Tuesday, February 4, 2025
I'm Going To EVE Online's Fanfest 2025
Monday, February 3, 2025
Star Citizen Cancels The Red Festival Free Fly Event
Hi everyone,We wanted to take a moment to update you on the current experience and where our focus is as we work toward improving 4.0.1 and beyond.As we mentioned in the Letter from the Chairman in December, our top priority is playability - ensuring that your experience in the ‘verse is as smooth and enjoyable as possible. That means dedicating all our resources to improving stability, addressing critical issues, and delivering meaningful quality-of-life updates.With that in mind, we've made the decision to forgo the Red Festival Free Fly. This reinforces what we said in December: Star Citizen needs to work, and it needs to work well. Right now, our focus is on continued hotfixes and subsequent patches to bring the experience to a much better place.While there’s no single patch that will instantly get us to where we want to be, 4.0.1 was an important first step. It included a massive list of fixes, but some of the nastier issues impacting your experience remain. Below, you'll find a list of some of our top-priority issues currently being worked on. This isn’t an exhaustive list - many other issues are being tackled in parallel - but we want to be transparent about where our efforts are focused in the short term.We’ll continue to keep you updated through Patch Notes and additional update posts like this one as we have more to share.
Elevator in the RoomWe've rolled out a number of transit fixes, however elevators (and occasionally trams) remain a major pain point in the overall experience. These issues can trap players in locations, preventing basic access to the game, which is why they remain one of our highest priorities in every patch cycle. The team has a bright spotlight on these issues right now and is actively working toward more reliable fixes for this.
Character Stowing and RepairWe recently deployed a fix for the most severe character stowing issue, which caused error 60030 and locked players out of the game. However, players still frequently get stuck in specific shards, which exacerbates other issues - especially since logging out and back in is a common workaround for various bugs. Additionally, character repair does not consistently resolving stowing problems. We are actively investigating this.
Hangar WoesSince the implementation of instanced hangars, there have been a variety of problems with the reliability and playability of this system. From hangar lifts that clip and damage player's ships, to not storing ships properly after arrival (gets stuck in “unknown” or “destroyed” states), doors not opening and closing correctly, losing your personal hangar completely, and overlapping with other players both physically and on audibly.
Load Times and Initial LoadWith 4.0.0, load times have increased, especially when loading into Pyro. Combined with ongoing login errors, this has resulted in players spending extended time on loading screens with low confidence of getting into the game.
Mission IssuesThe mission system underwent a refactor with 4.0.0, temporarily reducing the number of available missions. However, we are still seeing familiar issues, including:
- AI not spawning at mission locations (both ship and FPS AI)
- Mission sharing and reputation inconsistencies
- Concerns about time vs. reward balance, especially for group play
Quantum Travel and StarmapQuantum travel continues to experience frequent disruptions, including repeated starts and stops, forcing players to retry jumps multiple times, alongside an ongoing issue where fuel states don’t always sync properly between server meshes. These are areas we’re actively investigating to reduce frustration and improve reliability.
LTP and Keeping What You EarnThe system has become unreliable, with frequent reports of lost items, ships, and money. While each case is investigated individually, underlying loopholes and complexities impact overall reliability. Since this pertains to progression and respecting player time, it's a critical issue and top priority.
Additional FixesAs mentioned above, this is not an exhaustive list - many other bugs are being addressed and investigated in parallel. A few examples include:
- Mineables taking too long to fully load in
- Invulnerable actors, which can include both AI and players
- Freight Elevators at outposts becoming stuck and impeding missions
- Collision issues where players may clip through a ship, the floor, etc.
- Power allocation issues setting ship power to 0 or off randomly
- Inability to equip some components discovered in Contested Zones
- And more...
All of the points above came from a statement from an employee on the Star Citizen forums. Honestly, the next a Star Citizen white knight boasts how well the game works, I might just drop the link to the forum post stating that not even the developers believe that. I mean, CIG never cancels a free-fly event. Until now.
Sunday, February 2, 2025
Cloud Imperium January 2025 Sales Revenue Up 44.2% Year-Over-Year
After a year in which cash shop revenue held steady, Cloud Imperium Games' began 2025 with $7.8 million in sales according to the CCU Game dashboard. The amount was a 44.2% increase in sales compared to January 2024.
The $781.8 million displayed on the Roberts Space Industries funding page at the end of January was not a comprehensive accounting for all of CIG's revenue since the project's Kickstarter in October 2012. Overall, the company has recorded $872.6 million in confirmed revenue (the funding page & the 2022 financial report).
