Archive for December, 2013

100m SP: Time and tide

On the 29th of July in 2008 I decided for the first time to try eve. I won’t go into details about my history in eve since then, but 5 years and 6720 logins later, at 20:50 18/12/2013 I finally amassed 100m Skill points on my Main Character. I’ll fess up and admit that I could have gotten here faster. Indeed by my calculations (ignoring learning skill changes and starting skills), a character of my age should have somewhere between 127,370,880 SP (+5’s) and 104,626,080 SP (No implants), meaning that I have spent somewhere between 4-21% of my characters life, not training, or using subpar implants. Of course having +5’s permanently in your head is an impossibility, especially for a combat character, and trying to do so would have cost me a new set of implants each of the 16 times I have been podded which is a serious amount of money.

 

To mark this occasion (and because it’s fast approaching the new year and its always a good time to wrap things up), I will be writing a series of posts on the how the 5 years of playing eve have affected both me and my characters. For this first post I will look mostly at time, closely followed with further posts on money, and the main event itself, skills. For all of these statistics I am looking at only my three currently active accounts. I do have around 3 other historical accounts, which have been disposable or temporary, but their skills and statistics are so minor compared with the main two, I doubt they will make much difference. So without further ado, let’s get on with further facts and figures!

 

As I mentioned at the beginning, I have logged into eve a total of 6720 times, with an average playtime of 33 minutes per login that’s a total solid play time of 273,429 minutes playtime (or around 190 days if that’s easier to digest). My oldest character is 2106 days old (meaning that I log into one of my accounts around an average of 3.2 times per day), giving me an average playtime per day of just under an hour. With 1437 recorded kills just on my main account (which to be fair has killed the vast majority) I have managed to average a kill every other day of my characters life. To be honest that is a lot lower that I would ideally like, but hey ho.

 

If we start to look at the characters themselves the main account has taken the vast majority of my playtime up (unsurprisingly for a main) with 116 days of logged in playtime. She has also been logged in (again on average) twice every three days of her life, with an average play time of 55mins per log in, or 80 mins per day. I find it interesting that she doesn’t log in very often, but when she does it’s for the long haul (read lagged out fleet fights).

 

My alt prime account interestingly has the main account beat hands down on the number of logins at 3521 times (~500 more than the main). This is unsurprising, as this account holds my trader and PI specialist, who I log in pretty much every single day. This means that since this accounts creation in mid-2009, I have logged into it on average just over twice per day. However the regular, but quick nature of the traders logins does show with the average playtime per log in at only 30 mins each, or 1 hour played per day of its life.

 

Looking at just under a half years solid playtime some people might ask if a video game is really worth so much of my life? Or if the money spent on the game is worth paying? Obviously, as I have spent this time, and my subscription fee on the game, I disagree. By my best calculations I have spent ~£1500 on eve online (inc PLEX, sub and the collector’s edition). Which means that I’ve paid around half a penny (GBP) per minuet spent in game, which actually is around what I spend on most non subscription games. Outside of gaming, the cinema costs around £7 (optimistically) per film, which average around 2 hours. That works out at around .06 of a penny per minuets entertainment, slightly more.

 

There are plenty of other forms of entertainment which are both more and less expensive than eve has been for me, but that point which I am trying to get across is that although £1.5k sounds like a lot of money, when you look at it in terms of cost/minute and compare it to other forms of entertainment, I don’t think it’s that bad. Furthermore this doesn’t take into account the hours of time I have spent out of the game planning, scheming, reading, learning and generally engaging with what is, at the end of the day a wonderful community.

 

I would much rather spend that money on an intellectual and challenging video game, than rotting my brain watching The Fast and the Furious MXC.

 

Fly for an age,

 

Hark

Bah Humbug!

And just as eve starts to liven up a bit, Christmas happens, and things start to die down! Typical. On the plus side the war shows no signs of dying down, so hopefully things will pick up again post-Christmas to bring next month up. That said, this past month has been something of a good one with 109 Hours of gaming, of which almost exactly half (56 hours) was spent in eve. What a good time. That playtime gave me a good tally of 131 kills most of which came from some very close to the line Capital Operations. It’s been fun!

 

The industrial Character has also seen a fair amount of playtime this month, with preparation for the next batch of T2 items well underway. Unfortunately her capital is a little bit low, as I have been lazy in my sell orders. Nothing a quick trip to the local trade hub won’t fix though. I Still hold hopes that this character might become profitable (She needs to make 120m to break even without including the time spend or the Account cost >.<) in the first few months of next year.

