EVE Blog Banter #9: What a new pilot could do without

I’m fairly new to the blogosphere, and I’m also fairly new to EVE Online. Thus this will be my first contribution to the wonderful EVE Blog Banter series sponsored by CrazyKinux. This is the ninth entry in the series, so I have a little catching up to do.

Welcome to the ninth installment of the EVE Blog Banter and its first contest, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banterinvolves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out otherEVE Blog Banter articles at the bottom of this post!

“Last month Ga’len asked us which game mechanic we would most like to see added to EVE. This month Keith “WebMandrill” Nielson proposes to reverse the question and ask what may be a controversial question: Which game mechanic would you most like to see removed completely from EVE and why? I can see this getting quite heated so lets keep it civil eh?”

As I stated earlier, I’m pretty new to the EVE Online universe of New Eden. Thus my thoughts on the proposed topic of discussion cannot be based on years of EVE experience and won’t take into account the nuances of all things ‘EVE’, yet hopefully will still contribute to the overall dialog.

So after spending a mere 8 weeks in New Eden, what would I take out of the game if I could? I’ve been reading many other wonderful topics already presented, most of which cover things I had no idea even existed in EVE. Clearly there have been some heated opinions on the subject for years, pity i wasn’t there to experience them more myself.

Regardless, there have been a handful of issues I’ve encountered so far. I want to lay out all my thoughts first, before pinning the tail-on-the-donkey at the end. I know this banter isn’t about nit picking and is specifically about what you would remove from the game, but as a new player I don’t have as much to pull from so I’m simply going to list my frustrations and go from there. Here are the things that have annoyed me the most so far:

  • Certain aspects of the UI have been extremely difficult at times, specifically the clunky pinning and docking mechanism, transparency overlay, and unresponsive drag and drop.
  • Information can be buried deep within the tabbing system panes. Some pieces of info should be pulled up higher or given their own category/organization mechanism.
  • The endless floating spam containers
  • In order to apply to a Corporation you must visit a station with one of their offices, yet finding this information is nearly impossible without having to bother one of the corp members directly.
  • The overview can be quite difficult to manage. So many types of information to ‘turn on/turn off’. Could it be possible to have multiple overviews at the same time, displaying their own separate information?

Alright, enough ranting, I’ll get to the point. I think the single most frustrating thing for me as a new player so far has been that characters in my account cannot train simultaneously.

I’m an alt-oholic in other games and I realize how different EVE is in terms of character progression, yet with the huge selection of skills and specializations that EVE has to offer, there is no way to experience them all without either staying in game for years to come or purchasing another account to play.

I’m not saying newer players should be able to do everything at once, or even eventually, but in order to get a good feel for the various pieces of the game it would take months and months of training on a single character to be at a level where you can contribute something of value. Whereas if I could train all three of my account characters at the same time it would vastly lower the time it takes to experience the other areas of EVE, such as industry, combat, science, etc..

Granted such a change would have a large impact on the player ecosystem. The economy would see a large influx of goods into the marketplace since everyone would now have industrialists and traders in their account. The combat pilots would see battles with many more ship types being flown from various factions because everyone would have greater access to them.

Presently many players purchase multiple accounts so they have the ability to run several EVE sessions simultaneously. However I’m sure there are also some that do it because they want to have specialized pilots which they can play sooner rather than later. Waiting for a main character to accumulate all the necessary specialized skills, which would in turn take away from his or her’s current skill focus, is just not something many are willing to do.

Since only one character can log in at any given time it would help lessen the impact such a change would have. I’m sure CCP wants to keep it’s players occupied and continually reaching forward, but as stated many times in the past this limits a new player base from reaching all aspects of the game by requiring several years of dedicated training to a single character. Every expansion further increases this seperation between new and old.

Ultimately I can see why the simultaneous training contraint is present, but I can also see the benefit of removing such a restriction. I believe it would provide new adventures for young and old players alike, since there is just so much to do in New Eden. It would only serve to enhance the player experience of the game we all know and love today.

Thanks for reading!

