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Tuesday, 31 January, 2012

So, about 4 months later than anticipated, and 8 and a half years down the line, I finally hit the 9000 items milestone!
To celebrate this momentous occasion, I have given myself another medal (because, what else is there to do, really).
I'm not even going to make an estimate on when I expect to hit 10000.

Tuesday, 29 November, 2011

Well done, CCP.

Oh, and thanks for finally giving the fedathron a unique skin!

Wednesday, 22 June, 2011


Tuesday, 29 September, 2009

Over a year and a half since the 7k milestone. At this rate i'll reach 9000 in about 2 years.
Hmm, does anyone have a trillion ISK lying around they aren't using? :)

Thursday, 12 March, 2009

Short summary of new patch: Shiny!
The best feature by far is the skill queue, though. It's nice to finally be able to train those "leftover" skills I would not really bother with otherwise because us grumpy old veterans just hate babysitting skills.
The other stuff is nice too though. Most of the new graphics are pretty sexy, especially the wspace nebulas (<3 Iris) and the mesmerizing effect of the wormholes.
As for the new items... It looks like approximately 250 new items were added. Most of these are for the tech3 ship production chain, so it should be relatively easy to get them all.
The collection list has been updated with the new stuff.

Oh, about the unknown space; CCP actually put in that little bit of extra effort to organise the new solarsystems in a galaxy structure (complete with regions and constellations). Nice one CCP!
The Sleeper galaxy is quite far away from New Eden, as can be seen in this image.
If you want a closer look, check out the following (huge!) picture: Sleeper galaxy.
Those sleepers must be pretty bad-ass to have a whole galaxy for themselves.

Also worth a mention is the new interbus shuttle. Finally a shuttle that has different attributes and even a unique skin. Well done CCP, I bet that was very hard to do instead of the usual copy&paste! ;-)

Sunday, 01 February, 2009
Grand Star of Acquisition

Yeah! 7500 items! It's truly hard to find anything I don't already have now (besides the ultra expensive or not-dockable-in-hisec stuff).
I'm not sure how many new items the expansion will bring, but I'm hoping for more than 500. I also hope it'll all be stuff that actually drops, as the current loot tables are clearly incomplete. For example, you only have to look at the deadspace loot lists to see that there's some bits missing from the tables.
Anyway, to celebrate the 7500 items achievement, I made myself a nice medal! I do think I deserved a self-awarded medal after all this effort! :P

Tuesday, 20 May, 2008
And then there was a bright flash...

I just got myself the last missing officer item. I was kinda hoping for something special to happen due to having ALL possible officer items in one place, but of course nothing happened!
Of course, irony has it that it's actually harder to complete the set of BASIC items than it is to complete the OFFICER ones... does anyone else see anything wrong with that?

Anyway, still some 800-900 items to go, but I doubt I will get them before CCP dumps a whole boatload of new ones on top.

Sunday, 10 February, 2008

Finally, 7000 different items!

Collection milestone history:
7000: Sunday, 10 February, 2008
6000: Wednesday, 23 May, 2007
5000: Monday, 4 December, 2006
4000: Sunday, 11 June, 2006
3000: Monday, 26 September, 2005
2000: Saturday, 1 January, 2005
1000: Sunday, 14 March, 2004

It took some 9 months to get this batch of 1000 items... it's definitely slowing down now.
It will probably take another year to get the next 1000, but that's ok, I can wait.

Wednesday, 23 January, 2008
Ahead Warp Factor 7, Mr Sulu!

One of the most important design decisions in a MMO, or in fact, any game, is how you implement the physics. It is for a large part responsible for the way the game is played. Older players will remember the excellent Frontier: Elite II (and its successor), where the physics implementation was awesome, and battles took place at relativistic speeds.
This worked nicely for a single player game. In a multiplayer game where you get to deal with stuff like network latency and interactivity (between players), such a model probably wouldn't fare very well. The slightest anomaly would put you millions of kilometers from where you wanted to be.

Enter EVE Fizziks!

EVE has a physics model similar to most other MMOs: No relativity, static locations, etc.
To make things even easier to calculate, all objects in space are balls.
To make things even more easy, said balls have no sense of direction at all.
Now what does this mean? Well, in real life your vector is a function of thrust and orientation, but in EVE it's the other way around: your ship's model will gradually align to your vector.
So, now we can bust a persistent myth that seems to pop up every now and then: If you are currently not moving, warp alignment will not actually take any longer if you're facing the "wrong" direction.

