Daily Archives: August 24, 2018

Just Survive Doesn’t

Daybreak Games announced today that the rather aptly named game Just Survive won’t survive though to the end of the year.  It is set to close down on October 24, 2018, after which it will be just another entry on the list of SOE/Daybreak games that once were.

The night is dark, I think I’ll go to bed

The message from Daybreak, quoted here since the site it is on will no doubt disappear with the game itself.

Dear Survivors,

After careful consideration, we’ve made the difficult decision to sunset Just Survive on Wednesday, October 24 at 11 a.m. PT. The excitement of the game’s promise was palpable and its loyal community is still full of ideas for its future. Unfortunately, we are no longer in a position to fulfill its greatness and the current population of the game makes it untenable to maintain.

Just Survive was part of our first Early Access project, and we learned a great deal during its development. As with any open world game, the greatest stories came from our passionate players. From the incredibly skilled base builders to the free-ranging gangs, and all of the players named variations of “ImFriendly” and “PleaseDontShootMe”, we hope everyone had amazing adventures across Pleasant Valley and Badwater Canyon.

Thank you for taking the time to play the game, to help test it when we opened the Test servers to the public, and for all of the suggestions and feedback throughout Early Access. We truly appreciate everyone’s commitment and your contributions throughout the development process. Our promise is to do better and learn from every experience along the way.

Just Survive servers will remain available for play until Wednesday, October 24 at 11 a.m. PT, and starting immediately all Steam purchases and in-game transactions have been disabled. To find out if you are eligible for a refund via Steam, please visit this link.

Thank you again for your support and dedication to Just Survive.

Best,

The Just Survive Team at Daybreak Games

The original game, built up from PlanetSide 2, rolled up under the H1Z1 name back at the beginning, was announced back in April of 2014 with the bizarre promise that this zombie apocalypse, horror survival title was “dedicated to Star Wars Galaxies players.”   I know some people still trying to figure that last bit out.  The details about the game, available at that link, at first included the idea of it being free to play and available to SOE All Access subscribers.  Indeed.

H1Z1 went into Early Access in January of 2015 to much acclaim.

Okay, maybe not.  It was a bit of a disaster, not helped by then CEO Smed forgetting that gamers can’t take a joke… or that you shouldn’t insult your customer base quite so brazenly… or something.  Anyway, it brought up the whole idea of what we should expect out of paid early access and went some way, along with Landmark, towards setting the poor reputation the concept has.  It got Polygon to declare if a company was charging for a game then it was fair to review it as it stood.

Smed was also out there telling people it wasn’t an MMO despite the fact that the company web site said it was.  Get your stories straight and all of that.

I kind of miss Smed for quotes alone.  You never got Russ Shanks on Twitter after Smed was gone.

Anyway, as we were to soon lean, SOE was about to be split from Sony and become Daybreak Games, so rushing the title out the door was probably part of the plan to please the new masters in San Diego.

As time went on the game got better.  I went and played it a bit with people from the Reavers SIG from the Imperium in EVE Online.  It was clearly a game for groups, but it had its moments.

You use your clothes to make a bag right away, because inventory management!

There was even some bonus items for signing up through the then-branded TheMittani.com.

The machete was the clincher

However, the Battle Royale option that was put into the game became the hit aspect of the whole thing, the driving force that sold something like a million copies of the game and kicked off the whole Battle Royale genre.

When it became obvious where the money was for the title, the Battle Royale portion was split off into its own game, giving us two titles, H1Z1: Just Survive and H1Z1: King of the Kill. 

There was some later work on those titles, with the former becoming Just Survive and the latter going through some gyrations before returning to just H1Z1.

You missed one I think…

While H1Z1 has ridden some highs, first dominating then losing the Battle Royale market to PlayerUnknown’s Battlegrounds and Fortnite, then getting a boost again on the PlayStation 4… if only you’d stayed with Sony… the other side of the house appeared to be struggling to live up to its name.  Just Survive was mostly a black hole of information.  I pegged it to be declared in “maintenance mode” by the end of this year while some wild rumors from earlier this year said it was on its last legs.

