Leaving Jita

15th August 2008 – 7.16 am

It would be easier to leave Jita if it were possible to enter the system in the first place. Having found some asteroids in a deadspace mission pocket I thought I'd take the opportunity to mine some ore with less chance of being rudely interrupted. Mining the asteroids meant heading back to get my mining cruiser, then swapping to my hauler, before finally jumping back in to my Caracal to return to my agent to complete the mission. I pointed my Caracal at the first stargate on the trip back to Jita and started making the few jumps needed to get there.

When I got to the Jita gate in Sobaseki I initiated the jump process and my ship... well, it didn't quite make it to Jita, but it certainly wasn't in Sobaseki any more. I'm not entirely sure where it was, as it seemed to be in limbo. I waited for a while, browsed the web for a bit, did some auctioneering in World of Warcraft, and waited some more, but Jita and my ship remained equally absent. I tried restarting EVE Online to see if that would kick-start the post-jump resubstantiation but with no luck.

After a bit more pointless waiting I had nothing else to do but fire off a character stuck SOS, noting that Penny Ibramovic had disappeared on her way to Jita. My plea was heard and was quickly and politely responded to, and the jump gate was rebooted to push me back in to Sobaseki. 'I suggest you stay away from Jita for the time being', I was told, but I had no intention of trying to get back there any time soon, and never really relished the idea of jumping in to the system-wide stasis webifier that is Jita.

I had to go back at some point as my main ships are stored there, as well as some many minerals and some probably unnecessary modules. I formulated a plan: I'd go back to Jita when it was quieter and get everything necessary in to a different system. And that's what I did. I got my ships out of Jita as well as any items in storage that I might want to use, and moved everything to a nearby system that looked like it would serve me as a hub just as well.

I will probably still head in to Jita on occasion, because of the bustling market economy both offering good deals on buying equipment and a thriving environment in which to sell salvaged modules, but with all my ships elsewhere it will not be a necessary location to jump in to for day-to-day operations.

Kung fu tigress

14th August 2008 – 1.49 pm

Kung Fu Tigress

With Kung Fu Panda the best film of the year so far, and my being a bit of a furry with a penchant for cats, I was quite excited to see that there is a stuffed Tigress toy available for sale! I was less excited to find out that the payment and delivery options were limited to the USA, with me across the pond.

Luckily, I have awesome friends of awesomeness, with one particularly awesome US friend who was happy to order a Tigress for me and then ship it over the Atlantic. Expecting the package to take around a week to arrive I was quite surprised to find it on my doorstep after only three days!

Tigress and I are getting along quite well, and she's showing me some nifty kung fu moves, although those are mostly to keep Kenickie the cat from pouncing on her.

An otter PvP story

14th August 2008 – 7.01 am

Imagine you learnt to wrap otters in carpets solely by playing against a carpet-wrapping computer. The computer plays quite well, but you learn by playing him often, and get bored of playing such a predictable opponent. You decide to go to some place where other people wrap otters in carpets, so as to be able to play against more intelligent opponents and to have more fun.

Eager with your new plan you turn up at the place so early that there is no other human around. To pass the time you start wrapping an otter in a portable carpet. You're half-way through wrapping the otter when the first other player arrives, unrolls your carpet, and reveals sixteen otters of his own. But you've only brought one otter, and with sixteen against one your opponent wraps more otters easily.

You come back for a second game against the same opponent, this time sixteen versus sixteen otters and thus more fair. Only your opponent is using a magnetic carpet and iron otters, which he holds in his hands and starts running and jumping around with it. As it is Blitz otter-wrapping-in-carpet, and you only have a certain time to smother the otter, sometimes you simply don't manage to run and jump after him fast enough, so he makes it to the ice cream factory quicker than you do and wins again.

You see some other players arriving, and with your first opponent being so obnoxious you decide to play against them. Only they number three and can each wrap a different part of the otter at any one time. Three against one, you lose again. You retreat into a corner where you see a single lone player and offer to play him. Only it turns out the guy is grandmaster Melmoth, who not only beats you easily, but then proceeds to use his otter wrapped in a carpet as a kite.