The more interesting thing is the time it takes to align to warp, and this is where agility and mass come in. Both have the same effect on your time, that is, a 10% reduction in one is the same as 10% reduction in the other, but the key difference is mass also affects your MWD.
To make some sense of the mass and agility values, all you have to do is multiply them. The resulting value will give you an idea about your ship's warp characteristics compared to other ships; a ship with that value being double of another's will take twice the time to enter warp. But I guess you'd want to know how long it really takes to enter warp. Well, have I got something for you! Here's the formula from standstill to warp:

time to warp (in seconds) = -ln(0.25) * mass * agility / 1000000

As you can see, your maximum speed does not affect the time it takes to warp, since the requirement is hitting a percentage of your speed. It's really just mass and agility.
Also note that this is a one-dimensional formula, and it gets A LOT more complicated if you're moving and want to align in some other direction.
Another thing, the 0.25 in the formula above comes from the 75% maxspeed requirement (1.0 - 0.75 = 0.25), so to get the time needed to hit 95% speed you'd put 0.05.

Saturday, 05 January, 2008
Item Highlight: Bay Loading Accelerator II

At a hefty 300 calibration, most people opt for different rigs, such as Capacitor Control Circuit II or Warhead Rigor Catalyst II. While those are excellent choices, the BLA2 is actually quite good, especially on ships like the Nighthawk and Cerberus.
Why it's good requires some deeper understanding of how stacking penalty works.
The best attributes of a kind are put in a list, then sorted from best to worst, and then the penalty is applied to each attribute in order of appearance in that list. This means the best attribute receives no penalty and the following worse attributes get progressively worse penalties.
Note that it's actually the individual attributes that get penalized. That there's different attributes (damage and rof) on a Ballistic Control System that both get penalized means those attributes will be members of different lists and may appear in different positions in them.

For example, fitting 3 Caldari Navy Ballistic Control Systems has the following effect:
Damage: [1.125, 1.125, 1.125] = 1.33617533564
RoF: [0.895, 0.895, 0.895] = 0.764597181572
Total damage output: 1.33617533564 / 0.764597181572 = 1.7475546181

However, add the Bay Loading Accelerator II and you get:
Damage: [1.125, 1.125, 1.125] = 1.33617533564 (same as before)
RoF: [0.85, 0.895, 0.895, 0.895] = 0.704579508576
Total damage output: 1.33617533564 / 0.704579508576 = 1.89641526524

This means that even though you already had three BCS fitted, the BLA2 increased your overall dmg/sec by 8.5%! Not too shabby.
Of course, the same principle applies to the 15% RoF rigs for turrets. Note that the tech1 variant (giving only 10%) is useless as it is less RoF bonus than most BCS give, meaning it'll sort to the last position in the penalty list and thus gets penalized to hell :)

Thursday, 06 December, 2007

Not the best start of an expansion ever, CCP. OS files being nuked, but worse, New content not being properly seeded! OMG! The bastages! :-)

Ah, well, let's see.. We have the usual greedy lot selling new items that cost 7k to produce for 5m (module scripts), though I guess I shouldn't be complaining with my t2 expander business and all.
The new shippies are the most interesting by far. Heavy dictors are going to change combat for sure, especially because they now make previously immune ships vulnerable to scrambling.
The EW-frigs look like they might take over the role of the interceptors, though ceptors will still be cheaper due to there actually being BPOs of those, which brings us to the interesting bit about this patch:

This is the first time ever that there are ships for which no BPO is available, meaning the only way to get these ships is through invention. After 19ish hours the impact on the invention market is already visible, most of the useful decryptors went up in price a lot. Surprisingly, datacore prices aren't affected as much.
Jump Freighters are probably going to be in the order of 5 billion apiece. Mostly because +runs modifiers do not affect the outcome of a succesful invention job there; you will always get a 1-run tech2 bpc, and success is not guaranteed. The only redeeming feature of those jump freighters seems to be the ability to gate as well as jump, so some people might prefer to just get a rorqual for their 0.0 hauling needs as it can hold a very decent amount of cargo now that its cargo bay has been doubled :)

Speaking of jump freighters.. they need Capital Tech2 components. This is going to be fun, because as far as I can tell, the supply of intermediate goods to produce these things did not change. This means production of these components will use materials that would normally go to regular t2 component production. I think we can expect all t2 components to go up in price and stay there :-).

Oh, yeah, the graphics. I personally haven't updated my clients yet, mainly because I prefer to wait til it's stable/mature (which was a good plan on retrospect), but I've seen the shininess on Singularity and, well, it looks shiny. Nice job there.

Module scripts are a peculiar change. It's a decent solution from a "we need to nerf some modules' effectiveness in too many areas" point of view, and a decent one from the "We probably shouldn't create 2 seperate modules to do what a single one did before" point of view, but this change adds even more complexity to an already non-trivial system. Still, it's not bad. Just a big nerf to the modules involved. The most peculiar thing about these though, is that only the bpos for them are available and are built using minerals. First of all I would have expected them to be seeded as items (isk sink, tho bpos also have this effect), and secondly, I would have expected there to be tradegoods like data sheets and electronics involved (since the scripts claim to originate from a hacking group. Yes yes, very cute way to get your nickname into the game, Mr CCP Fendahl ;).