List of Participants:

  1. Diary of a Space Jockey, Blog Banter: BE GONE!
  2. EVE Newb, (EVE) Remove You
  3. Miner With Fangs, Blog Banter – It’s the Scotch
  4. The Eden Explorer, Blog Banter: The Map! The Map!
  5. The Wandering Druid of Tranquility, “Beacons, beacons, beacons, beacons, beacons, mushroom, MUSHROOM!!!”
  6. Inner Sanctum of the Ninveah, Kill the Rats
  7. Mercspector @ EVE, Scotty
  8. EVE’s Weekend Warrior, EVE Blog Banter #9
  9. A Merry Life and a Short One, Eve Blog Banter #9: Why Won’t You Die?
  10. Into the unknown with gun and camera, Blog Banter – The Hokey Cokey
  11. The Flightless Geek, EVE Blog Banter #9: Remove a Game Mechanic
  12. Sweet Little Bad Girl, Blog Banter 9: Who is Nibbling at My House?
  13. One Man and His Spaceship, Blog Banter 9: What could you do without?
  14. Life in Low Sec, EVE Blog Banter #9: Stop Tarnishing My Halo
  15. Cle Demaari: Citizen, Blog Banter #9: Training for all my men!
  16. A Mule in EVE, He who giveth, also taketh away?
  17. Dense Veldspar, Blog Banter 9
  18. Morphisat’s Blog, Blog Banter #9 – Randomness Be Gone !
  19. Facepalm’s Blog, EVE Blog Banter #9: What a new pilot could do without
  20. Memoires of New Eden, You’re Fired
  21. Kyle Langdon’s Journeys in EVE, EVE Blog Banter #9 Titans? What’s a Titan?
  22. Achernar, The gates! The gates are down!
  23. Speed Fairy, EVE Blog Banter #9: Down with Downtime!
  24. I am Keith Neilson, EVE Blog Banter #9-F**K Da Police
  25. Ripe Lacunae, The UI… Where do I begin… (Eve Blog Banter #9)
  26. Clown Punchers, EvE Blogs: What game mechanic would you get rid of?
  27. Estel Arador Corp Services, You’ve got mail
  28. Epic Slant, Let Mom and Pop Play: EVE Blog Banter #9
  29. Deaf Plasma’s EVE Musings, Blog Banter #9 – Removal of Anchoring Delay of POS modules
  30. Podded Once Again, Blog Banter #9 – Do we really need to go AFK?
  31. Postcards from EVE, 2009.07.02.00.29.06
  32. Harbinger Zero, Blog Banter #9 – War Declarations & Sec Status
  33. Warp Scrammed, Blog Banter 9 – Never Too Fast
  34. Ecaf Ersa (EVE Mag), Can a Tractor Tractor a Can?
  35. Thoughts from an Accidental Minmatar Revolutionary, EVE Blog Banter #9 – Aggression timers, WTs and Stargates
  36. Mike Azariah, I don’t put much stock in it…
  37. Rettic’s Log, Blog Banter: Overview Overload
  38. A Sebiestor Scholar, [OOC] EVE Blog Banter #9: Slaves
  39. Diary of a pod pilot, [OOC] EVE blog banter #9: Because of Falcon
  40. Roc’s Ramblings, Blog Banter #9 – Taking Things Slow
  41. The Gaming-Griefer, EVE Sucks, But I Love It: The Memoir of a Masochist
  42. Letrange’s EVE Blog, Blog Banter #9: Bye Bye Learning Skills
  43. Lyietfinvar, Remove that monopoly
  44. Sceadugenga, Blog Banter #9
  45. Industrialist with Teeth, EVE Blog Banter #9
  46. More articles as they are posted!

EVE and the microTransaction phenom

Free Realms has caused a great deal of buzz lately with its microTransaction MMO experiment. The extent of which has yet to be fully seen, but with another major MMO, Dungeon’s & Dragons Online, switching to this new revenue model, it looks like we’ll be seeing alot more of it in the future.

There have been several other blogs proposing what other MMOs we know and love today would look like with this new MT model, if you could purchase various aspects of the games; from gear to content to pets, the list goes on and on. I can’t say I’m sold on the concept for more mainstream games, but clearly it seems to be working.