You flee the scene, but on the way out get ambushed by a rogue otter wrapper in hiding, who do exist, really! He manages to wrap ten otters in a single carpet before you can even wrap your first, then stuns you and wraps another otter, running off to the ice cream factory before you even wrapped your first otter. You finally make it out the door and decide to never wrap otters in carpets against real humans again. Playing against a computer is obviously much better.

This is what PvP is like. It's madness, MADNESS I SAY!

Defeating the impossible

13th August 2008 – 1.27 pm

Over at kiasa, Zoso is pondering computer games that feature unbalanced boss or end-of-game fights. The only boss fight that immediately springs to mind when reading his post is the walrus from the N64's Diddy Kong Racing, who would throw the most annoying slowing obstacles in your path to make an already-difficult race to an almost-impossible one. But it is Zoso's comment about the 'hardcore' player who could breeze through a particular game's levels, and is perhaps responsible for the increased difficulty of the boss encounter, that got me thinking.

There have been a number of games that have seemed far too difficult to me, where the next level is a mythical zone, only shown as a screenshot on the back of the case as vague proof that it does indeed exist and isn't just a conceptual artistic work to convince you that the game continues for longer than The Level You Can't Complete. I have spent hours struggling to overcome obstacles, timing jumps just right, ducking below well-placed amorphous bullets, yet still plummeting down bottomless pits or being reduced to a skeleton.

My struggle continues until one fateful day, when everything just 'clicks'. On that day, I enter a zen-like gaming trance where the lines of code run down the screen and I find myself able to break all the rules, to glide through levels like the obstacles were specifically programmed to miss me. Somehow, I can see the game's true form. I can immediately think back to two games that gave me serious troubles when first playing them yet revealed all their secrets to me in an unfathomable manner later on.

The first is Super Ghouls and Ghosts, played on the Super Nintendo. The first level caused me problems, running backwards and forwards to avoid the zombies ambling at different speeds, plants firing blobs of fire directly at me whatever position I was on the screen, jumps needing to be pixel-perfect, and hidden upgrade pots tempting me to risk more than my ability could handle. When I finally made it to the second level, the ghost ship, I died so quickly that I soon found myself having no lives and restarting amongst the frustrations of the first level. I got so little experience with the later levels that I simply didn't last long when I got there.

By the time I had somehow got to the icy level my earlier trials had probably hardwired the controls and reactions of my knight in to a clump of neurons that had dedicated themselves to working on the problem of defeating Super Ghouls and Ghosts. No more did I see a screen of pixels but instead I was the knight in the armour. From that point on, the game was me. I knew all the patterns of the enemies, what caused game events, where all the hidden pots were and how to summon them, and the scenery was more familiar than my back garden. I no longer feared my surroundings, I danced around them, never again to feel any ignorance.

The second game with a similar experience is Turrican on the Amiga. Turrican was difficult, with two-way scrolling; large, sprawling levels; hidden blocks; and vast arrays of power-ups to gather. The power-ups seemed to be the key to progressing, allowing several weapons to be upgraded at once and encouraging amassing huge numbers of floating icons all the time. Yet despite the lure of the power-ups, getting them was not easy and progressing was a struggle.

Getting through the levels in Turrican was hindered by their two-dimensional structure, often requiring vertical jumps to be made involving mid-air changes of direction. Whilst falling great heights did no damage in themselves, they were a set-back in time and occasionally forced you to encounter more enemies. Sometimes the levels were the enemy themselves, with the apparently H. R. Geiger-inspired alien level being such a maze that I couldn't find my way through for many sessions, and even once the exit had been found I couldn't remember how I got there in order to repeat it the next time.

Even right to the final level I fought hard, with the last encounter being difficult without seeming unbalanced with respect to the rest of the game. It took me many attempts to beat the final encounter, and considering the effort it took every time to get there I am amazed I managed to prevail, yet is also a testament to the high quality of the game to bring me back each time. It was difficult, but I defeated the final boss and I completed Turrican.

And then the game held no more secrets from me. I knew it all, where all the hidden blocks were either concealing multiple power-ups, or single power-ups but providing a stepping stone to a previously unaccesible area full of goodies or a short-cut. The problems I had with jumping up with mid-air changes of direction were gone, and now there were just fluid motions ending in pixel-perfect landings. No more did I get lost in the alien-esque level, instead waltzing my way through the level with no detours. Even the final boss fight became straightforward. It was as if completing the game had unlocked an easy-mode.