During that time H1Z1 finally went liveJust Survive never made it there.

And here we are today.  I was a bit too optimistic in my prediction.  How can you tell when something at Daybreak is in maintenance mode after all?  The traditional cycle there, carried over from the SOE days, is moments of enthusiasm followed by long, long stretches of dead silence.

Daybreak Games now has the following titles:

  • EverQuest (1999)
  • EverQuest II (2004)
  • DC Universe Online (2011)
  • PlanetSide 2 (2012)
  • H1Z1 (2015)

Those titles are all effectively SOE era work.  There have been improvements and expansions onto consoles and the like, but there hasn’t really been anything new in the Daybreak era.   Not much of a legacy after almost four years.

And so it goes.

Other sites covering this closure:

Malcanis Picks Winners

We can’t win against obsession. They care, we don’t. They win.

-Ford Prefect, Life, The Universe, and Everything

There are a lot of words here, so I’ll get to the point up front.

TL;DR – If your conspiracy theory is more easily explained by Malcanis, your conspiracy theory is probably wrong.

There, saved you 3,000 words.  Also, don’t take this all too seriously.  This was very much a stream of consciousness “blast it out in one go” sort of post.  More so than usual even.  Of course, in saying that I know people will take this as seriously as suits them.  Such is the way of the internet.

Malcanis’ Law.

If you play multiplayer games… online multiplayer games… and you are not aware of Malcanis’ Law, then let’s correct that right now. Here is the most common version.

Whenever a mechanics change is proposed on behalf of new players, that change is always to the overwhelming advantage of richer, older players.

Examples of it show up all the time, especially when you consider that “older players” is a category that includes not just age but skill, experience, depth of knowledge, and even a commitment to a game and its mechanics well beyond any new player. It explains why game companies do not do certain things and why, when they do, they do not turn out as expected.

Like any such “law” it is a general statement and applies to trends in a population rather than specific individuals. New players, after all, do not remain new players forever. Well, some do, certainly. We’ve all seen them. But many become the rich(er) and older players who then become the beneficiaries of change. Others become former players, but that is another story. But the law continues to apply even as individuals move from one group to another.

Sometimes the exchange doesn’t seem so bad.  Sometimes you just let the vets have their thing just to get something to new players. Blizzard giving a level boost out with the expansion gets new players into the current content and up with the bulk of the player base, the latter probably being more important than the former. It doesn’t make a new player a good player or given them much in the way of special insight into the game or how to play their class, but at least they are likely to be in the same area as their friend.

A veteran player with a character boost will quickly have a potential new alt with all of the account-wide advantages and the knowledge and gold to make that character a winner quickly enough. That isn’t an overwhelming advantage… I think Malcanis overstates that in the law… but it is clearly an advantage.

If you want a more egregious example of the law, we need only look at skill injectors in EVE Online.

EVE long had a perceived problem with its skill training system. Since it runs in real time, there was no quick way to gain skills. You had to fill up your queue… or pick a skill regularly in the days before there was a queue… and wait. You could optimize a bit with attributes and implants, but in the end time had to pass.

This meant, as an example, that somebody who started in 2003 was always going to have more skill points than somebody who, like myself, started in 2006, so long as we both stayed subscribed and actively training. Thus one oft heard complaint was that new players could never catch up, and as the years went along the perceived gap between new players and veterans only grew.

The solution to this problem was the aforementioned skill injectors. Now a new player could… by spending real world cash on PLEX since they certainly hadn’t earned enough ISK in game to pay for it that way… catch up with veteran players. And I am sure a few did.

Mostly though it wast the rich getting more powerful as a result. We saw IronBank use their casino ISK to max out all possible skills. What happened more commonly was that rich players were able to bypass the nearly two year training cycle for a titan alt. That was likely a greater limiting factor on the number of titans in the game than anything else by the time skill injectors rolled around. That the Imperium was able to field nearly 500 titans for the final Keepstar battle at X47 was largely due to skill injected alts.