It's fortunate the new content isn't as horribly expensive as the last few, making my collection life a bit easier.

Thursday, 30 August, 2007
Yes. Again!

Not surprised. New items. List updated.
Fortunately the new content is not that expensive.

Can't be bothered to write some bigger entry today. Maybe later.
I'll mention the Rorqual tho. When someone gets one built, poke me, I want 1 of each of the compressed ores :)

Oh, and a couple of interesting stealth nerfs, one being the Coupling Array.
For the uninitiated: Recycling Coupling Arrays (npc seeded) capped the trit price at around 2.4, giving people "in the know" quite a nice and easy profit when trit prices exceeded that mark.
As I am not sure about the scale of the abuse of this item, I can't really say what it is going to do to the trit price. Probably not that much.

Monday, 09 July, 2007
A Python EVE API module.

Some of you may have noticed the EVE API given to us by the powers that be. Quite handy stuff there!
Now, people that have been following these infrequent blogs of mine will know I program stuff in Python, so it will not come as a surprise that I wrote a Python wrapper for this fancy new API toy.
It's quite clever and best of all, because it's my birthday today, I'm giving it away free of charge! (and the crowd cheers!).

You can find it in the library.

Have fun :)

And feel free to send gifts in the forms of items I don't have yet ;-)

Wednesday, 20 June, 2007
They did it again.

New patch. New items.
Even though it's not a surprise, it's still gutting to see an unholy pile of new items added to an already impressive pile.

So what's new?

Then we get other stuff like bombs, new capital modules, and whatnot...
Oh and then there's the Heat stuff. It makes my Vagabond hit close to 23km/s (without gang mods), heh

Anyway, the collection pages have been updated with all the new stuff fresh from the cache.

Tuesday, 23 May, 2007
DING! 6k Milestone reached!

Item #6000 being a Tobias' Modified Heat Dissipation Amplifier. Not only is this item #6000, it also finishes the set of Tobias' items!
Thanks to Drakin Korin for selling me this item :)

Let's see if I'm on schedule!

Collection milestone history:
6000: Wednesday, 23 May, 2007
5000: Monday, 4 December, 2006
4000: Sunday, 11 June, 2006
3000: Monday, 26 September, 2005
2000: Saturday, 1 January, 2005
1000: Sunday, 14 March, 2004

Hmm looks like I'm picking up a bit of speed, although I expect it to slow down a bit now that there's less items that I still need.

Tuesday, 24 April, 2007
Artifact from a Forgotten Past

Now here's something you don't see every day: Luther Veron's Modified Large EMP Smartbomb (ingame link).
This item (obviously!) came from the officer bearing the same name. Here's the thing though: While Luther can be found in the game today, he only appears to lose his head when he's poked enough.
So where did this bomb come from? Well, 2 years ago, the Gallente general was not used in any content, but was actually capable of dropping all of his stuff.
It just so happened that there were some events where this officer was spawned. Something I'm not sure was supposed to happen, but hey, what's done is done, and so there is a handful of Luther loot out there. Check this old eve-online forum post.
Thanks to Laius for selling me this nice bomb.
If you have -or know someone who has- any of Luther's loot (besides the head, I already have this), I would appreciate a mail.

Sunday, 11 February, 2007

Decided to update the collection pages. Now there's spiffy progress bars next to each group, and some some more stats.
Some groups disappeared (like the Unknown section really shouldn't have been there) and the filter that groups all the items is a little bit smarter. It's still not 100% accurate though, because some items' attributes just aren't consistent. Blame CCP.

While doing this I also decided to buy all datacores and tech1 rigs. This added like 100 items to the count. It's getting harder and harder to get more items... Some stuff just can't be bought on demand no matter how much ISK you have.

Thursday, 08 February, 2007
Beyond Insanity...

2 days ago I acquired the formidable Corvus and Storm battleships from Band of Brothers, who had won them in the Alliance Tournament.
The ships have since been renamed by CCP and are now called Raven State Issue and Tempest Tribal issue (arguably more appropriate names).
The only real problem with those pretty things was the pricetag. I did manage to talk the price down a bit, but it still taxed my resources to say the least.

Another problem is that the Powers that Be decided to give these ships a Level 5 skill requirement. Now, due to the somewhat godlike nature of these ships that doesn't come as a total surprise, but the thing is, I DON'T HAVE THOSE SKILLS!

*starts training...*

In (totally unrelated, honest!) other news: Band of Brothers managed to raise enough funds to finance at least 2 more Titan class vessels. Rumour has it they are adding a Leviathan BPO to their portfolio to complete their set. How they managed to raise this much ISK in such short time remains a mystery.

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