I can't explain what finally enabled me to play the games with ease where before I had trouble getting past the first level. I could understand a gradual progression from learner to master, but it was as if someone flicked a switch and the games got easier all of a sudden. And it wasn't that I was getting through the earlier levels more easily, I was struggling through the whole game each time until that one day where everything could be completed with equal ease. It is important to note that the games also didn't become boring because of this new-found skill. Indeed, they became more fun precisely because I knew how difficult it had been, and it was a delight to race through the levels with consumate ease, knowing that I had mastered them.

If only the walrus had too bestowed its secrets to me once vanquished, my time as a racing tiger would have been much less stressful.

Don't be Kruul

13th August 2008 – 7.10 am

If you're Kruul, it's likely I'm going to blow up your ship

Kruul got himself a back-up clone alive and kicking after our last encounter and was up to his old tricks. He had again kidnapped some damsel and was holding her at his pleasure den for his own amusement. I was sent off to rescue the damsel, and to despatch Kruul again. This was no Mission: Impossible for me, as I had no intention of making his own guards double-cross him whilst sneaking the kidnapped victim out from under his nose. No, I warp in to deadspace with all launchers flaring. And, I might add, all shield hardeners glowing.

This wasn't like the last time I had met Kruul, though. I held off from attacking him until his guards were despatched, because the previous time we met I attacked Kruul first and he called in elite reinforcements immediately. This led to twice the number of ships all swarming around me and enough missiles heading my way to make Guy Fawkes proud. Luckily, Kruul is terribly predictable, or perhaps just vain in his ability to destroy my ship, and doesn't think to call in reinforcements until again his ship is attacked directly, which allows me to deal with half the numbers at a time than before.

Hitting the reheat to keep a good distance, his personal guards are soon dealt with, and that also means I am a good distance from Kruul when I fire on him. The elite mercenaries warp in and I can keep my distance, limiting the number of their missiles that are in range, and these extra ships are blown up one at a time. I am left with rescuing the damsel and cleaning up after myself. Another mission completed!

Classic TV bonanza

12th August 2008 – 7.41 am

I've managed to pick up some bargains on DVD recently. First, an internet shop had some series of Mission: Impossible on sale, and then I found the complete Columbo collected in to a single box set also on sale, making it as cheap as two individual series box sets. I now have about one hundred hours of classic TV to watch at my leisure.

And it is indeed classic TV. Mission: Impossible started off quite well in its first series and really picked up from the second. The writing is intricate and there are interesting plots that only sometimes feel contrived to fit the solution. It's also interesting to see which twists to be worked around by the IM Force have been anticipated and which require quick improvisation, as it often isn't obvious by the way the plot has progressed. By presenting just enough information at the start of the episode, when the IM Force are gathered in the flat, the plot can be followed and occasionally anticipated but still offer surprises along the way. My only dislike of the show is how snippets of the current episode are displayed in each title sequence, occasionally spoiling vital moments accidentally.

The stories are generally confidence tricks, and I have a great interest in them. I found out that the book The Big Con was a major influence in the early days of the show, and picked up a copy to read. The book is also the basis for the excellent film The Sting.

The best shows are the episodes where the targets have the wool pulled over their eyes so convincingly that they end up fighting or killing each other just as the IM Force slink away in to the shadows, with no one aware of any outside involvement, and it's a work of art to see this happen. Because of this, to go back and watch the pilot episode for the series, where the team end up being chased by gun-toting opponents and escaping by aeroplane with their recovered articles, offers an interesting insight in to how the series developed in its early stages.

Columbo is, to me, one of the finest television shows I've seen. The structure is marvellous, where we are apparently presented with a whodunnit but with the audience knowing exactly who did it, and how and why! As the audience, we are also aware that Columbo knows who the murderer is from an early stage, so the real mystery is not the murder itself but how the detective will be able to reveal the murderer. Watching as the prime suspect initially casually dismisses all the problems with the murder as irrelevant before ending up annoyed with the persistent questions over niggling clues right before the denouement is a thrill, trying to keep up with Columbo's mind as he spots revealing behaviour.