Being that EVE is such a different game (in some respects) than most of the ‘traditional’ MMOs, what are some of the aspects that could benefit from a MT model? It seems clear that the items you should be able to buy would only affect your interaction with the virtual world and not impact other players, but that line seems like a very hard one to define. Do you think allowing something like the purchase of fully learned skills should be allowed? Considering one of the biggest complaints against EVE is the fact that it is impossible for new players to catch up with those that have been training for years. This might be a way to close that gap, while making CCP some new revenue.

Perhaps the microTransactions could extend to things like wormhole space exploration. Corporations could purchase an entrance to W-space that only they could use. A entrance would remain private based upon a re-occurring fee; a player housing of sorts. This could allow for things like setting up your own system privately, then opening it up to outsiders later after you’re happy with your defenses. Or for smaller corps this would allow for their own corner of 0.0 space without fear of being wiped off the face of space by the gargantuan corps and alliances. Perhaps CCP could introduce a new server with microTransactions in place, might be an interesting experiment.

These types of transactions have a huge impact on the player ecosystem aspects, from economy to PvP encounters, etc.. Thus I don’t think CCP would allow them, but it would add an interesting twist to the game. Interesting to think about nonetheless.

I’ll close with my first poll, here goes nothing…

The Industrial Revelation

Last night I decided to attempt and figure out the Industrial side of EVE. I’ve been reading what I could find online about the subject, but there’s really been no “Ah Ha!” moment for me.

As stated in my other post, I’ve been spending alot of time ratting and Salvaging near the little system I call home. I found there was good money to be had in selling the materials and I was trying to build a small bank roll to spend on expensive skill books. Had I known what I discovered last night a little sooner in my career, I might have been playing to a different tune now, namely that I wouldn’t have been so quick to sell my loot.

There is a dead-end system one jump from my home assembly plant that may turn into my new junkyard; not personally, but as a solid source of salvage. I had a mission to finish there so once I was done I broke out my trusty Core Probe Launcher and did some scanning. To my amazement there were roughly 15 Gurista locations within the system, most of which I could handle with little to moderate difficulty. I cleaned out about five or so spawns before I headed home to hock my loot.

The ‘Revelation’, if it were, all came about rather happenstance really. Since I had all this fancy salvage I wanted to know how else to use it, besides just filling somebody else’s buy order. I figured I’d start my search by looking at Blue Print Originals on the marketplace. I had trained up on some ship building skills so I looked there first. I quickly realized they were out of the question, considering those prints run around 30 to 150 million ISK (I choked a little on my beverage of choice when I saw all those zeros). So no ships for the time being, let’s move on to something smaller.

There’s been lots of talk recently about ‘T3 Components’ with the release of Apocrypha. “Makes sense”, I thought to myself, ships need parts to manufacture. I’ll see if I can find anything along those lines. I looked again at some of the ship blueprints and noticed that most of the basic T1 ships don’t require anything but minerals. (unless I was reading them wrong?) So I was back to square 1 again. Will I ever be able to make anything?

As I was fumbling around with the Market blueprints tabs I stumbled upon what I originally thought were the elusive ship components I had been seeking. They turned out to be rigging blueprints. In my earlier post Wilhelm kindly pointed out that one of the units I was selling was used in a particular rig manufacturing process. I (slowly) put two-and-two together and saw that these rig blueprints I was looking at used the salvaged materials I had been accumulating. “Finally, something I can actually make!”.

The particular rig blueprint I was interested in took 3 components, all of which I had been seeing in abundant supply over the past few days from the pirates I was dispatching. The problem was that I had been selling every last one that I came across. Two of the components were my main money makers, thus I was in sort of a pickle, ‘The Chicken or the Egg’ type of dilemma. I needed to sell my components to make some money, but if I made this rig it sells for around 30 million ISK. There was a large profit margin to be had, but I would still need a good chunk of ISK to purchase the components. Thus I was stuck. I figured I could simply start hording my salvage, but then I’d be pretty much stuck with my current bank account balance for the foreseeable future.

