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EVE Evolved: Tough lessons in corp management {Massively}

Mar 1st 2011 12:16PM Excellent article. As a former member of Massively Mob who moved on to the new PvP corp, I thought it would help to add a bit of perspective.

Brendan's honesty has been important and valued to understand what was happening in the middle of our war "crisis". As a PvE focussed player playing my first 2-3 monts of EvE, the situation taught some lessons of its own to me.

Based on discussions we were having in the Corp, hangar management and corp wallet access was really a minor issue. The real price you pay when there is only one person minding the store [to the jerks above, it isn't about your ignorace towards mental illness or any other health issue, it's about responsibility not being broadly enough defined] is not being able to organize people or set expectations.

The war Massively Mob found itself fighting was exacerbated by an inablity to clear the member rolls of inactive members (keeping us from looking so juicy), an inability to enforce fleet discipline (the members who lost industrials and other ships 3-5 jumps from the enemy headquarters were just fueling the fire), and an inabilty to engage in proper diplomacy. Whether the longterm goal of Massively Mob was ever going to have it join other alliances, there was no one there to discuss how we could team up with other corporations at war with our enemy, or at least none who had any real authority. The officer roles were all just activity coordinators, in essence volunteers who agreed to put in more time keeping other members busy.

As a number of us reflected, we were experiencing none of the benefits while suffering many of the detriments of being in a player owned corporation.

As the PvE officer, for instance, we also had an old event lingering for which no prizes were given out. That was the only part of no wallet access that might have mattered. However it was more important to me to reflect on how hard it was becoming to motivate PvE players and get them focussed on staying out of harm's way.

There is no doubt in my mind that you can shape the sandbox to play PvE style, but if you want to fly a ship your options are sensibly staying in an NPC corp to avoid wars, or aligning with PvP players to ensure there are defense fleets, and to get PvP experience. Otherwise you are relegated to being a station trader or an industrialist.

Under different circumstances, I think the war could easily have been an event (despite one of the criticisms above). There were more than a few PvP focussed players who now had another corporation to shoot in high sec. Massively Mob was able to get more than a few high value kills during the course of the war.

Whether on account of health, vacation, family emergencies, or anything else, corporations have to plan for what it would mean if there are no leaders on line for an extended period of time.

Funcom calls The Secret World release date a "misunderstanding" {Massively}

Feb 1st 2011 4:54PM @DemonXaphan Jef replied very politely. Could we all stop being useless copy editors though. The writers on this blog have a job for a reason, including having a command of the English language.

EVE Evolved: Mining 101 -- Mining efficiency {Massively}

Jan 17th 2011 1:06PM The only reason I might mine is to get materials for manufacturing ammo, or to kill some time while chatting with other people in the game.

Doing missions though gets more benefit in terms of ISK and Loyalty Points and it also can produce more than enough minerals from the cheaper drops from NPCs. If you insist on making some of your own stuff you can still do it without wasting nearly that much time being lost.

Of course, you have to enjoy looting or salvaging too. I can see some people saying it is better to just move on to the next mission in some cases and keep the bounties and mission rewards flowing.

The Daily Grind: Would you play on a progression server? {Massively}

Jan 17th 2011 12:56PM For EverQuest, yes. I have never played it and have a boxed license sitting on a shelf unused. This would probably be the most interesting time to try the game out. The box has all but the last one or maybe two expansions attached to it, so it would be a long while before I might have an issue.

The Perfect Ten: Best non-traditional MMO fantasy races {Massively}

Jan 13th 2011 3:45PM @Slob Zombie Tell us how you really feel.

World of Warcraft crushes another sales record in Cataclysm's first month {Massively}

Jan 10th 2011 2:47PM @paterah

to add... 4.5 million is probably the vast majority of the North American and western European subscriber base.

Asian players often play in internet cafes, so fewer copies will be sold than there are subscribers to sit at those computers.

World of Warcraft crushes another sales record in Cataclysm's first month {Massively}

Jan 10th 2011 2:44PM @(Unverified) Sadly, this is probably why I have put my sub on hiatus for the time being.

Everything was well done, but even without trying I fell onto level 85 in a matter of a coupel weeks. Had I wanted to put in a few 8 hour days in a row level 85 would have been reached in under a week (and this goes without saying I am not some sort of pursuer of server first achievements).

I'm sure I will be back. However they threw me so quickly into doing the heroics grind, the dailies grind, the reputation grind, and the vanity pet and mount pursuit, that I wondered what it was all for. It just gives me a chance to finally try out some other fine games after 3 years of steady WoW.

(and no, this is not a complaint. There are lots of great things they did in storytelling, graphic design, dungeon layout. The things I want though in a game felt underserved.)

The Road to Mordor: The Professor {Massively}

Jan 7th 2011 5:11PM In case you have never come across the article, there was an excellent discussion of Tolkien in the London Review of Books published at the time of one of the movie's release.

It was suggest, credibly I thought, that he excised much of the violence we might have expected in a similar story, and kept the hobbits very placid and pleasure seeking, primarily because of the things he saw and experienced in WW1.

I agree he led a rich and full life. I wonder if his fighting in World War 1 would have been a part of that.

RIFT challenges unwritten rules of the genre in a new dev diary {Massively}

Jan 7th 2011 4:05PM @Tom in VA & @ Aganizer

Even at level 80 the invasions could be annoying if you wanted to do something basic. You could survive them, but it still made it hard to use the city.

People say they want a dynamic world. That may be best in a sandbox environment, but in a themepark environment I think what they really want is a world that they can alter but which can't so easily affect them.

As many of us have wondered, how long will it before the rift mechanic becomes too repetitive and distracting?

Somewhere down the road you can (potentially) see a nerf to rifts in lowbie zones as the game works to attract subscribers.

RIFT challenges unwritten rules of the genre in a new dev diary {Massively}

Jan 7th 2011 3:18PM @deluxe2000

I find your reply a little disheartening myself. I didn't say that they would fail, which the "shallowness" of your interpretation, implies to me.

I didn't say their game was bad.

However, given all the hype, I think I and others have the right to speculate that the game will be niche. Nothing more, nothing less.

I'm going to conclude by wishing you the best playing the game. I can't believe you would attack my opinion unless you were already committed to play it so unquestioningly.