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The Pretty Idiot's Guide to Human Space: Rugen (part 1)
The salvo of coilgun shells smashes into the complex of bunkers on the opposite riverbank, sending a spray of charred dirt, sandbags, and timber flying into the air. A sloped bastion caves in, burying the rifle pits at its base. One leg of a watchtower is blasted away and the whole thing sways drunkenly before twisting and collapsing across the trenches, the flagpole on its roof somehow landing upright and leaving the enemy's blue-and-gold standard waving in the debris-laden breeze. The Human artillerymen beside me let out a cheer and jump up and down, slapping each other's outstretched hands. The army of Humans watching from beyond the battery all jump around and cheer, too, their yells loud even compared to a half-dozen high explosive shells. And... so do the Human gunners on the hillside across the river, and the army behind them. They all cheer and applaud. Even though they are, in fact, the enemy whose defenses are getting blasted into pieces the size of a poet's paycheck by the aforementioned coilguns. So... I cheer my lovely green head off right along with them, because things are exploding and stuff is burning and apparently the Humans on this planet just generally approve of that sort of thing. My name is Solontha reValthinna, and I'm the Felra who goes to the places nobody else wants to and learns about them the hard way so you can learn about them the easy way. That's my angle as an author, and that's why I'm the Pretty Idiot. ---- "Solontha, darling, I've got just the destination for your next Pretty Idiot's Guide!" My business agent only sounds that chirpy when she's found some new way to try to get me killed. I'd like to think it's because the more trouble I get into, the better the resulting books turn out. That, or she still hasn't forgiven me for that topless dance I did at the Publishers' Guild dinner party she took me to. In my defense, they provided the liquor. I just happened to drink a lot of it. Also in my defense, my topless dancing is godlike. "Not back to the Tarq Imperium, I hope? They said they'd shoot me if they ever caught me inside their borders again." My agent clucked at me. "They said no such thing. They just heavily implied it. And that was only because you wrote that they were a bunch of pointlessly brutal totalitarian fuckwads." I snorted. "That's right. And it was the 'fuckwad' part that they objected to." "Nobody likes being called a fuckwad, Solontha. Fuckwads least of all. But, no, I'm thinking we send you to write about a Human planet this time." Humans? Interesting... The few I've known, I've mostly liked. Well, I don't hate them, anyway. And they look kind of like us Felra, at least a little bit. If you took a Felra and eliminated everything behind her forelegs -- and kept her from dying from lack of some important organs, obviously -- you would have something that still doesn't look particularly like a Human. So, dye her green skin an earthier color, replace her beautiful tresses of feathery-branching tvan with coarser, single-stranded hair, remove one pair of breasts, and take a digit from each hand. She still doesn't look quite Human. Make her face a bit rounder and flatter, thicken her bone structure, and Congratulations! You've surgically converted a Felra into something that could possibly maybe pass for a Human in really poor lighting. Also, you're a sick fuck for doing such a thing. Point being, Humans are sufficiently similar enough to us that they can be cute, in a goofy bipedal sort of way. And immersing yourself in an alien culture can be more rewarding if you can also immerse yourself in some attractive alien nookie along the way. Any aspiring travel writers who are reading this can consider that a pro-tip from the Pretty Idiot. "So, any particular Human world? Somewhere with casinos, maybe? Or some place run by the Church of Giving Money, Liquor, and Carnal Pleasure to Sexy Alien Visitors?" That last bit caught my agent off-guard. "Is that an actual religion?" "If it was, do you think I'd still be working?" "Of course you would. You love travel, trouble, and remunerated smart-assery too much to just quit." Ah, I'm such a lucky Felra. Most agents charge extra for that kind of quality banter. "The place I've got in mind for you is Rugen, a frontier-level colony world well off the outer fringe of the Arm." "The tail-tip of nowhere, in other words. And what's the attraction for a Pretty Idiot to play tourist there? Societal collapse? Rampaging Felra-eating predators? Pandemic-level clown outbreak?" "How about the longest-running ongoing war in the Known Galaxy? Two hundred eighty-seven common years and no end in sight." Yow. I'm passingly familiar with war, having wandered through five or six of varying size and awfulness while sightseeing -- and writing about said sightseeing -- and three centuries is a lot of war, especially confined to one planet. I could only imagine how that could twist and scar a world and its people. The devastation. The tragedy of wasted lives and resources. The sheer dysfunctionality of societies raised for generation after generation on bitter vengeance and the never-ending march towards victory and a peace they can no longer even properly conceptualize. A world of bloodlust, paranoia, and the threat of sudden brutal death staining every moment of every day. Why, the possibilities for misery were endless. It sounded perfect for a vacation getaway. ---- I took regular commercial liners as far as Thielbarra, but had to buy passage from there to Rugen on an independent freighter that was slightly more reputable than a spaceport prostitute, just not as hygienic. There were only three other passengers headed to my destination, including a Kreevin botanical researcher who ignored everybody and a not-very-sober Zharg who worked for one of the big interstellar communications providers and who must have fucked up his job just badly enough to get sent to an isolated hole-in-the-void posting, but not quite badly enough to be fired. I ended up sharing a cabin with the only other quadruped, an adorably optimistic Iraitrian missionary who was going to Rugen to set up a temple to the Harmonious Gods and try to get a congregation going. Being the cynical agnostic wretch that I am, I just had to ask how much demand she thought there would be for a doctrine of cooperative religious pacifism in the middle of a war zone. "You offer food to the starving, not to those with bellies already full," she told me. "Our beliefs are meant to be applied in the world, not just agreed with in the temple." And did she expect to end the war all by herself? "I hope to make a difference to someone. Whether it's by teaching the Way, by being an example, or just by offering a person who needs it a roof, a meal, and a sympathetic ear. If even one person considers their life to be better for having known me, my mission will be worthwhile." Damn. I had been entertaining myself with the idea of flirting mercilessly with her for the whole trip, but all that earnestness. All that simple, undeniable goodness. Even my cynicism and libido combined couldn't look that in the face. So I flirted with the ship's captain, instead. Not that there was any real challenge in it, as despite Felra not being four-armed lizard people, Jixavan males are completely enamored of our tails, which are both more voluptuous and generally more exposed than those of their own females. Pro-tip from the Pretty Idiot: if you're a Felra and need to manipulate a Jixavan guy, buy one of those tail-stockings their women wear. Even the biggest ones will be too tight and short for you, so cut a bunch of slashes in it and pull it as far up your tail as it will go. Then wear a skirt short enough to expose the top hem of the tail-stocking and enjoy your newfound powers of persuasion. I ended up getting twenty percent off my fare and three marriage proposals. Captain Akothin had made a few runs to Rugen before, so I was able to ask him some questions about the place. If you've never read one of my Pretty Idiot's Guides before, part of my schtick, if you will, is lack of prior research regarding the places I go. My self-imposed limitation is that I can only obtain information by seeing for myself or asking someone with firsthand experience. No encyclopedias or hyperweb research. That media stuff is, at best, quarter-truths and agenda-driven grazershit, anyway. By going into a place without 'knowledge' of it, I go with fewer preconceptions. That's the 'Idiot' part of the title. The 'Pretty' part is because I am. And if you have to face life as an idiot, it really does help to be a pretty one. The good captain had never actually made planetfall on Rugen, always conducting business from orbit. Sensible. Boring, but sensible. I therefore confined my inquiries to spacers' matters. Like, were we going to have any issues with pirates or paramilitaries on our way in-system? "No pirates. Not enough shipping in or out for those guys to make a living raiding it and too far from any active lanes to make a useful base. Pirates operating across star systems have to really watch their fuel expenditures." Captain Akothin then proceeded to give a suspiciously well-considered dissertation on how to turn a profit in space piracy, which I will not share here but have filed away for future reference should too many of my books bomb on the market. And as for paramilitary ships affiliated with the warring factions? "I've never seen any." What about orbital defenses? Would there be minefields to be tensely navigated? Would we be subject to stop-and-search by military patrol craft? "Rugen's a frontier-level system." The captain looked at me like I was a moron, albeit a moron with an incredibly sexy and distracting tail. "There ain't even a transshipment station, just a few cheapo weather and comm satellites. I just put the ship in a parking orbit and they send shuttles up. But it's not like the shipments are ever so big you'd need an orbital dock anyway, and shuttles are fine for passengers. Of course, that also means no orbital repair yard and no fuel depot, but that's not much worry since Rugen is just a long detour off our Thielbarra-to-Rialto route and I always do a refuel and refit at Thielbarra for safety's sake and, um, will you marry me?" ---- The shuttle ride down was as uneventful as such things generally are and afforded a chance to take in the view of Rugen from medium-high orbit. It was not a particularly exciting planet seen from 18,000 miles above its equator -- under the sparse clouds, some smallish seas, broad smears of iron-red in the right places to be deserts, accented