Then I remembered about ‘Material Efficiency Research’ that you can perform on blueprint originals. If I could get my BPO in to bake for awhile I could increase my margins by reducing the amount of materials required to manufacture the rig. Sounds like a simple enough plan, so I opened up the ‘Science & Research’ window and checked for available MRE research slots. Now I had read in the tutorial (finally something I actually remembered from going through that exercise!) that the one job hardest to find spots for is the materials research. “There’s got to be slots open somewhere” I thought. Boy was I wrong. I travelled to four different Regions and the majority of MER slots had a wait time between 35 to 50 days! The smallest wait was 18 days. I see why Player Owned Structures with Research modules are so popular now.

Thus it looks like I’ll be saving my salvage for now, and even when I do have the large number of required materials stocked up it will only be enough for a single unit, but that’s the way it goes I guess. It was getting late and I had a few more things I wanted to get done (namely buying a plethora of new skill books, including the ones that would allow me to pilot the three other faction’s ships) so I decided to fly back to my trusty home system and log for the night.

If I have time today (Mrs. Facepalm gets home tonight 🙂 ) I will try and look through the other rig blueprints to find something a little easier to manufacture. Does anyone have any suggestions?

Regardless of the small frustration at the end, the whole experience was at least the “Ah Ha!” moment I had been looking for. I have a much better handle now on how all the pieces of the ‘EVE Industrialism’ puzzle fit together. If only I had more time in space…

Flame Warden Bob

Blizzard currently has their Midsummer Fire Festival event running in World of Warcraft. It runs from June 21 – July 5 and has a number of varying ‘festivities’ and quests.

I have been on an EVE Online kick for a few weeks now and am really enjoying it. Thus I haven’t logged into WoW since around early may…until last night. Now I’ve been playing since launch and have experienced most content, but WoW is slowly losing it’s appeal for me mainly because it less ‘new’ and more ‘grind’ nowadays.

I tend to be obsessive-compulsive at times and WoW’s wonderful achievement system has had its hooks in me for awhile now. Again I’m by no means ‘hardcore’, but I enjoy running around completing the achievements I can. My main quest has been to complete What A Long, Straing Trip It’s Been. Thus, every in-game event season, I have to get in and grind out the sub-achievement.

Being that I will be away for a couple weeks here soon and that Mrs. Facepalm is away on business for a couple days, I knew I had a good opportunity to get the achievement done. It was hard to get motivated, but once I got home I fired up the WoW Launcher, plugged in my iPhone Authenticator code (I used to have the fob, but upgraded to the app) and off I went.

I had completely forgotten where I had last logged out. There was a patch I needed to download, so that took an extra 15 minutes or so. Eventually I was sitting at the entrance to Stratholme, apparently I was grinding Baron Rivendare for his mount when I last logged, so there I was. As Wilhelm pointed out in his post earlier, this event is much like the Lunar Festival. You run to practically every corner of the world talking to quest NPCs and/or interacting with quest items, in this case giant bonfires. Ugh, I was definitely not looking forward to riding around all night long. Regardless, I saddled up and off I went.

I tried to map out the most efficient path to hit all the festival locations. Being that I was in a hurry I used the wonderful guide over at Wowhead. The Eastern Kingdoms was pretty quick, it took me about an hour and a half. After that I headed to Outlands where my epic flying mount and crusader aura helped me knocked that sub-achievement out in around thirty minutes. Then the part I was dreading, Kalimdor.

I’ve never played a Night Elf or a Draeni, or much Horde for that matter, so I haven’t spent too much time in the West. The flight paths are long and the running around is pretty much a pain in the arse. The festival locations where spread out pretty far in between so it took me the better part of two and a half hours to get everything completed. Finally, I hearthed to Dalaran and hit all the locations in Northrend even though they are not required for the meta-achievement and have no achievement of their own. My obsessive-compulsive side showing through yet again.

