Project: Gorgon and the Post Kickstarter Plan

Fresh off of the successful Kickstarter fundraising effort, Eric Heimberg has posted a new update indicating the next steps for Project:Gorgon.

ProjectGorgonLogo

The update timeline presented looks like this:

Right now: the game continues to be open for anyone to play. Feel free to jump in any time!

So you can still jump in and try the game out over at the Project: Gorgon web site.

Within a week: if you pledged at the $25 reward or higher, you’ll receive a survey email from Kickstarter which asks you for your Project: Gorgon account name (among other things). When we have that, we’ll be able to tie your Kickstarter and Project: Gorgon accounts together so that you get the appropriate rewards.

So those of us who pledged will get registered.  I actually haven’t made an official account for the game, having opted in the past to just use the easy method to run in and play.  I need to fix that!

Mid September (2-3 weeks from now): we will close the server to everyone except people who pledged in the Kickstarter. (Behind the scenes, we’ll begin transitioning everything to Steam authentication at this point.)

Ah, herein comes the rub.  Free samples for a limited time only.

Late October: the game will be available for sale on Steam early access. You’ll be emailed the Steam key(s) you’ve purchased, and we’ll have a process to help you transfer your Gorgon account to Steam. After this point, you will need Steam installed in order to log into the game.

Steam is okay by me.  I am fine with that, though it sort of makes creating Project: Gorgon account a bit of a waste.  Still, we have to get there somehow I suppose.  Selling the game as “early access” will be interesting.  I have generally been against such, but Project: Gorgon, which has been free to play through development so far may have earned the right at this point.

Beyond that: we’ll be focusing on improving the game! Judging by previous experience, we expect to have game updates 1-3 times per month.

We’ll also have a few game updates during the transition, including new game features, new content, balance, etc. Multitasking! We have an update planned for early next week, in fact.

Well, that is what you expect for a game that is a work in progress.

There is also a short FAQ with the update which says that if you didn’t pledge for the Kickstarter but now regret that, there will be a way to get in on that at some offers in the near future.  Also, if you cannot abide Steam, there will be a way to play without Steam at some future date.

And that is about it.  A preview of guilds is planned for the next code push.  Now I just have to find some time to really give the game a try.

Leaving Providence

The Jamylites looked upon the systems and saw ruins and destruction and they despaired in their heresy as the devices of retribution smote them again and again.

And then Maximillan spake, and a wormhole did open directly from Providence to Deklein and the instruments of his will, the shining victorious fleets of his faith, did enter and arrive safely at their homes, and a triumph was declared.

-New Amarrian Scriptures, Book of Safizon, 45:14-17

So the long expected war ended, as suddenly as it started, as many of the ships of The Imperium went home via the most fortuitous wormhole ever.

Timer Board right now shows just 29 structures in play currently, including 14 stations that remain in the freeport state and three systems that were captured by alliances in The Imperium.  The map looks like this at the moment.

Providence - August 28, 2015

Providence – August 28, 2015

It is time for Provi Bloc to clean up the mess we left, to recapture the stations and the few systems that they lost outright.

The general message on Jabber is that the whole thing was a lot of fun, with Provi Bloc undocking to fight us and generally giving no fucks in defense of their space.  There is a reason they have held that corner of null sec for most of the time I’ve played this game.

Now we are back home, our goon clocks pinging us when we need to form to clean up the rather minimal mess that MOA left while most of the combat pilots in The Imperium were away in Providence.  I am looking forward to posts assessing the conflict and discussing the new face of war under Fozzie Sov from people who know better than I.

Now, the real question:  Will the Jamylites of Providence repent their heresy?

 

 

Stormhold and Deathtoll Players See Their Shadow, 30 More Days of EverQuest II Classic

Another poll result for the EverQuest II Time Locked Expansion servers.

That is Daybreak's graphic for the idea

Wooo! Nostalgia!

Last weekend I was imploring players on the Stormhold server to vote no on unlocking the Desert of Flames expansion a mere 30 days into the life of the server.  Too soon!  Too soon!

