend to be incredible with intricate out of game tools to manage thousands of people. Brave Newbies for instance has over 10k people in their alliance I believe. Some of these groups are at war. Some have treaties. The status changes by the day it seems to an exterior observer such as myself.
In the ongoing story of the game, a NPC group known as the Sister of Eve (they specialize in rescue and research) are doing some weird things. We, the players, are being given access to 100 new systems with some new features and abilities. This is coming in December.
CCP only gives us tools. The players make the story. For instance, I run two markets in low security space. I buy things from one of the larger trade hubs in the game (these trade hubs grew out of themselves. CCP did not make them and lay them down as trade hubs) and move it to low security space where I sell for a markup. This allows people who cannot go into higher security space due to their outlaw status to buy things locally to supply themselves.
My own pirate corporation has been in the middle of a series of defensive operations for property that we own (structures known as POS or Player Owned Starbases). We are fighting other local pirates and local militia who fight for NPC factions.
Eve is composed of thousands of solar systems in a galactic cluster. Roughly it is a series of circles. In the center is what we call high security space. This is the safest but not completely safe area in the game. There are various NPC (non player character) groups that patrol this space and attack players who preform criminal actions against other players. They will also attack players who have obtained criminal status due to attacking other players.
This high security area is separated into our four NPC empires that form the foundation for our games background. The various NPC groups do and do not like each other. A player can do missions for NPC groups. Doing these can cause players to attack other NPC groups. This decreases your status with the NPC group that you have attacked. If it gets low enough that NPC area of space (clearly marked) can become hostile to you if you enter it.
This is roughly circled by low security space which is similar to the wild west. There are no NPC police in this area. There are sentry guns on gates and stations. These guns will shoot at players who preform criminal acts in their sight. This area is owned by the NPC empires but they do not police it. It is a lawless ghetto full of pirates and faction warriors.
Faction warfare is where players can sign up to join an empire's militia and fight against players from other empire militia's for reward. It is its own type of game play. Player pirates also live in this area as well as misc third parties who are there for why ever they want to be there. Eve does not have instancing If you get in a fight with a militia another random group may come and join into the fight and turn it into a three way, or a four way, or more. I am a pirate. I live here.
Around that is what we call NPC null security space. Null in this case stands for no NPC security. It is owned by NPC groups that are not part of the four empires. We also have Sovereign null security space. This is player owned space where groups can set their flag down, upgrade systems, have player controlled stations. This is what people go to war over. This is where you hear a lot of big Eve stories come from. This is where player empires rise and fall. Where the two largest types of ship in the game are built.
Our fourth area of space is called wormhole space. Eve is full of wormholes that you can scan down using special equipment. Wormhole space is a place, somewhere else with no stations and no gates. All movement is through wormholes. Wormholes are not static. They collapse from age. They also have mass limitations. All spaceships have mass. So only so many spaceships can go through various types of wormholes. Wormhole space has six levels of difficulty. It gets very technical at this point but it is a very unique area of space with extreme logistic and combat challenges. Consider it something out of a Mad Max movie.
In Eve, spaceships are disposable. They seem to be your avatar but you must think of them as ammunition. We have a lot of ships that do all sorts of fun and exciting things.
Eve is also not a game of linear progression. Very small and fragile spaceships are useful in the largest space battles. The largest, most expensive ships are not pownmobiles. Many players who have played for ten years still fly the cheapest and most fragile ships into combat because they are the hardest to fly at a high level.
Some players don't fly spaceships at all. They play the market, they build and invent ships, ammo, and modules. Almost everything in Eve is player built. We have people who mine. We have spaceship truckers who fly gigantic freighters accepting cargo contracts to move items through the universe. There is no magic mail in Eve. People build it and people move it.
There are mercenaries. There are teaching groups who educate players and send them off into the game. There are groups who run missions to make in game money. There are groups who do nothing but try to kill people who do those things. There are pirates and heroes and empire builders. There are people who specialize in stealth strikes and people who live in wormhole space.
I play for all of the above. The people are fantastic. The gameplay is not FPS but strategy, empire building, world building, and whatever you the player create with it.
I'm going to spend most of the weekend in rookie chat. I've already walked a few people through some content that was confusing them. The third Aura mission, the Academy confuses people because they have to go to a new system. It teaches them to use jump gates but they get very stuck. CCP and ISD are flooding the channel as well as a lot of experienced players. Questions are rapid fire. I've been dragging people aside and walking them through confusing spots. Its a form of catch and release. The more people who get helped through those weird confusing parts the more potential players stay and learn how awesome Eve is.

