Monthly Archives: October 2013

You may have noticed that I haven’t really posted that much these last few days. Well I had a traumatic experience that is going to take awhile to recover from. I had no internet for an entire ten hours. I know what you’re thinking: “That is terrible” or more likely “I think its time you got outside and did something useful”. Well yes it is terrible and that is just silly no one likes to go outside. Seriously though I get outside plenty, in fact I enjoy going out and doing things offline so I was wondering why having no internet is such a big deal?

CCP posted their latest blog which discusses how the new Siphon units will work in Rubicon.

Here are the important notes from the blog:

  • Siphon units will only take up 20m^3 of space when in a ship
  • No setup time required
  • Once placed cannot be picked up
  • Can be attacked/accessed by anyone
  • POS does not shoot at the siphon automatically
  • Steals once an hour from the production unit, and steals 60 units of raw material or 25 units of processed material
  • It steals from the end of a production chain
  • Capacity of 1200m^3

          Two months ago Valve released their Arms Deal update for Counter-Strike: Global Offensive. This update allows for player for the first time in the game to collect, buy, sell, and trade decorated weapons. These new weapon skins do no add anything else besides aesthetic value. Your badass Doom Kitty skin for the FAMAS does not make it any more powerful. Two other new items they released with the update are the stock weapons: the M4A1-S and the USP-S. You might remember them from the old Counter-Strike games as the silenced M16 and the silenced counter-terrorist stock pistol.

After watching the twitch stream about new features coming in Rubicon I was ecstatic about being able to own Player Owned Customs Offices. This would allow me and my friends to own a small piece of land and make a relatively small income to spend on more pew-pew. That changed when we found out in a dev blog the POCO’s will continue to have an NPC tax in high-sec in addition to the tax set by the owner. Why is this a problem? Because the NPC tax will remain at 10% although it can be reduced with a new skill. So if a player sets a 10% tax those using the planet actually pay 20% in exporting costs. I will admit that this allows the isk sink from NPC taxes to remain in place which was a concern for switching all POCO’s over to players. However, at a base rate of 10% the high-sec planets will almost always be taxed more than they are now. Not to mention that high-sec planets contain some of the lowest quantity of materials found in the eve universe. So there is even less motivation for players to run PI in high-sec. Before anyone mentions it this will not drive players to low-sec/null-sec because they are inherently risk adverse. I suspect that players in high-sec will either have to own their own POCO or be in a small corporation that has almost no tax if they want to continue profiting from PI.

In Part 1 of this series, I spent quite a bit of time talking about teamwork and communication and how that is so essential to the success of any team. I hope you read that and understand it, because everything else I’m going to write is based on those concepts.

 

Now let’s move it to the next level, from generalities to specifics. Succeeding as a team can be boiled down into two basic, simple ideas: understanding your objective and understanding your role. Your objective is what your team all together is trying to accomplish, and is determined by the game mode you are playing. Your role is what you individually are trying to accomplish, and is determined by which class you are playing.