DoFUnlockPoll1

Well, the results are in and have been posted to the forums.

Thanks to all on the TLE servers who participated!

DEATHTOLL: Voted “NO” on the expansion. The 2/3rds requirement was not met by a long shot.

STORMHOLD: Voted “NO” on the expansion. The 2/3rds requirement was not met by an even longer shot.

We will re-run the Desert of Flames Expansion vote again on Sept. 20 – 27 for one week!

Woo hoo!  Another month for me to get my act together and get a character past… oh, I don’t know… level 20 maybe?

Seriously though, I felt pretty strongly that 30 days was an awfully quick time frame in which to get the player base to level 50 and ready for more content.  I know that some people rushed through and are even now complaining on the forums about being bored.

As somebody pointed out in the forums, the vote actually runs through tomorrow.  But EverQuest Franchise Executive Producer Holly “Windstalker” Longdale decided to announce the results early as the voting was strongly against the unlock to the point of being extremely unlikely to change between now and when voting ends.

The question is now more about how long the server will be held in the “classic” EverQuest II state.  The rules say that if there are three failed unlock votes in a row, the voting moves to every 90 days.  That could lead to a long stay in the land of classic.

Providence and the Fleeting Existence of Infrastructure Hubs

Providence continues to be the hot spot in null sec, leading the chart again for ships and pods destroy in the last 24 hours by a significant margin.

ProviMostViolent2

F-YH5B seemed to be a particularly contested system as almost a quarter of the ship kills in the region happened there.

While after the non-event of last night I opted to watch some more of season 4 of Boardwalk Empire with my wife, others in the north used their jump clones or hopped into interceptors for the ~20 minute run down to Provi to join in on the action there.

This was, after all, day four, when the timers set on day two started to come out and structures became vulnerable to the Fozzie Sov whack-a-mole attack/defense mini-game.

Again, I do not have any personal anecdotes or pretty screen shots to distract people with, having come back to the north during day two for our own little Fozzie Sov mambo in UMI-KK.  So I figured I would sit back and at least tally up the score from the events down south.

The primary stated mission of this war, aside from experimentation with Fozzie Sov mechanics, was to blow up all the infrastructure hubs in the region.  Taking sovereignty by eliminating territorial claim units and freeporting stations and such, those were bonus objective.  The ihubs were the goal.  So I should count how many ihubs were destroyed.

Unfortunately, ihubs do not impose themselves on the game in a very trackable way.  You can find out when they are reinforced.  There is a listing up on DOTLAN for each region.  But once they have been destroyed, what gets left behind?  There are not structure kill mails any more.  The ihubs don’t flip sides, they just go away.  There is no history of them being there, so far as I know, just an indication as to whether they are there or not right now.

So I have to go with what I wrote yesterday, when I looked at the structure map for Providence to find out how many systems in the region lacked an ihub.  My visual tally was one.  A single system lacked an ihub, which meant that there were 83 ihubs in the 84 systems.

Unfortunately, of all the maps variations of which I took screen shots, that was not one of them.  So my somewhat faulty memory is in play here.  I don’t know how I can prove there were 83 ihubs yesterday.  All I can do is show you the map as it stands to day, of which I damn well took a screen shot.

Providence Structures - August 27, 2015

Providence Structures – August 27, 2015

That map view shows the structures in each system, with T being a TCU, I being an ihub, and S indicating the presence of a station.  If you expand that and count you might end up with the same number I did on the third try, which was 46 systems with ihubs, 38 without.

So 37 ihubs destroyed out of 83 possible so far, with some still counting down to their vulnerability time frame.  44% success to this point, with another 26 ihubs still reinforced or vulnerable according to Timer Board.  So that number could peak at 60 ihubs, or 72% of the region.

I also count, looking at the structure list for the region, 15 stations that were put into Freeport status, which means anybody can dock up there.  That actually seems like a very Provi thing, maybe they will keep that.  Or maybe not.  It will affect the ADM.  Anyway, out of 77 stations in the region, that means a mere 19% were set to Freeport status.  But that was also a secondary objective, so count that as you will.

