The October EVE Update Claims to Bring Balance

But as we know, one person’s balance is another person’s horrific nerf.

Probably the biggest change coming with the October release is an update to electronic counter measures, of ECM.

Backbirds jamming in the dead of night

ECM effects, target jamming and other debuffs, are frustrating when you’re the target.  You just sit there watching the  indicator cycle down, unable to do anything about it, hoping that the RNG goes in your favor for the next cycle.

In an effort to alleviate this, CCP has made a change so that the ship being jammed can always target the ship jamming it.

I guess if you are in a fleet fight this might give you something to do.  As a logi pilot the jamming ships are often outside of my drone range, so about the best I can do is yellow box the jammer and hope they get nervous.

But if you’re in a small gang this simply makes ECM ships more vulnerable, and if you were using ECM to escape one on one encounters previously, that plan is now pretty much a bust.

There is talk of CCP boosting the survivability of ECM ships in the future, but for now they are more vulnerable.

The next item up is interdiction nullification.  This is a null sec thing.  About five years ago CCP made a change to interceptors that basically allows them to ignore warp disruption bubbles.

Fear no bubbles!

This has been controversial since it went in.  It made travel ‘ceptors a thing.  If you fit your interceptor so it can align in under two seconds you can move pretty safely through null sec space. (Just watch out for Asher in that smart bombing titan on a gate.)

The problem is that it also makes interceptor-only fleets pretty much impossible to pin down.  It is one thing to have some strategic cruisers with the interdiction nullification subsystem, like the Slippery Pete Tengus of past glory, zipping about playing hit and run.  They at least have to sacrifice some capability to get that and they cost a lot of ISK.   But when you have a fleet of arty fit Claw interceptors zipping in and out, quick to align, quick to shoot, and quick to warp off, blapping ships in your fleet one by one without much skin in the game, that gets on your nerves.

So, in the grand CCP tradition of half measures and compromises that make nobody happy, CCP removed interdiction nullification from some interceptors.

The combat interceptors (Claw, Crusader, Raptor, Taranis) will no longer have that null sec super power.  The reign of the Fozzie Claw may be coming to an end.

However, the fleet interceptors (Stiletto, Malediction, Crow, Ares) will keep interdiction nullification.  We shall see if this changes anything or if there will just be a new interceptor doctrine based on one of these hulls.

The Crow also had its agility number dropped as part of this.  Is a 2 second aligning Crow even possible?

The best part of this however will be the people who don’t read the patch notes and who end up getting stuck in a bubble and blown up wondering what just happened.  It is a good thing that I opted for the Ares as my default travel ‘ceptor I guess.

Exoplant SKIN Ares on the move still

Next up was a change meant to fix a mechanics exploit with heavy interdictors that looked to screw over wormhole space.  CCP used the phrase “unwilling collateral damage” right up front.  Not being a hictor pilot nor a wormholer, I didn’t quite get what was going on with this, just that wormholers were getting the short end of the stick.  In the end, however, CCP created a new module… the zero point mass entangler… to address this and the wormholer’s ability to roll holes in high mass hictors will go unchanged.  I think.  There is a forum thread about it.

Also on the “fixes for null sec” list were two changes to titans.

The first was discovered in the recent war.  It turned out that if a group of titans used their doomsday weapon on a capital and killed it in a single volley, those titans could then re-tether on a citadel in a minute rather than facing the five minute post-doomsday restrictions in place for other actions such as jumping or cloaking.  That has now been changed and a titan that fires its doomsday will now be unable to tether up again until the five minute timer has passed.

In addition, the minor splash damage effect that exploding titans had was removed.  CCP had said in the past that they didn’t think that this was causing any performance problems in large null sec fleet battles, but everybody involved has been harping on this for so long that I get the feeling CCP just said, “Sure, fine, whatever, we’ll take it out. Are you happy now?” so they could get on to other performance related issues without having to hear about exploding titan splash damage over and over.  Sometimes you just have to do this sort of thing.

More generally there was also a change to the slot layout of the Triglavian Damavik frigate.

A damaged Damavik

It loses a low slot but gains a mid, giving the hull three of each.  People said a frigate with only two mid slots wouldn’t be viable, and they were right.

Otherwise there were the usual round of small fixes, many focused on graphical fidelity, with an item thrown in there designed to make me grind my teeth:

  • Additional dungeon assets have been upgraded to the latest shaders.