I finally tackled the King of the Fire Festival sub-achievement where you have to visit all the Horde capital cities and steal their fire. I had somehow forgotten to do this while I was running to all the festival sites. Ugh. I made it through Thunderbluff, Silvermoon, and The Undercity with no problems. Orgrimmar however proved to be another story. Being a Paladin I was able to bubble up and get to the fire, but I had a dozen or so guards on me as well as half as many Horde, needless to say I took the graveyard resurrection (since there was a festival site right next to it) and moved on.

When all was said and done, it had taken me around five hours to compelete everything minus Ice the Frost Lord, where you have to visit The Slave Pens in Zangarmarch in The Outlands to summon and kill a festival-only boss. Now, as Wilhelm pointed out, this festival can have amazing experience gains for lower level characters. I had made just shy of 950 gold on the quest turn-ins alone. A lower-level character wouldn’t make quite that much (extra gold for being max-level) but it would still be worthwhile, though it would probably take a little longer considering I used the portals in Dalaran and Shattrath profusely, plus my epic mounts and crusader aura.

It was nearing midnight, but I was able to get in a quick group to dive into Slave Pens for the final piece of the meta-achievement. This is an encounter that, for max-level characters, should be fairly trivial. The hard part comes from the fact that you can only summon the boss one time per day, per character. Unfortunately no one in our group was able to summon him, me included since I had attempted to help a lower level character with the achievement and had wiped. Finally, around 1 am we found someone to help us. Three minutes later and Bob had his ‘Flame Warden’ Title along with the meta-achievement. Being that I had waffle face from falling asleep on my keyboard a few times times I forgot to grab a screen shot, and I was really trying to remember to do that too! Argh. I promise I’ll be better at taking pictures in the future, I think it really helps to break apart these walls-of-text that I write.

Anyways, one step closer to completing the uber-meta-achievement I so eagerly covet. Bob was in Azeroth for six hours, became 950 gold richer, and was a little saddle sore, but all-in-all another successful MMO evening.

p.s. – Bob is my main WoW character in case you were wondering.

MMO vs. mMO

There has been a lot of debate recently regarding Blizzard’s announcement to regulate participation in Wintergrasp. I can’t say I’m much of a PvP’er, per say, but it’s still noteworthy enough to chime in on the subject.

Massively Multiplayer Online

Obviously one of the main draws for any MMO is the ability to make its players feel a part of something larger than themselves. To live, breath and exist in a vibrant, dynamic (virtual) world has much appeal to it. Being able to adventure with your friends, wander through fully populated cities, and participate it epic battles knowing that every character you see is another human being who is reacting, just as you are to, the situation can be truly exhilarating. There have been countless studies and writings on the subject, so I won’t bore you (any more at least) with my pedestrian point of view on the matter, but it seems Blizzard has again evoked the heated debate on what actually defines massively in an MMO.

miniature Multiplayer Online

If I had to put a number on the total number of people I could interact with in a single online situation before dubbing it ‘massive’, I would probably say 1000 players. This is quite miniature compared to what some other people would define the number to be.

It has been interesting to read about requests for battles of 10,000 players or more, and that unless an MMO can deliver that, it only qualifies as an mMO.

Clearly a healthy player base is needed to sustain a truly dynamic environment, but what is the limit? I’ve always been drawn towards systems like EVE Online that have a single, seamless world server architecture, as compared to World of Warcraft’s ‘shard’ model. Yet considering the size of Azeroth it would be an understatement to say it would be a bit crowded if all 11 million subscribers co-existed in unison.

The Point

Forgive the rambling, I’ll get to it. In theory, being a part of single situation where 9,999+ other players are all interacting directly at once truly would be massive (and bring any current client/server architecture to its knees) yet I believe the player would get the same experience interacting with a much smaller number. After all, you can only fit so many orcs on a screen at once.

“But that’s not the point! An MMO should be designed and architected to handle as many people as humanly possible. And at the same time even!”