by patches and streamers of an odd green that was almost an indecisive blue, and some blink-and-you'd-miss-them polar caps. But the thing is, it doesn't make a damn bit of difference how many planets you've seen out the porthole, or how much of an undifferentiated dirtball the one below you is. There is no such thing as 'ordinary' when it comes to the sight of a whole damn world suspended in space right in front of you. It's a moment of magic, every single time, and anybody who says otherwise is lying, or is a soulless shithead. Or, since those aren't mutually exclusive, they could be both, like a corporate journalist or a Rybathi. I used the flight time to mentally review what firsthand knowledge of Humans I possessed. Pro-tip-slash-caveat: members of a species often behave very differently in their own polities than they do in foreign or more cosmopolitan settings. Expatriates or visitors to your world are typically trying to get along in your society and tend to adjust their behavior accordingly. Their behavior when they are in the majority and they get to decide what's normal may be radically different. That said, there were a few truths I felt comfortable in ascribing to Humans in general based on experience. For starters, sexual dimorphism. Humans born biologically male or female remain that sex, unless medically altered. Females are usually smaller and are the ones with slightly inadequate breasts. Males tend to be bigger, stronger, and coarser-looking and, like most mammaloid males, have completely inadequate breasts. This dimorphism leads to the most basic social structures being built around male-female pairings and their offspring -- family -- rather than the looser pack-based structure of Felra. These family structures appear to have a relationship similar to, though vastly more complicated than, the Felra mother-daughter bond. Basically, if you wrong a Human, you may face retribution not just from her, but from her entire bloodline. Except sometimes you won't, because, like I said, complicated. Second, though many Galactics tend to use the terms 'Human' and 'Terran' as synonyms, Humans emphatically do not. Among Humans, the word 'Terran' refers specifically to an inhabitant of the Terran Commonwealth, the oldest, largest, and apparently most detested Human stellar nation. Humans who are not Commonwealth natives tend to have negative reactions to being called 'Terrans'. In this context, the term 'negative reactions' seems to cover a range from 'cold and profane verbal correction' to 'assault with a power-nailer'. Maybe this trip would offer a chance to find out why that might be? I'd also been told that actual Terrans react poorly to being called 'Human', though I've never met any Commonwealth Terrans and can't say for sure if that's true. Third, Humans tend to be territorial, and therefore possessive. They have a strong impulse to guard things they have laid claim to. Don't try to make use of anything a Human regards as their own without asking permission first, even if you intend to give it right back. This impulse extends quite strongly to their romantic or sexual partners as well and attempting to bed, or even flirt with, a Human who has been claimed by another will tend to be met with hostility. You could try asking for permission, I guess, but that just seems to lead to socially awkward hostility. And if you don't know why socially awkward hostility is worse than the regular kind, then obviously you've never been in a fistfight with a drunken Dahu who was sporting a clingy wet kilt and a massive erection. next **** More Known Galaxy stories
Why Goons are the "Good Guys" of Eve - An essay by Asher
Quick note: This post took me a long time to write, many hours between conception, editing, and execution. If you would be so kind as to not downvote it strictly because you disagree with me, I’d appreciate it. If you think this is a low effort post, or doesn’t contribute to discussion, then please do. This started out as more of a bullet point list of reasons but as I rewrote it became more of a story of my experiences as they relate to Goons. I hope you all enjoy it more this way. One of the conceits of the war from the PAPI front is that “Goons are the bad guys of Eve”. I’ve found this narrative vexing, because over the last five years I think Goons have swung from comical Eve bad guys to the best of the large alliances in Eve. I’ll explain why I believe this is so. But first let’s address some things: One of the disadvantages of being around for so long is that we have to carry around all of the bad baggage from years past. There are a lot of “old twitter posts” some of which are pretty awful. Bad people, bad memes, and the like. Some of it is just stupid in retrospect, some of it deeply embarrassing. The positive news is that I think the alliance has become the leading example of what a large alliance should be in the game. Good to its members and a fun adversary to an outsider. Going back to 2015 Goons had gone through 1 “cultural revolution” which had defanged a lot of the casually terrible stuff that was common in Eve back then (ie: jewing was a common term for ratting/krabbing) but still had a lot of vestiges that wouldn’t be fully swept away until cultural revolution 2 (where we probably landed on the side of too heavy handed, but that’s a story for another day). However it was, in my opinion, peak “bad Goon” in terms of gameplay philosophy. Sion had just pushed the Viceroy plan - something I considered one of the most ill-conceived efforts to get content in quite a while. “Helldunks or blueballs” was the byword, and Reagalan snapping the phrase at some unremembered skirmish commander saying just that was the talk of the Eve subreddit. Spin was, in the most generous terms, pretty far-fetched. Line members were considered pretty dumb and the apparatchik were fairly devoted to passing down the party line. At the time I was an up-and-coming FC. I had already formed my Reavers SIG about a year before in Oct. 2014 and had won some heavily outnumbered fights against most expectations. I was getting a big push from alliance leadership and kept winning fights as I got sent out on mainfleets I was quickly got promoted into bigger roles to the point where I was running main fleets as the main FC. Laz was mostly AFK after winning B-R5 and trying to do the streamer thing, but still around for big fights. Not long after Vily left Goons. A few months later Endie, Elise and others would start aggressively lobbying me pretty hard to leave Goons and I started getting BIG CASH OFFERS on the table from other people as well. This was the start of the Casino War. At this point I think Mittens started sensing the sharks circling and promoted me to ‘skymarshal’. This is a mostly tongue in cheek position but one that meant you were in charge of the Goon military. At this point I had a lot of problems with the way some things were being handled in the alliance military, but I was fully committed to making change from inside rather than leaving my group behind (I had only been playing Eve seriously since 2013, but I’ve been a Goon since the early 2000s). One of my biggest problems was the “helldunks or blueballs” philosophy. I thought it was a great way to win one war but a terrible way to retain members. During much of 2015 I had the feeling that we were rotten to the core, that our strength was mostly fleeting. Although there were some specific moments that I felt could have stopped the Casino War before it started, (mostly by counteracting SMA’s mind boggingly bad decisions) I felt that theViceroy program and the disasterous lowsec campaign had already exposed a lot of our weakness to the whole galaxy. Despite the losses, the Casino War turned out to be a huge boon to Goonswarm and our allies that stuck with us. It got us out of Deklein into Delve which was (at the time) much better space. We would have never got rid of Deklein otherwise. It taught us a lot of lessons about sprawl and not fighting over-extended. It showed us the flaws in our organizational structure. But most importantly it opened minds to re-evaluating certain dearly held doctrinal beliefs. One that I wanted to challenge almost immediately was helldunks and blueballs. I felt that our guys being generally unchallenged lead to us having great numbers of fair weather friends who could be relied on for dunks but would split when the going got tough, both in Goons and throughout the other alliances in the CFC. In our exile to Saranen, we saw exactly that. My doctrinal belief was, and still is, that regularly placing your guys in tough positions results in better pilots and in people who are happier overall. We grow personally and as a group by overcoming challenges. A helldunk is a Pepsi Cola. A struggle overcome is a 14 year old scotch. After the Casino war we moved to Delve and were in pretty bad shape resource wise but you knew every person who stuck with you was true blue. I’ve never had more fun than my days in Saranen as the war wended its course to an end, and part of that reason was you knew that every person who was with you in Saranen would ride with you against all odds. I was determined to capture the ‘Saranen Spirit’ for people who were there and for those who would start playing or join us later. It took a while though. When we first arrived in Delve PGL followed us there with the goal of destroying us once and for all, but by this point there was no fat left. Every single person was battle hardened and the money and will to follow us had run out. We stopped his campaign pretty quickly. Change came slowly at first. We had a lot of wounds to lick, a lot of data to process and people were just tired. The first turning point against helldunks/blueballs came with our Hakonen deployment. We took a shot at Tribute with just carriers and dreads versus an enemy supercap force that clearly outnumbered us. It was a very fun deployment for us but we did eat a ton of negative publicity about how “bad” we were. I think it bothered Mittens a bit (maybe a lot) and I don’t think he had yet realized the value we gained out of it. After seeing GOTG’s impressive subcapital and supercapital contributions during the Hakonen deployment, we decided to deploy some of our combat SIGs to Pure Blind to begin harassing our enemies on that front, once again committing to an offensive in a deliberately handicapped fashion. For almost a year, we whittled down multiple alliances with relatively tiny subcapital fleets and the odd dreadbomb. All of this built up to a climax in 2017. X-47 was one of the most consequential fights in recent memory, and once again we put ourselves in a rough spot to get it. We started