- Sales/Pledges: $781.8 million (through 31 January 2025)
- Subscriptions: $33.0 million (through 31 December 2022)
- All other sources: $65.6 million (through 31 December 2022)
In addition, the company has received a total of $63.25 million in outside investment. According to the 2022 financial report, $4.8 million of the amount was returned to investors in 2020. Including the outside investment money, the total amount raised by CIG to create Squadron 42 and Star Citizen is $943.6 million, or $938.8 million when excluding the returned funds.
The Funding Plateau - Over the last three years, Cloud Imperium has faced a sales plateau in the company's sales of virtual good like internet spaceships. Sales have fallen withing 3% of the average of $115.9 million between 2022-2024. I believe the ongoing shakeup of upper management is designed to break through and increase revenue for the company. So in addition to providing year-over-year metrics I will also comparing the previous month's sales to the average sales for the month from the years 2022-2024. I believe if sales continue to fall within the range of $112.4 million and $119.4 million the C-Suite at CIG, if not the board of directors, will not be happy.
In January the Marketing Masters In Manchester had a lot to smile about. Not only did sales rise 44.2% YoY, but increased over the previous 3-year average for January by 16.6%. Sales really benefitted from the release of Alpha 4.0.1 on 28 January and the accompanying sale of both the MISC Fortune and the Red Letter event. Over the last three days of the month, the company recorded almost $1.5 million in sales according to the CCU Game dashboard.
New Account Creation - From 2022 to 2024 CIG saw the number of new accounts created each year fall by 44.5%. I'm assuming that part of the shakeup is aimed at improving that performance as well. So I came up with a simple predictive formula to estimate how big of a drop in new player account creation is expected based on historical trends. For the year, my formula comes up with a 19% drop in new user accounts created in 2025, which is twice as much as I predicted at the beginning of the year.
Friday, January 31, 2025
The Drifter Crisis Of 2025 - Patch Notes And Lore
A day after I complained about the lack of events in the roadmap for the first and third quarters of 2025, CCP launches a live event. Designed for group play, the largest Drifter offensive in EVE Online history began yesterday. And unlike the last time the developers tried to do a mass event, null sec residents don't have to worry.
As the Drifters extend their aggression in New Eden beyond Zarzakh, capsuleers will encounter them in multiple systems in highsec and lowsec, and pilots of all skill levels are called upon to assist in beating the threat back. Various sites and activities are available to Tech I ships up to battlecruiser class. These engagements are perfect for small gangs and provide opportunities for exploration, salvaging, and enforcer career followers to thrive. Eliminating threats will unlock a Crisis Resolution operation at the heart of the affected systems, the successful completion of which will force the Drifters to withdraw and regroup.
On a personal note, the initial description from the introductory article doesn't sound promising for solo players like myself. Let's see the content others will enjoy by looking at the patch notes for the event.
Drifter Crisis: Drifter Crisis Systems
Drifter-controlled forces have begun launching attacks on all four empires throughout high and low-security space! The first systems will become available between 19:00 and 21:00 tonight, with more following as the crisis continues.
- Systems under attack can be found in the new ‘Interstellar Events’ section of the AIR Opportunities window.
- Complete ‘Crisis’ sites to weaken the grip the Drifters have on these systems.
- There are 4 varieties of Crisis site, with a 5th Crisis Resolution site available once the Drifter forces have been sufficiently weakened.
- Each site requires teamwork and strategy, with specific roles needing to be fulfilled for success:
- Crisis: Field Rescue — Salvage the wreckage left behind following an empire assault on a Drifter facility to locate any survivors. It is recommended that at least 3 capsuleers tackle this rescue mission. T1 frigates and standard T1 destroyers are permitted.
- Crisis: Observatory Infiltration — Scan down this site to retrieve valuable relics from the remains of an emergent Jovian Observatory. Bring up to 2 other capsules to maximize rewards, but be wary of any traps the Drifters may have left behind! T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
- Crisis: Deathless Research Outpost — A Deathless research base is under attack by Drifter forces. Use remote repair modules to keep the structure alive until it can be secured. Alternatively, destroy it yourself and sell the accrued Hyperspace Telemetry data to the highest bidder. 5 capsuleers are recommended to aid the site; less may be required to destroy it. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
- Crisis: Lancer Counter Offensive — An empire-owned Lancer dreadnought has been deployed to aid a civilian structure. Help it destroy the Drifter presence before its nefarious task can be completed. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
- Crisis Resolution: Vigilant Dreamer — To resolve the crisis within the system, 10 capsuleers are required to bring an end to the Vigilant Dreamer. Using data analyzers, the defensive array protecting this Drifter facility can be disabled allowing it to be destroyed. T1 frigates, destroyers, cruisers, and standard T1 battlecruisers are permitted to enter.