Let’s come back to Planet Earth for a second. Data, Bandwidth, Packets and Protocols aside, a fully extensible system with an infinite number of participants just isn’t possible with current technology or infrastructure. (for the next decade at least)

Now I know we’re only talking about 200 vs. 200 Wintergrasp Battles here (as opposed to what, 300 vs. 300 that was typical on a ‘heavy’ night?), and I may be over simplifying the issue, but I think ultimately Blizzard is doing the right thing. Sure people will say Blizzard is ‘giving up’, but I hardly believe they are just throwing up their arms. They tried something truly ‘massive’ (kudos to them) and ultimately had to decide between their users’ experiences and a mere numbers game. Clearly they choose correctly. The choice between a game that supports 200 vs. 200 “miniature” battles within an amazingly detailed and dynamic (destructive) environment and one that supports 10,000 vs. 10,000 “epic” wars of stick figures in a devoid box, is an easy one to make.

Rambling continued

I believe there is more to an MMO than the ego inflating spec of how many people are supported in a single encounter. I’ve been reading alot lately about EVE Online’s ‘Great War’. The magnitude of which has never been seen before in any MMO. The mere fact that such a great event existed, with all it’s twisting plots lines, politics and drama, oh and a few epic space battles here and there, should be a testament to how far our virtual worlds have come. So what if there were only 200 vs. 200 ships flying around at a single point in time and space? I bet if you ask some of the pilots involved in this ‘Great War’ that they’d tell you how exhilarating it was, in all respects.

Conclusion (optional)

So in closing I figured I pose a question. Now I know there are far more intelligent people at work in the industry (and at Blizzard) that have already tackled this problem in length than I, but what the heck. We have some pretty intelligent guys and gals here too that wouldn’t mind chiming in. What are some of the ways you would implement or architect a solution that would enable such truly massive encounters? I’ll start off…shoot holes where you see fit. Constructive criticism is always welcome let’s just keep our eyes on the end goal.

  • In structured encounters, where people don’t come and go freely, caching all user gear and appearance before hand would alleviate some packet data.
  • Using UDP (fire and forget) messaging to transmit non-critical data to clients (i.e. – movement, animation, etc.)
  • Distances between players dictates frequency of information. If player A is 500 yards away from player B, they don’t need to know much information about them other than they are moving in direction X and speed Y. Next update is in 5 seconds or when the distance between them is less than 250 yards, etc.
  • Distances are calculated based on a global player positioning system, not between players
  • Data type prioritization. As the packet size increases, information gets pushed off. Possibly queued up for later delivery or discarded completely.
  • Fast data encoding/decoding algorithms used to package data. More data stuffed in infrequent packets or smaller packets send faster and more frequently.
  • Queued engagement system. This one is a stretch, but something like a quasi-turn based system. Like a global, global cool down that affects all players. You’re able to queue up movement and abilities, of which the top 10 will execute every 5 seconds or so. Lots of server number crunching but possibly less ‘chatter’.

Those are just off the top of my head. Again, nothing great but at least a topic for discussion.

Buy Orders and "The Big Cash Out"

After yesterday’s deluge of posts I finally had some time to get in game last night. It was a fairly uneventful evening with a few minor housekeeping items to attend to.

I had a BPO in research 14 jumps away that had finished, so I trucked on out there to pick it up. While out there I did some scanning and found a nice Gurista’s Den without too much trouble. Last week I had been reading alot about the new scanning system, so I decided to pick up the Astrometrics skill and a Core Probe Launcher. It took me the better part of an hour to figure out that the Core Probe Launcher uses probes and not drones. *facepalm* Ugh. Anyways, once I finally got that all sorted out I un-docked and started up my first scan. In about an hour (yes, it took me that long) I had found a nice, shiny new highsec wormhole. The whole concept of W-space was still a bit new to me, and clearly it still is, but when I went through the wormhole I fully expected to be stuck somewhere and ganked by a fleet of pirates. Needless to say none of that happened, but I was scared enough that my first stint in W-space lasted a mere 30 seconds.

Anyways, back on track…that Gurista’s Den from last night. It yielded a good hour or so of action with lots of great salvage. After burning 4.5 million ISK on the Eidectic Memory skill book last week I was pretty much broke, so I was glad to finally have something worth cashing in. Freddy is at around 1.2 million skill points, so I only have ~400,000 more sp until my 100% training time bonus runs out. I want to get my Learning skills mostly completed by then so I have been frantically trying to drum up some ISK to purchase the Logic skill book…for another cool 4.5 million.