As for TCUs, for that we have to look at the sovereignty view of the map, because any system that is owned by an alliance has to have a TCU.  So for that we can count unowned systems plus systems captured by alliances of The Imperium.

Providence - August 27, 2015 (late)

Providence – August 27, 2015 (late)

On that map I see 9 unowned systems and 2 systems captured by alliances of The Imperium, one by The Bastion (BASTN) and one by Space Monkeys Alliance (SMA), for a total of 11 systems down, plus another system grabbed by the Gun Fun Alliance (GFA in H6-CX8) a third party that appears to have taken advantage of a moment of opportunity, bringing the tally up to 12.  Provi bloc has not, as yet, recaptured any of their systems according to the sovereignty change listing for the region on DOTLAN.  That is 14% of the region turned.

The summary I come up from this is:

  • 37 ihubs destroyed (44% of ihubs in the region)
  • 15 stations put into freeport stations (19% of stations in the region)
  • 12 TCUs destroyed (14% of the region)

Plus, of course, lots of battles and ships destroyed.

That is my attempt to summarize the war in Provi with some of the metrics available.  I would be interested to hear if somebody has come up with a better, clearer, or more reliable way to track sovereignty war progress under Fozzie Sov given the information available.  This is, after all, Spreadsheets Online, so agreed upon numbers are clearly required.

Addendum: As brought up in the comments, Gun Fun Alliance is a Provi Bloc alliance, so while the TCU destroyed count remains at 12, the Provi Bloc have recaptured a system by dropping a new TCU.  My mistake for not looking into Gun Fun Alliance more deeply than I did.

Non-Event in UMI-KK

For all the smack talk they did in local, on Reddit, and other forums, when push came to shove Mordus Angels were pretty much a no-show in Tribute today.  All the structures they reinforced the other day were successfully recovered, even the ones in their prime operational time.

For the UMI-KK station timer TNT formed up a bit before it came out of reinforcement to get in position, sending out scouts and putting our fleet on the main route into UMI-KK

Cerb fleet undocking in UMI

Cerb fleet undocking in UMI

When the time hit, Entosis Link module ships headed out around the constellation and started running the modules on command nodes as they came up.

Prophecies idling on the undock in UMI

Prophecies idling on the undock in UMI

There was a report of MOA undocking a stealth bomber fleet, but that came to naught.  We caught a couple of them trying to slip into UMI-KK, but that was the extent of their presence.  One pod got locked down with webs and points to keep it from escaping too quickly.  We were not inclined to send him home the fast way by shooting him.

The new Galatea effects in action

The new Galatea effects in action

Otherwise it was just flying about and watching the counter run down as one node after another was hit.

Not sure where the TNT logo went

Not sure where the TNT logo went

Cerb conga line in UMI-KK

Cerb conga line in UMI-KK

So Tribute is once again mostly safe for The Imperium, with just two structures running down to an event at this point.

Tribute - Aug 27, 2015

Tribute – Aug 27, 2015

Meanwhile, Providence appears to be on fire, with structures falling all over.  Systems with the red highlights have structures that can be captured or destroyed.

Providence - Aug 27, 2015 early

Providence – Aug 27, 2015 early

The Bastion even went so far as to capture a system.  But more on that later once I figure out how to keep score on ihubs and such.

Action in Providence and Pure Blind

While I was not able to get on and into space last night, Gaff kept me appraised of the situation through some running commentary on IM.  And, of course, all the Jabber pings were queued up on my iPad as well, so I could see what fleets got called when.

Down in Providence fleets looked to be active throughout the day and well into the evening.  There was clearly an effort to pick up some of the structures that were missed during the second day of operations, so the magic Fozzie lasers were deployed and the total number of structures reinforced in the region went from 96 to 131.  According to the Timer Board site, those include:

  • 75 infrastructure hubs
  • 34 stations
  • 22 territorial control units

Here is how the region looks as of this morning, systems with structures in a reinforced state highlighted in orange.