 

Xa has been pretty inactive recently, with next to no exploration or FW done, despite my talk about getting an Astero. Perhaps that will be a new year’s present to myself, in an attempt to get her active again. This said her lack of FW and exploration is somewhat explained by the fact that I downloaded jEveAssets for the first time and discovered just how much ISK I have tied up in unused assets all over new Eden. Thus I have been collecting all this trash and selling it over the period of this month. Unfortunately this has required a lot of hauling, and sitting around waiting for items to see at reasonable prices. It’s been worth it thought, So far I have raised 1.5bn, with an estimated 1.5Bn left to go (including a random X-type I have lying in a mission hub for no good reason…).

 

Trade has also been brisk this month, with a noticeable trend of large high cost items being bought and sold with a higher frequency than normal. Lots of people buying themselves (or others perhaps) presents has helped my wallet to the order of around 2bn (not including the assets sold by Xa). A pretty good month all in all.

 

That’s all for now, although I will be posting a good few posts in the next few weeks, including a yearly wrap-up, and a series of posts on what will be a massive landmark for my Main Character.

 

Untill then,

 

Fly with a festive launcher,

 

Hark

 

 

Interception

If you had asked me a month ago if the changes to Interceptors would see me returning to these wonderful little ships, I would had said “Sadly not”. I would have then gona one to add that the 20m+ cost of new clones along with the expensive implants in Hark’s head means that flying fragile ships is on paper a not worthwhile risk.

In practice however, it turns out that the changes are just enough to tempt me back (at least for now). I should point out that interceptors have always held a special place in my heart, as I began my 0.0 experience flying tackle for ED during their finals stand back is Etherium Reach. So when we saw Interceptor fleets being announced post Rubicon, I decided I would throw caution to the wind, and try them out at least once. My goodness am I glad I did.

Inty fleets are amazingly good fun, and perfect anti-ratting operations. Back when we lived in the NC we used to do regular “Fishing” fleets, also known as “shot-gunning”. This was where we used ships like Assault frigates to roam into enemy territory (hopefully moving fast enough to confuse Intel channels) to enemy hubs. Here we would all jump into system and scatter at random to locations where we might find enemy carebears doing their thing. This coupled with a dictor parked on a station to catch people trying to panic dock got us a good few kills. However this was generally a lesson in Darwinism more than anything as only the stupid/slow ever got caught. Interceptor fleets operate on this same principle but surpass the old model for several reasons:

 1. They are exceptionally fast in warp
It’s pretty easy for a ceptor’ fleet to cover tens of jumps in a handful of minuets. This means we can move faster than the speed of information, so we catch ratters unawares. It also means that we can move faster to the hero bait ship a few jumps away, and still arrive before he dies. Finally we can overtake people who try to run away from us. On one of our fleets, we landed on grid just as a Raven warped to a gate, we followed his warp and beat him to the gate by a good 5-10 seconds needless to say he then died.

 2. They are exceptionally fast in sub warp
Engagement gone sour? No problem, just align to the sun and coast out of trouble. At several points we outstayed our welcome on grid, and had to extract quickly. In a normal fleet this could have been fatal, but in Intys, we didn’t even have to warp out to get safe. This also means that should you look like you’re going down, your chances of getting your pod out is pretty good. Even under scram and web, if you are quick you can coast out of a bubble to allow your pod to escape.

3. Bubble immunity
It’s obvious, I know but this has an unexpected ramification. You can go on an Inty fleet even if you know you only have 10 minutes till you have to walk away from the PC. When the time comes to leave fleet, you can simply find a quiet location to log off, and be safe in the knowledge that to get yourself home safe you need only worry about insterlocking gate camps on the way.

The Inty gangs have been amazing, and despite the worry of a pod-mail 5-6 times the ship loss mail, the allure of speed and easy kills is just too much to resist. Especially with kills like the afore mentioned Raven possible. The Inty fleets also got me the funniest kill I have had in a very long while where we destroyed a Rapier who though he was safe to engage in Station docking range. He had carrier providing reps against our 30 interceptors: and went down after hull tanking the reps for a good couple of minutes.

The interceptor change has been fantastic and without doubt my highlight of the Rubicon expansion.