One of the long time gripes about EVE Online is that CCP does not allow any addons or mods to the game’s UI.
I am not sure I have mentioned this in the past, except briefly in passing, but this is kind of a big hairy deal for a bunch of people because of the notorious nature of the default EVE Online UI. There are few things EVE players agree on as much as how awkward and often impenetrable the game’s interface can be, especially to new players.
To be fair, it is working in an environment more complicated than a standard fantasy MMORPG, where a player is standing on the ground, sword in hand, and pressing an attack button to smack an orc. But still, the design philosophy for EVE has mutated over the years and there are times when you can feel the design paradigm shifting under your feet as you attempt to do something out of your usual daily routine.
So the argument is that a mod-able UI that allowed addons and the like would help solve that. For a game that literally survives on third party tools… for example, the two in-game maps would struggle to be the 4th and 5th best maps of the game, with DOTLAN logical and navigation maps probably being 1st and 2nd… harnessing the proven ingenuity and resourcefulness of the community seems to be a no brainer.
Except, of course, CCP rightfully fears the outcome. They fear that if they allow modification of the UI that the community will come up with changes that lend distinct advantage to specific users. They have been smacked around for nearly 20 years by the wisdom of the crowd that flows like water through all of their carefully laid plans to find the optimum solution.
And in a game that is, at its heart, PvP focused, that is death. Something like HealBot in WoW doesn’t spark much real ire because, in a PvE situation, it only helps fellow players. A similar addon in New Eden, where an addon would lock up ships in your fleet needing reps and highlight the repair module for you, that could be game breaking.
So we soldier on with the old UI, with the promise of something maybe better in the future in the form of the Proton UI, which they have spoken about in the past. I remain dubious about the new UI and expect it will be the map situation all over again, where the new map wasn’t much better than the old map, and less useful in some cases, so they ended up with two in-game maps.
We shall see.
So that is almost 500 words about the EVE Online UI and mods. What does this have to do with damage meters? Can I get to the point already?
Elsewhere in the genre of late, and in FFXIV and WoW specifically I gather, there has been some community flare up about damage meters yet again. (See Kaylriene and Belghast, they link out further on that.) The argument is that they turn people into toxic aholes and should not be allowed. FFXIV specifically does not allow them, though peeling back some of the rhetoric, that seems to be at least in part because they support PC and console and they don’t want console players to be second class citizens.
I generally run damage meters in MMOs if I am going to group up because it is an handy way to analyze what you’re doing in a genre where feedback can be huge numbers flying around without context. I hit for 20,000, is that a lot or a little? So I view them as a tool for self-improvement.
But the meta community views of FFXIV and WoW, can be summed up respectively as “you don’t pay my subscription” and “git gud” when it comes dungeon performance with others, both of which I find obnoxious in a grouping context. There is a lot of emotion in there.
Whatever, I don’t play either currently and find neither community a draw to play their respective games.
But that led me to think about EVE Online, which I am sure both communities would look down upon, if they knew the game existed, as a toxic swamp based on its PvP focus alone.
As it does not allow mods or addons, EVE Online does not, strictly speaking, have damage meters.
There is nothing I can slap onto the game that will put up a UI like Recount, the only damage meter addon I can recall at the moment, to give me immediate feedback on how much damage I am applying against which targets and all the fun data that comes with that. (I also run damage meters just to see the data.)
But EVE Online does have a pretty healthy relationship with data and allowing users access to it. But it kind of needs to, just to overcome the amount of options available to players.
I’ll use 425mm railguns as an example, a battleship weapon that happens to be fitted on a Megathron in my hangar, which is the ship I last flew on an operation.
There are ten variations of that particular weapon available in the game, each with some different parameters, and nearly 60 different ammo variations that can be loaded into them, with differences in range, damage, capacitor use, and other modifiers. That is a lot of combinations to play with.
For fleet ops the choices are generally winnowed down to some specific loads and the weapon is generally the tech II version. But there has been a graphic going around for ages to illustrate what to do with your Megathron. (It goes in a fleet doctrine called “Baltec Fleet,” named after Baltec1, who used to fit out Megathrons so they would work with other doctrines and I remember being on cruiser fleets with him in a fast warping Mega. He moved on to an alliance hostile to us ages ago, but his legend remains.)
And the game gives you your base damage output fairly readily. For the seven 425mm guns on my Megathron it says:
So the base damage of my volley is about 1,400 points, divided between thermal and kinetic damage type. That is about 200 points per gun. With firing rate calculated in, that is a little over 300 points of damage per second output.
