Sugar Kyle set up an event at the Dogfish Head pub in Arlington, VA last night. It was a blast! Head count came in around 50, with people from all parts of Eve coming out to have fun. BRAVE, TEST, PL, Goons, Nulli, Low Sec, Wormholes, High Sec, it seemed like someone came from every corner of New Eden! The best part was the fact that everyone was friendly, much beer was had, and a good time ensued. I was worried when I told Lychton I was with ABA (we bagged a few of their guys a few nights ago), and Lychton, being a large fellow, gave me a look. Then I got a hug. I love Eve. I can’t say too much to how fun it was to meet a bunch of fellow Eve nerds and shoot the shit for a night. I got to meet some fellow bloggers, got to talk to Sugar for a while. I also got to try out the Gear VR, which a Goon kindly broke out and spent the night letting people use. I saw an arctic water demo, and apparently I shouted “Fucking narwhals!” loud enough that half the bar looked at Continue Reading →
I have had a bit of time to play with some aspects of Rhea since it dropped earlier this week. The first thing I did was futz with my monitors and graphics card, got my setup running Eve across three screens, then bee-lined for Thera on an alt. Bee-lined doesn’t really make much sense, bees don’t fly in straight lines. Anyway, I went to Thera. First, Eve with PBR is gorgeous, especially blown out across three monitors. Things are pretty. The only exception is planets. The resolution on the texture map for planets is not holding up well when you get up close. This has always been true, but with the new ship effects and with the added effect of three monitors of width, it is very noticeable. But, damn, the game is looking pretty! You can see crepuscular rays around your ship, which is lovely. Second, the new UI is flat. I am torn on the whole flat UI debate. In some cases it works well, in others it looks weird. I think Eve falls somewhere in the middle. I’ll have to give it some time, but overall I am finding things quickly enough. I do like how the Continue Reading →
Today was about The Job. It was always about The Job. You could wax philosophical about the state of relations between the Empires. You could talk about that strange star on the holoreels. You could moan about the unjust advantages capsuleers obliviously flaunted over those with just a single body, a single life. But it really just came down to isk. To get isk, you had to do The Job. Currently The Job was both lucrative and immensely frustrating. Jen was snugly inside her corporation-issued Resource Extrication and Exploitation Platform. The C-REEP, or just the Creeper, as most of her fellow contractors called them. The name was fitting for the device. Jen was working as a contractor on a high-risk planetary exploitation deployment, and the chosen device to conduct said exploitation was a modular exosuit. The base of the platform was a simple pressure and temperature regulated suit. Kind of like a diving suit or a space suit. What made it the Creeper was the vast array of alternate configurations and attachments. Drill arms, filament nets, extended legs for swampy or boggy terrain, jets, thrusters, pretty much any adaptation was available for whatever planet, biome, and problem a contractor could Continue Reading →
I’ve been getting more choosey in how many ships I keep hanging around. Part of this is my desire to have isk on hand instead of assets that I need to haul. Most of my characters lives in wormholes now, and Red Frog doesn’t deliver there. The only pilots left in high sec are a few hauling and trading alts to ease logistics of getting stuff to and from the far reaches of space. You never know where that exit will pop up, or how long you will have it. The result of that was that I consolidated all of my ships and goods into two trade hubs, and not too long ago I finally got rid of almost everything aside from a small gang of ships in the wormhole. I’ve gotten downright vicious. All the tech 1 combat ships are gone. A few interceptors, an orca, and a few industrials are staged to get to a drop off point and get back. I scrapped a T3 that was in disuse. Hordes of frigates and random bombers were auctioned off. Battelships begone! It is amazing how years of ship collecting adds up to billions of isk, especially when you total Continue Reading →
Blog Banter 61: The new This is EVE trailer has combined with a lot of community enthusiasm to generate a massive uptick on new character creation. There has been a lot of buzz about how to help and funnel those new players into fun and satisying careers in Eve. TurAmarth asks this question: “What would we encourage ALL new players to do in their first month to get them to subscribe long term, if we had to give out one set of advice for everyone (which we do if we’re giving general advice)?” -Kirith Kodachi Response What should a new player in Eve do in the first month? That is a very loaded question. Each player coming to Eve comes from a unique perspective. They may or may not have friends or plans. Because of this I don’t think there is one sure fire thing to do, but I have a few general suggestions. Set Small Goals Eve is very open-ended, so it is common for new players to feel lost. If you start with a few small goals you make the initial path a bit easier to see. If you want to PvP, set a goal for number of Continue Reading →
After a chat with Corbexx a few weeks back, I got to thinking about what could really help POS wormhole dwellers. I had an offhand comment about markets and contracts in my write up. The more I think about this, the more I like it. One of the biggest hurdles in w-space is the logistics of getting stuff in and out. I don’t mean the ships moving around and chain scanning. That isn’t too hard. The hard part is aligning your membership to bring the right things in and take the right things out. Most of Eve has access to a beautiful tool for this: The market. Let’s bring this to wormholes. Imagine this scenario. You live in a wormhole with some 20 other pilots. People are running PI, farming sites, losing ships on hunting expeditions, hauling in fuel, running research, building ammo, all sorts of things. To coordinate any of this currently requires lots of communication and lots of spreadsheets. Much of it has to happen outside the game client. If I want 20 days of isotopes and ice, I have to use some sort of delayed communication to get this info out there. I also need to make Continue Reading →
I finally pulled together something that has been posted by me in various places at various points and put it into my guides, now plural. Behold, a basic guide to PI extraction! It only covers the most effective way to get P1s and briefly talks about running those P1s into bigger PI chains. You can click the link above, or use the nav bar to get there. Enjoy!
Lights blinked on the control console, illuminating the dark cabin with a staccato pattern of various colors. Various displays fed constant streams of information to a pilot sitting alone in the sole chair in the cabin. For his part the pilot glanced at the screens occasionally, but mostly he stared out of the viewport that dominated the bulkhead before him. A single star shone, flanked by a deep blue nebula. In the near ground a planet was slowly spinning, complete with attendant moons. The vista had a cold, majestic beauty which seemed to be distracting the pilot. Of course this was all an illusion. The pilot sitting in the command chair was not actually sitting in beaten leather seat. The pilot was suspended in a pool of shock-absorbing and life sustaining fluid, connected to the powerful computers of the ship he piloted via a series of cables and leads connected to his central nervous system. The chair and command center it occupied were simply a nifty piece of software that modeled a real environment, and fed that information into the pilot’s optic, aural, and haptic nerve centers. The chair, the view out of the cabin into space, and the blinking Continue Reading →