The Providence region - August 26, 2015

The Providence region – August 26, 2015

You can compare that with the maps in yesterday’s post.  Again, not all the systems in the region have been successfully reinforced, with only 75 of 83 ihubs being hit. (One system in the region does not have an ihub, so 84 systems but only 83 ihubs.)  And, as noted yesterday, there is a correlation between high ADM numbers and not being put in a reinforced state.

Fights looked to be a common occurrence, with the locals rising to challenge the invaders on a regular basis while third parties roamed the region looking to join in.  Over at DOTLAN EVE Maps, systems in Providence have dominated the “most violent” list for null sec, while the region itself leads in that competition by a large margin for the last 24 hours.

Most Violent 0.0 Regions in the Last 24 Hours

Measure of ships/pods destroyed in the Last 24 Hours

Basically, more ships were blown up in Providence than the next nine null sec regions combined.  Not bad for a patch Tuesday I guess.

The war looks to be providing content for many people.  No word yet from Maximillian Sigularity VI if the Jamylites have renounced their blasphemies that came about from their support of Jamyl Sarum I who, in violating the doctrine of the sacred flesh, was a false empress. (Who also, by the way, lost a 2 billion ISK pod along with her titan.)

As day four of the invasion commences the first structures will start coming out of reinforcement and the Fozzie Sov Entosis Link mini-game will begin.  The real tally for the campaign will be how many ihubs get destroyed during this phase.  This will also be the first real test of the Fozzie Sov changes that came in with yesterday’s Galatea expansion.

Meanwhile, back home in Tribute, Mordus Angels used the Euro time zones, when much of the action was happening in Providence, to put structures in four more Tribute systems into a reinforced state.  This includes three more Circle of Two systems as well as 0-YMBJ, the one Goonswarm system in the region.  That brings the total up to eight systems in Tribute where MOA has put structures into a reinforced state since the Providence campaign began.

An emboldened MOA also started in on some systems in Pure Blind, which was previously their focus.  They managed to reinforce a single system in the region.  A US time zone op was formed to chase them off, consisting of a Dominix fleet with triage carrier support.

While I have not seen an after action report yet, the battle report that zKillboard generated shows MOA deploying some dreadnoughts and taking out four carriers and nine battleships, along with other sundry kills, for a total of nearly 12 billion ISK destroyed.  MOA losses tallied up to less than 400 million ISK.

As a result all US time zone pilots in TNT have been recalled to Tribute.  The timer for the station in UMI-KK, the alliance capital, will come out in in the evening US time today and we are expecting for form up a much larger force to defend it.

 

The Invasion of Providence – ADM Can Save Your Systems

The Imperium’s invasion of Providence is now through the second day of its plan.

Day one, Sunday, was the announcement and the “getting there” phase of the plan.  People flew individually or in convoys down to our low sec staging system while the logistical arms of the various alliances got ships up on contract for members.  This was what the map of Provi looked like then.

The Providence region - Early on August 25, 2015

The Providence region – August 24, 2015

Day two, yesterday, was the first Entosis Link module day.  Structures throughout Providence were reinforced during their vulnerability windows.  This is what the region looked like at the end of the second day.

The Providence region - August 25, 2015

The Providence region – August 25, 2015

Systems with the orange highlight around them are the ones where structures were reinforced during the day two operations.  The total numbers, which I gleaned from the Timer Board site, are 50 infrastructure hubs, 25 stations, and 20 territorial control units, for a total of 95 structures reinforced across the 84 system in the region. (The data for this is after the cut at the bottom of the post if you want to check my ability to count… and you probably should.  I just looked at row numbers in Excel.)

The plan was to try and reinforce the ihubs in every system in the region, but clearly that did not happen.  And if you line up the systems that are not highlighted in orange on the map above with the Activity Defense Multiplier in the map below, a pattern emerges.

