Skip to main content

Space Parables

"Don't fly what you can't afford to lose."
-said every Eve warning ever
Afford
  •  To be able to do, manage, or bear without serious consequence or adverse effect: The country can't afford another drought.
There is age old wisdom in Eve online. In the wide, arched hallways of the Rookie Academies grizzled veterans stand before classes of bright eyed pilots. The air crackles with excitement. Beyond the room is space. A vast stretch of distance filled with an improbable level of options. The future is there, spread away from the undock of the station. The moment to experience it is now.

Within each of those pilots is a series of plans. Some are nebulous things created of particles and energy with no true form other than the beauty of random existence. Many are formed even if that form is soft and unstructured. They know their goals, their wants, and their desires. All they wait for is experience and time...

I was chatting in OUCH's chatroom and the statement that "don't fly what you can't afford to lose" was pointed out to be rather vague. I was thrilled that the player had noticed that. He does not have a lot of ISK or a lot of experience but he saw that the concept is flexible over time. Many people take it for its face value and that is a very good thing for a player entering Eve and learning about the game.

Over extension is easy when one starts Eve. New players enter with dreams and preconceived ideas about what they can and will do. Ships become goal points. It makes sense to the new player to forge ahead for a battlecruiser or battleship. Games draw us in and dangle glory and power before our eyes of we achieve it. No one tells them that a well fit frigate will kill them one day due to the gulf of ignorance.

Not flying what one does not have the literal ISK to replace is one of the best safety blankets in the game. It eases the devastation of loss. There is frustration of course. Irritation is also natural. But to know that, "I can buy another one," with a sigh will stop the rage quitting.

Later, however, the concept loses its literal qualities. Assets are obtained. Methods of ISK earning are achieved. Some follow the path of ship to explosion while others spend times creating investments and future profits. Many live ship to ISK and follow a cycle of feast and famine of work and play to fund their game.

As time passes the concept becomes more elastic. What is affordable? Is it the direct correlation to the price of the hull and the ISK in the wallet? Is it the acceptance of loss or the ability to rebound and acquire more? Is it the twenty fit ships in the hangar? Is it the ability to seamlessly switch over activities?

I have always worked to have a reasonable amount of ISK. Yet, when I obtained my Jump Freighter I, for the first time, was in a position where I could not easily replace what I had from my liquid ISK. I don't count my assets as personal wealth for purchase power and I have always looked at my ship hull cost in comparison to what was in my wallet. Yet, my Jump Freighter I could not immediately replace when I undocked with it. Yet, I could afford to lose it.

I did not want to lose it. It would have sucked if I lost it. But I had backup plans. I knew how I would deal with the situation if it came. I had created options for myself. None of the options would have been what I wanted but they would have been doable and a way for me to recover, immediately, from my loss. And that meant that I could afford to lose my jump freighter.

Affordability will be different for each person. As one cringes from a blinged out assault frigate another will only fight in the most expensive of tech 3 ships to balance their odds. Each person has to decide what they can afford to lose at each level of their game. For a while, that may cover a frigate or a cruiser and later it may mean an entire alliance. But a static concept it is not.

Comments

Popular posts from this blog

Maybe one day!

 [15:32:10] Trig Vaulter > Sugar Kyle Nice bio - so carebear sweet - oh you have a 50m ISK bounty - so someday more grizzly  [15:32:38 ] Sugar Kyle > /emote raises an eyebrow to Trig  [15:32:40 ] Sugar Kyle > okay :)  [15:32:52 ] Sugar Kyle > maybe one day I will try PvP out When I logged in one of the first things I did was answer a question in Eve Uni Public Help. It was a random question that I knew the answer of. I have 'Sugar' as a keyword so it highlights green and catches my attention. This made me chuckle. Maybe I'll have to go and see what it is like to shoot a ship one day? I could not help but smile. Basi suggested that I put my Titan killmail in my bio and assert my badassery. I figure, naw. It was a roll of the dice that landed me that kill mail. It doesn't define me as a person. Bios are interesting. The idea of a biography is a way to personalize your account. You can learn a lot about a person by what they choose to put in their bio

Taboo Questions

Let us talk contentious things. What about high sec? When will CCP pay attention to high sec and those that cannot spend their time in dangerous space?  This is somewhat how the day started, sparked by a question from an anonymous poster. Speaking about high sec, in general, is one of the hardest things to do. The amount of emotion wrapped around the topic is staggering. There are people who want to stay in high sec and nothing will make them leave. There are people who want no one to stay in high sec and wish to cripple everything about it. There are people in between, but the two extremes are large and emotional in discussion. My belief is simple. If a player wishes to live in high sec, I do not believe that anything will make them leave that is not their own curiosity. I do not believe that we can beat people out of high sec or destroy it until they go to other areas of space. Sometimes, I think we forget that every player has the option to not log back in. We want them to log

Conflicted

Halycon said it quite well in a comment he left about the skill point trading proposal for skill point changes. He is conflicted in many different ways. So am I. Somedays, I don't want to be open minded. I do not want to see other points of view. I want to not like things and not feel good about them and it be okay. That is something that is denied me for now. I've stated my opinion about the first round of proposals to trade skills. I don't like them. That isn't good enough. I have to answer why. Others do not like it as well. I cannot escape over to their side and be unhappy with them. I am dragged away and challenged about my distaste.  Some of the people I like most think the change is good. Other's think it has little meaning. They want to know why I don't like it. When this was proposed at the CSM summit, I swiveled my chair and asked if they realized that they were undoing the basic structure that characters and game progression worked under. They said th