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	<title>Comments on: Player governance in EVE</title>
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	<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: Croc MacMoragh</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-28331</link>
		<dc:creator>Croc MacMoragh</dc:creator>
		<pubDate>Tue, 28 Oct 2008 14:06:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-28331</guid>
		<description>What are the news about the CSM? What emerges from the meetings? Did CCP hear the voice of the players or not?
Thanks</description>
		<content:encoded><![CDATA[<p>What are the news about the CSM? What emerges from the meetings? Did CCP hear the voice of the players or not?<br />
Thanks</p>
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		<title>By: Sara Pickell</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26137</link>
		<dc:creator>Sara Pickell</dc:creator>
		<pubDate>Sun, 23 Mar 2008 13:02:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26137</guid>
		<description>@Coherent/James&#039; Response:
That&#039;s not playing EVE, that&#039;s chasing a shadow carrot that you yourself invented.

If you spend your first couple months getting the basic skills to Mine, Mission, Belt Rat, Trade and PvP, you should NEVER find yourself in a situation where skill training was wasted.

Taking your example of manufacturing, even if that activity isn&#039;t how you&#039;re going to blaze your trail through EVE, you can now produce your own combat ships for the price of supplies. You can provide corp mates with ships and ammo at reduced price too, which strengthens the corp, and have some more experience to share with newer players to the corp. You can spend a couple days and get yourself back into a tackling frigate or PvE cruiser, or immediately switch over to basic trading. These probably won&#039;t pay as well as simple mining, but you can get straight to the point of doing them without waiting two months.

Diminishing returns and permanence are the strongest parts of EVE&#039; skill system. With diminishing returns you can do any basic activity to an acceptable and useful level relatively quickly, once you&#039;ve found the area you really love, then you can specialize in it. Permanence means that if you have learned something once, you&#039;ll never have to learn it again and can always switch over to doing it if you think it would be helpful.

So yeah that NEW activity isn&#039;t as fun as you thought it would be, so go back to having fun doing what you did before and start working on opening up something else. If you weren&#039;t having fun while you were training it, either EVE just isn&#039;t your game, or you&#039;ve been trying to play WoW/EQ/TR/ in space, not EVE.

Just so I do say something on the topic at hand though, I find the concept of the council interesting. However growing pains alone will make the first couple of years hell and I&#039;m glad I&#039;m not going to be on it for those. But five years from now I get the feeling we&#039;ll look back on it fondly.</description>
		<content:encoded><![CDATA[<p>@Coherent/James&#8217; Response:<br />
That&#8217;s not playing EVE, that&#8217;s chasing a shadow carrot that you yourself invented.</p>
<p>If you spend your first couple months getting the basic skills to Mine, Mission, Belt Rat, Trade and PvP, you should NEVER find yourself in a situation where skill training was wasted.</p>
<p>Taking your example of manufacturing, even if that activity isn&#8217;t how you&#8217;re going to blaze your trail through EVE, you can now produce your own combat ships for the price of supplies. You can provide corp mates with ships and ammo at reduced price too, which strengthens the corp, and have some more experience to share with newer players to the corp. You can spend a couple days and get yourself back into a tackling frigate or PvE cruiser, or immediately switch over to basic trading. These probably won&#8217;t pay as well as simple mining, but you can get straight to the point of doing them without waiting two months.</p>
<p>Diminishing returns and permanence are the strongest parts of EVE&#8217; skill system. With diminishing returns you can do any basic activity to an acceptable and useful level relatively quickly, once you&#8217;ve found the area you really love, then you can specialize in it. Permanence means that if you have learned something once, you&#8217;ll never have to learn it again and can always switch over to doing it if you think it would be helpful.</p>
<p>So yeah that NEW activity isn&#8217;t as fun as you thought it would be, so go back to having fun doing what you did before and start working on opening up something else. If you weren&#8217;t having fun while you were training it, either EVE just isn&#8217;t your game, or you&#8217;ve been trying to play WoW/EQ/TR/ in space, not EVE.</p>
<p>Just so I do say something on the topic at hand though, I find the concept of the council interesting. However growing pains alone will make the first couple of years hell and I&#8217;m glad I&#8217;m not going to be on it for those. But five years from now I get the feeling we&#8217;ll look back on it fondly.</p>
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		<title>By: MixedRealities :: Stellar Management at EVE Online</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26135</link>
		<dc:creator>MixedRealities :: Stellar Management at EVE Online</dc:creator>
		<pubDate>Sat, 22 Mar 2008 22:59:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26135</guid>
		<description>[...] Yet, it seems EVE Online takes the council seriously. Each term of the council requires a face-to-face meeting at the CCP offices, with travel (to Iceland!), lodging, and food paid for by CCP, so reports Kill Ten Rats.  [...]</description>
		<content:encoded><![CDATA[<p>[...] Yet, it seems EVE Online takes the council seriously. Each term of the council requires a face-to-face meeting at the CCP offices, with travel (to Iceland!), lodging, and food paid for by CCP, so reports Kill Ten Rats.  [...]</p>
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		<title>By: /swords &#187; Blog Archive &#187; The Council for Stellar Awesomeness</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26134</link>
		<dc:creator>/swords &#187; Blog Archive &#187; The Council for Stellar Awesomeness</dc:creator>
		<pubDate>Sat, 22 Mar 2008 20:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26134</guid>
		<description>[...] is a delightfully disruptive force in the MMO industry. It was no surprise when I saw this on the Kill Ten Rats blog: CCP [the makers of EVE Online] just started accepting candidacies for the Council of Stellar [...]</description>
		<content:encoded><![CDATA[<p>[...] is a delightfully disruptive force in the MMO industry. It was no surprise when I saw this on the Kill Ten Rats blog: CCP [the makers of EVE Online] just started accepting candidacies for the Council of Stellar [...]</p>
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		<title>By: James</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26111</link>
		<dc:creator>James</dc:creator>
		<pubDate>Thu, 20 Mar 2008 22:16:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26111</guid>
		<description>Thanks for the info, all. :-)