the titan fight with dead-even numbers against an enemy with Keepstar advantage and all that entails. Less remembered but even more significant was the oppressive tether doomsday bug/feature, which put our super fleet at a significant disadvantage. In the armor timer, we gave them the opening volley and it started off really poorly for us, but we ended up pulling out a victory. The hull timer was a much more lopsided victory in terms of Titan kills, , and the Keepstar death all but ended serious resistance in the war. Still, I remember the anxiety going into the fight, I don’t want to sound over-dramatic but I spent the whole night before prowling my house, unable to sleep. I had figured out the value of the Imperium supercapital fleet and it was in the millions of dollars if you converted it to plex. It’s a huge amount of pressure on the shoulders of the FC to know that if you mess up you could lose that for the people who put their trust in you. It’s also a very small group of people in video game history who can make a statement like that so it’s a fun and unique cadre to belong to and my respect to those of you who have shouldered that burden before. Throughout all of these campaigns, I think it became more and more clear that this new military philosophy was the superior one, and ditching the ‘helldunk’ strategy was the correct move. Over time I slowly pulled Mittens towards my view point on this - that there is something of more value than just numbers. Our doctrines started evolving too. This might sound comical, but for a long time Goons had avoided cap chains. It was thought that the Goon line member couldn’t handle it. Now when I see our fleet spreading ewar really effectively, and our very effective cap chaining logi, and multiple FCs all doing different tasks, I can’t help but smile. Hard work pays off. After X-47 we wrapped up that war and went home. We would come back in the not too distant future to finish the work we had started. We expected a stronger response in Tribute, but after an initial hard fight the regions were vacated and we glassed it. Unlike every other group in the game, we didn’t immediately find some renters or delegate an underling to occupy the space. We left it fallow and a really healthy ecosystem of small alliances has flourished. We didn’t know exactly what would happen in this space, but since we left Deklein we have very conspicuously and openly avoided taking space and sprawling out. And I was very satisfied to see what can happen when you leave some space open for anyone to use. After that last northern campaign, we went home again during the chaos era before we started our GEF campaigns the following year. Once again, we deployed against superior enemy numbers with capital superiority and fought outnumbered in two separate campaigns. At this point it felt like we had burnt away all vestiges of helldunks or blueballs. Coming into July I had this short convo with Mittens, and I think it illustrates how our relationship has grown and the trust that you can build even with people who initially had vastly opposing views on how things should be run: https://i.imgur.com/YyIE1bs.png I’d like to address a few more points that I think lie strongly in our favour: Supercaps – Goons have been opposed to them for as long as I can recall. All our CSMs have publicly come out in favour of them being nerfed, even though it’s long been to our strategic benefit for them to be strong. Over the last few years we’ve lost people in comparison relative to other alliances. Some people have aged out, some didn’t like the way we fought wars and went to climes that agreed with them more, but we’ve always had the most supers and we’ve constantly argued that they are unhealthy for the game. I have personally lobbied for them to be nerfed, in public and in focus groups with Devs, because it’s our belief that they are unhealthy for the game. Part of why we are being attacked is because our enemies believe that dreads can be used against titans much more effectively than in the past, and they can flex their numbers advantage in that area on us. If we end up losing because of this, we’ll have lobbied ourselves into that position. I think part of the gulf in perspective between us and our enemies, especially the TAPI FCs is that they just fundamentally view the game differently than we do. But at one point we were much closer. Vily left in 2015 in the middle of helldunk/blueball and copious spin and he’s brought the Goons culture of 2015 to Test. There’s a Test poster – who I won’t name because I’m pretty sure he gets off on being recognized – who has been making the argument that Test are more Goonie than Goons. And to him I say: I agree with you. Test have inherited the mantle of Goons and we became something else. Vily is Goons without the growth. PGL tried to destroy us in 2016 and thought we’d cave in like a rotten pumpkin because that’s what happened with his alliance. When we didn’t I believe he was shocked but he thinks it will be different this time. Well, I’m going to be the bearer of bad news for him because this group has been through much worse than we had in 2015. We have a lot of people who have been fighting consistently against people who had every advantage over them and they’ve come out the other end stronger. Will it be enough to beat 3x our numbers? Who knows, but I know these guys will be with me no matter what happens. I’ve been hearing the same story over and over in my fleets, I have pretty open comms (sorry Euros that I annoy with this policy) and people have been more reflective as of late. And I kept hearing the story from one guy after another about how they thought that Goons were the bad guys until they joined them. So tonight I asked my fleet to X up if they thought or had heard that Goons were the bad guys before they joined, this was the result: https://i.imgur.com/mJCEiS7.gif I’ve been pondering this, and wondering why people would join the bad guys. Every story varied but often people had tried other things and were unhappy and Goons were an unhappy choice initially but once they were in they saw how things actually worked and were happy with it. Some ended up by chance through a corp moving or just a friend invited them and that overcame their doubts. The point was that even though they heard we were the bad guys once they were here and got to experience our culture they saw it was different than what they had elsewhere. That’s partly why I think a lot of our guys are really passionate, they feel unfairly attacked. Now I’ve come a long way, but I want to address the 5 ton elephant in the room: The Mittani. I’m very aware that he said something stupid almost a decade ago. I addressed my thoughts in much more depth here. I don’t believe it was said with malice, but it still was an awful thing to say. However in my time interacting with him he’s always been a very passionate guy but I’ve never seen him suggest an untoward thing. He wants to win, he wants to use whatever legal way possible to do it and he’s a guy who’s shown a lot of growth personally. If he wanted to do something I thought was immoral I would hear about it and I wouldn’t support it, but I’ve never once been put in that position. I think a lot of you don’t understand that he’s a wrestling promoter. He can’t help but play a heel. He’s fantastic at it. And he’s fantastic for the game, lots of you guys on the other side want to win so you can wipe the smug smile off his face. This is awesome. More leaders should be like this, there are a few I really would like to do the same to (or have done in the past) and it’s great to have people that motivate you to fight them. The worst thing for this game would be a bunch of staid boring diplomats who didn’t inspire any vitriol. This game is about fighting after all. Another good thing about Goons and the Imperium is our diplomatic stance, although I don’t want a bunch of diplomats running the game I am very keen on keeping our words and Goons have done this more than any other group. Sister Bliss was talking with me about why Init has stuck with Goons and he said something about how every other group in the game had promised Init the world then screwed them when it was convenient and Goons were the only one who stuck to what they said and he values that. A few quick more bullet points:
Goons do not like renting. Of all the big alliances we’ve had the smallest rental program, we only reluctantly got into it when OTEC was broken and had to secure some income. We closed our rental program, but we kept out word and grandfathered our old renters so that they could stay and not lose what they’d agreed to. I think renting is a net bad thing for the game, actually very bad so I’m proud of this one. Culturally Goons have always opposed rental programs.
We forced the game into taking on all players regardless of skill point level. Groups like Brave, Horde, etc followed in our footsteps on this one. I firmly believe that getting players into groups that have the bandwidth to teach them the game with proven programs that know how to retain people is the best way to do it, rather than just hoping they join random highsec corp #1850 and hoping they aren’t run by toxic incompetent people.
Goons don’t sprawl. We’ve held 4 regions but 2 of those were more out of necessity than any desire to hold them. In one region we did the Querious Fight Club which has launched over 20 corps into nullsec alliances around the game or independently. Right now Pandafam covers 12 or 13 regions and is renting out many of them to aggressively botted alliances. If you look at the MER Frat is making more money than any other nullsec group and it’s not even close. Because of how densely packed we are our space is terrible for botting, probably the worst space in the game for it, which is another tick for us.
This is a personal one but Goon doctrines are more interesting. Screw Munnins, down with boring arty doctrines. I’m really happy we’ve been iconoclastic in our doctrinal decisions and have seen success with those choices.
So, that about wraps up my voluminous tome. What should you do with this information? Well, I hope no matter what side you were on you found it an interesting read. I’m not trying to convince anyone to not fight us. Jay and I were talking right as the war was starting about how we were in the perfect spot, no one expects us to win so if we do it’s more credit to us but if we lose it’s to be expected. If we end up back in an NPC station then I get to just replay my favorite time in Eve ever. But I hope I have shown you a little bit about why I believe Goons are one of the best alliances in the game right now, thanks for reading.
