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  • Date of Birth: 2014-11-25 21:25
  • First Forum Visit: 2014-12-01 08:55
  • Number of Posts: 41
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Endie von Posts

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  • Brutor Tribe Member since
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Last 20 Posts

  • Fozzie Sov is the Wrong Sov: An alternate vision in EVE Technology and Research Center

    I bet you Fozzie feels pretty silly right now!

    Cometh the hour, cometh the Finfleet member.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Baki Yuku wrote:
    Hey Endi nice so see you running for CSM I like quite a few of your blog posts and the ideas & conclusions you present there.

    Whats your take on fatigue in its current iteration specially the fact that fatigue is global? Do you think they'll eventually split it up in Subcapital fatigue and Capital fatigue and maybe Black ops fatigue? Because it feels like right now fatigue is too limiting it is basiclly like telling players oh you want to go on that 1900 CTA of your alliance well tuff luck for you no blopsing with your corp or going RF something 2 hours before the op.


    I spend much of any given day with one or two characters waiting for jump fatigue timers to get down to the level where I won't lock myself out of the game until tomorrow by jumping again. It is frustrating, and I understand that it must be even worse for those who don't have the luxury of several capable alts to swap between.

    I think that the next key step will be to see what CCP propose for their sovereignty solution. If it leads to a substantial increase in nullsec density; if it leads to fractured politics and to more independent powers; and if it rewards those who get into space and fight for their sov (or for the sov of others that they want to take) then I believe that it will just be a matter of tweaking the jump fatigue system, perhaps in some of the ways you suggest.

    I rather like the suggestion of separate queues: any mechanic that stops people having fun without a very good reason is a poor one, and the idea that I cannot use a blops bridge to hit a ratter because I have a strat op later is, as you suggest, essentially a ****-blocking mechanic.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Coelomate wrote:
    Second, what do you think about the pacing of the changes - it's now more than three months after Phoebe we still have no concrete information about what comes next for sov. One of your blogs discuss a concern that jump drive nerfs being the stick without the carrot needed to make things work - something I agreed with at the time, and am getting more concerned about each day that passes without more news...


    I agree, yes: I think that CCP were in "do something, do anything!" mode and that they brought in one element of a potential solution before the rest were even written-down, let alone on the table. From speaking to ex-employees of CCP I can tell you that the jump fatigue idea had been rattilng around for a very long time: I suspect that the clamour for action pushed them over the line to implementing it.

    It's not a bad system in itself - I gave it a cautious welcome while suggesting that iteration would be needed - but making it harder to travel while leaving in place a system in which fights are still a long way away was rash, and I am confident that the initial bump in PvP stats has dissipated since then.

    And to those CCP devs who have said to their customers (!) "don't complain that you are a long way from enemies when you blue everyone nearby" I would suggest that part of the job of game dev is to understand player nature and psychology, and not just to be good at balancing modules and ships. If you have a measure of success and prestige - holding sovereignty in the case of nullsec - then you cannot afford to be shocked and surprised and snarky when MMO players hit on the optimal approach to achieve the best "score" they can.

    Don't blame the players: blame the game.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Coelomate wrote:
    Hi Endie,
    Two questions, if only because I find the discussion fascinating: First, what aspects of Dominion sov do you think actually work, or even work well? Something that surprised me about PFR's misadventures in Etherium Reach and Scalding Pass was how much fun the timer system could occasionally be....


    Timers can work. They work when they let an attacker and a defender essentially work collaboratively to set up a fight at a time both sides will show up. Admittedly, neither side goes into setting a timer wanting that outcome. But if both sides are, for instance, based in EU TZ and the timer comes out on their Saturday evening then you can have a great fight.

    Or, and here is the catch, you can end up with two thousand people in a system, straining the server to breaking point, which is why distributing the sov goals in space could work. Picture, for instance, if all of the defender's systems in a constellation became vulnerable at the same time, but they only needed to win the majority of the timer fights in the constellation in order to save sov in the whole constellation? That is one very abstract example off the top of my head but you can see how spreading the fights out might lead to more fights, and smaller ones that require more people FCing, that cannot depend on jump-capable ships hopping around post-poebe and so on.

