EVE Online – Outsider’s Perspective on Virtual Property Ownership

Now, it’s worth pointing out that I haven’t been following this issue all that closely. It’s one of those little fringe items that I hear about and think is interesting food for thought for reasons above and beyond the circumstances that lead to them.

I am of course referring to the somewhat controversial decision to open player structures to destruction and looting while having previously promised that they would be safe from such actions. Without a system in place to adequately warn people who’s items are at risk, it’s a bit of a dick move.

Eve is also unique in that many headlines like to report item losses/finds in USD amounts. A value that is, at best, only implied by the exchange rate of Plex and Isk. That doesn’t mean those values are wrong, but you cannot convert these things back into USD. While they are assets, in a sense, they are not assets from an investing standpoint. They’re like…. durable consumables?

That aside, one of the things they teach when you’re taking a business degree is that property ownership and property rights are one of the foundations upon which capitalist business thrives. If the government, or someone with a lot more guns than you, can come along and claim all your effort as their own, there is little incentive to build in the first place. This is also one of the main arguments against communism.

Eve seems to be facing a similar issue. If “assets” that were previously promised to be safe are now being offered up to grabs without the owners’ consent, well, the net effect would be to discourage trust and entrepreneurship. In this specific case, though, Eve as a game has always had a lawless/”trust nobody” sort of tone to it. I would say that anyone who played Eve long enough to be familiar with it should probably have realized that this was inevitable. At the very least, it’s consistent with how I’ve personally interpreted the tone of the game and the community.

There is another angle to this, though. I spend a bit too much time thinking about game economies and how decisions like this impact them and the pros and cons flowing out of that. I would bet that if you added up the total item value of all owned items in an MMO, you would find that the majority of it resides unused in banks and storage. It could be said that these unused “assets” are wasted in that state when they could be producing some ethereal form of macroeconomic value. At the very least it’s “unused capacity” which is typically regarded as bad in the real world.

If that is our premise, then it would make some sense why the developers might wish to release those valuable and unused assets back into the mix. On top of that, it created a sort of player-driven treasure hunt as people went in search of valuable loot. At the expense of others, of course, because this is Eve.

Is any of it worth it, in the long run? I don’t know. I think maybe it’s okay to have virtual environments where people can hone their business acumen and/or exert their power over others in a way that is less destructive to the greater fabric of society. To the people who have lost items of value though, that sense of loss and violation is just as real as if the property had been “real.” I’m not even going to attempt to compare one to the other. It’s hard to overlook human suffering, and I’m sure there’s plenty of that to be had here.

Y’all take care, and remember, all those other usernames are people too.

EVE Online – Price Precision

I was reading Wilhelm’s post the other day, CCP Takes Aim at Undercutters and Market Bots in New Eden, and I’ve spent a lot of time thinking about the price point changes. It seems like a very bizarre thing to do at first. As he pointed out, undercutters always gonna be undercutting. That’s how markets work. The smart marketeers only mark it down by one price increment or the least amount they think they need to sell. The amount of money given up to sell your item at one increment less is generally insignificant. Even more so for high price, low quantity items. This is literally how markets reach an equilibrium.

What CCP is/has done here changes things a little bit. Now someone trying to maximize profit by undercutting may pause to consider if it’s really worth losing that much money. They’re increasing the “opportunity cost” of undercutting the market. Instead of a price range that looks like ±10 ISK in the image Wilhelm used, that price would now be ±100,000 ISK. If I want to undercut the lowest existing market price, it’s going to cost me 10,000 instead of 0.01. They claim to be trying to force people to use a price-oriented strategy and make constant listing management less important.

[…] the optimal strategy [is] “Always create your orders at 0.01 ISK above/below the current best order, and always update your order ASAP by 0.01 ISK if it isn’t the highest buy or lowest sell.” Competition between traders comes down to who (or what) can micro-manage their orders for the longest period of time, rather than who is making the most intelligent pricing decisions. – Broker Relations

Given how much attention CPC pays to EVE’s economy, that noise reduction might make it easier to see what’s going on too.

Of course, that variation assumes people continue to undercut at a similar rate and increment count. There’s actually a slightly more sinister possibility as well that I hope they’ve considered. Those now higher downward undercuts, across the entire economy, could lead to deflation. If enough people continue to undercut, the large jump in price point downward could lower the average price per unit significantly. I don’t think it would be an issue long term, but until all the tertiary material markets catch up profit margins might get tight.