As with Mission: Impossible, the pilot episode for Columbo has an interesting difference than from later episodes. Columbo asserts to a relative of the victim that he knows who the killer is and that he just needs one bit of evidence to get a conviction. I haven't watched other episodes yet, but my memory leads me to believe that Columbo rarely admits again who the killer is before the final revelation. There may be an episode or two where Columbo is brazenly forced to admit to the murderer that he is the prime suspect, but that is to add to the tension between the characters. It is also worth noting that Steven Speilburg directed the pilot episode of the show.

I have now got myself a wonderful bundle of classic TV to watch, and will sit quite well on the shelf next to my collection of the two Emma Peel series of The Avengers, another most remarkable television series.

EVE Online informational snippets

11th August 2008 – 1.49 pm

It's time to reveal a few more minor functional details that I have discovered recently in EVE Online.

The tactical overlay extends a line from your ship to your current selected target. If this target is outside of targeting range the overlay will draw a cross on the surface of the sphere that it draws to indicate the limit of your targeting range, where the extended line crosses it. This functionality gives a handy immediate indication that your selected target is out of range to be locked-on.

As a curiosity, acceleration gates heading in to deadspace always seem to align with the range indicators on the tactical overlay. I don't know why.

Another handy find is that right-clicking on the sidebar allows for the useless-to-me jukebox, forever accidentally clicked on instead of the journal, to be relegated from the top-level instead to appear beneath the 'accessories' button. The same dialogue window also lets me promote the much more useful log to a top-level button, allowing quicker access to damage and status messages that are useful in gathering intelligence information.

Deadspace reconnaissance

11th August 2008 – 7.13 am

My agent sends me on an important mission, asking me to recon some deadspace complexes to see if they are safe for transit for a convoy, or if pirates or mercenaries would hinder operations. With him offering a huge 476,000 ISK mission reward I throw myself out of dock barely a nanosecond after accepting the mission.

I warp to the deadspace complex and find some rats lying in wait, with the target acceleration gate below me. I start towards the gate but missiles start pounding against my shield, so I decide to give a bit of a fight back. After all, I'm a daring mission runner with plenty of rat kills to my name, a couple of cruisers shouldn't be a problem. I lock on to all three targets and fire a full missile salvo at the first. As all the missiles hit and leave hardly a dent on the quickly recharging cruiser's shields I flick the reheat on and point myself back to the acceleration gate. When the mission mentions that I don't need to engage any rats I should take it as more than a suggestion.

Warping out using the acceleration gate only finds some more trouble, but luckily this shows the route to be unfavourable and I can return to my agent to report as much. Before the warp drive kicks in I take a bit more of a missile pounding, with the damage scraping through my depleted shields, down past my armour and to the very structure of my Caracal! Back in base my agent furrows his brow at the scorch marks all over my vessel and gives me almost half a million ISK as promised. It's just a shame that I took so much damage just trying to escape from all the cruisers' heavy missiles that I have to pay almost 420,000 ISK in repairs.

Because the first route is dangerous I am sent to investigate a second route. My agent tells me that 'If the mercs leave you alone, and you don't find any pirates roaming around there, then we've found our safe route.' It's a shame the mission is listed as 'part 2 of 3', as I'm supposing this means we won't have found our safe route, although on the positive side at least I can be more prepared to have my Caracal shot in to Swiss cheese again. But for just over 100,000 ISK reward I'm hoping it won't be anywhere near as dangerous as the first, barely profitable mission.

I manage to get out of the second zone easily enough, taking minimal damage. The locked-down acceleration gate didn't appear on my overview, so I wasn't sure what I was supposed to be doing there until I re-read the mission briefing. It was simple enough, as there were no attacks before getting to the gate, and then it was just a matter of the warp drive activating before I had taken too much damage. Now I am to be sent in to dangerous gas clouds and radioactive zones. I'm hoping this is even simpler, and with only 80,000 ISK as a reward it had better be.

Green toxic clouds and radiation damage pelt my ship with damage as I turn the reheat on and rush for the acceleration gate. I make it with plenty of shield to spare and warp through to a safe zone. I hope the agent is happy with this route, although they'll need some shielding for the gas clouds.