@Coherent:  Yeah.  Though I wonder if they get more subscription fees from &quot;making people waste their paid account time&quot; than they lose from people saying &quot;well, screw that grind, I&#039;m not gonna suffer through that again.&quot;  My guess is no :-)

@Julian:  &quot;we know how much real pull something like this has: As much pull as CCP wants it to have, and nothing more.&quot;  Yeah.  And that is a very wide spectrum of possibility!  Their real power could be very narrow, or CCP&#039;s attitude could be an idealistic &quot;we really want to let this virtual society govern themselves, even if they shoot themselves in the foot and cost us short-term revenue, because in the long term, that&#039;s going to be the most interesting virtual world we can create.&quot;  Their background document certainly sounds idealistic.  I agree it will be interesting to see!</description>
		<content:encoded><![CDATA[<p>Thanks for the info, all. :-)</p>
<p>@Coherent:  Yeah.  Though I wonder if they get more subscription fees from &#8220;making people waste their paid account time&#8221; than they lose from people saying &#8220;well, screw that grind, I&#8217;m not gonna suffer through that again.&#8221;  My guess is no :-)</p>
<p>@Julian:  &#8220;we know how much real pull something like this has: As much pull as CCP wants it to have, and nothing more.&#8221;  Yeah.  And that is a very wide spectrum of possibility!  Their real power could be very narrow, or CCP&#8217;s attitude could be an idealistic &#8220;we really want to let this virtual society govern themselves, even if they shoot themselves in the foot and cost us short-term revenue, because in the long term, that&#8217;s going to be the most interesting virtual world we can create.&#8221;  Their background document certainly sounds idealistic.  I agree it will be interesting to see!</p>
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		<title>By: Coherent</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26110</link>
		<dc:creator>Coherent</dc:creator>
		<pubDate>Thu, 20 Mar 2008 17:41:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26110</guid>
		<description>EVE has had player governance before, I believe.  I&#039;m a little fuzzy on the details, but I&#039;m pretty sure they held elections and election faction &quot;leaders&quot;, but I can&#039;t recall how it worked out.

About the skill system in EVE:  The problem with the permanent skill system is that you can spend six months learning a skill that opens up an all-new player activity... only to discover that your new player activity is as boring as watching paint dry.  If that happens, you&#039;re just out the time - there&#039;s nothing you can do to respec or recover that lost real-time character development.

So, suppose you spent 3-4 months developing a manufacturing guy because you like building stuff and want to make extra money...  but then you discover that without exclusive plans, manufacturing stuff is a total dead end and factory time is insanely difficult to get and the whole thing is a huge hassle.

Well, too bad.  Spend the next 3-4 months making better choices, LOL.  But without playing a specific role, you don&#039;t know if you&#039;ll enjoy it!  And you can&#039;t play it without investing the time to train it!

