CSM9 Report: Week Twelve

It is but two hours since I stepped out of what must have been the hottest helicopter in living memory. It was like a sauna. I am now zooming my way through the Scottish countryside towards a Glasgow buzzing with the excitement of the Commonwealth Games. No-one is sat near me on the train. That is wise. I currently smell like the average attendee of an MtG event. Anyway, you don’t want to hear about my travelling travails! You want to hear all about what CSM9 has been up to in the past week…

Crius Crisis

‘Crisis’ is a bit strong to be honest but it just made for a clever wee title so I went for it. And yes, a lot of you are unhappy with the latest Eve expansion. Those of you who aren’t industrialists feel that there isn’t a lot being brought to the table for you. Those of you who are involved in the making of goods and ISK suggest that Crius brings as many problems as it solves. To those of you worried that Crius has somehow taken away from spaceship development,¬†understand that for other things to happen in Eve – a nullsec ‘fix’ for example – this needs to happen first. As per the slide Seagull showed at Fanfest, the changes implemented in Crius are all part of a bigger picture. The cool thing is, even if you do feel like you have somehow been short-changed, you only have six weeks to wait for Hyperion and whatever goodness it brings to the table. For those of you who were keenly awaiting Crius and are of the opinion that some of the changes are a misstep – both CCP and CSM9 are closely monitoring the Features and Ideas section of the forums, as well as keeping a close eye on articles and blogs throughout the community. We are aware that key complaints include refining concerns, POS installation fees and Mineral Efficiency becoming Advanced Industry. It is being discussed between CCP and CSM9 and when we have further news, we’ll let you know. In what is becoming a regular refrain in this column, Wheaton’s Law applies – keep it constructive if you want your opinion to be valued. If there is something that has been missed or needs iteration, again, the cool thing is you don’t necessarily need to wait six weeks to see a fix.


Not a MisstEP

Another wee play on words there – don’t say I don’t bring the jokes too. Anyway, you may have noticed a wee mention in the previous section for CCP Seagull. Well, in other news this week, it’s been confirmed that she is the new Executive Producer of Eve Online! I haven’t spoken to a single person yet who feels this is a bad move, or that she wasn’t the obvious natural success to Jon Lander. From a CSM perspective, she has been incredibly open and honest towards us, always available to discuss concerns or issues. And she has proven to be incredibly open with the community too! She carried out a very cool AMA over on reddit yesterday, which I highly recommend¬†checking out. It’s finished now, but there’s a lot of very tasty information to be gleaned from some of the excellent questions asked by the player base. There’s always the possibility that her continuing community outreach may find her visiting some other websites in the not too distant future… Oh, remember last week when I said… One feature in particular is going to be huge for a massive percentage of the New Eden population. When it hits TQ (it won’t be Crius), there will be much joy. …? Yeah, Seagull may have spilled the beans on that one. Told you so.

Skill Shot

Skill queues have been a hot topic in the past week. There seems to be an ever-increasing conversation towards moving away from the 24 hour in-client queue we have at the moment. Sugar Kyle wrote a very interesting post on the subject just a few days ago. Go read it and the comments from her readers too. There appears to be two main proposed solutions. The first is to simply increase skill queue length from 24 hours to an as-yet-to-be-determined length of time. There is an argument that doing so would lead to people logging into Eve even less. People like Jeg would rejoice at not even being forced to log in once every week or so to plug in another long skill. The counterargument of course being; does it make a lot of difference to New Eden of the likes to Jeg jumps in once a week for a few seconds or once a month? Once every six months? The second solution is remote skill setting via CREST and the use of some form of web interface or app. This ostensibly removes the need for the Eve client itself to set queues. With that¬†option, you could leave the queue length at 24 hours but you completely remove the need for our guinea pig Jeg to ever log into client. The chances of him jumping into a fleet whilst logged in for those few precious seconds it takes to update his queue are at the moment undoubtedly slim, but it’s a non-zero possibility. If he can update his queue on his phone, he and countless others would go from ‘probably not going to log in’ to ‘never logging in’. But if they weren’t going to log in anyway, is it worth the hit when people who work offshore, such as myself, or for instance those in the military with limited internet access, would love such functionality? I don’t have all the answers, but it is an interesting topic that will to come up more and more in the enlightened age of CREST and SSO. Anyway, I am almost in Glasgow now and my body is all out of kilter in the attempt to move from nightshift back to some kind of normal awake/sleep routine. Catch you all the same time next week.
Tags: crius, ep, industry, seagull, skill queue