- Payouts from these sites are awarded to the top contributing fleet alone.
These event entries do not show up in the main window by default, so make sure to select the Interstellar Events icon on the left side of the window to see the sites nearest to you.
From the AIR Opportunities window |
The patch also brought back a recent type of event site.
Deepflow Rifts
Deepflow Rifts have reemerged across the cluster and wormhole space! Intrepid capsuleers should tread carefully; both the rewards and difficulty of the site have been increased.
Additional updates were made to another type of group PvE content, Homefront Operations.
Homefront Operations:
- Remote capacitor transmission is now less effective on allied Dreadnought NPCs within Dread Assault sites.
- The effectiveness of enemy NPCs which energy neutralize allied Dreadnought NPCs within Dread Assault sites has been greatly increased.
- Added a delay to the initial enemy hauler spawn within Raid sites.
- Increased the variance and average spawn time of enemy haulers within Raid sites.
- Decreased the access difficulty of salvaging wrecks in Salvage Research sites.
- Increased the number of enemy NPCs within Salvage Research sites.
Of course, a live event isn't really a live event without a news article. So what do we know about the actions of the major players in our little drama.
The Drifters
Drifter-controlled forces have attacked solar systems in all four major nations. The attacks have focused on civilian infrastructure, triggering the deployment of military crisis response forces. Initial strikes by the Drifters have already led to a death toll in the thousands, with that number expected to climb as the violence continues.
The motivation behind the Drifter aggression is unclear. The targeted systems are of little strategic significance, there are no signs of permanent occupation, and no resources are being extracted by either the Drifters or the Sleeper Drones under their control. The only clue to the Drifters' goals are the surveillance structures at the heart of their efforts. Named “Vigilant Dreamers”, these structures appear to be the focal points of Drifter activity in affected systems. Defending forces are attempting to gather sufficient intel to pinpoint and ultimately destroy these Dreamers.
The Gallente
Today’s attacks have silenced many who questioned President Aguards decision to postpone the Federation’s regularly scheduled elections. Only the Federalist-Liberal Party has remained vocal in their criticism, accusing the President of using an atmosphere of fear to disrupt the lawful democratic process. Her own party, the Progressive Unionists, have dismissed these claims, praising Aguard for putting the defense of the Federation first.
The President herself spoke at a press conference on Luminaire today, praising the “dedication and bravery” of those who have taken up the fight against the Drifters. When questioned she was reluctant to give a definitive answer on the rescheduling of the election, stating that “this crisis has only just begun”.
The Caldari
Speaking aboard a Chimera class carrier, Chairman Akimaka Saraki has commended the Caldari Navy for its speedy deployment to all systems in conflict. He added that “the very best of the State cannot be distracted from their sworn duty.”
Some political pundits took the comment as a disparaging reference to those who criticized the CEP for relying on Gallente intel. Saraki issued a second statement dismissing this analysis as divisive and unfounded. This statement began, “We are one Caldari. Never is this truer than when we find ourselves tested by unprecedented times. As long as we stand as one, none may stand against us.”
The Amarr
Across the Amarr Empire, newly deployed joint holder assets have moved to meet Drifter forces. Organized in secret, these newly formed armadas pool the resources of local nobility to enable timely countermeasures. Able to respond more rapidly than Imperial forces, they are part of a strategy that puts responsivity first.
Empress Catiz I has been credited with this logistical innovation. In an Empire-wide broadcast, she commended all Amarrian citizens for their “fortitude in the face of darkness.” She called on “all faithful to band together against the demonic abborations that plague our skies. In years past, these same monstrosities breached our borders and murdered our holy Empress Jamyl I. They caught us by surprise, but this time we are ready to show them the truth of our Lord’s will.”
The Minmatar
The Republic Fleet has scrambled to defend clan holdings under attack. Thukker Chief Ennar Aeboul has criticized Sanmatar Maleatu Shakor and the Tribal council for failing to heed his tribe’s warnings of a rising Drifter threat. “We who wander are tired of being overlooked,” he told reporters, “It brings me great sorrow that innocent Matari must now pay such a high price for the Republic’s foolishness.”