With the three reconnaissance missions complete I have only made as much ISK as a single normal mission, because of repairs for all the damage I took. However, I only came close to losing my ship, and had I taken just a bit more damage I would have made significantly greater losses from having to buy and refit a new cruiser. Moreover, whilst I only made a little financial profit on the first stage of the recon mission the loyalty points and increase in standing remains and is significant, and my increased reputation makes me think it's again time to look for a new agent with a higher quality rating. Onwards and upwards!

PvB: player versus bully

10th August 2008 – 2.40 pm

I knew EVE Online was a player vs. player (PvP) game when I started, and I knew that I probably wouldn't like the PvP aspects of the game if they were anything like my previous unfettered PvP experiences. Specifically, experiences where the only PvP people engage in are the unfair, completely one-sided battles where there are little-to-no consequences of their actions. I was pretty much hoping I could stay away from any aggravation, even though I have read about other players' troubles on occasion.

Today I took my new mining Osprey cruiser, the White Cat, out for a test run. I found a quiet asteroid belt with some decent ore to be mined and started firing my mining lasers. As the ore built up in my cargo hold I jettisoned it in to a can for later collection by my Badger. Everything was going quite smoothly, and the yield from the three miners and Osprey's bonus was making quick work extracting the ore from the asteroid.

However, it was all for naught. A wanted player with a large bounty on his head zoomed in to the asteroid belt in an interceptor, and parked next to me. He promptly jettisoned his own can in to space and transferred all the ore from my can to his. Admittedly, this flagged him as fair game for me to destroy his ship, but being in a mining vessel made me no match for his interceptor. Being in high-sec space it is possible that Concord would have come along and blown him to smithereens if he retaliated, I don't know, but I wasn't going to risk anything more than a haul of ore to find out.

I hadn't done anything to provoke a reaction apart from be a soft target, and it seems that the bigger you are the more you can push people around. It shouldn't be like that, there should be consequences. Personally, I don't look forward with excitement to the time when I can poke newbies with a stick to see if they fight back because I don't see life as a case of making others suffer because you suffered previously.

No doubt there will be plenty of people who will say that this is just part of the game, that I should expect such actions to occur. I'm sure they are right that I should expect the consequences of being in a PvP world, and I certainly am wary of my actions, but I consider bullies to be an illegitimate threat to my enjoyment. Gaming is as much escapism to me as it is fun. If I am not only unable to escape from bullies in a game but supposed to expect them, in a high security area too, I will look elsewhere to have fun.

Opening the cargo hold whilst in dock

9th August 2008 – 11.18 am

Being able to open the cargo hold of your ship whilst in dock in a space station is rather important in EVE Online. It is how cargo is transferred between the ship and the station, and is necessary in order to pick up items for courier missions. This seems like a startlingly obvious assertion to make, and I only make it because the only way I knew to open the cargo hold in dock was to right-click the ship and select the right option from the context menu.

Opening the cargo hold by right-clicking irks me, partly because I am an Apple Mac user, and partly because it strikes me as a peculiar user interface design choice. There is a big button to undock the ship, sending it hurtling in to space, and big buttons for docking features like the medical centre, market, the ship's fittings, &c., but no obvious way to open the cargo hold without finding the right-click contextual option. One of the loading screen hints for EVE Online is 'if in doubt, right-click', but that doesn't make it right.

Considering the ease with which the cargo hold can be used and opening whilst in space, where a single click on the appropriate icon opens the cargo hold or items can be dragged directly on to the same icon to drop the item in to the hold, I find it curious that there isn't an obvious way to achieve the same result whilst in dock. In fact, I couldn't believe there wasn't a simpler option, so I played around trying to find one.

I came up with two straightforward ways to open the cargo hold whilst in dock that don't rely on right-clicking. The first is to open the fittings window for the ship, from where the cargo hold section can be clicked, at the bottom-right of the fittings window. This method only requires single mouse clicks, but involves opening a different window first. It's the easiest way to open the cargo hold if the fittings window is already open, and as I use this window to recharge the launchers and change modules it is normally open nearly every time I dock anyway.

The other way I found of opening the cargo hold is to double click anywhere in the docking window, and not just on the ship. Nice and easy, and it isn't necessary to click on the docked ship at all, allowing multiple windows to remain open. Both these options are simple and don't require contextual menus to achieve the desired result, which removes a layer of complexity.