About the author

Xander Phoena

The good looking, funny, intelligent member of the team, Xander set up Crossing Zebras with Jeg in April 2012 mainly because he was talking too much about Eve on his other podcast. Playing the game for almost five years, Xander still has absolutely zero clue about how to actually play Eve but somehow still manages to talk a good game.

  • Kamar Raimo

    I am not the kind of guy who easily gets his knickers in a twist about changes in game mechanics. Still I wonder what the long-term trajectory could be that justifies making T2 ships more or less 150% more expensive to produce across the board.

    I wont ask you for any NDA violations, just tell me one thing: do you see a development path ahead where that price increase makes sense?

    • mynnna

      Before the patch a Tech II ship invented at ME -4 (the base value) required 150% of the perfect build value to build.

      After the patch, a Tech II ship will come out at ME2, which would be 98% of the perfect build value. By increasing the build cost by 150%, this is kept (more or less) the same; it’s actually 147% of the (previous) perfect build cost and so a slight *decrease*.

      Now because :math: it’s not always exactly the same; a ship invented at ME-1 for example was 120% of build requirements, and that same ship after crius would be ME5, or 95% of build requirements; when multiplied by 150% that then becomes 142.5%, or a ~19% increase in build cost. That 19% is the worst case, everything else falls between that (except for Tech II BPOs, anyway – they get shafted by a 35% increase. I am okay with this.)

      When they do the invention revamp next they may, or may not, correct this and restore things to their original relative build values.

      • Kamar Raimo

        I am not a manufacturer with a spreadsheet to refer to, so I only go by things others have told me. What I did hear from more than one source is that the price increase would actually come from the manufacturing costs, not the material costs. Is that correct or were they all getting it wrong?

        • mynnna

          Manufacturing costs are higher than before (not that that’s hard) but they’re not THAT much higher.

  • wartzilla

    As someone who works offshore, the skill queue is about to be the last straw for me to quit, as I constantly lose out on training due to being away.

    I have been forced to use a remote desktop solution to access my home computer in order to set a queue, because CCP does not allow me to log in with laggy satellite internet. As if this isn’t retarded enough, my remote desktop solution crapped out on me and can only be reset when I have physical access to the computer again, so this month I have lost out on between 1 and 3 weeks on all my characters.

    Back when the game was still fun to play, I didn’t mind losing my training, but now that the game is basically dead and all I do is set skills while awaiting changes that make it good again, losing those skills is basically me pissing away sub money while it happens.

  • Jester

    There’s a third solution to the skill queue discussion: go to a DUST-style accumulating SP mechanic.

    • That is the way that skills are handled in Perpetuum. If CCP turns EVE into an accumulating points system like that, I quit.

      • xanderphoena

        I should have included this as a third viable option but as Noizy says, I think it would be disastrous for Eve. Players would have literally zero reason to interact with Eve whatsover, simply sitting on accumulating piles of SP.

  • Niko Lorenzio

    Regarding Crius, I’ve said it before and will say it again, it feels like “Three steps forward, two steps back”. I am not happy with many of the changes, even the most like ones. For example, the UI is huge, lacks any settings whatsoever, and all the bells and whistles make it laggy and annoying for mass producers. The materials on the left do not display names and exact amounts without mouse over, it’s a total PITA. This is one part of EVE they should’ve kept literaly spreadsheets in space or given us a list view to use.

    At the same time, if someone asked me, would you like to go back to pre-Crius I’d say hell fucking no. Still, poor execution killed the excitement for this expansion for me and left me with “meh… at least in some ways it’s better than before”.