    Don't jump on that as "Endie's solution for nullsec sov" by the way: I have given different examples before and will do so again of different approaches: the ideal would be a synthesis of many that minimises the weakness of each. I cannot bring myself, however, to do a James315 and influict a 14-page summary of my blog posts on the eve-o readers

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Hendrick Tallardar wrote:
    That's a bad remix.


    It's not a remix it's a mashup HA!

    You're too old it's no surprise you don't get it.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Both originals are better but with a literal half a billion views I suspect that most Habit members will have that nagging feeling that they have seen "Shake it Off" somewhere before.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    My play for the PL/Habit vote https://www.youtube.com/watch?v=DhvXST1Rc3g

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    My Capstable interview is assessed in their weekly round-up show, starting from the 51 minute mark: http://capstable.net/2015/02/10/csm-x-show-4/ It's also worth listening to the rest of the show.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    StupidGenius Charante wrote:
    Cap Stable's Lanctharus recently sat down with Endie for an Interview: http://capstable.net/2015/02/08/endie-von-posts/


    I really enjoyed doing that interview, although the friendly approach Lanctharus took did perhaps tempt me into some politically controversial statements.

  • Sion Kumitomo: CSM X in Council of Stellar Management

    Say what you like about that interview, it was the most controversially listenable one yet. And I include Xenuria's weirdfest in that.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Ko-Reen Machu'dog wrote:
    if you're elected into the csm does that mean digi will start leaking internal discussions and profiles on ccp staff?


    Yes.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Don Peyote wrote:
    what's your favourite anime?


    Anime is cartoons.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    I didn't get involved in that discussion because, while I sympathise with Dave's idea about starting the character off with sufficient skills for T1 ships, I'd prefer CCP procedurally granted individual skills in the course of the tutorial, pointing it out and saying "now you can use this module, now lets do that in your next mission". This grants a feeling of "earning it"; it means that it is not instant; and it means that the player has to do the tutorial to get these small-but-important boosts to new player ability, which will hopefully aid retention.

    That said, Dave's idea would not be a huge issue, and I don't believe that the perennial bittervet fear of being swamped with newbies in mauluses is justified: for most of the history of the game, players started off with about 750,000 skill points, and could be in, for instance, a T1 ewar cruiser in a matter of hours if they chose the right starting build. The game did not collapse.

    Regarding the Capstable discussion of CSM players' real identities, it is not relevant: CCP have decided to drop the need to publicise real identities and I welcome that (although my own name and information is easily found out and has been circulated in the past, and another senior member of Goonswarm suffered a Swatting attempt in the past couple of weeks). I heard nothing at all in that podcast that even began to form any valid "public interest" in the IRL identities of individuals that run for the CSM and, short of ensuring that Charles Manson or Abubakar Shekau cannot stand, I cannot imagine one, either.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Hendrick Tallardar wrote:
    So, per your response, you would suggest increasing or adjusting the types of skills granted to a player at the start (perhaps have "Industrial" "PVP" etc. optoins to choose from that gives you the skills/skillbooks immediately to train) as well as streamline the process of explaining the base level mechanics?


    I think that vastly accelerated training for the first few hours and days of the character's existence might be one aspect of it (this has been done before with implants), but I think that there is a need for a more guided and rewarding new player experience, and one that occurs somewhere that the rest of us cannot get at them: the equivalent of other games' "Newbie Zones".

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    That being said, the New Player Experience does get rid of the people who are not prepared to find other games to play while waiting around for Eve to let them have fun. You cannot get a more realistic training experience for Eve than that.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Hendrick Tallardar wrote:
    Endie, I've asked this question of other candidates so I feel its only fair to ask you.