Basically, to avoid Malcanis you have to make changes that are so crappy or so innocuous that they don’t really impact new players or old.  Something like Alpha clone skill injectors you have to buy daily and which only boost you up to the point of Omega skill training speed, which no vet would likely bother with.  But since we already have regular skill injectors, why would they?  They’d have to unsubscribe and go Alpha for no reason.

LOL! Drink a pot noob!

The thing about Malcanis is that it works both directions. The corollary to the law might well be that any mechanics change that is proposed to limit or retard richer, older players will harm new players even more so. There was an example of this in EverQuest II. Back in EverQuest there were complaints in the forums about twinking. Yes, there were complaints in the SOE forums about almost everything you can imagine, but the company seemed to listen to this complaint.

Twinking is using your high level friends or alts to power up a low level character in order to speed up leveling. Back in the day in EverQuest this was pretty common, something inherited from its DikuMUD origins. Gear wasn’t bound to a character and had no level restrictions, though sometimes a proc would only work if you were above a certain level. I recall Ghoulbane, an undead smiting paladin sword, having a level limitation on its proc, though the sword itself could be wielded by a level 1 pally. And, likewise, high level buffs that gave huge boosts to stats and hit points were free to be applied to low level players.

When EQII rolled around SOE seemed to have gone way out of its way to close off twinking. Gear had level restrictions. Buffs were of very short duration, scaled down to low level players, and in some cases could only be applied to people in your group. There was a formula that dictated the maximum level range of players in your group, so players too low in level would not gain experience. And then there was the whole encounter locking aspect of things. Gone were the days of happily buffing low level players. The only thing they missed initially was bind on equip gear, which they fixed as soon as that started to kill the market for player created items.

And this created the usual divide. Sure, at launch the difference between new players and veterans was paper thin, but it was telling. People entered the veteran class by showing up with friends, forming a guild, and grouping up to play. A regular group was a ticket to success, especially since a lot of the content past the fields in front of the opposing cities of Qeynos and Freeport were heavily skewed towards group play, which caused the minor gap to become a major one past level 20 or so for a lot of players.

While SOE eventually reversed course on nearly everything I just mentioned, this somewhat overt hostility to solo play and helping anybody who wasn’t near your level and in your group was another nail in the coffin for EQII once solo-friendly WoW launched later in the same month. (Why solo was, and remains, important is a whole different topic that I might have to revisit.)

So when I hear people suggest that the Monthly Economic Report indicates that sovereignty fees or structures ought to cost more, I know who can afford any price increase:  The rich can.  Goons can.  Raising those prices would only harm smaller organizations and put a limit on the ability of newer organizations to enter null sec.  And that was what Fozzie Sov and increased population density was all about, giving those sorts of groups that opportunity.

Because, of course Malcanis extends itself beyond players to groups as well. As noted in the EQII example, a situation existed where being a part of a group gave an advantage and went far towards setting up the optics of the veteran/new player, rich/poor, winner/loser split.

Malcanis favors those ready to take advantage of change, which brings me back to EVE Online. Gevlon, who once swore he was done talking about the game, cannot let go and has recently been back on his “CCP picks winners” excuse for leaving the game. Well, there was that and the fact that CCP Falcon made fun of him, but that was so mild and of absolutely no consequence as to sound crazy as any sort of excuse.

Anyway, his note of late was that citadels were a gift to Goons, proof that CCP favors them over other groups in the game.  This was a change from his original position, that citadels were a gift to whoever ran the trade citadels in Perimeter, but the base angle remained.  It is, as always, a corrupt developer story (the corrupt developer career path being a thing in his world view), his usual fall-back to explain the world when it isn’t working out as predicted. (I can hardly wait to see the tale he weaves when lockboxes aren’t universally banned this year. I expect a lot of explaining about what he really meant and how the Netherlands are essentially the whole world so he really was right.)

