EVE: Worlds Collide

I have been playing EVE Online again. This time a bit more aggressively that before. I’m doing more combat, and only doing mining as an AFK task when I have better things to do. One thing I really enjoy about the game now is that they have added more agent missions to the game since I last played. Before it was either “Do this supply run.” or “Go here and kill a few pirates.” Now the missions have a little story.

One of them, and one of the more infamous ones, is Worlds Collide. Two cartels are fighting and a supply ship has been caught in the middle. They want you to rescue the crew from the disabled ship. And most people will tell you that this mission is nearly impossible. Which is it, if you get it “too soon”.

However, one of the main reasons people find it so hard is that the mission is actually a departure from the usual stuff you do in the game. Even with a little more story, many missions are still of the “take this there” or “kill these guys” types. So when you are told the story of two cartels at war and the disabled ship, most people’s first thought is to kill them all and save the crew of the disabled vessel. But if you read the story, if you pay attention to the details, your contact tells you that concerning the two warring cartels… they don’t care, they’d sooner just sit back and watch them destroy each other, except for that stuck crew.

When you approach the mission point, the first one, you find yourself with two gates to choose from and a half dozen or so fighters on each side. The key here though is that you are between the gates, and while the gates are 45km away, the fighting factions are 90km away. Its a race. You could fight them, but you don’t have to. You can just run to the gate and warp to the next area.

Either gate you take warps you into a shit-storm. One side is admittedly easier than the other, but both sides are still rough. With the frigate that most people are likely to be piloting at the point in the game where they get this mission, fighting isn’t really an option. In fact, surviving at all isn’t that high on the probability list either. But, while you do warp into a hornets’ nest, you also are within 16km of the next gate. Again, you don’t have to fight. Just defend and run.

If you make the next jump, the final area is your disabled vessel with about a dozen fighters flying around… but these aren’t the rough customers of the last area, in fact, these hijackers are the kind that practically explode if you breathe on them too hard. Make your moves, draw them out, fight them, its a fairly easy win.

And that’s essentially what your agent tells you to do… rescue the crew, forget the cartels.

One of my favorite missions so far. Strategy over brute force.

Can Someone Really Do That?

One thing that irritates me in games is the lack of reality in certain aspects. Don’t get me wrong, I think being able to carry a half dozen backpacks loaded with gear is actually a good idea because reality in this care would impeed fun since you’d have to keep running back to town and dropping off loot instead of playing.

However, in combat, I am annoyed with people who whiz around running at full speed and jumping like they are on crack.

In reality, if you tried to attack someone with a sword while you ran around them in a circle, sidestepping, while jumping every second, you’d be fairly inaccurate and your swings would be pretty weak. In order to get good power into a swing, either you have to be charging, using your momentum to push the blade, or you have to plant your feet on the ground to support the muscular force you wish to bring to bear.

So, to that end, I wish to introduce a little reality into the game. Movement in any direction other than toward your enemy should have a negative impact on accuracy and power (damage). Moving toward an enemy should increase power based on the distance travelled (makes horseback lance fighting a possibility), and standing still should positively impact accuracy (chance to hit). Jumping should pretty much destroy accuracy and power. However, on the other side, if you are moving any direction but toward your enemy, your ability to dodge should increase. Jumping will actually make you harder to hit.

Now the question is “Well, I could just be jumping when I’m defending and stand still when attacking. Right?” No, not with any noticable effect. The jumping, or moving away from an opponent, would cap fairly quickly and be only a small modifier. The attack bonuses would be greater the longer you stayed still (or charged). So the end result of the proposed scenario would be “You’d be a little harder to hit, but have almost no attack bonus.”

It makes the combat engine very complex, and means that reduction of client/server lag is of paramount importance, but I think it would make for a much better game, especially in PvP.

Love Monkey

While the show Love Monkey was on, I praised it. I dug the show and its stars, I even dug the music they put on it. It was a fun quirky show that I just could not get enough of. I found out that it was based on a book by the same name, so after the show got canned, I saw the book in the bookstore and decided to pick it up.

A while back I reviewed “On The Road” by Jack Kerouac. Basically, I thought it sucked. Sadly, I feel pretty much the same about Love Monkey. The TV show was great, but this book is… its rambling diatribe on things that just aren’t particularly funny to anyone but the author.

In the show, Tom Farrell worked in the music industry, had a tight group of friends, and was smitten by a woman he worked with. In the book, Tom works for a tabloid, has a loose group of acquaintences, and is completely obsessed with a woman who works for the same tabloid but rarely actually sees.

Much like my trip through “On The Road” gave me a few personal insights and new outlooks, “Love Monkey” gave me a dozen of laughs. At 368 pages, a dozen of laughs is pitiful. This book just… it… I… ah… jeez, I’m drawing a blank and I just keep coming back to “sucks”.

Survey: Question Number Three

In most MMO games today, your character has lots of hit points and you get hit a few dozen times before you go down. In pen & paper systems, your character tends to have lower hit points and depends largely on misses, blocking and resists to survive; getting hit a couple or three times can put you in the dirt. So the question is, which system would you prefer to play in, one where you have hundreds or thousands of hit points and get hit for small amounts often and large amounts infrequently, or one where you have dozens of hit points and get missed mostly and hits are more critical in nature?

To a degree, playing in a large number system is more… calming. I get hit and I shrug it off. I have 5,000 hit points and the monster I’m fighting only hits for 50, so I can get hit 100 times before I fall. Mathematically, it allows for a steady, normalized, progression of damage that leads to character death. With the occasional spike of spell damage to keep you on your toes. However, like other things, I’m a bit tired of this system because it is so prevalent.

The other method is more tense. Miss, miss, miss, block, dodge, miss, dodge, miss, block, HIT! Crap! I just lost half my hit points! Miss, miss, block, miss, block, block, dodge, miss, miss, dodge, HIT! Almost dead! Not gonna make it! Block, block, dodge, miss, dodge, miss, miss, miss, miss, dodge, block, enemy falls over dead. Whew! I made it!

I don’t know. It just seems to me that if it worked that second way, I’d care more, I’d be less tempted to do some AFK fighting. What do you think?

100,000

100,000 miles of gas guzzling goodness!No, I’m not celebrating 100,000 hits to the website or anything like that. Today my car crossed the 100,000 mile mark on the odometer. It seems a bit odd to think that I’ve driven that much when you take into account that I’ve only gone outside the Atlanta area in the car maybe a half dozen times at best. 5 years… that is 20,000 miles per year, and almost all of that is driving on highways 75, 85, 285 and 400, going to and from work. My Jeep Cherokee is pitiful… I love the car, mind you, and its never broken down or given me any trouble, but its guzzles gas like its going out of style. A hearty 18 miles per gallon… and at an average price of around $1.50 a gallon for gas over that time, I’ve spent over $8,300 dollars on gas in the last five years.

Wow… there’s so much I could do with that money… even half that money. Perhaps I need to seriously consider a new car…

And sometimes they do it wrong.

After such a glowing view of the new GM events in EverQuest, Verant goes and has a 7 hour patch. No wait, a 9 hour.. make that a 12 and a half hour patch.

But I supposed they were due. The last half dozen patches have actually finished BEFORE the deadline. I guess something broke today.