Solving the Rogue Company problem - An Essay by ZeroGKills
[Each section has a header so you can just skip to what you’re interested in] INTRO Rogue Company was released with high hopes and a bright future. Some, myself included, saw this release as the next competitive shooter to rival other free to play games. Perhaps we expected too much from the studio that brought us “Smite” and “Tribes: Ascend”. Where we saw well preparedness and thought out design from those games, we found a lack of infrastructure and confidence. Personally, I don’t think they were prepared for an TPS game like Rogue Company. We understand the difference between these games because studies have shown us that shooters aren’t all about strategy: High-end set-ups and reaction time. Games like Smite require strategy and “big brain”. To clarify, I’m not saying that an TPS doesn’t require thought. What I am saying is that shooters can reward raw skill rather than strategy. That’s why TPS games tend to see an influx of cheaters. When it comes to combating these people, it takes a lot from the company. Where their interest lay depends on the revenue being generated. Free to play games make a fraction of their money from “Founder Packs” and the majority from cosmetics. Rogue Company doesn’t have the varied catalog like most free to play shooters; Apex Legends, Fortnite, and Warzone. Since the money being generated from this game isn’t quite as abundant as other titles they’ve dedicated resources too, there’s a disparity between development and balancing. In the following, I will discuss how these problems have affected me personally then give a resolution that works best for Hi-Rez. Going forward, I’m not saying I could produce a better game or that I’m talented but these are my thoughts for a game I genuinely care about. CHEATING THE CHEATERS While browsing Reddit, I noticed a lot of people complaining about cheaters: Players using aim-bots*, ESP**, and other software that breaks the terms of service agreement. Usually I would play with the mindset of “get-gud” but lately I myself have found this to be cumbersome. The first time I actually gave up was during a match against someone using ESP with aim-bot on console. The initial reason I turned off cross-play was to prevent cheaters but it turns out that there’s an abundance across all platforms. What makes this particularly frustrating is a lack of evidence. Certainly, most match-ups where I'm completely are genuine. While there are those few that leave me wondering. Without verifiable proof, I can’t rightfully report someone. That leaves the cheater’s teammates to decide if they’d like to report them or take the win. This puts the burden of proof on you. Looking at it from the point of view of Hi-Rez it really comes down to a simple line of thought “the losing team reported this player but their teammates didn’t so we can't be sure.” That makes sense to me and I can even entertain a certain level of justifiable ignorance. Well then, how do you get proof to report someone? The answer has been around since the early days of Call of Duty multiplayer: Kill Cam. Allowing someone to see the process leading up to the kill gives valuable insight. Why hasn’t Hi-Rez released this already? Lack of responses from their community? No. Genuine negligence? Possibly. The more likely culprit? These cheaters provide a solid chunk of income. MONETIZATION AND LACK OF CUSTOMIZATION Maybe you’ve noticed the week long updates to their in-game store. Some people, myself included, just wait for that perfect cosmetic to complement our main. That could take weeks, maybe even months, with minor releases that you either purchase or pass. There’s nothing wrong with that but free to play games need whales***. The entirety of a game's income depends on how much someone is willing to spend. Normally popular titles have streamers who purchase cosmetics to add flair but Rogue Company doesn’t rank among the top twenty streams in any given day. How does a studio justify dedicating resources to cosmetics when very few buy out the store? They can’t. Most players find their niche Rogue(s) and don’t bother with unrelated cosmetics. Games like Spellbreak and Warzone don’t need a large catalog because it doesn’t matter what skin you have: you can play with it in every game because they aren’t dedicated to a single character you may or may not be able to use. Every time I log in, I wonder why Hi-Rez didn’t prepare for this. Apex Legends had the same concept of specialized characters and knew that releasing a few skins wouldn’t generate the revenue needed to sustain development. Respawn started out with dozens of interchangeable skins. Granted, these were mostly color swaps with four that actually changed their outfits entirely. Hi-Rez doesn’t need to put too much effort into creating this many variants but they can stop the bleeding by mass releasing dozens of colored variants for each rogue. Cosmetics we can purchase outside of the In-Game store. I wouldn’t even mind having to wait if they openly outlined a plan but it’s clear they’re interests are elsewhere. This is probably why development seems slow and uninventive. PLAYABLE CONTENT - A LACK THEREOF Other games have a little more freedom when it comes to new features like weapons, items, perks, and game modes. The reason Rogue Company doesn’t is because equipment usage depends on the Rogue rather than an open faced store. That’s why the Arms Race was well received. You were able to equip almost any weapon to any rogue: allowing the player to snap-change their load-out for any given scenario. Hi-Rez decided from the start to lock in the possible load-outs for players while still allowing you to pick up an enemy’s weapon. That makes balancing very easy because you’re tweaking the weapon stats based on who’s using them. This means you’ll only get to enjoy the perfect load-out once in a while. The restricted load-out benefits the company because they spend less time adding content for Rogues to focus on other game-modes, maps, and new rogues; Except they aren’t. There have been a few new releases but the content is rather slow coming because attention is split between all facets. Hi-Rez seems to have almost no plan or one that builds a little around everything at one time. Playable content is important and I understand why they’re slow but steady. They need to create a plan focused around the problems affecting gameplay and monetization before they can really ramp up production. No split-focus, no detours, just one thing at a time. IN CONCLUSION Rogue Company isn’t perfect but I don’t think I’ve ever played a game that was. We’ve seen lots of games released with their fair share of issues. The most notable being No Man’s Sky: a title which started out as a horrible mess but evolved into something astounding. Rogue Company can become a top competitor if given the chance. They need to fix their problems one at a time instead of blanketing every little thing. Work on the problems with cheaters first. Follow that up with a mass release of cosmetics to satisfy the players. Finally, dedicate your staff to new features and content. These are just my opinions and I believe the company doesn’t need my suggestions. Who knows, maybe the slow steady progression will eventually make this game something to be proud of. Only time will tell. Note to the reader -Thank you for taking a look at my essay. This is the first time I’ve written one for a game. Hopefully I’ll write a more positive one in the future. I’d love to hear your feedback; What do you think needs to be fixed first; What are your opinions on some of the stuff I talked about; What do you think I should write about next? *Aim-Bot: a program that focuses the player’s aim. Sometimes it doesn’t require manual input while most require you to at least pull the trigger. These bots also remove the recoil. **ESP; stands for Extra Sensory Perception. This program allows the user to see where the enemy is. This means they can see you behind walls and, sometimes, see your health. ***Whales; people who spend exorbitant amounts of money. Usually used in casinos as a term for wealthy gamblers. Not to be confused with the derogatory term for an overweight individual.
Genshin Impact: Don't let MiHoYo abuse you with their predatory gacha model
The reason I'm posting this here instead of Genshin_Impact is because my original post has been deleted by the moderators of that subreddit without being given a proper reason while not violating any of the rules of said subreddit. I thought I'd bring my arduous quest here, as I'm sure many of you are playing or have played the hot new flavor of the month, Genshin Impact. The original post can be found here: https://www.reddit.com/Genshin_Impact/comments/j6f1g5/dont_let_mihoyo_abuse_you_with_their_predatory/
So I originally had little to no intention of making a thread like this, instead wishing to stay silent and watch as the storm inevitably blows over. However, the recent removal of a controversial (but in my opinion, necessary) thread that generated much discussion due to a cherry picked violation of rule 1 has convinced me to act.Just so you all have some insight, I’ve played MMOs and gacha games for basically all my life since I could get on the internet (over 10 years now), and have experienced things from Nexon’s horrible monetization models from Maplestory to Vindictus, to the casino rate odds of Black Desert lategame, to being actually respected as a consumer in Azur Lane. Guess which one I’ve spent the most money on? While I love this game, and fully wish to be able to support MiHoYo for their wonderful work, the fact of the matter is that the gacha rates in this game are beyond predatory, and this monetization model they’re currently running beyond exploitive, and as a result, I find myself unable to even give a cent of my hard earned money to support these dubious business practices. Yes, you can enjoy the game without premium characters. Yes, the exploration can be completed with everything they give you for free. You can sink tens of hours into this game without paying a dime. But you can’t have the full player experience, to sate your curiousity with new characters or just have fun with the characters whose design you love, without either shilling out untold and unreasonable amounts of money, waiting almost a year for a ‘pity pull,’ or spending countless hours rerolling until you get a starting roll that you enjoy, which isn’t playing the game.When a new 5 star character comes out, are players going to make new accounts and reroll to try to get them too, abandoning all their previous progress? At this point they’ll be more obligated to participate in this predatory gacha system, by which point so you know, the pull rate get the specific character you desire off banner right now is about 0.06% (estimated), while banner has about a 0.3% chance without pity. If you want an RPG horror story, just try to calculate how many rolls on average it will take to get a specific 5 star character that you want, and then convert the cost into whatever currency you use. Then realize you need 7 copies of said 5 star character to truly experience them at their full potential. Thinking about these costs unironically makes me shiver. But in this capitalist society with which we find ourselves, money speaks louder than words. This is why I come to you all with a proposition; I ask the community to please stop spending on this game until we, as consumers, are better treated and given the respect we deserve. Until the rates and the built in gacha system are improved upon, and we are seen as real people and not just a convenient source of income from which MiHoYo can trick into this terrible economic loop, I ask of you as a community to stop buying the ingame micro transactions and the various season passes, so that MiHoYo can get the message. Yes, whales will be whales and continue to spend huge, but even whales will run out of steam (and money), and a system that’s supported by a few whales is unsustainable in the long run. That’s not to say stop playing, but just stop spending. After all, this game can be enjoyed fully as F2P. Don’t be pressured to spend by big shot streamers and YouTube upstarts pouring thousands into this game. In a separate post below, I will include useful links with information regarding gacha comparisons, rates, and the deleted thread that urged me to act and create this thread. I ask that everyone also approach this thread respectfully, and keep the discussion that is to follow respectful as well.Thank you for your time in reading my post, and I hope that it has been a constructive endeavour.