It isn’t that I don’t want various mission assets upgraded to the latest shaders, it is that I hate when CCP refers to mission spaces as “dungeons.”  This is a long standing gripe and no I won’t ever get over it.  This isn’t Space WoW.

So that is it for October.  The update is already live. (That page has the links to the feedback and known issues threads.)  You can find the original ideas for the October balance pass in this dev blog.  They didn’t get to the Force Auxiliaries this time.

To see what did get changed there are the patch notes and the updates page to guide you.

Between now and November we have EVE Vegas.  That falls on October 19-21 and I expect it will be there that we’ll hear about the “next big thing” for EVE Online.  There is generally a big, named expansion at this end of the year.  Optimists hope for the next great feature that will revive the game while pessimists expect a Pearl Abyss enforced cash shop nightmare.  Reality will probably be somewhere in between.

Through the Withered Lands

The trick with returning to EverQuest II is generally finding some task or zone I can get into, something that will keep me going for a bit.  It doesn’t have to be the latest content… as noted, I am not sure I could even find that… but something at about the right level.

As I said in last week’s post, I went with Bhagpuss’ suggestion and started out on the Days of Summer quest.  That gave me a couple days of wandering Norrath and, as it turned out, having to find and roam through some of the later expansions as part of the 2017 series of quests also brought me to some content that looked about right.

Somewhere pretty… not sure which expansion

The goal was to get my level 96 berserker into something and get him closer to level 100.  And as I went through various zones I spotted one that looked about right as a starter.  I jotted down the name as I flew through it to get the update for the summer quest.  It was The Withered Lands.

Getting the last bit for the Days of Summer quest

However, when I had finished up the Days of Summer quests and decided to go find it again with Sigwerd, my berserker, that left me wondering where it was.  I had the name, but in the whirlwind tour of Norrath I had misplaced the where.  It doesn’t appear on the big travel map.

Oh the places you’ll go in Norrath

As it turns out it is a zone from the Destiny of Velious expansion, which is from 2011, so I am still seven years behind on expansions.  You have to first travel to The Great Divide and, from the bell there hop over to the New Combine flight point.  However, there is another flight point in between you and that, so I ended up trying to wrong flight point a couple of times before I got that settled.

From the correct flight point it is a quick flight/zone transition to the zone.

The zone itself it is very linear, consisting of a long, bending canyon.

Welcome to the Withered Lands

There are two flight points in the zone, but both are only to move to other locations.  My little red arrow is where you land while the second flight point… the little set of angel wings… is the far end of the zone and the quest chains that guide you through it.

In between are a some quest hubs, done in the classical fashion where you go grab half a dozen or so quests and run out to slay or explore until you’re all done, then you run back for the big set of turn ins.

There is fast travel… or at least hands free travel, it isn’t all that fast… between the quest hubs.  Each of them has a stable stop so you can take a horse between them.

The stable stops along the way

If you have a flying mount you can move about the zone over most of the mobs.  However, there is an unassailable mob flying around the zone that will knock you out of the sky as it passes by.  When that happens you’re down in the mud and cutting your way through the locals.  So sometimes it is better to just take the horse and let the locals look on as you pass.

Can touch me on this mount!

The quests are fairly standard.  EQII does a reasonable job marking where you need to go on the mini-map, though I sometimes feel that has released the quest writers from ever feeling the need to give you a hint as to where you might need to go.  There were a few quests that involved scouting a location that was deep in a cave complex, but the only hint you got was a blue mark on the map.

And, of course, there are the usual comical oddities that come with quests and interacting with the locals.

So there are two of you now?

The zone started out a little bit below me in level.  But that was fine as it let me get back into the swing of things without having to worry too much about fighting and correct use of my combat skills.  I wasn’t one-shotting things with auto-attack, but mobs went down pretty quickly.  As I went further though, the mobs started to catch up a bit in level.  But I leveled up as well, so the experience wasn’t too bad.

As I got to the last quest hub, Alivan, I got the achievement for exploring the zone.

Been there achievement

I don’t know what it is about achievements in EQII, but they don’t motivate me the way they do in WoW, or even Rift.  I don’t know why that is.  Maybe it is because they showed up so late in the life of the game that I don’t think about them.  I am always happy when I get an achievement in WoW, even the dumb ones, but in EQII my response is always a bit of a blank look.