The Sanmatar has deflected these criticisms, saying that “now is the time for unity. Despite what Aeboul might think, the Republic Fleet is always ready to defend our people. We should be focussed on how to support them, not casting aspersions.”
Society of Conscious Thought
Just a brief note. When the Jove took their leave of New Eden, they nominated The Society of Conscious Thought their heirs and successors.
As the nations of New Eden respond to the Drifter threat, their representatives are being hosted at an emergency CONCORD summit in Yulai. As diplomats headed into session, the Society of Conscious Thought’s Elder Mentor Matshi Raish spoke to the press, laying the blame for the ongoing crisis at the feet of the Deathles Circle.
“These Drifter attacks are the direct result of the Deathless and his Circle’s reckless hubris. Their occupation of the Fulcrum and Warden structures has clearly awoken a threat that long lay dormant. Through their interference with technologies beyond their understanding they have unleashed tragedy upon our cluster.”
The Deathless Circle
Rumors have spread that the Deathless Cricle are attempting to take advantage of the current situation by deploying research outposts within Crisis systems, only to come under attack by the Drifters themselves. While calls for aid have been registered, military forces are encouraging capsuleers to bring any research produced at Circle facilities to national intelligence agencies, and not to aid the criminal organization.
I think this most of the recent news from CCP Games setting up the players for the upcoming summer expansion due for release in the second quarter of 2025. At least, I consider the event the ramp-up to the next expansion. After the recent Director's Chat, the developers may argue that this qualifies as part of the Revenant Update.
Wednesday, January 29, 2025
An Uninspiring Directors' Chat For EVE Online
REYKJAVÍK, Iceland -- January 28, 2024 -- Today, CCP Games shared an ambitious 2025 roadmap for the iconic space MMO EVE Online, during a special Directors' Stream. The year promises two major expansions along with the return of fan-favorite in-game events, as well as the long-awaited reunion at EVE Fanfest 2025, to be held May 1--3 at Reykjavík's iconic Harpa Concert Hall. Watch the Directors' Stream on the official CCP Games Twitch and YouTube channels.As the Revenant narrative arc continues to unfold, the rising tension between the Deathless and the Drifters will lead to the next expansion for EVE Online, arriving in Summer 2025. Focusing on empowering players within the sandbox, it will offer enhanced tools for customizing player-owned sovereign space, enabling capsuleers to set their own agendas and create content for their communities. These upgrades are being designed to give corporations a higher degree of agency, deepening the dynamic and player-driven emergent gameplay within the universe of New Eden.The introduction of Freelance Projects will open the door to new levels of cooperation where pilots can craft and complete missions created by fellow capsuleers. From mercenary contracts to collaborative ventures, this new system will create new emergent opportunities for storytelling, conflict, exploration, and relationship-building within EVE Online. With new ships, tactical objectives, and tools for all fleet sizes, the future of war will continue to be reshaped. These additions will offer fertile ground for small and large fleets to thrive, pushing EVE's signature sandbox to new heights."This year, we're putting even more power in the hands of our capsuleers," said Snorri Árnason, Game Director for EVE Online. "From customizing sovereign space to crafting missions that spark new alliances, the 2025 roadmap is all about letting players create and shape their own moments, their own stories and ultimately being part of the history books of New Eden itself. EVE Online has always been a living universe driven by its community, and with the new tools and systems we're introducing, the potential for creativity and collaboration has never been greater.""2025 will be monumental for EVE Online," said Bergur Finnbogason, EVE Online's Creative Director. "We've listened to player feedback to refine our development process and create high-quality expansions that empower capsuleers. Join us in New Eden to experience a year filled with characters to meet, alliances to forge---or break---and thrilling stories to uncover. It's a year you don't want to miss!"Fan-favorite events, including Capsuleer Day, Crimson Harvest, and Winter Nexus, will also return in 2025, along with the Alliance Tournament, promising fierce competition among New Eden's finest fleets. Later this year, the second expansion will arrive in Winter 2025.Tickets for EVE Fanfest 2025 are nearly sold out. Capsuleers looking to attend can purchase tickets now at Eventbrite starting at $35 USD. Those eager to experience the full Fanfest experience can purchase the Festival Pass for $295 USD, which includes access to the legendary Party at the Top of the World, exclusive EVE Online in-game content, an EVE Fanfest 2025 t-shirt, and a goodie bag.