Im Beitrag ging es um das sexistische Verhalten von Montana Black
Was soll all dieser Hate. Der typ macht Patte indem er Casino spielt und streamed. Gönnt doch Erfolg... Seid doch ehrlich jeder würde gerne millionen verdienen indem er vorm pc sitzt und das tut worauf man bock hat. Ich hab nichts mit MB zu tun und hab ihn auch nie geguckt aber dieser blinde hass is einfach nur Neid. Nichts anderes und jeder der unnötig hated hat echt probleme. Edit: Ihr Mongoletten habt wirklich zu viel Probleme. Wo ist das Problem jemanden Erfolg zu gönnen. Egal ob es neue Rapper sind die hochkommen mit neuem style oder in dem Fall n YoutubeStreamer. Wenn die doch solch eine Scheiße ohne mehrwert produzieren dann macht es A: Entweder nach und werdet selber reich, so schwer is das ja nich und die Blaupause exestiert beteits oder B ignoriert Sie einfach und macht euer eigenes Ding. Ihr regt euch über Personen auf, welche noch nie von euch gehört haben oder hören werden. Ihr seid einfach nur nichts gönnende erbärmliche Verlierer. Zudem wiederhole ich nochmal: Ich habe absolut nichts mit Montana Black zu tun. Ich fahre Schiene B. Kümmer mich um meinen eigenen Scheiß. Sollten n paar hier mal versuchen soße
OOC: Below are all the published chapters of Sandman: Homecoming, for your convenience. Enjoy! Chapter 1 - The Forgemaster's Assistant Chapter 2 - The Shelf Cloud Chapter 3 - The Birthday Present Chapter 4 - The Old and the New Chapter 5 - The Son of Phobetor Chapter 6 - The Guilty and the Innocent Chapter 7 - The Son of Phantasos I felt bad leaving Camp without much an explanation to my friends, but it was like Brandon said. Sometimes people just leave Camp. I guess I understood what he meant now. “Last stop, Manhattan station. Everybody out!” I got off the bus, my now expired, expensive, one-way ticket shoved in the pocket of my signature jacket as I hopped down onto the concrete, muscling through some of the adults that had been on the trip into the city with me. My backpack, the one with the wings, was in my hand, and my Plate of Medusa was on over my shirt and jeans, but none of the passengers seemed to give me much of a glance. My dream-catcher key-chain was shoved into my pocket too. All that was left was- “That’s one hell of a frisbee, son,” the attendant said, a short, round man with a dark combover style haircut. He wore glasses that made his eyes look larger than fishbowls. He’d been unpacking the bus for the passengers, and was now holding the shield that Jay had given to me, which I took and slung over my shoulder. He continued. “And you’re wearing a… bullet-proof vest, too?” “Competitive frisbee is pretty hard,” I said simply. “You’re damn right it’s hard,” he said, a smile now adorning his face. “Don’t let anyone tell you that’s not a sport to be proud of. Go get ‘em, son!” “Thanks, have a nice day!” I waved at him, then I made my way through the terminal and into the greater city of Manhattan. I’d seen a bit of it from the bus window while riding over the bridge, but it was different up close. I’d been so used to the Greek and cozy architecture of Camp Half-Blood that I’d almost forgotten about the skyscrapers and city streets beyond the Camp’s forcefield border. They looked a lot different now then they did during the Cull, when streets were nearly flooded with blood. I wondered just how many monsters lurked around the corner, waiting to eat me when I found myself alone. I shifted my dream-catcher key-chain out from my pocket and into my hand. I got directions to The Henrietta and made my way across the city, crossing every corner thinking it would be my last. When nothing happened, and I made it to the lobby of the Henrietta, I found myself faced with a new concern. The lobby alone looked like something out of a King’s castle, with chandeliers made of more glittering jewels than I’d seen in my entire life. Rich people in fur coats came and went with bellboys following them like shadows, carrying loads of equipment I figured even the Heracles kids back at Camp would have had a hard time with. The adults, all dressed to the nines, gave me some pretty sour looks. No doubt I looked a bit shaggy, and I got the feeling that your average thirteen year old wasn’t even allowed in the lobby of a place like The Henrietta. Was I sure this was the place Albert had wanted me to meet him at? I fished around for money in my pocket, pulling out a few crumpled twenty dollar bills and some drachma in change, coins I doubted would do me much in the way of favours at the front desk. The man there stared me down like I was a stray dog. He was tall and thin, with white hair kept perfectly clean and suave. He had a pencil thin mustache of the same colour, and a fed up expression. I imagined dealing with rich people all day didn’t make you very accommodating. “Your business.” The thin man was talking to me, leaning over the pristine counter lined with gold and red velvet. “Are you here to sell... chocolates, perhaps? One of the local school donations?” “Uh, no,” I said, wondering what he saw when he looked at me, carrying a shield on my back, and a linothorax over my clothes. “I’m… uh, well, I’m meeting a friend, here.” “I highly doubt that,” the man said, rolling his eyes as he went back to his computer terminal. He didn’t seem in the mood for any further conversation. “Run along now, street rat. I’ll call security if you’ve forgotten where the exit is.” “No, that’s fine,” I said. “I can make my way out.” “Perfect. Leave please.” “Right,” I said. I felt embarrassed. Clearly this wasn’t the right place. I turned to leave, but my suspicions were proven false by the figure that now stood in the threshold of the sliding glass doors of the Henrietta. He was almost taller in person, I thought, but he was much more clean looking than the last time I’d seen him. Maybe he’d finally gotten some sleep, now that we had an agenda. Albert strode into the lobby wearing a plate set of celestial bronze. He was more shiny than the decorative furniture. His black hair was freshly styled short and clean, and his beard was trimmed down to stubble once again. His blue eyes were piercing azure in contrast to the dull orange glow of his armour. I wondered what all the mortals saw when they looked at him. “I have a reservation,” he said calmly, giving me a wink as he walked towards the front desk. “I see my friend was trying to check in? It should be under Albert Ethans. The Observer’s Suite, top floor.” “Ah, mister Ethans,” the thin man said, though he didn’t look apologetic in the slightest, simply looking quizzical as he sorted through some documents on his desk. “You’re the… Twitch… Streamer? Is that correct?” “Yep,” Albert said. He looked like he was trying to stop himself from laughing. “And you’re paying in… cash.” “Yep.” “Very well,” the thin man said, “you seem to have cleared this with my superiors over the phone.” The man turned from his computer and folded his hands, grinning wider than I’d seen most people capable of. “Your receipt should be in your bag, as is listed in your file.” “Right, right,” Albert said, and he knelt down in front of the desk. Suddenly, seemingly from no source at all, grains of sand started to formulate and solidify, like a small sand structure of a duffle bag. Albert placed his hands on the sculpture, and suddenly it wasn’t one anymore, but instead a solid bag, a bag he then unzipped to show rolled wads of cash. It looked like something a bank robber might have. He smiled at me again, closed the bag, and as quickly as it had appeared, the bag simply crumpled into the ground like any sandcastle might under the slightest amount of pressure. In a few more seconds, the sand was gone entirely, and Albert had paid for our rooms with more cash than I’d seen in my entire life. I followed Albert to the elevator, watching as he pressed the top-most button and closed the doors behind us. “What was that?” I asked, still thinking about the bag, “and… he didn’t even, like no one noticed?” “Barry, come on,” Albert said. “I’m wearing a full set of armour, and no one noticed that either. Mortals see what they want to see. That little trick was no different.” “Hell of a trick,” I said. “It’s one you can learn,” Albert said with a smile, leaning against the wall of the elevator as it shot upwards to the suites of The Henrietta. “Once the Dreamscape trusts you, it can keep things for you. Have you ever noticed how you always have your stuff when you go to the Dreamscape? The connection works both ways.” “Oh,” I said, as the golden doors of the elevator opened, and an equally exuberant hallway stretched out before us. I followed Albert, who seemed to know where he was going. I continued to speak. “Well, I’ll get practicing.” “Sure, but another night.” Albert had stopped before a set of double doors and swiped a keycard he’d gotten from the thin man at the desk. A light at the base of the doors shifted from red to green. “Tonight we’re just gonna hang out. We catch our train tomorrow.” ~ It turns out that you can do a decent amount of hanging out in a luxury hotel suite, especially when you’ve got nothing to do until tomorrow morning. Camp Half-Blood had easily been the best place I’d ever lived, but even inside its magical borders there were amenities it couldn’t afford. The Henrietta, on the other hand, had anything a thirteen year old boy could ever want. Our room had a hot tub, a crazy big TV with endless cartoons, game systems, room service - which I tried for the first time - and brochures for free fast food. It was a paradise. “There’s a place like this in Vegas,” Albert said, taking a slice of pizza and folding it in half as he took a giant bite. “The Lotus Casino, I think it’s called. Just remember that name if you ever take a trip there.” “Awesome,” I said, my thumbs fumbling over the controller as I tried to play Super Smash Bros, a game I’d played with Brandon on occasion. I was getting in a lot of practice tonight, but I was still pretty terrible. “I’ll look it up.” “Well, no,” Albert said with a chuckle, “I mean you should try and avoid it. Monsters own the place. They use it for luring demigods and trapping them with luxuries. Time works differently there, so you could be trapped for years without even realizing it.” “Oh,” I said, looking towards the clock on one of the many nightstands in our gorgeous room. It read 1:13am. I’d realized I’d lost track of time pretty quickly, which meant I probably wouldn’t survive my trip to the Lotus Casino. “Well, thanks, I’ll keep that in mind.” “No problem, Barry,” Albert said, dipping his pizza crust in some sauce I didn’t know the name of. “It’s a big world out there, you’d do well to- Wait, pause the game.” I hit the start button on my controller, and looked over to Albert. We were both in pajamas, essentially, wearing t-shirts and sweatpants. Even in something so casual Albert had a cautious, almost terrified look on his face. “What is it?” Albert held his hand out to me to silence my questions. I tried to listen for something, to hear what Albert was hearing. I didn’t hear anything unusual, but I realized I must have left the shower running, because there was hissing coming from a different room. But… I didn’t leave the shower running. And the bathroom wasn’t in that direction. “Shit,” Albert said, and he rolled off the bed to grab his sword. It was a simple thing made of weathered celestial bronze, with more dents and grooves than I’d seen on any training sword at Camp. It had seen more fights than I had, that was for sure. “What’s happening,” I said, grabbing my key-chain out from my pocket. “What’s going on?” The door burst open, and there I saw monsters I hadn’t seen since my first summer at Camp Half-Blood. I’d only barely made it away from them before, but that was before my training. Still, even with all the knowledge of combat Jay had managed to shove into my brain, nothing really prepared you for the real thing. Three scythian dracanae hissed at the threshold of our suite, and after a moment of silent pause, they pounced. OOC: Thank you so much for reading! Barry has officially left Camp! Next Time in Sandman: Homecoming A familiar face talks. Barry holds a grudge. There’s an explosion in New York.