So it&#039;s a Catch-22 that&#039;s designed to make you guess blindly about what part of the game will be fun for YOU and god help you if you&#039;re wrong.  It&#039;s designed to make you waste your paid account time by making blind choices that can not be undone or reversed.</description>
		<content:encoded><![CDATA[<p>EVE has had player governance before, I believe.  I&#8217;m a little fuzzy on the details, but I&#8217;m pretty sure they held elections and election faction &#8220;leaders&#8221;, but I can&#8217;t recall how it worked out.</p>
<p>About the skill system in EVE:  The problem with the permanent skill system is that you can spend six months learning a skill that opens up an all-new player activity&#8230; only to discover that your new player activity is as boring as watching paint dry.  If that happens, you&#8217;re just out the time &#8211; there&#8217;s nothing you can do to respec or recover that lost real-time character development.</p>
<p>So, suppose you spent 3-4 months developing a manufacturing guy because you like building stuff and want to make extra money&#8230;  but then you discover that without exclusive plans, manufacturing stuff is a total dead end and factory time is insanely difficult to get and the whole thing is a huge hassle.</p>
<p>Well, too bad.  Spend the next 3-4 months making better choices, LOL.  But without playing a specific role, you don&#8217;t know if you&#8217;ll enjoy it!  And you can&#8217;t play it without investing the time to train it!</p>
<p>So it&#8217;s a Catch-22 that&#8217;s designed to make you guess blindly about what part of the game will be fun for YOU and god help you if you&#8217;re wrong.  It&#8217;s designed to make you waste your paid account time by making blind choices that can not be undone or reversed.</p>
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		<title>By: Rae</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26109</link>
		<dc:creator>Rae</dc:creator>
		<pubDate>Thu, 20 Mar 2008 15:19:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26109</guid>
		<description>The only permanent part of character creation are your attributes. Every skill has a primary and secondary attribute which governs it, and your skillpoint gain per second for a skill is equal to your level of the primary attribute + 1/2 your level of the secondary attribute. 
Every character starts with 34 attribute points spread over 5 attributes. There is the potential to increase EACH attribute by up to 15 points; which can be done relatively early in the game. Your starting attributes are permanent, and should be chosen carefully (most people recommend minimizing charisma since it affects less skills than any other attribute), but you can alter them enough that it won&#039;t matter too much.</description>
		<content:encoded><![CDATA[<p>The only permanent part of character creation are your attributes. Every skill has a primary and secondary attribute which governs it, and your skillpoint gain per second for a skill is equal to your level of the primary attribute + 1/2 your level of the secondary attribute.<br />
Every character starts with 34 attribute points spread over 5 attributes. There is the potential to increase EACH attribute by up to 15 points; which can be done relatively early in the game. Your starting attributes are permanent, and should be chosen carefully (most people recommend minimizing charisma since it affects less skills than any other attribute), but you can alter them enough that it won&#8217;t matter too much.</p>
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		<title>By: Pete</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26107</link>
		<dc:creator>Pete</dc:creator>
		<pubDate>Thu, 20 Mar 2008 14:46:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26107</guid>
		<description>Attributes matter somewhat (don&#039;t go for charisma), skills can be corrected over time.</description>
		<content:encoded><![CDATA[<p>Attributes matter somewhat (don&#8217;t go for charisma), skills can be corrected over time.</p>
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		<title>By: Roger</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26106</link>
		<dc:creator>Roger</dc:creator>
		<pubDate>Thu, 20 Mar 2008 14:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26106</guid>
		<description>There is no need for &#039;respecs&#039; in EVE as the character system is entirely skills based.  You either have levels in a skill, or you don&#039;t.  What you start off with will increase or decrease the time needed to learn a particular skill, but really, you&#039;re just adding points into a huge bucket.

Attributes determine how fast you learn Skills.  Skill Levels determine what other skills you can learn.  If you want to min/max, just check the forums, there are a bunch of stickies on the newbie forums about character creation.</description>
		<content:encoded><![CDATA[<p>There is no need for &#8216;respecs&#8217; in EVE as the character system is entirely skills based.  You either have levels in a skill, or you don&#8217;t.  What you start off with will increase or decrease the time needed to learn a particular skill, but really, you&#8217;re just adding points into a huge bucket.</p>
<p>Attributes determine how fast you learn Skills.  Skill Levels determine what other skills you can learn.  If you want to min/max, just check the forums, there are a bunch of stickies on the newbie forums about character creation.</p>
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		<title>By: Tom H.</title>
		<link>http://www.killtenrats.com/2008/03/19/player-governance-in-eve/comment-page-1/#comment-26105</link>
		<dc:creator>Tom H.</dc:creator>
		<pubDate>Thu, 20 Mar 2008 13:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/19/player-governance-in-eve/#comment-26105</guid>
		<description>As far as I know, the general consensus was that character creation choices shaped your early game, but had very modest effects on your long-term game unless you&#039;re joining the hardcore minmaxing crowd. As a Gallente pilot, I started with a leg up in Gallente vessels &amp; weapon systems, but could learn to fly anything with equal skill. There&#039;s a cap on how much you can increase your stats from their starting value, rather than an absolute cap; if you choose really suboptimal stats, you can slow down your long-term power curve (making it easy to gain skills you don&#039;t need and hard to gain skills you do need), but even that isn&#039;t too crippling. A character with 6 months of experience &quot;should&quot; probably have +8 or +10 to every stat.</description>
		<content:encoded><![CDATA[<p>As far as I know, the general consensus was that character creation choices shaped your early game, but had very modest effects on your long-term game unless you&#8217;re joining the hardcore minmaxing crowd. As a Gallente pilot, I started with a leg up in Gallente vessels &amp; weapon systems, but could learn to fly anything with equal skill. There&#8217;s a cap on how much you can increase your stats from their starting value, rather than an absolute cap; if you choose really suboptimal stats, you can slow down your long-term power curve (making it easy to gain skills you don&#8217;t need and hard to gain skills you do need), but even that isn&#8217;t too crippling. A character with 6 months of experience &#8220;should&#8221; probably have +8 or +10 to every stat.</p>
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