Of course, in WoW achievements lead to things like unlocking flying, so maybe that helps.  I am not sure.

At Alivan the quest chain ends and you are essentially done with the zone.  You get a thank you from a big dragon and you’re set.

A job done, if not well done or done well

There is, however, that flight point Aliva.  It only has one stop, and that is Skyshrine: City of Dracur.

Having no other plans, I headed off for there.  Arriving, I found it to be one of those confusing mixes when it comes to difficulty that seems to be a specialty of EQII.

The main area itself is a hub in the midst of three city segments, each populated by heroic encounters.  Those, according to the help, are supposed to be set for groups of three players.  And, sure enough, after picking up some quests and wandering out into the city, I found those encounters to be difficult enough that if I got adds I was pretty much dead.

However, EQII has a solution when you need a small group, which is good because I saw nobody else in the zone the whole time I was there. (Probably not surprising for a zone from 2011.)  The solution are mercenaries.  I had forgotten about those until I died a couple of times and was pondering what to do.  I had a mystic for a mercenary who happily buffs and heals me when he is called up, not to mention kicking the crap out of any mob that looks at me sideways.

Me and my merc

But I didn’t always need him for heroic encounters.  There is a whole series of time travel quests, which I quite enjoyed, that send you off to various instanced bits of content, which is full of heroic encounters that I could easily handle solo.  So I dismissed my mercenary, if only to give the mobs half a chance and save the 20g every 30 minutes price.

There is an overly complex method of determining the difficulty of a mob that has to do with its level, whether or not it is flagged heroic, and the decorations around its name where the thickness of the frame, the barbs, and the up arrows all indicate… something.  More is more difficult, and the mob having a name is am additive as well.

Given all that, the level 100 heroic dragon mob in the screen shot above, which is named, has three up arrows, and a barbed frame thick enough to use as a sewer pipe, ought to be pretty tough.  Certainly tougher than the one in the screen shot below.

Looking on at Ovalis… also, the Halloween event turned my weapon into a shovel, of which I approve

Ovalis there is only level 98 after all, which made him my level at the time.  He looks more on par to this other named dragon, which I did solo without a blink. (Though, admittedly, he only has two up arrows, so he is easy according to the guide.)

Another named dragon… so many

However, the first dragon, which was early in the quest chain, went down so fast I barely had time to get that screen shot, while Ovalis was a different story altogether.

Ovalis is at the end of the quest chain and might be, for all I know, the last mob before you’re done.  I don’t know because I couldn’t finish him.  He was in an instance of heroic encounters that I was able to mow down solo.  But when I got to him he didn’t have much problem taking me out.  So I got out my mercenary and took another run at him, but he took the two of us out about as easily as he did just me.

It turns out that Ovalis is actually a boss fight, unlike all of the other named heroic, graphically festooned mobs I had run across up until then.  There is a run down of his fight on the wiki, but I wasn’t able to get through it on a few tries, so I started looking around at how to up my game.

I figured out that mercenaries can now be leveled up, which opens up equipment slots on them.  So I blew about two thirds of my hoarded Station Cash… Daybreak is probably tickled pink that I finally spent some of it after all these years… and boosted my merc up to level 10.

I then went off and crafted a full set of level appropriate armor for him.  Sigwerd is an armor smith, and I had be harvesting along the way, so that was easy enough.  I also managed to get his armor smithing skill to level 100 while I did that.

There were some other open slots for my mercenary, but those seemed to be for level 100 items, so were out of reach for me.   But otherwise as well equipped as I could make him, I headed back out to the Withered Lands and Skyshrine: City of Dracur, taking the various flight points and horse runs, to get back to Ovalis in order to challenge him once again.

And after all of that I was defeat yet again, just as easily as before.

So I am just shy of finishing the Withered Lands.  There isn’t much else to do in the zone, so I am off to find the next zone to try.  There is currently a boost to experience on the server, so I would like to get Sigwerd to level 100.

But overall the Withered Lands gave me a good solid chunk of content, which is all I am asking for really.

The Rules for Rulers

In roaming YouTube the other day I came across this wonderfully simple and cynical look at political power and how to hold it.  A fine topic for a Sunday.

I initially clicked on it because I thought the author was “CCP Grey” and it had something to do with EVE Online.  While it may actually not relate directly to New Eden, it is still worth a watch. (I’d like to see somebody examine the keys to power in null sec empires though.)