    As someone who hails from a community that lauds itself as pro-newbie with its members and developed its own newbie education program internally, what are your thoughts on the New Player Experience in EVE in general? What do you think can be improved upon and adjusted to better incentivize players into subscribing etc.?

    One point of contention I have with it is, it does a very poor job introducing and preparing players for the concept of permanent loss when undocked and attacked by other players (or when their ship is destroyed by NPCs). There is also the problem regularly stated that a new player "has no clue what there is to do" when starting out. It could be said this is because the "sandbox gameplay" doesn't open up for the player until several hours into the game and beginners tutorial is completed.


    I've deliberately run through the NPE myself twice recently. It is improved in some ways, but the incredibly low number of skillpoints means that much of the time is spent waiting a few hours to train up enough to fit the stuff that makes it bearable.

    I was asked about this on Capstable last night, and what i mentioned was the gulf between the NPE for WoW and Eve. WoW is brilliantly planned with very regular, well-signalled and effective improvements:

    - You appear and there is the NPC who gives you a mission.
    - A few minutes in and you gain a level.
    - A few minutes and you finish a quest that gives you a better weapon or armour or wand or something similar
    - A few minutes more and the increasingly addictive "ding!" of another level occurs
    - Even playing at true newbie speeds, within an hour you have new spells, new abilities and so forth.
    - By the end of that first larval-stage, enthusiastic session you are probably tenth level, getting a new trait and moving onto the next zone.

    Everything is laid out clearly, progressing you and ensuring that you are never hanging around waiting for something before you can proceed. Go back to being a new player with today's tiny number of skillpoints, able to do sod all, and it is a lesson in frustration and cockblocking.

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Dave Korhal wrote:
    Speedkermit Damo wrote:
    What would a more balkanised Eve mean for the CFC? Does not the existence of the CFC and the "other" big bloc prevent a more balkanised Eve? I guess what I mean is that any changes to the game to bring about a more balkanised Eve must mean breaking the power of coalitions.

    How does this sit with you as a senior Goon, and what do you think can be done to balkanise nullsec?


    He's already addressed these in his articles on sov.

    TL;DR: The giant coalitions exist because it's too easy to take sov; sheer firepower at specific timers is the biggest determining factor in sov, so a few dozen people with supers/T3s could take sov from hundreds of players that don't have similar resources without breaking a sweat. Hence everyone has to band into coalitions with equal firepower just to survive. Remake sov so it's persistence, not firepower, that determines who controls sov, so that a group of 100-200 newbros can force NC to put time & dedication into taking a single system from them (rather than steamrolling them with a dozen supers whenever their reinforcement timers pop), and the gigantic coalitions will no longer be necessary to survive. Once giant coalitions are no longer necessary, they'll fracture because it's a pain in the ass to keep 12,000 people cooperating with each other.


    I wish that I had put it this concisely!

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Speedkermit Damo wrote:

    What would a more balkanised Eve mean for the CFC? Does not the existence of the CFC and the "other" big bloc prevent a more balkanised Eve? I guess what I mean is that any changes to the game to bring about a more balkanised Eve must mean breaking the power of coalitions.

    How does this sit with you as a senior Goon, and what do you think can be done to balkanise nullsec?


    A more balkanised Eve absolutely implies an Eve in which the CFC and N3 cease to exist in their current, vast, unwieldy forms. Frankly I would like to see an Eve in which even an alliance the size of Goonswarm is seen as unnecessary. This should be done, as I suggested in my blog, not with the stick but with the carrot. Once people no longer feel the need to huddle up into megacoalitions then those vast blocs will drift (or fly!) apart, as the centripetal forces of fear that hold them together no longer counterbalances the centrifugal forces of drama and independent-minded leaders.

    As to how this is achieved, I will spare people the need to read the vast tracts I wrote on the subject at endie.net in the summer of last year, but it is all there!