Tuesday, January 28, 2025
Copilot Versus Final Fantasy XIV
Friday, January 24, 2025
The Consumer Financial Protection Board: A New Player In The Game
For several years, the most popular video games have included immersive virtual worlds that offer the storage and exchange of valuable assets. Gaming companies have created digital marketplaces that facilitate the buying, selling, and trading of these assets with limited consumer protections, which has led to potentially harmful practices for players including financial losses due to theft and scams.
Consumer protection laws apply to banking and payment systems that facilitate the storage and exchange of valuable assets. The CFPB is monitoring non-traditional markets where consumer financial products and services may be offered, including where such products and services are provided by or in connection with proprietary gaming platforms
Additionally, the vast accumulation of data collected from consumers by gaming companies raises questions as to whether privacy rules are being adhered to and whether consumers, especially young ones and their parents, are fully aware of how their data is being collected and used across the industry. The CFPB will continue to work with other agencies to monitor companies that assemble and sell sensitive consumer data, such as a consumer's payment history, especially when this data is harvested and monetized without the user’s awareness.
Wednesday, January 22, 2025
U.S. Regulators And Crypto-Games In 2025
Around the time CCP Games began selling Alpha access to EVE Frontier, a question popped into my head. Will U.S. government regulations prevent blockchain games from even operating in the United States, whether from making the games unprofitable though onerous regulations or Congress just passing an outright ban? The question went from crazy to possible once Cognosphere settled with the FTC's lawsuit over practices in Genshin Impact.
Things move slowly in the United States' political system. For example, I first wrote about skins gambling in CounterStrike: Global Operations 8 1/2 years ago. The Washington State Gambling Commission even filed a lawsuit in February 2016 against Valve for aiding in the practice. But a state gambling commission isn't a federal government agency like the Federal Trade Commission or the Consumer Financial Protection Bureau.
An article on MassivelyOP led me on a trip down the rabbit hole to a CFPB report titled "Banking in video games and virtual worlds" published in April 2024. Here I found a reference to that old issue of skins gambling.
Although, the Steam Community Market does not directly facilitate a cash-out process to withdraw Steam wallet funds for fiat currency, there is an entire ecosystem of third-party markets that are enabled by Steam’s application programming interface (API). These sites facilitate player-to-player trading and converting skins to crypto-assets or fiat currency, leading to even higher exchange values for some individual skins on these third-party markets, as well as the Steam Community Market. For example, the largest sale of a Counter-Strike skin occurred in 2023 on a third-party website for over $500,000.
Third-party websites also facilitate a growing skin gambling industry that supports wagering skins, similar to casino chips, in virtual games such as blackjack, roulette, or craps. For example, a player’s account balance can be made up of skins, conventional currency, and other forms of virtual currency that are then converted to that site’s form of credit. Skins are then won or lost depending on the outcomes of the games. Third-party websites also facilitate skin betting on events like competitive gaming contests, also known as esports, and games between professional sports teams. Winnings can be converted to fiat currency or other forms of virtual currency and withdrawn for a fee directly to the player’s digital wallet.
Yes, after 8 years the issue is on the radar of federal regulators. Also on the minds of regulators, or at least those that issued the report? "Crypto-asset related metaverses."
Is crypto always on their minds? |
The attention doesn't just come from in the form of diagrams. Does the following passage sound like EVE Frontier falls within the description?
Though their usage remains sparse, a number of virtual worlds and games exist that utilize crypto-assets—such as non-fungible tokens (NFTs)—as virtual items, or crypto-assets as game currency. The relationship between these virtual worlds and their official crypto-assets is similar to video games and their in-game currencies. Players purchase the virtual world’s native asset and use it to buy goods and services within that virtual world’s economy.
While these crypto-asset virtual worlds are significantly less popular than virtual gaming worlds like Roblox, Second Life, or Fortnite, they are important to note because of the prevalence of third-party crypto-asset trading platforms, users can convert a virtual world’s native crypto-asset to fiat currency, making them even more porous than typical gaming markets. Notably, some of the largest virtual gaming world publishers have expressed growing interest in positioning their virtual items as crypto-assets that have the ability to be traded outside of the game’s economy.
Also, the report uses Axie Infinity as an example of a crypto-game. I don't find the passage very flattering.