From my point of view, which is from within the Imperium and thus on the side of Goons, this theory looks more than a bit off. Certainly anybody who spends any time in the GSF forums will start to get a sense of the institutional paranoia Goons have about CCP. While they may be Lowtax’s chosen people, they certainly do not feel like Hilmar’s favorites. Some of this is just paranoia I am sure, but the relationship between Goons and CCP has been peppered by enough events over the years, from the T20 scandal (one of the rare cases of actual developer corruption, but did not favor Goons) to the “No Sions” rule for the CSM a couple of year back.

I don’t buy into it myself. CCP seems ready to ignore input and inflict pain on all comers at times, but the downtrodden under dog origins of Goons seems so essential to their identity in game that I doubt it will ever go away. To merely survive against the odds you see stacked against you is to win, and to actually win in that situation can be transcendent, even if it is founded in a fiction.

Were citadels a gift to Goons? They sure didn’t look like it when the hit. The Citadel expansion went live in late April of 2016. And where was the Imperium living then? In the Quafe Company Warehouse station in Saranen. I mean, we still held much of Pure Blind, and Vale of the Silent was technically not lost yet, but that was all well on its way to being lost. Circle of Two had betrayed us and swapped sides, SpaceMonkeys Alliance was spent and left the coalition to recover (only to fold up shop), FCON headed out the door without bothering to stop in Saranen, RAZOR looked to be on its way out, and membership in the surviving alliances was in decline. Darius Johnson, having somehow been given possession of the original GoonSwarm alliance was calling for “true Goons” to come fly with him, an offer which found few takers but which was exploited for propaganda value.

The North – April 28, 2016

And in the midst of that, while we were living in a low sec station and undocking daily to take the fights we could manage, citadels showed up. Soon there were three Fortizars and an Astrahus on grid with the Quafe Factory Warehouse station, all hostile, while in 93PI-4 there was an enemy Keepstar anchored so the Moneybadger Coalition could dock up their supercapitals just on gate away from Saranen, from which they could drop on the near portions of Black Rise as well as covering Pure Blind.

That was a hell of a gift for somebody. It sure didn’t seem like it was addressed to us though.

The war was lost. We obstinately held on until June before calling it quits, after which we began the migration to Delve. There we had a region to conquer, though the weakness of the locals meant there wasn’t much of a barrier to entry. The only worry was if the Moneybadger Coalition would live up to their promise to keep us from ever forming up again. As it turned out, that was mostly empty talk. The new north was too busy settling into their new territory to bother and thus only made a few minor attempts to thwart us in Delve before giving up to fight amongst themselves.

At that point pretty much all of the major null sec changes were in place. The regions had been upgraded so there was no more “bad sov” to avoid. Any system could be made a ratting and mining paradise with the right upgrades. Fozzie sov was in place.  And citadels were now the new thing, allowing groups to setup stations wherever, with the Keepstar variety allowing supers to dock up, allowing those alts to escape their space coffins.

While we had to police Querious and Fountain to keep hostiles at bay as well as dealing with the dread bomb threat from NPC Delve, much of the months after taking Delve were relatively peaceful. We were not at war and we weren’t keen to get into another one having been soundly beaten. Instead, the institutional paranoia served us well as the coalition began to work to stockpile ships, material, and ISK to defend our space lest our foes unite and come after us once again.

But nobody did. PL and NCDot turned on TEST and CO2 and threw them out of the north, while the rest of the sov holding victors settled into their new northern fiefdoms. So the Goon drive to restore its power was mostly unchecked. Soon we had our own Keepstar, then two, then many. They were a part of the game and we were going to use them. KarmaFleet expanded to become an even more essential part of GSF as the long insular Goons sought to expand the levee en masse option that Brave Newbies had championed and that Pandemic Horde used so effectively during the war. Ratting and mining was deemed important, both to raise defense levels of systems and to feed the expanding war machine of Delve, so incentives were offered including, for a while, PAP links for mining and ratting fleets. You could fill your monthly participation quota by making ISK.