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Dave Korhal wrote:
    Endie,

    1. In NC's recent Alliance Update, Vince said that "everyone in NC should be working towards owning an SC or Titan." For the major coalitions, it seems like supers have gone from a rare, valuable strategic asset to a mandatory piece of equipment. Do you think this super proliferation is a healthy step in an aging NullSec, or do you think it will stagnate NullSec and make it nigh-impossible to break their fleets and put a dent in the old superpowers' resources?

    2. If Goonswarm was started today instead of 8 years ago, would they still be able to establish themselves as one of the major NullSec superpowers? Or would they have been repeatedly crushed by the older NullSec coalitions? What does this say about the current state of NullSec compared to 3-5 years after the game launched?

    3. Do you think more NullSec systems should be added to the game? If so, should they follow the same mechanics as the rest of NullSec, or should they have different mechanics to encourage occupancy by different/younger coalitions?


    Re your second question: as it was, we were stood on and shoved-around by the major powers in 2006, and the disparity we faced back then was only one of being in cruisers while facing HACs and battleships. We didn’t succeed because of ability or ships: I suspect that the leadership and the resilient culture that saw us through would probably have had a chance today, too. But it would have been desperately hard, and we would have been faced with paying rent* or protection money to one of the hegemons. Not a glorious story.

    I think that adding more, conventional K-Space systems would be inviting more renting by the same dominant blocs who would snap it up in a matter of days. I suggested on my blog that the solution was to make groups require less space: to allow for more dense occupation of space and to make it far harder to hold large tracts of space. I think that the Phoebe changes, although a trifle cart-before-horse in implementing the power projection changes before the profitable-nullsec changes, were at least a step in that direction.

    *Technically we rented some belts in a system in Syndicate as it was!

  • I am an Endie standing for CSM X AMA in Council of Stellar Management

    Dave Korhal wrote:
    Endie,

    1. In NC's recent Alliance Update, Vince said that "everyone in NC should be working towards owning an SC or Titan." For the major coalitions, it seems like supers have gone from a rare, valuable strategic asset to a mandatory piece of equipment. Do you think this super proliferation is a healthy step in an aging NullSec, or do you think it will stagnate NullSec and make it nigh-impossible to break their fleets and put a dent in the old superpowers' resources?

    2. If Goonswarm was started today instead of 8 years ago, would they still be able to establish themselves as one of the major NullSec superpowers? Or would they have been repeatedly crushed by the older NullSec coalitions? What does this say about the current state of NullSec compared to 3-5 years after the game launched?

    3. Do you think more NullSec systems should be added to the game? If so, should they follow the same mechanics as the rest of NullSec, or should they have different mechanics to encourage occupancy by different/younger coalitions?


    Apologies for the delay responding to you. I Blame H3N2 variant flu.

    First, I should say that I am part of the supercapital problem. I have a titan and a supercarrier of my own, and have encouraged people in my corporation to get into supercaps to the extent that Bat Country (a small corp at the best of times) have the fifth or sixth most supers in the whole CFC. So I’m not coming to this from the point of view of a supercap-hating Goon with a lingering inferiority complex.

    CCP had the chance to do something radical about supercaps years ago, but the genie is out of the bottle, now. I have heard figures mentioned that suggest that there is now a substantial, five-figure total of supercapitals in the game. Even assuming that only six or seven thousand of those are subscribed, CCP do not strike me as being in the sort of position where they can afford to have those accounts unsub, let alone the associated subcap accounts.

    But I feel that they have to do something. Groups like Brave Newbies have amazed me with how far they have come in the past year, but the fact is that they cannot hope to compete with older groups like NCdot, PL or us in a serious sov war without essentially standing behind the shield of one of those groups. I am sure that I am far from alone in having newer players despondently mention that they feel it is impossible ever to catch up.

    I don’t have a simple solution because I believe there is no longer a simple solution. Perhaps a specialised role can be found within the new sov revamp? Perhaps the long-suggested solution of “choose a station: ok here are the relevant number of capital components” is not yet impossible. But I don’t want to play a game where serious warfare is predicated upon only one class of ships, even if we have the most of those ships.