In the game Axie Infinity, players interact virtually through digital pets called “Axies,” each of which is a non-fungible token (NFT) stored on the Ronin network. Users earn the crypto-asset Smooth Love Potion (SLP) by playing the game. Players can also “breed” new Axies by spending SLP and another crypto-asset token, Axie Infinity Shards (AXS). Users can trade SLP and AXS for fiat currency or other crypto-assets on third party crypto-asset trading platforms. At the height of its success, Axie Infinity had over 2.7 million daily active users but as the number of users grew, the NFTs required to play became very expensive, leading to hierarchies of users: investors, managers, and workers. While the crypto-asset industry and its investors lauded the game as a viable way to earn income, reports documented the ways the gaming system exploited workers. The ecosystem largely fell apart in 2022 following a breach of the game by a state-sponsored hacking group. [emphasis mine]
The paragraph reads like areas in which the author sees the need for government regulation from an agency like the Consumer Financial Protection Bureau.
Today's post is just a taste of what I've seen in the CFPB's April report. I didn't get too excited about the issues back in 2016 and 2017 because I knew the government works extremely slowly. Also, blockchain games are tiny compared to big players in the video games industry like Microsoft and Sony. Between the report and the settlement between Cognosphere and the FTC (technically the DoJ), we are now seeing more active government intervention in the video game industry. I don't know what form the attention will take but I may have to return to following the activities of regulatory bodies again, this time the ones in North America.
Monday, January 20, 2025
The FTC's $20 Million Dollar Fine On Genshin Impact
Lootboxes. Apparently everyone hates lootboxes except those who spend hundreds and sometimes thousands of dollars on the damn things. Sometimes attitudes change based upon the age of the people doing the purchasing. What is fine for adults becomes a horrible crime worthy of a government issuing many millions of dollars in fines against a game publisher. Such was the case for perhaps the final Federal Trade Commission action under the Biden Administration.
On Friday the FTC issued a press release about a settlement between the regulatory agency and the Singapore-based Cognosphere PTE Ltd and its U.S. subsidiary.
The maker of the video game Genshin Impact has agreed to pay $20 million and to block children under 16 from making in-game purchases without parental consent to settle Federal Trade Commission allegations the company violated a children’s privacy law and deceived children and other users about the real costs of in-game transactions and odds of obtaining rare prizes.
“Genshin Impact deceived children, teens, and other players into spending hundreds of dollars on prizes they stood little chance of winning,” said Samuel Levine, Director of the FTC’s Bureau of Consumer Protection. “Companies that deploy these dark-pattern tactics will be held accountable if they deceive players, particularly kids and teens, about the true costs of in-game transactions.”
A complaint, filed by the Department of Justice upon referral from the Commission, alleged that Singapore-based Cognosphere Pte. Ltd and its California-based subsidiary Cognosphere LLC, which do business in the United States as HoYoverse, actively marketed Genshin Impact to children and collected personal information from them in violation of the Children’s Online Privacy Protection Rule (COPPA). The complaint further charged that HoYoverse deceived players about the odds of winning particular sought-after “five-star” loot box prizes and how much it would cost to open loot boxes to win the prizes. It also alleged that the confusing virtual currency system that players had to navigate to open loot boxes and the marketing and promotion tactics used to entice players to open loot boxes were unfair to children and teenagers.
Popular among children and teens, Genshin Impact is free to download but has generated significant revenue through the sale of in-game virtual currency and other content. Players advance in the game by collecting virtual heroes, forming a team and using heroes’ abilities to complete tasks. Five-star heroes are the most desirable to collect given their powers, and they can only be obtained by opening loot boxes, which players can purchase using virtual currency.
I'm going to go down the rabbit hole a little deeper. Many times over the years stories have told of game publishers not publishing accurate odds of obtaining items from lootboxes. The case, U.S. v Cognosphere, spelled out what occurred in Genshin Impact. Considering the below is the argument for count 3 in the case, I thought I'd provide the details.
73. In many instances, HoYoverse has represented that consumers who open loot boxes corresponding with Event Banner promotions will receive increased odds of obtaining the 5-star hero featured on the Event Banner. For example, social media ads like Figure 10 have touted a “huge drop-rate boost,” and HoYoverse has instructed influencer-promoters to highlight “boosted rate[s],” or odds, if players open loot boxes during the Event Banner promotion.
74. In reality, the purported “boost” in odds refers to the featured prize being available to obtain at all during the promotional period, while the underlying odds of obtaining the featured prize remains the same.