I have spike loaded, which is the very long range ammo, and it gains that range by sacrificing some damage output. There is a correlation between range and damage, with shorter range ammo tending to hit harder.
(Also, as an aside that shows the scale of EVE Online, that can hit out to 160km, or about 100 miles. That is far enough away that all but the most massive ships or structures become too tiny to discern. On earth, out at sea, you would have to be 2,000m in the air for the horizon to appear to be that far away. Distances in space are kind of daunting at times.)
Strictly for comparison, here is the same ship and guns loaded with antimatter, which is a shorter ranged ammo.
There are, of course, things that can affect the base damage, such as if the target is outside the optimal range or the falloff range, which will see damage reduced and eventually stop landing hits.
And then there are the resistances to damage types that a ship can have. I’ll use my Megathron as an example again. From the ship fitting window:
If somebody is shooting me with a kinetic… the damage types are electromagnetic, thermal, kinetic, and explosive (blue, red, grey, gold)… my shields deflects 48% of incoming damage, my armor armor layer deflects 58% of incoming damage, and my hull deflects 60% of incoming damage, fit as I am.
So while my hit points add up to just under 60K total, the effective hit points (EHP) is closer to 130K due to the resistances. (That is an estimate, it could be more or less depending on incoming damage type.)
There are other things that affect damage application, such as implants, signature radius, and drugs, but I will skip past that for now because I am once again wandering far afield from the idea of damage meters.
So, when it comes down to it, do you get to see how much damage you applied to a target? Of course you do. It is all there in the kill mail notification that the person who gets in the final blow receives in game as well as the kill report that appears over on zKillboard, if it gets captured there.
So, for example, there is a Claymore that we blew up on an op this past weekend and I was on the kill mail. You can see the kill report over at zKillboard.
And along the side it shows how much damage each of the involved parties applied… net damage, after resists.
The difference between the list is likely related to lock speed, drugs consumed, being optimally positioned, and just paying attention. (Oh, and skills trained. I said I was working on Large Railgun Specialization V in my last skill training update. Every level of that gets me 2% more damage out of the tech II guns I have mounted.)
And here is where we diverge from WoW or other titles where DPS is judged by their damage output.
Nobody cares how much damage you did.
I mean, it is cool if you got top damage. And I know when we do structure shoots there are people who will show up in bling fit, polarized high DPS ships to compete to see who gets top damage. There are some bragging rights associated with that. But I have never been on a fleet where somebody got called out for being down the damage list.
Seriously. I might live in a rarefied arena of the game, but it just isn’t a thing where I have played. I am sure it might be in some elite PvP orgs. Toxicity will find a way. But it never seems to bubble up in r/eve or the forums, which is often where complaints about that sort of thing find an outlet.
I remember when Gevlon tried to make damage output a thing, his way of rating the value of pilots on a fleet op, because he couldn’t quite let go of the WoW raider mentality. But it was an absolutely garbage idea. By his logic logi ship, the space priests that repair damage, had no value at all, nor did tackle or electronic warfare ships.
Now, I will say, life in a null sec coalition means getting recommended fits handed to you, so most everybody in a Megathron on that operation was likely fit the same way I was and firing the same ammo as the fleet commander called for. Coordination like that is what makes fleet doctrines work as it gets a critical mass of players with the same engagement envelope and damage type to hit targets in a coordinate fashion. As it says on that chart above, always shoot the primary.
I have seen people get mocked in less organized groups for having a poor fit, and there is a list of fitting sins you can commit as far as the fitting theory crafters are concerned. But the general result from that is to go back to the drawing board for a better fit. Ships and equipment are expendable so you just go buy some more.
Meanwhile, the game does record your own damage application in its log files, down in the gamelogs directory. You can take that and tease out your own damage, or you can use one of the file parsers out there… and of course there are a few, the EVE community loves to make tools… to see what you did. I went to one called EVE Combat Log Analyzer to see how I did on that op I mentioned above.
There is a gate rat in the mix there, the Angel Warlord, but otherwise all player stuff. So you can get something of a damage meter after the fact. But it doesn’t really have the same impact/influence as something you might get after a dungeon or raid in WoW.
Here, at the end, I will say that this post doesn’t have any sort of dramatic point to make, other than to illustrate how damage and its measurement in EVE Online compare to the more traditional fantasy MMORPG counterparts. Just something of a Friday text ramble.