Then there was the Monthly Economic Report which, as Ayrth put it, became one of the Imperium’s best recruiting tools. Come get rich with us in Delve! We were not only getting rich, but we were living out the “farms and fields” idea that had long been proposed for null sec. If you lived in your space you benefited. If you just held it but lived elsewhere you did not.

And yes, this is all a dramatic over simplification told from my own point of view, omitting various details, both pertinent and not. But the overall point survives even if you tell it from a completely Moneybadger perspective, call it World War Bee, and emphasize the failings of the losers.  The Imperium lost the war and won the peace.  That’s what the Monthly Economic Report tells me.

As an organization the Imperium was both prepared and motivated to adapt to the changes in the game and to take advantage of them in ways that almost no other null sec entity was. When external casinos were cut off as a source of wealth in the game, did those who depended on them change their ways? Last year, when moon mining went from a passive activity to the new active collection method now in place, how many other groups adapted as well?

The only old school revenue method left is rental space, which I am told NCDot does very well by. The lack of bad sov anymore means their rental base can be smaller… once a huge swathe of null sec… yet viable.

But overall Goons adapted to the changes, and worked very hard at it along the way, while other groups did not. So if you are putting forward the proposition that CCP picks winners, that they have chosen Goons to win EVE Online, whatever that means, it is pretty much on you to explain what CCP should have or could have done differently that would have changed the outcome.

  • Did Fozzie sov changes favor Goons? It sure doesn’t look like it.
  • Did null sec density changes favor Goons? They didn’t save us during the Casino War.
  • Did citadels favor Goons over others? Just saying it doesn’t make it so, you have to prove that their lack would have changed something.  Otherwise no.
  • Did removing casino wealth favor Goons over others?  Only over the groups that depended on it. Who will raise their hand and claim to be in one of those?
  • Did moon mining changes favor Goons? It seemed like we were doing fine mining moons the old fashioned way.  Goons had to change like everybody else.

That is four negatives and a semi-sorta for specific entities.

In the end, saying that CCP favors Goons sounds a lot like an excuse for those who would not put in the work and adapt to changes. But I guess “Well sure they won, they took advantage of the changes!” doesn’t sound as good.

Basically, it is all on Malcanis here.  The group willing and able to take advantage of the changes rather unsurprisingly came out on top.  That is what the rule always sums up to in the end.

And now there is a new war in the north and the Imperium is spending its accumulated wealth and putting hundreds of titans on the field.  Keepstars are dying and the combined losses overall reach into the trillions of ISK.  We’re throwing ISK and resources onto the fire of war.  I don’t know if we’re going to end up like the Serenity server in the end, where one group emerges as so dominant that null sec is effectively over.  But if EVE is dying at last, it won’t be because CCP picked the winner.

Follow on thoughts:

  • It would also be very much against CCP’s best interest for them to pick a winner, so why would they?
  • Not picking specific winners is different from not favoring specific play styles.  CCP’s vision is clearly that null sec is the end game and other areas suffer for it.
  • Null sec coalitions are inevitable.  There will always be a blue donut.  While there were a bunch of new groups in null with Fozzie Sov, eventually everybody had to find allies to survive.
  • While I poke at the Moneybadger Coalition for not following the Imperium to Delve to keep them down, it is remarkably difficult to suppress a group that otherwise holds together.  I am not sure it can actually be done.  Lots of groups have suffered catastrophic setbacks and returned to be a power.  Some examples of this are the Goons in the Great War, TEST after the Fountain War,  and CO2 after The Judge betrayed them and GigX was banned.
  • Real world analogies, especially WWII analogies, are always wrong.  New Eden isn’t the real world.  We don’t live there and, more importantly, we don’t die there.  We respawn and carry on.
  • If your comment on this post immediately jumps into RMT… then welcome back Dinsdale.  Haven’t seen you for a while.
  • If “Winning EVE” is leaving the game behind, is quitting and being unable to let go actually “Losing EVE?”