Of course, some of the other changes will help prevent that. The increase in listing and modification fees means that, theoretically, people will be less willing to alter their prices, so the average will move more slowly. In reality, I think it’s just another sales tax that will extract currency. If I’m already at the point that I felt my price needed to be modified I would go ahead and modify it. If that prevents me from making a profit I’ll take that into consideration selling it in the future. I would rather receive the new value slightly below profit than leave it sitting in a market I don’t think it will sell in. Broker’s fees are already the second-highest ISK sink in the game. With only 6% of listings being modified, it’s not going to jump into first, but it should have an interesting impact.

Of course, I could be crazy. I’m not extremely familiar with EVE or its economy. It was just an interesting explanation of how this change might work and what their intentions were. It looks like a pretty sound decision, as long as it goes the way they expect it too.

I’m sure I’ll take a stab at EVEs economy at some point. They practically hand me the data on a silver platter once a month. That data has actually been instrumental in some of my thoughts on the economies of MMOs in general.

Y’all take care, be nice to each other, and remember, undercutting is a normal and expected part of how markets work.

Economics – Thoughts on MMO Inflation

I’ve been kicking the idea of inflation in virtual markets around in my head for quite some time now. Not exactly questioning the basic premise of inflation in virtual markets as much as some of the implied assumptions.

A lot of this started upon seeing the age-old question “why are market-board taxes a thing?” The stock answer, often given as though the question itself is a dumb one, is “to counter inflation.” At some point, I began to ask questions of that answer though.

How do we know inflation is happening? Are we sure it’s a bad thing? Are market-board taxes an effective way to counter inflation? You get the idea.

  • How do we know inflation is happening?

This is really the first question I set out to answer. I wanted to know, above and beyond all other concerns, if any of the other questions were even relevant. Based on my reading and a little personal research I have come to the conclusion that since virtual markets are driven by human actors or sometimes bots acting on behalf of humans, that they behave in a manner consistent with real markets. As such, I cannot come up with any good reason why inflation wouldn’t occur if the required conditions were met.

Part of my problem was that MMO economies aren’t quite like real economies. When you complete a quest or bounty in a game, the currency that is paid to you generally came into existence that very moment. It didn’t have a chain of custody and there likely isn’t a system behind the scene adjusting the amount you receive to account for the fact that it can essentially generate “infinite money.”

The older “monetarist” view of inflation is that greater money supply leads directly to inflation. If you have more dollars you’ll pay more money to get what you want and in doing so driving up prices. The easy answer then is that you must remove some of that excess currency via “gold sinks.” Those activities effectively delete currency in the same way that rewards create it.

It was while driving this particular train of thought that I happened across Wilhelm’s The November MER and the Surge in Outer Passage, a post regarding EVE Online’s rather frequent posts containing a variety of economic data. I figured they might have a graph of the Consumer Price Index, a common measure of inflation, and stopped by to take a look.


Of immediate interest to my question is overall money supply. As one might expect, this seems to trend upward for the most part. This indicates that the total amount of currency in the market does tend to increase over time. As a result, monetarist theory would suggest a slight inflation increase over the same time. Obviously, the methods of extracting money from the economy are slower than the ones generating it.


If we look at CPI over the last few years, it seems to trend along with total currency. I may come back and do a statistical regression of their data at some point, but at a glance it seems to agree, though it’s not nearly as neat an incline as the currency supply.


As a final thought, their data on where currency is being generated and destroyed is also provided. Marketboard taxes make up the majority of the money sink. The tax rate was changed right at the end of July, rather noticeable here. Of specific interest to me was the fact that market taxes are the number one currency drain in the economy. Regardless of where things end up regarding the effectiveness of currency deletion in combating inflation, it’s obvious that it does a decent job at removing currency in general.

It’s also interesting to see that the communication changes they made a while back, leading to a large drop in bounty payouts, seems directly correlated with a reduction in the money supply and the price indices. With bounty payouts close to their pre-change level the other charts seem to have levelled off but not returned to their previous levels.

Guess I should bring this to some manner of conclusion, though I would like to emphasize that it’s a conclusion, not the conclusion. At least in the case of EVE, it seems to hold generally true that an increased currency supply leads to inflation, at least in the “short” term. When you expand it out over the last decade the CPI actually seems to balance itself in a sort of equilibrium that helps protect basic goods like T1 ships from inflation.

And now I want to play EVE again.

Y’all take care, and be careful which rabbit holes you look into. “If you gaze long into an abyss, the abyss also gazes into you.” – Nietzsche. Why is it always Nietzsche?

EVE Mining Optimization – First Pass

This post is why it’s important to stay in school and a good example of “when we I ever us this.” This post, as a whole, is to record my effort to dig through the nuts and bolts of mining yield and judge how useful I should expect the optimizations to be in a cost/benefit kind of way. It’s, uh, probably not going to be the most exciting or interesting post, to say the least. All these numbers are based on the specific and current skill levels of the pilots in question. Your mileage (meterage?) may vary.

We’ll start with assumptions, because there are several of those.

  1. I am using a Covetor with a Mining Barge skill level of 4.
  2. It has two Modulated Strip Miner 2s, running Plagioclase Mining Crystal 1s.
  3. It also has three Mining Laser Upgrade 2s.
    1. My yield per cycle is roughly 4227 units of Plagioclase.
  4. All math was done using current market prices of Tritanium, Pyerite, and Mexallon refined from Plagioclase at “perfect”, which is better than what I’m currently getting. Current processing yield is more like 67.06%
  5. My brother is using a Porpoise.
  6. He is collecting and transporting my ore back to station so that I can remain in the field.
  7. He is using a Mining Foreman Burst with cycle reduction.
    1. This puts my cycle per laser just a hair above 100 sec.
  8. I’m using five Mining Drone 1s.
    1. They cycle roughly once every 2 minutes.
    2. Yield per drone, per cycle, is 78 units of Plagioclase.

So, that’s 7600 units of Plagioclase every 100 seconds. The drones provide an additional 390 in about that time, really depends on how far they have to travel. There are a lot of things I’m not controlling for here as well.

Asteroids deplete and go away, so there’s a constant game of targeting new asteroids when the old ones burn out. If you’re not micromanaging your laser cycles, you can also waste time this way. Mining laser has same cycle time regardless, but if the asteroid only has 138 units and you let it run the whole cycle you still only get 138 units when you could have got 3800. The Covetor has the capacitor to short-cycle lasers without any problems, so there’s no good reason not to. Leaving a bunch of tiny ‘roids floating around isn’t really my thing. Turn ’em and burn ’em.

I also cannot operate solo with this setup. Two laser cycles plus drones is enough to fill ore hold to capacity. This takes a little longer, 240 seconds vs 200, but that’s still back and forth to a storage site every four minutes. There are ways to set this up, with mobile depots and the like, but that is beyond the scope of my current effort.

So, the immediately obvious steps to improve yield are:

  • Use Plagioclase Mining Crystal 2s – Between time of writing and time of publication this has already been implemented.

This is the most quick and dirty option I have. If I buy these well in advance, it will cost roughly 100K per hour, because I cannot manufacture them myself the way I can the 1s. It should provide an additional 325 units per laser per cycle. Tier 2 crystals should last around 200 cycles, which is around 65,000 units more. Current market prices put that around 3.4M refined value, for a net profit of around 2.1M/crystal. Just under 1.2M/hour running them on both lasers.

  • Use Mining Drone 2s

These guys cost around 1M each, but don’t wear out like the crystals do. I don’t have the skill level to use them yet. It would take around 9D 19H to train into it. That would provide an additional boost to their yield, most likely taking me from 78 units/drone cycle to 118/cycle. They also travel a little faster, so it would cut cycle time slightly. Gain is right around 125/cycle at 2 minutes each. About 187K/hour. This could be improved, but given the time to get to it, it’s not a high priority at the moment. I will probably put this skill in the queue behind Mining Barge 5, Exhumers 1-3, and Plagioclase Processing 5.

  • Use Drone Mining Rigs

Tier two rigs are around 25M each, tier one rigs are 2M. Specifically, the mining drone augment rigs. They also have a stacking penalty, so three tier one rigs at around 10% each works out to 24.4% total yield increase. Current drones and skills would leave this at around 97 units/cycle, so less effective than the drone upgrade above. 141K/hour. Compounded with the drone upgrade, though, it’s about 187K/hour, so the drone upgrade again. I would also have to train a variety of skills to even attempt this fit, so not really a high priority.

  • Skill Implants

Okay, I had to make a spreadsheet to do the math involved and even that is currently limited. An MX-1005 implant increases yield by 5% and costs around 160M. That yield boost adds up to about 409K/hour. It would take about 391 hours of mining for it to even pay for itself. Despite being the second best gain, that’s just not worth it. An MX-1003 is 3% and 20M. 242.5K/hour, 82 hour payoff. Still not sure about that, but it’s a much better value. I might be better served by an MU-1005 to ease the fitting requirements of upgrades and rigs. I may also eventually get an RX-804 reprocessing implant, but all of these high grade implants are so absurdly expensive that none of them are even on the table right now.

I think that’s enough spreadsheets and math right now. It’s all very min/max. The single largest increase in yield I’m going to get this point is moving from a Covetor to a Hulk. That’s still about a week and a half away, and I simply couldn’t afford to buy the ship and insure it. That ship will not be undocked without the highest level of insurance on it. Even then that only covers about a third the cost of the ship. Despite being the least tanky mining ship(s) they aren’t targetted that much outside of low and nul-sec, and if I intend to go there I’ll probably purchase and fit a Procurer/Skiff instead.

Y’all take care, and remember to eat your Wheaties or whatnot before doing heavy lifting, physical or otherwise.

Sort-Of Weekly FFXIV and EVE Post

My brother was mildly indisposed yesterday afternoon. As a result, I spent a fair amount of time with my oldest child, who wants to play XIV with us, helping him move forward a little bit. The good thing about XIV is that he doesn’t have to create a new character every time he wants to try a different job. We also managed, previously, to get him far enough along to at least move from city to city, so he’s able to pick up new jobs, at least.

At the moment, he wants to be Archer. We did hunting logs and leves to get him up to 10, and he did the class quests with a little guidance. We get him up to 15/16 we can start putting him in the leveling queue and dungeon train and see how he actually manages. Archer is pretty tame up till around level 30, then things can start getting a little busy. At least I’ll be in the same room to say I need refresh. Refresh please. Now. I’m leveling my conjurer/white mage with him. This helps both of us. He doesn’t die and I level another healer.

They have a patch with more story content dropping in about a little under a week and the Japanese Fan Fest this Friday/Saturday. Hopes are pretty high that we’ll get a job reveal in the keynote. That’s around 9:30 PM Friday night, so I may or may not be discussing it come Saturday. Depends on what, if anything, we get.

Meanwhile, I made some poor choices in EVE last night, after my brother got home. I needed some materials for a quest chain and the easiest way to get them was to slide over to low sec and mine some Jaspet. That wouldn’t normally be an issue, but I was also running our dailies in XIV at the same time. So, let’s count, I was in lowsec (1), not using a tank fit (2), semi-afk (3), with only five tier 1 drones for defense (4). I’m, ah, not surprised. I have only myself to blame, and honestly, everything was insured, so actual losses are minimal. Here’s the killmail if anyone is interested.

My plan at the moment is to stay in the mid-sec range and try to optimize what I’m already doing. I need some more time to think through and execute the details of what’s left for mining yield optimization. I actually don’t think there’s a whole lot more I can do for my high-yield ship. Monday evening we experimented with it and stripped two entire fields of every plagioclase asteroid they had. I’ve got some ideas and might take some notes to see how they work out and write a more detailed post about just that.

So y’all stay safe. Never fly without rebuy and maybe don’t afk in a dangerous location.

FFXIV – Four Lords Story and more EVE Tinkering

After we got current on the FFXIV MSQ the other day, we realized we still hadn’t unlocked the expert roulette yet. Without bothering to look I was like, “well, maybe it’s in the four lords storyline.” So, we went and did it. Having just finished it, I regard it as being a better story, overall, compared to the expansion proper. At the very least, it’s more personal and moving than the MSQ. The only comparison I can really draw from the Stormblood story is Tsuyu’s overall sub-plot.

that one time

Of course, I’m no stranger to those moments, especially in XIV. There are a few, throughout the game, that are so strong and/or emotional that I wanted to do more story content in hopes of seeing someone dead, preferably by my own hand. One of them is practically infamous. It’s what Final Fantasy does, narrative.

We still didn’t unlock the missing dungeon, though. We’ll have to look it up this evening and go through the hoops to unlock it and run through it. Also have to rewatch the O11N video and try to get a clear. Much like O7, it seems technical enough that pugs have a hard time coordinating long enough to clear. At least, that was our experience when we tried it a week ago. I’ve sure beat O10N to death though.

At the same time, over in EVE, I’ve been trying to see what kind of mining profit I can hit just by optimizing and paying attention to what I’m already doing. So, same ship, same location, same gear, mostly the same skills. Including the travel time to Jita and back to sell the minerals it looks like I’m around 5M/hour, give or take. Might be able to push it to 6M with a little more effort, I was just curious what the moderate effort level looked like. I’ve begun taking this money and putting it towards some implants to speed up the training process.

Training time, combined with the inconveniences of being in a large corp that was getting war decced all the time, are the reason why I stopped. I thought I needed Mining Barge 5 in order to train Exhumers, but that appears to be incorrect. It was likely cost that prevented me from doing so. Mining Barge 5, though, takes forever to train. It’s about 20% complete and still has 19 1/2 days left. It’s also not what I’m actively training, at the moment. The way it’s currently set, it’ll start up again in a couple of days.

The cost of the skills books, ships, and everything was also greatly  hampered because EVE University, the corp I belonged to at the time, was in a pretty constant state of war. This made mining treacherous, and the general rule of thumb was to just not. Mining is where all my skill points were/are, so this left me with very little to do that I wanted to be doing. Can’t undock, can’t make money, why bother. That’s also why the first thing I did when I came back was find a new home and relocate.

The generally accepted practice back then was to have a second character kept out of the corp for such an occasion, but you couldn’t train skills on two different characters at the same time, so the flow of mining skills would have to shut off to train the backup. Alternatively, you could set up a second account, which is practically normal for EVE anyway, if not more, but the alpha clone didn’t exist, so you had to pay for the second account. For the record, if you multibox, you still do. Alpha clones cannot multibox it would seem. Probably a good thing, to be honest.

I’ve got other stuff I need to be working on, though, so I’ll catch y’all on the flipside. Stay safe, don’t fly without rebuy and all that good business.

A Little FFXIV and the Cost of a Plex Sub in EVE

You know, I find staring at the little “You haven’t written anything yet” notification while I put my thoughts in order to be mildly annoying.

My hesitation and thought process is primarily about FFXIV at the moment, as I just got caught up on Main Story content last night. Unfortunately, it’s not something I can discuss freely for fear of spoiling it for others. It’s such a narrative driven game that it seems cruel to do so.

I see the story’s trajectory, and I’ve seen where it’s headed in the expansion, but the details of how we get from here to there is quite unknown. I’ve already made a few guesses that appear to have been incorrect. That’s good though, predictability tends to make for a lackluster story. Some of the game’s most memorable moments came seemingly out of nowhere. An updated is expected to hit just after the Japanese Fan Fest with additional story content. Hopefully we’ll get a reveal for the other job around then as well, but I’m personally not optimistic. They seem fairly committed to holding most of their cards for May.

Meanwhile, I’m also doing the math and thinking through the process and math of sustaining an EVE subscription through in-game currency only. This would set one back 2B ISK/month, so around 500M/week. I spent a while semi-afk mining on my second monitor this weekend to see how much money I’m capable of generating with a very minor and passive level of effort. That number is around 27M for a 9 hour session, or around 3M/hour. Obviously that level of effort would take around 167 hours/week to pay for just the sub, operating costs and potential ship losses not included.

Now, there are certainly various risk/reward methods to improve this, as I’m mining plagioclase, which is pretty much as good as it gets in the “high sec” mining category. If I’m willing to venture into nul-sec I can improve that quite a bit. If I refit for ice mining I could theoretically double that number. I’ve also got some some processing skills in the works which will improve my yield slightly. I’m currently pulling around 66% refinery yield on most of the high-sec ores.

I haven’t done the math on ice mining. I have the ability, technically, but not the processing efficiency, nor am I familiar with the process anymore. I may look through the gear I have and at least poke it with a stick to see where I’m at with it.

The bottom line, though, is that it’s not currently feasible, with the resources I have, to pay for a sub with in-game currency. I would literally have to do nothing else, including sleep, in order to hit that target. If I want the sub, I’ll have to pay for it the old fashioned way.

On that note, I’ll see my way out. It would take way more time and effort to dig into either of these right now, and I’m disinclined to do so. That said, I’m sure you’ll hear about it again. Probably.

Anthem Damage Scaling Bug and Eve Aether 10K Player Test Battle

So, Anthem. It’s both amusing and sad to watch it go through a cycle that looks very much like The Division. It generates a lot of buzz, it launches with poor to fair sales and is then beset by a series of bugs, especially related to progression and exploits. It’s not identical, but it seems to be following the same sort of pattern. The bug, in this case, is one where the starter rifle, in combination with end game gear, kills things in fewer shots than an end game weapon, despite reporting much lower damage numbers. Engadget article. It’s based on a reddit post by one YeetLordSupreme.