Providence Activity Defense Multipliers

Providence Activity Defense Multipliers

The systems that were successfully defended during the day two operations all had higher ADM numbers, which require the attacker to spend more time reinforcing structures and, in turn, allow the defender more time to form up and send the attacker packing.

So that is the big picture for day two.  Not a full success, but a lot got done and some unlikely candidates showed up in space and even on kill mails.

I had to look that kill mail up because it stank of Photoshop.  The Mittani and Xenuria team up to kill a HERETIC during the holy war in Provi?  How does that even happen?  That is Bizarro world unlikely in the extreme.

But it is a real thing.  I seen it here and here and here! (As an aside, after The Meta Show interview with Xenuria  last Saturday I was pretty sure he’d be in GSF soon enough.  He already writes for TMC.  And yes, this is something of an EVE vet test.  If you know why I brought this up, then you get it.  If not, you’re probably lost.)

My own response to the question, “Daddy, what did you do during the Provi invasion?” is somewhat less dramatic.  As the vulnerability time windows for most of Providence were set for European time, the Entosis Link operations largely happened while I was at work and were just wrapping up after I got home and was able to log in.  I managed to get in on the tail end of a Laz fleet… not even my own alliance… but spent the whole time dodging gate camps and never did end up linking up with the fleet until they landed in the staging system.  (The idea of camping in a POS out in the various constellations seems to have fallen by the wayside for practical reasons.)  I did enough running about, and provided some intel, so I felt entitled to click on the participation link, but I was nowhere to be seen when Entosis Link activity was going on.

Instead, I ended up having to clone jump back to Tribute.  Mordus Angels decided to use this time whileThe Imperium was away to hit some systems.  They reinforced the ihubs in four Circle of Two systems in Tribute last night and then started in on the station in UMI-KK, our alliance capital.  So a ping went out on TNT Jabber… which I recently hooked back up… calling for a defense fleet in UMI.

We managed to chase MOA off and reset the station timer with our own Entosis Link module, then disbanded.  However, MOA came back a while later with more pilots, while the second ping for a defense fleet only drew a dozen TNT defenders.  So we sat in the station while our leaders dialed up GSF HQ and asked for some support.  We got a small Harpy fleet down to help us from YA0-XJ, which was enough to hold the grid immediately around the station, blowing up any MOA ships that wandered too close to the undock.  But their doctrine of high speed Vexor Navy Issues and an interceptor orbiting the station at 200km at very high speed hurt our ability to deter them.  We did not have the fleet composition necessary to stop them.

We did eventually get our own Entosis Link module on the undock and running, blocking the MOA progress with less than two minutes on the clock.  MOA sacrificed some ships to get in close and hit it, eventually blowing it up.  Ships running the module can get reps, so all we could do was try to hit attackers and swat drones as they wore him down.

As it turned out, that was the only Entosis Link module we had available, so we had to sit and watch the timer count down until the station was reinforced.  And ignominious defeat.  If only our ADM had been higher!

After that we blocked their way back home and hunted them for a while, getting a few kills, which made us feel a bit better.  But their over-prop modded Vexor Navy Issue drone ship (here is the fit from one we managed to catch) were able to pull range on us quite effectively, saving themselves time and again.

(Also depressing, The Mittani is on more kill mails than I me this month, and there aren’t even any structures kill mails any more.  Must fix this.)

So we have a timer of our own to worry about.  And it looks like MOA has been busy today, as more things have been reinforced since then in Circle of Two’s part of Tribute.  They had best get their act together on defense when the time comes.  However, those timers all have a ways to go.

Today is day three in Providence, and the plan is just to roam about camping gates, shooting ratters, and generally looking for fights while reinforcing more structures if possible.  Other groups, including Brave Newbies and some of TEST, have decided to come on over to Providence in search of action, so there will be fights.

Tomorrow will be the big day.  Day four, when all those timers come out and the capture events start, will be the real test of various Fozzie Sov doctrines.  That will be the day when Provi Bloc can save the day or lose big.

As noted above, the list of reinforced structures in Providence is after the cut.

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