Hi FIFA fans, As some of you heard last week, two lawyers filed a lawsuit against EA after two of their clients decided they had enough of spending money on an unfair lootbox system. Last night , both lawyers were with Psyko17 (french youtubestreamer) on twitch last night to talk to the French Community, they explained the details of the lawsuit and what to expect from it. This is going to be a little summary in poor english for the reddit community of what I understood on stream. You can still watch the full interview in french on twitch. My translation is not a 100% accurate. The main reason they are doing this is to get full transparency over what the consumer is really buying when spending FIFA Points on packs. Laws in France are very strict when it comes to lottery systems, odds need to be very clear. The fact that EA calls their virtual money "Coins" and that those can be gained through real money and also that they take a 5% cut on every card you sell is enough to have FUT be considered a Lottery System or a Casino in front of the law, EA won't be able to defend their Surprise Mechanics without providing full transparency of the pack system in the last 6 years. They also pointed out all the shady mechanics they noticed in the game right now : - Odds transparency : "<1% chance to pack a Special Card" is not clear enough and is considered unfair to the consumer. - Market and Supply Regulation : they noticed that pack weight was not random like it should be in a lottery. During TOTY, they saw that the total number of TOTY De Jong on the market went from 0 to a 100 in a matter of seconds even though the lightning rounds had begun way before. This can be proved 100% with the Pele Icon card that wasn't available in packs on FIFA16 (Edit : It was on FIFA14) and suddenly EA listed 4 on the market. And the 5% cut on every trade can be considered a Casino practice. And also they noticed that the market value of a player influences the odds of packing this exact player. - False claims/advertising : EA still uses the term "Promo" to advertise their packs to consumers, even though in France using "Promo" means that the product needs to be sold at a discounted price, which never happens on FIFA, the price of packs never change even during Black Friday where they just make tens of millions on a event that's supposed to be about saving money. - Planned obsolescence/DDA : by regulating the supply and the market EA is responsible for the prices dropping during the year. And so deciding when a card will have no more value. They also raised concerns about unfair mechanics inducing you to change team and make trades even when you have your Ultimate Team and all the best players. - Addicting/casino mechanics on a PEGI 3+ game : Pack animations are similar to slot machines animations and has a similar effect on the brain, these mechanics shouldn't be allowed on the game made for 3 years old. The risks for EA if they fail to provide answers : EA can be asked to provide full transparency about pack weight on the last 6 editions of FIFA to national administration and an investigation could be opened. If EA fails to collaborate with the law, they could be facing a fine as high as 10 percent of Ultimate Team Revenue over the last 6 years. Also they will also have to pay damages to the players who spent money on FIFA Points. And of course, actions will be taken in France to remove FIFA Points from the game. Edit : Thank you for the comments and upvotes. This post proved to me how crucial transparency actually is. The reason we, as a community, are so divided is because we give a lot of time to a game that doesn’t let us know how the reward system really works (we know nothing about packs and even in game we have to figure everything out by ourselves from unclear tactic options to lazy game mechanics). So everyone comes up with their own little theory which is always based on opinion or experience more than proved facts. We know so little about the game that we can never have healthy debate. So please don’t downvote comments because they’re not your side, explain your thoughts and hope that someone else agrees. Think bigger and realize we all here are very passionate players who all agree that the game is fucked in some way.
Suggestion - "Out of Town Preview" week every league
TLDR: Have a week of beta testing for entire player base and just reset the leaderboard, stash tabs, map, and quest progression, and all before "launch". (Note: Someone may have suggested something like this before, but I didn't see so just trying to give my 2 cents. I'm sure my idea isn't perfect and is full of flaws; like every new idea / league / game; something could be tweaked) As a programmer, I know bugs are inevitable; especially in new code which happens every league. But before we launch new features we have soft launches. If you seen Ocean's 13 then you know casinos have launches called "out of town previews" before the big day where we, the players, want to pull a Grand Heist. I totally understand if this might be a lot of effort, but I think its something to heavily consider. Every league:
there are some major bugs that get hot fixed within a day or 2
there are some minor, quality of gameplay, league mechanics updates that get patched in a week.
there are some exploits that happen can be patched before official launch
Players can:
Preview the league and learn a bit more about the mechanics. You don't have to spoil the patch notes or news before this. You can just let it be pure player exploration.
Play test new skills, get a better feel if they like it or it would be a good league start. (I personally end up re-rolling a few times at the beginning every league because I don't like how the skill feels actually playing it)
Community leaders and streamers can play test their build guides and actually see if they are good before recommending it to new players.
Racers can use it as a practice week to see if they want to incorporate the league mechanic into their strategies and also try out the skill adjustments
Devs can launch with less pressure that they DON'T need to get everything perfect on launch and get angry players raging all over reddit.
Additional Comments:
Just shorten the length of the league by 1 week and use that up front in preview. Or use spoiler week as preview & spoilers.
This Heist league, not all the mechanics are out, including things for Challenges, so if possible, lock some of the content during preview.
Cutedog says this every league start, "The real league starts 2 weeks after launch". I have to agree with that statement and think why not just use a week or 2 as an open beta. You can take the time from the ends of previous leagues. Anyways, thanks for reading. Edit1: minor grammar and slight sentence tweaks
TL;DR: I dislike having my plans ruined by RNG too consistently. How do you feel about it? Dear sub-reddit. I am a competitive player. I love playing strategic games against others wherein my tactical skill is tested against that of other players. That said I am not willing to put enough time into games to actually become good at them, hence many of my games include elements of randomness to take the edge off losing. I used to play Hearthstone a bunch. In its early days I'd go as far as to say it was my main game and I even got legend during GvG with my self-made priest deck (Including Kel'thuzad!). Played through the adventures and loved every second, especially taking on the ridiculous heroic bosses. Despite that, every expansion had my passion waning a bit more, every new release feeling like a step in the wrong direction. In League of Explorers my dissatisfaction was solidified when the Discover mechanic was introduced and I had something to specifically dislike. In principle I loved the mechanic. Opening boxes is super fun and it made each game feel different and unique. But the more games I played the more I realized how different it had become to the game I used to like. The incomplete information aspect of Discovery meant I was building sand-castles based on assumptions opponents' deck compositions only to have it ruined by an external factor they pulled out of a scarab beetle's belly (or something similar). As a competitive player it hurt my soul. Every. Single. Time. There were more factors than Discover of course. The rise of the Reno decks with their deus ex machinas of Reno Jackson vs aggro (me being a reno player, mind you) and Whispers of the Old Gods' addition of more random card generation and the god race which either resulted in OTKs (C'thun) an unclearable board (N'zoth) or a clown fiesta (We all know who this is). Despite stopping playing during Witchwood I've continued to follow streamers who play such as Trump and occassionally lurk in this subreddit to get the general gist of player opinions. What sparked me to write this piece was actually the latter when I saw a post with multiple people publicly disliking casino mage and Galakrond rogue for their random rng elements. It sparked a thought process in me. How I'd actually liked the controlled/minimalistic RNG of GvG. It reminded me of my love hate relationship with Piloted Shredder which made every game interesting and different yet largely allowed for tactical planning. So that leads me to my question to y'all: What do you think about the current state of RNG in Hearthstone? Do you find it too much? Is playing singleton inconsistent? Fun? Do you find Dragonqueen Alexstraza and some discover cards okay or do you too find them to create inconsistent clown fiestas? Do you still play? Thanks for reading
TLDR: This is an unbelievably long post, so feel free to scroll down to the numbered list of suggestions for future updates and read a small bit of each one. I want to preface this post by saying that I really hope somebody from Rare reads this eventually and acknowledges that they will at least consider these ideas. Not only because a lot of the ideas are wanted by the SoT community, but also because I have been the biggest Rare fan ever since childhood and it would mean so much to me knowing that my all time favorite company on Earth (and creators of the greatest game of all time: Banjo Kazooie) have responded to my post. With that said, I have been playing SoT since close to the beginning of the game's release and would love nothing more than to see it continue to improve. It is an astounding game that I love and enjoy playing almost every night. This game has been my #1 choice for a while now and has allowed me, my family, and my friends to come together as pirates. What a dream come true! I have spent lots of time and energy compiling a comprehensive list of all the major suggestions that I have seen on this thread and other SoT forums, along with a handful of some original ideas. I know some of these suggestions would take a lot more manpower to execute than other suggestions, so I am simply asking that the feasible ones can be released in future updates. I am also going to make it a point not to talk about bugs or other programming/coding issues, I won't pretend to know enough about any of that. These are simply suggestions that would vastly improve every pirate's experience on the seven seas. This list was not wirtten in any particular order and does not become less interesting as it goes on, so I urge you to please take the time to read the whole post and consider each point. Here are the things we would all love to see come to your game in the near future:
More skins - This is the most obvious one and would probably be the least intensive of any of the suggestions on this list. Many people have already bought all the skins they want or have bought literally every skin there is to buy! Technically, the "goal" of the game is to collect gold, and as of right now, the only thing you can possibly spend gold on is skins. So why not add more? Like, LOTS more? I don't mean one more set or some exclusive drops you can get through Twitch, I mean get your design team blasting out concepts day and night and double our current options! Shoot, there are hundreds, if not thousands of incredible fan-made drawings online, you could even offer payments to those people and take the concepts that have already been provided to you! The more skins, the more incentive there is to keep playing. And by the way, Pirate Legends could use more exclusive skins as well.