75. Within the Genshin Impact game itself, HoYoverse makes further misstatements concerning purportedly increased odds of obtaining featured 5-star heroes.
76. The Genshin Impact game represents that consumers can view complete information about the game’s loot box odds by engaging with a “Details” menu navigation button below the Event Banner (like the second button from the left in Figure 9), and navigating through several sub-menus.
77. The consumer is presented with a “Promotional Items” subsection, which depicts the featured 5-star hero with the phrase “Increased Drop Rates!” and a statement that this hero’s “Percentage of 5-Star Item Drops” is “50%”, without adequate additional context. A second “Details” sub-menu within this interface states that the “[b]ase probability of winning 5-star character = 0.600%; consolidated probability (incl. guarantee) = 1.600%; guaranteed to win 5-star character at least once per 90 attempts,” and indicates that the featured hero has a “huge drop-rate boost.” A third “List of Items” sub-menu similarly states that the odds of obtaining the featured hero are “UP!,” but does not disclose actual or relative rates at which HoYoverse awards loot box prizes.
78. In reality, HoYoverse offers consumers only a 0.3% (three in one thousand) chance of obtaining the specific featured hero when they open loot boxes. To put these low odds into perspective, this means that, even if a consumer opens 50 loot boxes in a row, the consumer has odds of less than 15% to obtain the 5-star prize featured on the banner.
79. Consumers are also misled by HoYoverse’s “guarantee[] to win 5-star character at least once per 90 attempts” because they are led to believe that it applies to the 5-star character prominently featured in the Event Banner. As shown in Figures 9 and 10 above, a picture and name of a character is featured next to language touting the opportunity to open loot boxes for the chance to win an “event-exclusive 5-star character.” In reality, if a player opens 90 loot boxes, HoYoverse frequently does not provide the player with the featured five-star character: half of the time, HoYoverse will instead award the player an unrelated, and typically less desirable, 5-star prize not featured on the Event Banner. If this happens, the player must then open as many as 90 additional loot boxes, at which point HoYoverse is finally certain to award the prize featured on the Event Banner.
80. In other words, a consumer may need to open as many as 180 loot boxes, at a cost of $2–3 per loot box (or as much as $360–540 in total), simply to get the prize that HoYoverse features on the Event Banner.
81. Taken as a whole, HoYoverse’s representations and misleading disclosures serve to convey the message that consumers who purchase loot boxes are more likely to obtain rare prizes than they are in reality.
Well, in this post, figures 9 & 10 are below.
I should note that the deal has not been approved by a judge, although in most cases approval is pretty much a formality if both sides agree to the terms. But in addition to paying $20 million to the federal government, HoYoverse will be:
- Prohibited from allowing children under 16 to purchase loot boxes in their video games without a parent’s affirmative express consent
- Prohibited from selling loot boxes using virtual currency without providing an option for consumers to purchase them directly with real money
- Prohibited from misrepresenting loot box odds, prices and features
- Required to disclose loot box odds and exchange rates for multi-tiered virtual currency
- Required to delete any personal information previously collected from children under 13 unless they obtain parental consent to retain such data
- Required to comply with COPPA including its notice and consent requirements.
Now, since today is the day Trump was inaugurated, we need to look at the voting amongst the FTC commissioners on the referrals of the counts to the Department of Justice in the case. Here are the five counts:
- Count I: COPPA Rule
- Count II: Misrepresentations of Lootbox Odds
- Count III: Misrepresentations of Cost of Loot Box Prizes
- Count IV: Unfair Selling and Offering a Multi-Tier Virtual Currency System to Children and Teenagers
- Count V: Unfair Promotion and Sale of Loot Boxes to Children and Teenagers
On the first two counts, the commissioners voted 5-0 to approve referring the counts to the DoJ. But the other three counts were approved on a 3-2 party line vote, with former solicitor general of Virginia Andrew Ferguson and former solicitor general of Utah Melissa Holyoak opposed. I'll just provide a link to Ferguson's statement on the case for his reasoning. I also want to post his dissent to count 5.
Finally, Count V accuses Cognosphere of further unfairness for marketing a loot box system to children and teenagers. I cannot tell whether the Commission here rests its theory on the overly enticing nature of loot boxes as a marketing scheme for children and teenagers, or merely the further unfairness of targeting children and teenagers with the sort of deception alleged in Counts II and III. Either way, I dissent. If this count simply mirrors the allegations of deceptive conduct in Counts II and III, then it adds nothing. And none of our precedents hold that marketing violates the FTC Act when it is too enticing. As I said in November, I will not support novel theories of liability advanced in the final hours of the Biden-Harris Administration. That principle applies to Count V.