Once I was finally done with those pesky Guristas I headed for home. While I was going through the mundane ‘Select Stargate, Warp to zero km, Warp’ rinse & repeat repetition for the 14 hops back home I started tallying my loot and doing some calculations on its street value. I hadn’t been paying too much attention but I had amassed nearly 30 Tripped Power Circuits. At around 42k ISK each, that was a good chunk of cash! At least for this newbie anyways.

When I finally arrived back at the Rapid Assembly Plant I call home I noticed that the petition for my missing 6,000 units of Kernite had been answered and there it was sitting in my Cargo Bay. Hot damn the stars were sure aligning for me tonight! If things continued at this pace I may have my Logic book in no time flat. Now the only thing I dreaded was being able to sell all my stuff in a reasonable time frame. In the past it has taken me several days to move even a few meager units of my salvaged items. Not to be deterred I fired up the Market window and got to work.

As is usually the case in my little system, the majority of goods are moved through the nearby Caldari Naval Assembly Plant two jumps away. As I was looking at all the numbers my eyes were drawn to the ‘Buy Ordres’ pane in the lower half of the Market window. Now I had read about these before, but never really put two-and-two together. I always thought the buy orders were asking for prices well below normal market value. To my surprise, however, there were a vast majority of orders with (what seemed at least) reasonable prices. My eyes again were seeing dollar signs, so I unpacked my trusty ‘Convoy I’ badger and loaded her up. I ended up having to make two trips to get all of my Kernite ferried across, but in about 10 minutes I was all setup at the Assembly Plant and was ready to start cashing out.

The final piece of the puzzle that I was still missing had to do with actually executing the buy orders. I assumed there was a way to say ‘Hey, I want to fulfill your order with X number of units’. So following my mantra, again, I right-clicked. Nothing. Great, here I was with all this stuff burning holes in my pockets, my mantra had failed me, and I can’t figure out how to exercise a simple buy order. I fumbled around a bit more. Eventually I realize that all a buy order actually does is, if you place your items up for sale at their said price, will immediately purchase your goods, up until the buy order quota is fulfilled. After I right-clicked my item to sell and clicked the ‘Advanced’ button on the proceeding dialog the ‘Sell Price’ was pre-populated to the highest buy order for that item in the current station. Perfect!! Now if only someone had told me that simple step before. I probably just missed it in the tutorial, oh well.

Finally it was time for “The Big Cash Out”. After selling all the merchandise my ‘Convoy I’ could carry my bank account had swelled to nearly 9 million ISK! Nearly tripling the most I had ever seen before. Here was my transaction log after all was said and done:

Cash Out

The Big Cash Out

I felt that wasn’t a bad haul for a night. I was well over my needed 4.5 million ISK for my Logic skill book so all that was left to do was purchase it, pick it up, and queue up the skills. I trucked it back 2 hops to home base since right next door to my Rapid Assembly Plant is a Science and Research Station that sells skill books in abundance. Being that it was getting late and the ‘wife-aggro meter'(tm) was raising quickly I figured it was time to call it a night.

Again, not much for you veterans out there, but for this newb is was a pretty productive night in space.

EVE Online – The Places I've Been

I mentioned my intention for this post earlier. I read a few weeks ago on The Ancient Gaming Noob‘s blog about an EVE meme started by Kirith Kodachi here. It was quite interesting and so I thought, being new to EVE and all, that I would start a more progressive take on the subject.

Considering that I haven’t put many hours into Freddy Facepalm, his EVE road-map is quite blasé. However, I’ll do my best to update this on a fairly regular basis, say once a month. Hopefully over the course of a year or so it will be interesting to look back on where I actually started. I know several people have mentioned the desire to have something similar considering they’ve spent the better part of half a decade floating in New Eden. So that is my intent.

Where have I been?

Where Ive Been

Where I've Been