The author has a number of other interesting videos also delivered in a soothing, well modulated tone.

Always Something to Clean Up in Space

After having caught the first move op back to Delve last week I wasn’t sure what I was going to do with myself in New Eden.  I haven’t ratted in over a year, and I haven’t mined in much longer than that, and have no desire to do either.  When you see those Delve numbers on the monthly economic report, I contribute nothing to those two categories.

Meanwhile the peace in the north has meant few strategic operation opportunities.  I like strat ops because the have a goal and I am a very goal oriented person.  Roaming just to roam, unless it is with Reaver, isn’t something I enjoy.

Fortunately it appears that NCDot was looking out for me.  It must be because I am friends with Matterall.  They left a couple of Astrahus citadels in Aridia set for US time zone timers, so when a fleet went up to go shoot them I was awake and ready to go.  It was going to be Hammerfleet doctrine, which is built around the Ferox battlecruiser, which meant that I would get to show off the Cordite Blossom SKIN that CCP briefly offered as a fundraiser back with the September update.

Cordite Blossom Ferox at a jump bridge

The fleet was under Dave Archer and, of course, he didn’t tell us what we were up to, just that it was a strat op.  The presence of spies and the requirements of operation security means we rarely get told much until something is already happening.  But that it was a strat op in a doctrine that is often used to shoot structures, and because there was a small carrier op under Zed Starshine going with us, it seemed like a good bet that there was a citadel out there that needed bashing.

And that we took the jump bridge to 1-SMEB pretty much guaranteed it was in Aridia.  So off we went, shepherding the slower carriers that would be used as the firepower for the shoot.  Getting there went smoothly, except for the point when somebody in the fleet set off they cyno by accident.

That wasn’t what he meant to do

That sort of thing doesn’t happen as often as it could.  But it was quiet enough in the area that we left him behind and he was able to catch up.

The Astrahus itself was being gunned, so as we orbited the structure it threw various things at us.  For the most part that kept logi awake with something to do.

Paints and webs on somebody

The unaware and incautious were in trouble however.  Small stuff had to warp off to stay safe and the few people who did dumb things, like lighting their microwarp drive when a bomb was coming in, paid the price.  But losses were minimal.  When the heard had been culled of the incompetent the gunner started in on our drones and we had to pull those and pick up with guns.  However the fighters from the carriers carried on without issue.

Unfortunately, this shoot was just for the armor timer.  There was no kill mail to be had.  The kill was set for three days down the road.

Timer counting down

Then we moved to another system and did it all again, shooting another gunned Astrahus to take care of another armor timer.

The Ferox line and a planetary atmosphere

That set up another timer for a kill next week.

After that it was a quick run back to 1-SMEB where the carriers could jump and we could take the jump bridge back home.   So I managed to get in on at least one fleet this month and helped clean up some hostile structures.  We’ll see if I remember to check for the fleet that will go get the final timers and the kills.

Friday Bullet Points about Minecraft

It has been just over four years since Microsoft paid Markus “Notch” Persson 2.5 billion dollars for Mojang, the company he founded.  Of course, what Microsoft was really buying was Minecraft.  Notch had been forecasting doom when it came to Microsoft’s plans for Windows 8, but it turns out that a couple of billion dollars can change your mind when it comes to monopolistic practices.

Notch said at the time that the deal wasn’t about the money.  And I am sure he was right.  It is never about the money, it is about what the money can buy.

Anyway, four years down the road and it seems like Microsoft hasn’t managed to screw up Mojang and Minecraft.  I was concerned at the time as there is a long history of big companies buying small studios and then destroying them by not understanding what they really bought.  But Microsoft has managed to avoid that fate, in large part I imagine because they have mostly left Mojang to focus on what it does best, while pushing a few smart ideas of their own that their size and muscle allowed to be a success.

There has been some news out about Minecraft this week, which I am going to mix in with a couple of items of my own for a list of bullet points about Minecraft.

  • A Lot of People Play Minecraft

In a recent interview the head of the Minecraft business group at Microsoft, Helen Chiang, said that more than 90 million people play Minecraft every month, up from 74 million at the start of the year, and more than 150 million copies of the game have been sold, up from the 100 million mark back in mid 2016.

