DEV BLOG SNIPAH: Alliance Tournament 8! (Eve Online macro)

March 6th, 2010

and the format sections have been updated, so I’d like to explain some of the thought processes behind these updates.

We have seen quite a bit of evolution in the rules between tournaments five, six and seven, to the point where the rules in seven were praised so much that it kind of left me wondering where to go next. I spoke to a lot of people in-house over various ideas for changes to the way we do things, and we were kind of struggling to make a decision. Our next stop was the CSM, who were firmly of the belief that the rules are fine the way they are and that further evolution of the tournament would occur naturally with balance changes and ship changes in EVE. In the end, this made the decision; we would not completely rewrite the rules for Alliance Tournament VIII. So what did we change?

Well, the first major change is that pilots may only compete on behalf of alliances that they have been members of for a minimum of 60 days before the beginning of the tournament. Much like real life sports events, this creates a ‘transfer window’ and will curtail some of the more undesirable methods of player-switching that sometimes take place in tournament teams. The second major change is that the maximum number allowed of any given ship type has gone up to three, from two. We felt that this limitation was a good thing but maybe a little too strict, and that three would still do the job of stopping complete homogeneity in team setups.

As far as points go, Heavy Assault Cruisers have gone down one point in cost, T1 cruisers drop two points, and faction cruisers go up by a point. These are the usual simple balance changes that will always occur; HACs were too expensive in AT VII, as were cruisers, partly by design as these ships had been so popular before. They should now be in line with other ships in cost vs effectiveness.

Now, on to format. The team selection procedure has been one of the toughest things to get right, so this time we’re going to try a slightly different approach. 16 slots will be reserved for the top 16 finishers from Alliance Tournament VII, and 16 slots will be sold via auction. The remaining slots, however many that may be, will be allocated by random draw as in previous tournaments. The decision to use an auction method came about because it was something that we had already talked about - allowing the ‘big alliances’ that have sometimes missed out on a tournament spot a way to leverage their size and make sure they get in to the tournament. The CSM brought this idea up also without it being mentioned, and since we were both on the same page it became a final decision. At this point we have not yet decided on the precise auction method; details will be announced in the alliance tournament forum soon.

We also have a slight change to the way teams score points through Intentional Handicapping. This is a system that allows teams to purposefully put themselves at a disadvantage in order to give themselves a large potential for scoring. The minimum number of points allowed per team has been reduced to 50. We don’t expect this to hugely change the format, but it may allow for some interesting comebacks and does mean that teams who are happy with their setup, for example maybe somewhere in the 90-100 points range, can choose not to use any ‘filler’ ships and instead aim to gain a few extra points. And now, for the grand finale…

Flagships!

“A flagship is the lead ship in a fleet of vessels, a designation given on account of being either the largest, fastest, newest, most heavily armed or, for publicity purposes, the best known. In military terms, it is a ship used by the commanding officer of a group of naval ships.”

Flagships are the elite of your tournament team. They are the strongest, toughest, most damaging (and most expensive) ship you can field. Flagships must have a name, and successful flagships can become the stuff of tournament legend. The disadvantageous side of this, though, is that flagships are famous. As a tradeoff for their power, your opponents will know in advance what they are capable of when their setup is advertised for all to see. This raises the question of when you should field your flagship -if at all. Do you use it in the early rounds, and risk losing it? Do you save it for a late game where you may need some extra power? And if you do that, will your opponent predict it and counter it? And will we see some rare battleships fielded as flagships, heralding the return of the most expensive ships in Eve to the tournament? I’m excited just thinking about it.

And that, PvP lovers, brings us to the close of this summary of the changes for Alliance Tournament VIII. We hope you like the rules, both the things that have stayed the same and the things that have changed, and we hope you are looking forward to June 5th as much as we are! We have some more announcements we will be making in the leadup to the tournament, so stay glued to the news and keep a watchful eye on the tournament forum.

Until then - fly deadly!

On second thoughts, don’t fly deadly. That’s the worst signoff I’ve ever heard.

Source: www.eveonline.com

The circle is complete… only to start again

The circle has been completed - The Fourth Quarter, Economic Newsletter for 2009 is now available.

This issue follows the same format as previous ones, with sections on demographics, price levels, an in-depth section and finally market snapshots.

In 2010 the QEN team will be focused on improving the publication, so please feel free to comment on this issue and the year overall. We are open to all suggestions on how it can be changed to better serve your craving for numbers, graphs and pretty tables.

Enjoy,

The QEN team.

Source: www.eveonline.com

Retrospective: How was the CSM Summit in Iceland?

In short, the answer to the question is nothing less than “The CSM4 summit in Iceland has been the best summit so far.” The CSM1 summit was also very good, but for a different reason. Back then we were going in blind and much of the summit, although nowhere stated specifically, was about testing the theory and establishing work methods and traditions. The CSM2 summit was mostly about polishing and getting the small nuisances out of the way when it came to having the CSM and the CCP representatives talking together. After the CSM3 summit it was clear that further enhancements had to be done to the CSM as a whole, so we made several more steps there.

So, how was the fourth CSM summit different? Several key things were changed. First of all we had two days of CCP discussing current and future design ideas while we had only one for CSM3 and none for the first two. And not just discussing but brainstorming with the CSM. And not only that, because by having the CSM in Iceland so early in the development process of Tyrannis a subtle effect is noticeable in the overall design course EVE is on. Taking a conscious step backwards and have the CSM discuss macro designs and the general heading of EVE’s development was taken.

Another change is that we had a dedicated secretary taking the minutes, instead of having the Secretary of the CSM taking them. That resulted in the minutes being published six days after the CSM was in Iceland! The minutes are available here. And it left the CSM secretary free to participate in the discussions as keeping up with 11 to 13 people is doable but leaves little room for the person to express itself.

As the minutes indicate there is solid progress going on with the CSM and you should all keep an eye on this space over the next weeks when we will give you further insight into it. Some quantitative data will be given out at a later date and the changes being made to the CSM will also be detailed.

But what did the CSM members feel about the summit?

Tim, aka Sokratesz commented that ”I was very skeptical initially, but the trip has convinced me that CCP has an active interest in the playerbase and is willing to listen. One of the best moments for me was when Noah [CCP Hammer] grabbed a pen to take notes during a heated debate between council members.” He also noted that ”The goons weren’t living up to their reputation. They were actually being useful”

Asher, aka Mrs Trzzbk states that “Making the CSM an official stakeholder in the development process was extremely significant. It will be in a much better position to address the long standing concerns of the player base while still remaining a valuable sounding board for CCP. From this, to our discussion with the GM department, to the sincere debates with CCP staff on features both large and small I believe we had an extremely productive summit.”

Jason, aka TeaDaze: “I wasn’t sure what to expect from the summit other than further debating the issues we’d already raised with CCP. I was pleasantly surprised that whilst we did spend over a full day on those issues that a large amount of the time was spent on discussion and feedback about current and future plans. I can see improvements in the CSM process but going forward it needs to gather even more support from the player base. If the stakeholder promise works out I think the CSM is in a good position to achieve something unique in the gaming world.”

John, aka Zastrow, the only reelected member of the CSM has the word: “While there has been very little communication between CCP and the CSM between summits, at the summit it is very clear that CCP takes the CSM very seriously. For 3 days straight we sit down for all day meetings with the Executive Producer, Lead Game Designer, and a senior programmer and go over their proposals for the next expansion and our summit agenda.”

Until the next blog!

Source: www.eveonline.com

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