Archive for September, 2013

30
Sep
13

A busy week in Dust

So, the Uprising 1.5 patch is due on the 8th of October, with some neat stuff:

In addition, there are a number of events this October:

  • A “Welcome back to Dust” event for inactive players
  • Following on from the First Victory Bonus event in September is the October is for Winners event, which extends the bonus skill points to the first three match wins per day.
  • Also in the works is the Factional Warfare Challenge, where players will get prototype-level items based on their performance for a particular faction in FW matches between October 8th and 15th. This event is sure to cause some carnage.

And in the marketplace, the news is that the Omega Boosters are back. Omega boosters were originally released with special pricing during Uprising 1, and provided double the boost of the regular passive augmentations for less-than-double the price. Who knows what the price will be this time.

So, a lot going on in Dust this week.

 

28
Sep
13

Turns out that Aurum has its own currency symbol

source: PSN store

 

27
Sep
13

TSOLE vs S.A.L.U.K.I.

We attacked them tonight with our B team. We were doing quite well for a while, lag was evident but manageable, but about halfway through we all encountered massive client-side and server-side lag and dropped to about two frames per second 😦

We lost by a fairly small margin, so hopefully we’ll arrange a rematch when we work out how to avoid the lag.

22
Sep
13

Richard Garfield on “Luck in Games”

Time for a meta-post about game design.

Richard Garfield, the creator of the popular trading card game Magic: The Gathering, among others, came to Copenhagen on Friday, September 13th 2013 to talk about (ironically for a Friday 13th) luck in games at the IT University of Copenhagen.

16
Sep
13

Booda Sends His Regards: TheMittani.com banned from Reddit for vote-gaming

TMDC caught soliciting upvotes while hiding the source of the link traffic (click for full text)

Eve is Real, I guess.

from /r/eve

14
Sep
13

The Eve-Dust Link: A Matter of Agency

Hans Jagerblitzen’s latest CPM activity report is critical of the Eve-Dust link:

[…] CCP clearly communicated at the summit that the focus right now is making quality, standalone games that compete on their own merits. The resources for Dust514 will continue to be focused on improving the core game for the duration of the road map, and the feature teams working on EVE Online have a full workload this winter of their own.

This leaves Team True Grit with a backlog of amazing ideas for ways to integrate the two games, that mostly require EVE feature teams to be allocated onto those projects in support – allocation that is looking highly unlikely for winter.

This matches Jester’s take from the CSM Summit:

It’s not that the plans for the link are bad. It’s just that many members of the CSM and CPM are concerned that they’re not bold enough.

The allocation of developer time will always be a struggle, especially for a game like Dust which needs so much work done to it to even become marginally atractive to customers, unlike Eve, which has the luxury of a stable or increasing player base (and more importantly, a stable or increasing profit base).

However, like the Low-Hanging Fruit initiative that spurred on development of the Crucible expansion, Dust could benefit from some easy wins to add viability to the Eve-Dust link while taking little developer time.

I’m not going to give you a list of specific things that should be done, but I will introduce an important concept that has not yet been addressed so far in the devposts I have seen; the concept of agency.

In philosophy and sociology, agency is the capacity of an agent (a person or other entity, human or any living being in general, or soulconsciousness in religion) to act in a world.

What’s missing from the Eve-Dust connection is agency. There is no way to act independently to affect the other game.

Consider:

  • Orbital bombardment can only be initiated by Dust players; the only choice an Eve player has is whether to bombard or not. Heck, they can’t even go on a roam and see which districts have active battles without access to dotlan.
  • Dust players don’t get to choose which faction warfare system to contest, and the results of the battle only affects Eve players. Until recently, they couldn’t even choose their side.
  •  There is no other link (save shared mail and notification)

So, when Fozzie et al look at things to work on, I strongly suggest they choose features that allow an Eve player to independently affect Dust players and vice versa. The Eve-Dust link needs a lot more deliberate choices to be made available to players, or the games will forever be only bound together by helplessness.

Update: CCP Nullarbor responded on the dust forum.

13
Sep
13

Dotlan: Dust514 Districts are coming

full details on Dotlan

12
Sep
13

RubyPI, an EVE Online Planetary Interaction Tool

From Reddit:

I’m very proud to present you with the first beta release of RubyPI, a planetary interaction program like EFT or PyFA.

Awesome Features:

  • Create, edit, delete planets like some kind of demigod
  • Force planet laborers to create buildings and links for you
  • Spawn products inside buildings or expedited transfer them with fewer clicks than TQ
  • Set POCO tax rates and import/export products to launchpads with built-in tax calculations
  • See at a glance what each planet is producing
  • Share your PI configurations with your friends using the YAML import and export
  • Open source

How do I get it?

All the details are at the GitHub project page. Please report any bugs or feature requests there.

https://github.com/andrewd18/rubypi

Dev Comments:

Let’s face it. Planetary Interaction is a good, steady moneymaker, but damn it’s painful to set up and maintain. I’ve been thinking long and hard about this problem and I finally decided that I could contribute best to the community (and work on my Ruby skills) by creating an out-of-game application for building and testing PI layouts.

This release, 0.1.0, is a beta; I’ve been testing it quietly with my corpmates for a few months. There’s a lot more features to come, but I think it’s ready for day to day use. While I can’t promise it won’t melt all your Rifters, I’m fairly confident it will work on whatever OS you prefer.

If anyone has the desire to do testing and bug reporting for OSX, that’s the one operating system I don’t have reliable access to.

Can I Throw You Some ISK?

ISK donations can be sent to “Biterno Sintaph”.

Very, very nice work.

11
Sep
13

Dust 514 auto-aim examples

The Dust 514 Uprising 1.4 patch was released last week, and the most contentious part of it has been the reintroduction of aim assist. Since I’m a mouse+Keyboard (MKB) user, I didn’t know what the changes were, except that I was dying approximately three times as frequently and being killed at previously-unheard of ranges.

Helpfully, some forum-goers have compiled a video of what aim assist does for a player with a controller.

  • All suits track and are tracked equally well.
  • Assault Rifle tracks to 60m
  • Scambler Rifle tracks to 60m
  • HMG tracks to 50m
  • SMG tracks to 30m
  • Shotgun tracks to 16m
  • Scrambler Pistol tracks to 55m!
  • Mass drivers, forge guns, flaylocks and plasma cannons do not track.

forum thread

From what I gather, the aim assist works all the way to a weapon’s effective range (think optimal + falloff in Eve) which, looking at the numbers, is a very long distance. In addition, since you have lower transversal at longer ranges, the aim assist makes you more accurate at long ranges compared to short ranges, which is counter-intuitive and adds to the ‘cone of death’ effect.

I hope CCP tweaks the aim assist downwards in the next patch, because losing ranged shootouts against militia assault rifles is getting a bit old.

08
Sep
13

The Tickle Monsters’ Last Stand

The Legion finishes a successful retaliation campaign against The Tickle Monsters. After complaints of TSOLE attacking them a ceasefire was agreed to. Less than two days later The Tickle Monsters broke the ceasefire and invaded TSOLE territory. After successfully defending their land, TSOLE soldiers launched attacks on the three districts owned by Tickle Monsters. This is the final district TSOLE needed to conquer to remove Tickle Monsters from Planetary Conquest.

Source: TSOLE blog.