This is no doubt related to the fact that Minecraft is available in some form on a lot of platforms.  I was going to compare to The Elder Scrolls V: Skyrim for most platforms supported, then I saw Minecraft was available on things like Apple TV and the Nintendo 3DS and started wondering if we were getting into Tetris levels of platform support.

  • No Minecraft 2

Also in that interview the question of a sequel came up and the idea of a direct sequel for the core Minecraft product was dismissed.  Microsoft gets it.  If you have a popular product with 90 million people playing it every month, you don’t yank the rug out and force them to decide between what they currently enjoy and some new item.

While Club Penguin didn’t have that level of popularity, things would have likely ended better had Disney not tried to force its player base onto the now discontinued Club Penguin Island.

So while Microsoft will use the Minecraft IP for other games, it won’t try to replace the core game.

  • Minecraft Dungeons

And speaking of using the Minecraft IP, at MineCon this past weekend a new spin-off was announced in the form of Minecraft Dungeons.

Described as something of a cross between Minecraft and Diablo, this will be a multiplayer dungeon crawl experience.  I have actually wondered about a Minecraft dungeon crawl experience in the past, though I would like it to be in the world where I can also build stuff.

Here is the trailer:

This could be interesting if done right.

  • Minecraft Realms

Not in the news, but something I want to mention as an item Microsoft got very right.  Part of what Minecraft does well is a shared experience.  You can play with your friends.  Minecraft is a power in online gaming that people often don’t even consider.

For a long time there was a plethora of third party hosting services for Minecraft and then Minecraft RealmsRealms didn’t offer any of the customization options that the third party hosts did and was much more expensive to boot, at least if you just wanted to play with a few friends.  It was pretty much a non-option when I first went looking for a place to host our Minecraft world.

Somebody at Microsoft figured out that if they couldn’t do quality when it came to features, they could easily do quantity based on a much lower price.  So they dropped the price and added in support for the various editions of the game, and kept it all easy to manage.  The UI for Realms is built into the Minecraft client.

You still can’t run mods and such, but for $7.99 a month it is an easy, no hassle way to put up an invite-only world that you and your friends can use.

It sure as hell was a better plan than that whole Mineserver fiasco.

  • Cuteness Overload

Also announced at MineCon was some of the plan for the next Minecraft update, which will be version 1.14.  Core to this will be Pandas.  There is a video.

There are also new NPCs planned, called pillagers, but this will be known as the panda update.

This is the sort of thing that will keep people coming back to Minecraft.

The MineCon announcement summary has been posted.

CSM13 Summer Summit Minutes and How War Decs are Killing EVE

CCP Larrikin pulls up activity data for players of corporations that have wars declared against them and it shows considerable activity drops in all activities during the war. They also show that the low activity continues after the war ends. Brisc Rubal noted that the numbers here were so stark, it would justify immediately removing war decs as a mechanic and promising a fix after the fact. The CSM in general were surprised at how stark the numbers were and noted it was clear this mechanic was having a significant impact on player recruitment and retention.

CSM13 Summer Summit Minutes, Economy Discussion

I ebb and flow in my interest in the CSM, which in its way reflects CCP’s own wavering commitment to the institution over the years.  And, of course, the topics being discussed and how much information we get affects my interest as well.  Some of the summit minutes have so much redacted that what is left just isn’t worth getting worked up about.

Not the space police, just the non-binding space oversight committee

This time around there were actually a few interesting topics.  The key one for me was war declarations, or war decs.  These have been complained about since I started playing EVE Online back in 2006.

There is a whole section devoted to war decs in the minutes, reflective of there being a dedicated session on the topic.  The minutes from that are somewhat interesting.  That section of the minutes opens with a pretty ominous note:

In the EVE Leadership meeting the CSM was presented with numbers resulting from research
into the state of war declarations in EVE and those numbers quite starkly showed how
asymmetric the situation is, and how war declarations allow a small number of players to
negatively affect a huge number of people, with low risk.

After that, however, the discussion in the minutes goes the way it has always gone.  Everybody knows war decs are a problem but there are always reasons why CCP won’t get rid of them completely.  Along with the all-time greatest hit, “we don’t want high sec space to be completely safe,” there is now the problem of Upwell structures which litter New Eden.  Without high sec war decs you can’t blow those up.