Tonight's goal will be to finish the CSM Sunday post, have dinner, and answer newbies all night. Looks like a good night.

Friday, November 21, 2014

War Decs: Feet of Clay

War Decs: An Incomplete Triangle
War Decs: I'm Sorry That I Hurt You

I am introducing a new tool into this discussion. The comments have been a great ground for discussion but I'd like to expand this a bit more. I have gone to Steve who has gotten our 'things' websites together using SSO for authorization. I've asked him to give me a war dec subsection. These are things that I, the CSM, and CCP can see and read the results on and you the player can write and vote on. Comments are wonderful for discussion but as we move towards the Winter Summit in January, I plan to drag this topic kicking and screaming along. I'd like you all to come with me.

This is the third post in my open, crowd sourced, discussion about war decs.

From how it looks to me, as I've worked through Eve's history, the early days of Eve's development where geared towards war and the concept of space battles and players fighting each other as the focus of the game. The first six expansions, or three years where geared towards this goal.

 In its earliest phase, Eve had no gate guns, no station guns, and no Concord. These things where added later to balance out the game. CCP built war focused expansions and often discussed player conflict, player empires, and supporting the war machines out there through their corporation efforts. It was supposed to be hard. Players would work from the ground up building their spaceships to go to war in massive battles against each other.

The game was not about killing wolves for some rotten leather and better ability to stab with sharp sticks. It was about building empires and going to war with them.

Somewhere, something didn't go as planned. Shocking. Eve has changed. It has grown. It has evolved. What now exists is not something that could have been fully conceptualized ten years ago. Game play has changed. The player has changed. And as we as players challenge our game, CCP must do the same to continue to build Eve.

This was a different Eve and a different game development focus. However, we have to learn from the past and we are in a position where we have been working with the game design decisions of the past. I bring this up to discuss the fact that we try to understand war decs in our current game when the implementation was for a different world.

Why are we fighting? I am seeing a lot of why questions as we walk along this discussion that is war decs. They are quickly followed by discussions about objectives. Well, the objectives are the other players. The goal is for both sides to fight... we think.

I was going to start writing about objective war dec systems and non-objective war dec play styles. But, I think that is moving to fast across this topic. That is why I went to Steve to see if we could use his 'things' system some. That is why I am focusing not yet on the mechanics of war decs but on the reasons for war decs. We cannot simply rampage about and push for mechanical changes without understanding why and what we are trying to accomplish.

We cannot have objectives without a reason to have those objectives. And when I speak of objectives, I speak of game mechanics. Currently, war decs function on player objectives and purely player objectives. When people ask for reasons, when they ask for objectives, I first want to ask, "What are we fighting over?"

There is a problem of one size does not fit all. We could sit down and define the most fascinating, best sub game of objectives ever. However, I do not think that any of us or even a collective of us will come up with a way to give everyone objectives. We first need to figure out what are we fighting for and what part of that fight is an actual war dec.

Inside of the game mechanic war decs we have a whole host of things that may be going on.

  • Territory dispute
  • Revenge
  • Harassment
  • Logistics chain interruption
  • Profit
  • Mercenaries
  • For fun wars
  • Targets of opportunity
  • Structure removal
  • Gate gun/Station gun removal (low sec)
  • Sec status loss avoidance
  • Amusement
  • etc...

Not all of these make sense as something to go to war over. Most are good reasons to fight for those that want to fight. But a war isn't about want. A war is forced. How many of these common reasons for war decs under the current mechanics are actual for war?

Does this mean that we break down into different mechanics? We've had suggestions for area effects. There have been suggestions for players to defend territory for bonuses. There have been reasons to pool abilities together for greater gains. Many of these ideas provide fascinating conflict motivators that on their own would stand as interesting game play additions.

To discuss revamping war decs we have to not just discuss how we'd like a war dec to look. We also have to look at what we are affecting. There are people on both sides of this discussion and many more shoved in between. If I where to say, latch onto and campaign for war decs involving targets and a neat system, how many other players and play types would simply stop existing? I think I know what we could gain but it is as important to think about what we may lose.

I've been part of a marginalized group more then once as Eve has expanded. It is a terrible situation to be in. I do not think that we can stop that from happening fully. Change is exactly that, change. But, I want to look at them and make sure that people are not casually cast people aside.