What really stands out and bothers me, though, is that bit with the damage numbers. The reddit post features a gif from beatpeet42 of this effect in action, included here:

The damage done, as visible on the health bar, is roughly the same between these two weapons. However, what’s reported to the player is that one of them hit three times for 1442 and the other three times for 238. 4326 ≠ 714. It has been confirmed as a bug and not working as intended.

Hey everyone – Thanks for the feedback on this. I have confirmed with the team that this is in fact a bug related specifically to the default items on a loadout in combination with higher level gear you have equipped. It’s not functioning as intended and the team is working on it for an upcoming fix. – UNTDrew, Community Manager

Now, I realize level scaling and gear scaling is a thing. In my personal opinion it is, on the whole, a good thing. What bothers me is that the numbers don’t reflect anything meaningful unless they’re also scaled properly. In this case I think maybe the number displayed is probably closer to what they damage should have been, but it’s also possible that the numbers are correctly displayed and that the invisible “health pool” number itself is what’s different. Something along the lines of display numbers being client side and actual damage numbers being server side.

Of course, this brings back numbers like Time-To-Kill or Shots-To-Kill as a better measure of a weapons effectiveness than the displayed weapon power. Destiny 2 uses TTK quite a bit, especially in PvP. It’s also pointing out an obvious gap in expected result vs actual result. You could have the best, most accurate, damage spreadsheet ever and if it’s not bugged in the same way, you would never notice if you didn’t test it.

That’s the other side of this. I see a lot of people who feel like this should have been picked up in QA testing. I honestly don’t know how reasonable it is to expect any developer to run damage simulations of every possible gear configuration, or how helpful that tool would be if they developed it. It took a week and a half or so for this to even come to light with an entire player base playing it. I think maybe it’s obscure enough that we can let it slide, especially since it’s allegedly being fixed in the near future.

Completely unrelated to any of that, CCP wants to have a super massive space battle that breaks their previous record in Eve. Not in Eve itself though, in Eve: Aether Wars. I have no idea what that is, but I’m assuming it’s a little more arcadey in nature. The test itself is being called a “tech demo” and occurs in conjunction with GDC. They want to get 10,000 people. If you care, you can sign up here, announcement here. What time of day they wish to do this hasn’t specified yet.

I don’t know if I intend to participate, but I threw my name in the hat because it’s at least something write about, and I enjoy poking around in the most random stuff. Y’all stay safe, and don’t forget to scale all your damage numbers.

Poking around in Eve

I had mentioned Eve in yesterday’s post because it seemed fitting in a couple of ways. I have been fairly vocal, though maybe not here, about calling Eve a “spreadsheet in space.” It’s a very technical and detail oriented sort of game that’s in line with how ships would probably be piloted in the far future. Playing the game now is going to require me to eat a certain amount of crow, served by my coworker, probably.

I have the same problem with Eve that I’ve had with many sandbox titles in the past, a lack of direction. When I was playing around five years ago I poked around and ultimately did a little mining and stuff. I eventually came across Eve University. Now, being the paranoid solo-ish player that I was, I figured they were a safe bet.

I spent quite a lot of time working on my mining. In fact, I was one skill level away from qualifying for Exhumers, though that single skill level takes 17 days and some change to train. For what it’s worth, almost all of the Ore industrial ships are subscription only.

My problem always comes back, at least partially, to the fact that I don’t feel like I’m doing anything with industrial activities. I’m just sitting there semi-monitoring the activity in case anything untoward should happen. I don’t feel in any way connected to the ship or what it’s doing beyond telling it to “go do that.” Black Desert has, to a point, helped me set that aside a little.

That’s the other part that connects to yesterday, expectations. Knowing how I feel about Eve, and having a better understanding of what to expect coming back, I can at least partially avoid some of the hurdles that stopped me last time.

Naturally I got kicked from the Uni shortly after I left. They don’t allow inactive players. I don’t intent to rejoin, at the moment. In fact, outside of doing the new tutorial, all I’ve done is start collecting most of my junk in one place. I’ve been entertaining the idea of selecting something that looks like a reasonable home station and just poking around for a while. Might spend a little more time training combat skills and working with that, we’ll see. I’m not in a hurry and it allegedly isn’t going anywhere.

In the meantime, I hit 70 on my machinist in XIV, and now I have to gear him for current content. That’s where my of my gaming time has been going lately. Looking forward to the expansion, probably too much. That’s a topic for another day though.

Y’all stay safe out there, don’t trust strangers who want to help you move all your stuff with their space truck.