So the discussion flowed through a set of ideas guided by that, with talk of costs and victory conditions and the like.  The session notes end with a mention of how war decs favor the aggressor, how corporations who get war dec’d tend to just stop playing when there is a war going on, and how some organizations like Red Frog avoid the whole thing.

There was no real indication about a future plan for war decs or whether or not CCP would do anything about them in the foreseeable future.  While disappointing, that was hardly unexpected.  CCP hasn’t like the war dec situation forever so far as I can tell but hasn’t done much save tinker with it over the years.

The minutes then move on to the session on the economy where starts off CCP Larrikin by confirming that the current level of NPC bounty payouts is not sustainable and that most of it comes from carrier and super carrier ratting.  No surprise there.

It isn’t until the second page of the economy section, a point by which I am sure some people have already uttered, “yadda yadda yadda” and moved on to the next section, that we come to the paragraph with which I chose to open this post.

I chose that quote for a reason.  It takes away a lot of the ambiguity about war decs.

If you’re paying attention, you will hear people complain about war decs.  It tends to be anecdotal information.  Somebody got war dec’d and it sucked.  But somebody always has a story about how something in the game sucked, so how do you assign a priority to it?

Well, the CSM saw the data, and maybe CCP will share it with the rest of us at some future date, but the reaction seems to be enough.  War decs kill corps and CCP knows it, and likely has known it for some time.  Furthermore it is bad enough that CCP put the following line in the meeting minutes that they themselves edited:

…it was clear this mechanic was having a significant impact on player recruitment and retention.

CCP endorsed that statement by putting it in the minutes.  Remember that.

What is the all time, long term problem for EVE Online?  If you said, “player recruitment and retention” you get a prize.

Which brings me back to the section of the minutes that was specifically about war decs and the decided lack of urgency that comes through on the whole topic.  The discussion reads to me like it is a topic that needs to be fixed eventually, but which they can get to in the fullness of time when they have the ideal solution.  That quote from the economy section makes this seem like much more of a “hair on fire, do something now!” situation.  If it is really that bad, I’m with Brisc; turn the feature off.  We can live without war decs for six months or a year if it stops driving players away.

There are other parts of the minutes worth looking through.  The economy section, as noted, is worth a read.  There was also a whole session about the new player experience that explains, in part, why CCP ditched the epic NPE experience for the current version based in The Agency, something I wrote about last month.

And there was a discussion of the updated customer support policies, marketing and recruiting and community outreach which are likely worth a read.

But for me the primary take away from the 53 pages of minutes is that high sec war decs are bad for the game, CCP knows this (and has likely known this for a long time), and yet they are still dithering about a solution.  I’d be hard pressed to come up with something more important for them to look into given the statement in the minutes.

Addendum: Others covering the minutes

Change of Leadership at Blizzard

You don’t want to do that either. You think you do, but you don’t.

-J. Allen Brack, BlizzCon 2013

The word is out via a Blizzard press release that Mike Morhaime is stepping down as the president of Blizzard Entertainment.  He will be replaced by J. Allen Brack, senior vice president and executive producer for World of Warcraft.

Mike Morhaime will remain with Blizzard in a strategic advisory role, but a statement from him published by Blizzard doesn’t go into detail as to why he chose to step down at this time.

In addition Ray Gresko, a ten year Blizzard veteran who was involved with both Diablo III and Overwatch is stepping up to be chief development officer, while Blizzard founder Allen Adham, who rejoined the company about two years back, will also be joining the executive team to oversee the development of “several new games.”

What does all this mean?

When a long time leader like Mike Morhaime steps down after 27 years, it is generally because somebody is tired.  He is either tired of the position or somebody else is tired of his style.  And an advisory role can be many things; a thank you for years of service, a route to keep him from moving to or creating a competitor, or a way to keep a warm backup handy if the new leadership messes up.

And what does J. Allen Brack’s ascension mean?  Blizzard is a big organization, and is part of an even bigger one, so this won’t have the impact of somebody like Smed leaving Daybreak.  But it may mean change is in the wind.

You can make up all sorts of theories if you set your mind to it.  What does it mean when the executive producer of WoW steps up to run the company?  And what are these “several new games?”

Anyway, I expect we will get some additional info at BlizzCon in a month.

Addendum: A Venture Beat interview with Mike Morhainme at Blizzard’s 25 year mark, if you want some history.

Other Coverage: