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Thursday, February 3, 2011

A Look Inside Pt. 4

(This post is part of a series that looks at wormholes and life within them. I will talk about everything from mechanics to perspectives and opinions on anything that relates to wormholes. The beginning is here, part 2 is here, and part 3 is here)

  So we have talked a bit about the carebear life inside wormholes with resources and opportunities. But there is certainly more to it than that. It has changed for me and others have come seeking different adventures. Many in Adhoc came seeking those pretty explosions in space and find so very many of them.

  I came for a couple reasons reasons. The bloodlust just kind of....developed. When I did finally make it here, it felt like I the place I should have been from the beginning. Like the place that the rest of Eve should be. That's something often scoffed by kspace dwellers. Highsec carebears want their safety and to be left relatively alone. Low seccers play at cage matches with the occasional blob and wishing things were different. Null sec inhabitants think they are BAMFs in their massive blobs and hot drops every 5 minutes. Lagtastic. If you are a visual person, perhaps this will help:

You may have seen that before, but I doubt that last part is ever on there. Nobody thinks of wormholes, except for daytrips or for quick shortcuts. A rather funny and appropriate analogy from my corpies:

  "WH's are more like a bunch of bronze age tribes, each controlling a very finite resources that does not really seek to expand because they do not have the infrastructure to control conquered territory. They raid for women and cattle and slaves or whatever and defend against similar raids. It is rare one tribe completely wipes out another because often they would simply disappear into the "fog of the unknown" to rebuild quietly. In modern times with GPS and satellites and etc. it is simply too hard to hide. WH's are like a throwback to the days of sail when the ocean ended at your horizon or the Amazon jungle where your radius of influence was about as far as you could walk in 3 or 4 days. 0.0 is more like 21st century Earth with respect to infrastructure, intel, etc."

  With the recent Incursions, the nullsec Russians are whining that their infrastructure is shot and this is so inconvenient and blahblahblah. And? So? Deal with it, go blow the Sansha away if you're the big bad null sec guns you always chest beat about. That goes for most nullsec in my eyes, from what I can observe. Some of the most epic tears come outta there. In wspace, you adapt to your environment every day or you die. You can't play station games or rely on local chat for easy intel. You watch your D-scan and are aware of many different aspects going on around you. Since you can't cyno into or out of a wormhole, capital blobs are impossible. You can manufacture them from inside the hole, but not many people do. Even if they do, we have shown over and over how they aren't that scary. Many times, our kills are ganks of our neighbors but we are always looking for good fights. It's just hard to find people that will bring it hard. I owe nearly all the kills I have on my board to my time in ADHC. They are amazing at what they do, some of the best, and I'm proud to be apart of it all. Great people having some great fun.

  Kills are a bit more epic when you can pull them off. In nullsec, they blow up capitals like it's nothing before breakfast. Corps rent space with others there to protect and so on. In the unknown, taking down a beast like a capital is a bit harder. Those two carriers? We sent our first connection through half its mass getting there, then the hole connecting to them went half gone as well. We fought for an hour with little more than cruisers, holding our own against bombers, triage carriers, and a BS fleet until we said screw it and brought in the Bhaalgorn to finish the job. Adrenaline high, heart pumping like I ran a mile the whole time. Bringing the fight with split second decisions is every day in there.

  In there, the small gang environment thrives and makes its true home. When you have your connections limited in mass allowance, you have to decide what roles and thus which ships will be most crucial in executing a fight. Hunting prey takes on a whole life of its own and it can be exhilarating. When you scout, you have to be able to track down and monitor activity without letting on that you even exist. Is there a POS in the system? Check D-scan. Narrow it down and watch from beneath your cloak and wait until they move. Not at a planet or anywhere you can find? Probably at a site, so run your scans and track the anomaly down. If you have to, pop probes off scan and get a quick warpin.

  I'm getting off track from my original intention. I have quite a bit to say and it's kinda just comin' out in no particular order as it should. I am also forgetting what I already wrote in the first 3 parts and being lazy as I am I don't wanna go read it all over again :P Anyways, I think the point has been made. I know many will say and think otherwise and that is of course their right. This is my opinion that I hope will soon become the opinion of more people. Too many people misunderstand what wormholes are and their potential. CCP has neglected much of it and we are told it's a "mini game" and that "players weren't supposed to live there long term". As I remember from an interview with the head of CCP, much of what is Eve developed from the players, not from the vision of developers.

  So it is that wormholes are the wild west, nobody holds sov and everything goes. For me, it is the endgame. It is what Eve is about at its core. But it may not be for everyone, it's up to you to decide.
So thanks for reading, despite the rant that is turned into most times. I think this is the end of this particular series, but knowing me I'll have something more to say later. Hope to see more of you in space, keep an eye on your D-scan ;)


1 comment:

Druur Monakh said...

I hesitate don't call anything in Eve the 'endgame', but in general I agree. I remember my times in a WH as the most exhausting, but also most exhilarating game play in a long time - because of the restrictions, which require more tactical finesse than the ability to camp a fixed gate.