More ship customization - Being able to customize your player is awesome, and being able to customize your ship is even cooler, but why can I customize so many aspects of my player, but not my ship? With my pirate, I can customize every detail down to the belt, the peg leg, the patch over the eye, and the tattoos on his chest. With my ship, I only have a few customization options available. Allow me to make my ship way more unique than I currently can. Don't make "hull" one thing, split that into 5! Let me choose my mast colors, my deck color, the color of the side of my ship, everything individually! And add other fun customization options, like your harpoons, the tip of the front of your ship (I don't know the name of it), maybe even the placement of your supply bins! And please, for the love of goodness, let me customize my rowboat. WE ALL WANT UNIQUE ROWBOATS.
Skill-based combat - I think the SoT community by now is all aware that this game is not about hand to hand combat. However, the combat as of right now is just a little robotic and stale. If there was any way to improve the sword and gun fighting, that would be incredible. It doesn't have to become some combo heavy Street Fighter game, but it would be nice to add in some new types of slashes or kicks or something of the sorts. I don't think the community is asking for a combat overhaul, but just some spice.
New weapons - The guns in this game seem diverse and balanced, but this game desperately needs more hand to hand weapons than just a sword. Let me hack with an axe, whip around a heavy chain, poke with a fencing sword, SOMETHING else. We don't need tons of new options, we just need new options. If there were maybe 3 weapons, it could turn into a game of rock paper scissors or something like that where certain weapons counter others. Variety is nice!
Axes - I know I just mentioned axes as an example for new weapons, but I've seen a lot of complaints from the community about how impossible it is to do anything once you've boarded an enemy ship and killed the players. You have very few options to put holes in their boat and sink it, and the few options that you do have are usually extremely time consuming and difficult to pull off. This is especially frustrating for solo players who put in so much time and effort to take out a whole crew and try to sink their ship and steal their loot. A weapon such as an axe would solve this problem. If a player was holding an axe, they could methodically bust holes into a ship and sink it without having a cannoneer on their own ship. Now, I can see how this sounds unfair because obviously s galleon crew will just jump on another ship and start hacking away. To avoid this issue, make is so there's only one axe per ship, so only one crew member can carry it (it would teleport back to the ship after not being used for 1 minute). This weapon would obviously have to be balanced, but I don't think it would be that difficult to do.
Cannon and harpoon variability - You know how you can go into the weapon box and choose between 3 different guns? Why can't you do that with your cannons or your harpoons? Put a new box next to the ship customization box on the dock at each outpost that allows you to change the type of cannon or harpoon you want on your ship until the next time you dock at an outpost. Make a quick reloading cannon that can shoot far but can only make tiny holes in a ship. Make an ultra powerful cannon that can shoot all the way through an entire ship and blow multiple giant holes, but takes a full 5 seconds to reload. Make a harpoon with twice the range that can only grab loot and people. Make a sturdy harpoon with half the range that will never break off an enemy boat as it turns. Also, it might be fun to be able to customize the placement of the cannons and harpoons (with limited options, so it stays fair). All of this would make sailing the seas more enjoyable to each individual crew and would give them the fighting experience they want.
Expand the map - I don't know how else to say it, but we've been playing on the same map and sailing to the same islands for a long time. I understand there have been some minor changes, but the addition of the Devil's Roar was absolutely jaw dropping and we want more! I'm sure this would entail a LOT of work and would have other implications such as upping the number of ships on each server, but it would be absolutely worth it. The more you are able to expand the map, the happier your player base would be.
New bad guys - Skeletons are cool, but not cool enough to only fight them for years. We could use other enemies like large animals (such as bears, wolves octopuses), elementals, warriors from Atlantis, etc. I also saw a really fun suggestion for giant invulnerable crabs that you have to throw a blunder bomb at them to flip them over, and then you can slash or shoot their bellies. I even saw an amazing drawing that a guy made of a monster even larger and more terrifying than the Kraken: Cthulhu!! I know that the Kraken only spawns once after completing a major event, but maybe Cthulhu could spawn only after somebody completes the FotD (or he could be the main boss of the fort). That would be an interesting idea!
New types of wood - As long as I have been playing, we have always had many types of cannonballs. About a year ago, you guys added new types of fruit. Well, the third basic component to staying alive is wood, so why do we only have one type of wood? Heck,we even have 3 types of fish bait! There should be more types of wood, like oak, maple, pine, etc. and give each of them a different boat repair time. Maybe one piece of wood could withstand one cannonball shot and be much rarer than the other woods (similar to that of a pineapple). This wouldn't drastically improve the game, but it's just one of those small things that gives the game more diversity and makes it more fun!
New types of loot - Again, this is simply to add diversity to the game. Some players seem to get bored seeing the same things over and over, so just create new types of loot with new looks and new names! Also, it would be nice to be surprised when we open up a door to a fort, kill a megalodon, finish a quest, etc. rather than know almost exactly what we're going to be rewarded with. Maybe you could make some megs randomly have WAY more gold, or maybe some forts will have like 10 stronghold chests and that's it. Just shake it up a bit to surprise us.
Add more ships to servers - Server hopping is not healthy from a server management perspective. While the emissary system is a step towards fixing server hopping, it is not having its intended effect due to the lack of players using emissaries. Increasing the ship total on a server to about 8 could help this. Also, don't allow servers to be missing ships (at least, not for a long time). Some servers feel so empty because they're not completely filled. As players log in, they should only fill into servers that need more ships rather than just starting up a new server.
Single person ship - I don't know how passionately I personally want this one because I love the sloop and believe it's perfectly suitable for one person, but I've seen a lot of threads about people wanting a ship more tailored to one pirate. It would be fun just to have a tiny little sail boat to cruise around the ocean with no cannons on it, I must admit. I've even seen some creative drawings online, so maybe check those concepts out and give this some consideration! Plus, it would make a lot of solo players very happy (I don't see how it could hurt adding this new tiny ship, it would basically be an upgraded rowboat).
New larger ships - Look, some of us have a lot of friends who really enjoy this game. Server hopping is a pain and almost never works. Locking down a server through some shady Twitch streamer breaks the game and is unethical. Rare, we love your game, but you have to allow us to play with more than 4 people. Please, please, please make larger ships that can hold 6, 8, even 10 people!! Make a battleship with tons of cannons and a massive hull that takes a full 10 seconds to run across!! Just give us something, we're begging you!! If you're worried about this becoming unfair and ruining servers, then create servers dedicated to these mega ships where only 4 or 5 of these ships can sail around and nothing else. I'm 99% positive that different servers can have different rules, so why not make this happen? Your players want it so badly and it would solve so many problems for a lot of loyal fans and their friends.
More friends in a crew - If you are absolutely unable to create a new, larger ship, then please find some creative way to create a larger crew size. Make a server where ships spawn in pairs, or something like that. I can't stress this enough, this is so important to your fan base and would allow so many more people to enjoy this game with their friends. If you ignore every other suggestion, at least make this one happen.
Remove certain emotes - Tucking was fun when it was new and silly and unexpected, but now everybody does it all the time. It's impossible to do a fort without somebody popping up at the end and wasting their own time doing nothing as you shoot them twice and walk away. Literally 50% or more players are skinny and wear all black just so they can be try-hard tuckers. It's making players paranoid and annoyed and is somewhat ruining the game. Casual players can't catch a break and it's rough for a lot of new pirates out there getting constantly tortured by far better players who know how to curl up in a ball and lay down or sit in their black clothes. So why not remove these emotes? If you simply get rid of any hiding emotes, then tuckers will still exist, but have to be much more creative. They won't be able to exploit nooks and crannies in the graphic designing of the game, and will just have to honestly find a spot to hide. These emotes seem unnecessary and, at the moment, are making the game very frustrating for a lot of players.
Gold sinks - As mentioned earlier, many players have hit what many people consider the "end game." They have all the skins (or all the skins they want) and millions of gold with nothing to spend it on. Not only should you all create many more skins, but you should also consider adding gold sinks so people can put their gold to practical use. Stocking up recourses can be grueling, so maybe allow players to buy cannonballs for 200 gold, wood for 100, etc. Maybe a player could spend 5,000 gold to make their ship look new again (take away the burn marks and jagged wooden boards) or maybe 2,000 could get you a collector's chest to help carry loot a little quicker. Maybe 10,000 gold could buy you a rowboat and 15,000 could get you one with a harpoon. These are just random numbers and random ideas, but some sort of a repetitive gold sink would be incredible for long time players. And if my gold numbers seem unfairly low, then double them! Whatever you need to do to make it fun and fair.
Add a new carrying vessel - We have collector's chests and treasure chests for small loot, but there's no love for large loot. A skull can be worth the same amount, sometimes more than a chest, so they probably shouldn't get an unfair carrying advantage. Add a new carrying vessel for large loot, such as a wheel barrel or a net that you can drag behind you to put 2 or 3 chests on it. That would make things more balanced and pirating just a little more convenient.
Slight map changes - This is a suggestions that isn't necessary, but would add a little fun to the game for new players. SoT is all about exploration, so it might be fun to only reveal parts of the map that you've previously visited (whether it's this session OR older pirating sessions). Also, it might help new players to mark where the venders are specifically on each outpost. Veterans know their locations and this gives them an advantage when selling loot. None of this is necessary, but just something to think about.
Skill tree - I've seen posts about adding a skill tree to the game so that you can improve your pirate. I know that you guys want starting players to have all the same capabilities as veterans so that everything is fair and balanced, but it might be fun to look into some customization options. Maybe even instead of a skill tree, each player could just choose one perk to add to their pirate every time they go to an outpost. Here is a quick list of ideas completely taken off the SoT suggestions forum: Bigger bucket, Carry more wood, Carry more food, Stable telescope, Fast repairer, Sprinter, Deep breath, See treasure from far away, Speedy ladder climber, etc. Some other ideas I came up with would be Shark repellent, Extra sword/gun damage, Sail/wheel turning speed, etc. These perks would be interesting to look into but I could also see how they might ruin your current vision of the game. Take this suggestion with a grain of salt!
Avoid AFK - We all hate when our stomach grumbles and we're stuck in the bathroom for 20 minutes just to come back and see Lazy Beard on our screen as our crew is selling 50,000 gold worth of loot. It would make sense that in order to avoid going AFK, your crew can just vote you into the brig. This should be a safe, AFK free zone where you are essentially removed from the game without missing out on the benefits you fought so hard for. I'm not sure if an enemy pirate can currently kill a player stuck in the brig, but this should be a completely invulnerable zone (other than the ship sinking). You could even add a 1 minute timer to being released from the brig so that crews can't abuse this invulnerability mechanic during combat.
Casinos - Pirates are dirty, rotten, money hungry thieves. Add a casino section to the tavern where you can play mini games and gamble your loot away!! This would be a fun way to pass the time and would give players something to do for a bit when they don't feel like adventuring out on the seas. Maybe even add a super shady casino in the Pirate Legend area where you can gamble doubloons!
New songs - In the same way that you can unlock and buy new skins for your pirate, you should be able to unlock songs with commendations and buy them! There are only a small handful of songs in the game, but it would be a blast if crews could show off loads of pirate tunes to other crews. This would also add a new way to spend your gold (and/or doubloons).
High and low tide - This was a very interesting idea that I read a while back from a very passionate pirate. This player came up with the idea of adding extreme tides to the game. When tides are high, you can reach cliffs on islands that would otherwise be unaccessible, and when tides are low, you can explore amazing underground cave systems. Obviously, you can also cannon yourself to the high tide areas and swim down to the low tide areas if need be (for a mission or something), but this would add so much versatility to the game. Many islands would have to be redesigned, but this would literally double the adventure without necessarily expanding the map. I thought this was one of the most unique and amazing ideas I've read on this SoT Reddit page.
Add gimmicks - This game is more silly than it is serious (from what I've experienced and read from the fan base) and it might be fun (and not too tilting) to add little annoying gimmicks to the game! What if 1/100 gunpowder barrels was a dud? Or what if your gun jammed in the middle of combat? What if you sold cursed loot and actually LOST a little bit of gold? There are endless ways to add tiny, infrequent gimmicks to the game!
Ropes/lassos - Currently, the only reasonable way to board a ship is to climb one of the side ladders. What if you added a new boarding item? I've seen suggestions for ropes or lassos that you can toss onto your ship or other ships to climb or swing across in order to make boarding easier and more discrete. Obviously, this can't break the game, so it would have to make some sort of alarming noise, or would have to be visually obvious when it happens. I could easily see how this would be incredibly overpowered when it comes to sneaking onto an enemy ship, so this would take some balancing and play testing to make sure it works properly.
Add a speedometer - This is one thing that I'm sure you guys have looked into and considered and withheld from the game for some specific reason. But because I don't know what that reason is, I'm still going to suggest it. In my opinion (and the opinion of many others), a speedometer on each ship would be very helpful. I don't know enough about pirate history to know if they had speedometers back in the day, but it would be nice just to have an idea of how fast you're sailing across the open seas directly against the wind in a giant galleon while your friend is fighting a 4 man crew by himself and screaming at you to hurry up (not like I'm speaking from experience or anything...)
Add potions and a crafting table - It would be a neat idea if you could buy potions at an outpost or craft potions out of different fruits and fish that you catch. These potions could be counters to specialty cannonballs, like a potion that you drink to cure drunkenness or a snakebite, or a potion you throw at your friend to wake them up when they're asleep, or even a shark repellent potion! These potions could have a whole new key/button assigned to them so you can quickly rotate through them in the middle of combat. Additionally, you could add a crafting table to the boat next to the frying pan. In order to craft these potions. Maybe you could even craft new, rare skins at the crafting table! Or paints for your ship. And adding a new potion shop to each outpost would be another great gold sink, which is a suggestion that I mentioned earlier.
More pet interactions - Pets were an awesome addition to SoT, but are just a little lackluster. They currently have very few interactions with the players and players tend to forget about them after a couple weeks. I think it would make everybody very happy if we could do more with our pets. Give them a different dance for each song, allow us to whistle so they hop right into our hands, maybe even let us talk to them! It would also be a fun little gimmick if every now and then, they brought you a fruit from an island while you're exploring, or they find you one doubloon from digging in a bush! These silly things wouldn't be game breaking and wouldn't give a noticeable advantage to any players.
Fix the revive system - many players are frustrated with the new revive system. The main issue is that a galleon will almost always beat a sloop in a cannon fight because the larger crew can continuously revive any fallen comrades. After reading many forums and weighing the options, I came up with an idea that I believe will solve a lot of problems. Give each player "soul charges" that have to be earned. Each time you kill an enemy player OR kill 20 AI enemies, you gain a soul charge. Each player can hold up to 1 or 2 soul charges. You must spend a soul charge to revive a fallen crewmate. This would keep the current system in place, but would not allow any player to abuse the system as they currently are. I think it would be a great idea!
Respawn immunity - This would solve an unbelievable amount of frustration for players who hate dealing with spawn killers. In my personal experience, I once played against a pirate who knew all the spawn locations and exactly where I would spawn next. Every time I came back, he was standing directly in front of my face with a blunderbuss ready, I believe he killed me 6 times while the single hole in my sloop slowly sunk me and I grasped my computer chair armrests trying to restrain myself from punching in my monitor. If players were granted just 3 seconds of immunity after respawning from the Ferry of the Damned, it would make situations like that so much more fair. This is especially relevant for new players who have no chance at all against spawn killers.
Skin presets - Adding preset ship skin and pirate skin combinations would make life a lot easier. It obviously isn't a HUGE issue to not have presets, but if it's a simple addition to code into the game, it would at least save a couple minutes of searching around your collection. Could be a nice touch!
Naming your boat - This is arguably the suggestion that I've seen more than anything else in the SoT Reddit page. It would be a fun, silly addition to an already fun and silly game. Many people have pointed out that there's already a blank wooden banner above the door on the galleon, so why not allow words to be written in it! You could also have the names written on the side of the ship, carved in all ugly and pirate-like. Plus, how fun would it be to sink an emissary ship and see their flag float up out of the water with their ship name on it?
Market the emissaries - Please add more information and incentives to put up an emissary flag. This is a great addition to the game and the community loves it, but anyone who is not immersed in the community is just confused. Outside of outside of the game research like reading patch notes or watching a YouTube video, players have no way of learning the benefits of emissaries. The only in game interaction is a brief conversation on the outpost with a emissary leader that players may or may not find and is entirely uninformative. Most servers should have 3-4 emissaries at any given time, my experience is that I usually see 1 per server, mostly due to lack of information.
Add more PVE events - Rather than just having active forts or the ship on the sky, add more events! Make a giant dig up event (symbolized by a chest in the sky) where you can uncover up to 100 chests on an island with no map whatsoever. Make a new type of raid with one of the enemies that were previously suggested in #8. Add a massive skeleton ship (thinking 16 or so cannons, 5 levels or something) that slowly sails across the server every few hours. Make it extremely difficult to bring down, but Fort of the Damned like rewarding. And make it so more than one event can show up in the sky at once. It becomes grueling and sometimes boring to have to do an event or wait for it to disappear just to do the one you sought out to do. Options would be great!
MAKE THAT MERMAID LESS BUTT UGLY - Seriously, that thing is nightmare inducing... Aren't mermaids supposed to be beautiful creatures?
Overall, SoT is a wonderful, constantly growing game. It has evolved so much since the time I started playing and I have enjoyed every update so far. I really hope that many of these suggestions come to fruition, I think they would vastly improve the game and make the players incredibly happy! I understand that this is a lot, but even if these changes are released gradually in future updates, I'm sure they would make every pirate quite jolly! Thanks so much for the game Rare, and I sincerely hope you read this and consider each point. Oh, and I wouldn't mind giving you my gamertage to have my name immortalized in the game if these things work out wink wink
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