None of this should be taken to mean I favor the loot-box scheme. I do not. But the FTC Act does not authorize us to prohibit unsavory or unseemly business practices. It forbids only unfair or deceptive acts and practices. I do not foreclose the possibility that targeting certain kinds of addictive activities to children and teenagers—such as virtual slot machines in the form of loot boxes—could violate Section 5’s prohibition of unfair acts and practices. But demonstrating such a violation would require us to assemble strong evidence of substantial injury, unavoidability, and the absence of countervailing benefits to consumers or competition. We have not done that here. I therefore dissent from Count V both because the Biden-Harris FTC should not be advancing wholly novel theories as the sun sets on this Administration, and because we do not have the evidence required to demonstrate that marketing loot boxes to children and teenagers categorically violates Section 5.
That's the rub. How much of this stuff is political and might turn on who's president? How much is getting floated out by an outgoing administration looking to burnish its legacy and/or influence policy even when out of office?
And how much will occur because of factors outside of video gaming, like the worsening relations between the United States and the People's Republic of China? I didn't go into the fact that while Cognosphere is the publisher for Genshin Impact, the developer is Shanghai-based miHoYo, of which Tencent owns 25.8%. Tencent was recently placed on the Defense Department's list of Chinese military companies.
EDIT: But perhaps most important question is: how will this all affect Honkai: Star Rail? If I read the order correctly, the settlement affects all games that Cognosphere publishes, not just Genshin Impact. Here is the definition of "Covered Product or Service" from the proposed settlement.
“Covered Product or Service” means Genshin Impact or any video game or video game service, such as HoYoLAB, controlled, distributed, or operated, directly or indirectly, by Defendants, marketed, promoted, sold, or otherwise distributed or made available in the United States. For purposes of this Order, to the extent that, after entry of this Order, Defendants obtains direct or indirect control over a video game or video game service, such video game or video game service becomes a Covered Product or Service ninety (90) days after the date on which Defendants obtained such control.
So the order would also cover Honkai: Star Rail. But I'm just an internet space lawyer. We'll have to see what, if anything, changes.
Friday, January 17, 2025
EVE Online: Revenant's Unannounced Pochven Patch Notes
Yesterday CCP pushed a patch aimed squarely at Pochven to Tranquility. Believe it or not, the region was introduced over 4 years ago in October 2020. Frankly, I know absolutely nothing about the gameplay in Pochven except it has its own special mechanics. I took a look at what the EVE Online sub-Reddit had to say and, as always, I found negativity, which claims the changes will just favor multi-boxers. Knowing that the sub-Reddit is an extremely unreliable source of misinformation, I searched YouTube for opinions. Sure enough, I found someone who lives in Pochven stating how multi-boxers will hate the changes.
So who should I believe? Let's take a quick look.
The first changes involve Observatory Flashpoints. According to the EVE University wiki:
The Observatory Flashpoint is a combat anomaly that can be found in Pochven, intended to be run with a fleet of up to 15 ships. It is functionally unchanged from the Observatory Flashpoints found during Chapter 2 and Chapter 3 of the Triglavian Invasion. Whenever a site is completed, a new site will spawn immediately in another part of Pochven, with a hard limit of three sites in the region at a time.
And the rewards are interesting, with a downscaling function similar to those in incursions.
The site pays a considerable sum of ISK that varies with fleet size, ranging from around 520 million ISK per pilot for a fleet of 5, to around 230 million ISK per pilot for a fleet of 15. Including more than 15 pilots in the payout will greatly reduce total site rewards. In order to be included in the payout, pilots must be in the site, not cloaked, and either apply damage to the Observatory structure or apply remote repairs to another ship which has damaged the structure.
The loot cache can contain skillbooks for Precursor Dreadnought or Capital Precursor Weapon. It can also contain a Zirnitra BPC, Supratidal Entropic Disintegrator BPC, XL Exotic Plasma Charge BPC, or capital component BPC.
So, in theory, a small gang running an Observatory Flashpoint is easy meat if a gang of 30 or so ships sweeps through a system. This is where the patch notes come in.
Observatory Flashpoints:
The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.
- Assault Vector gates now require the use of Observatory Resonance Keys:
- Each character will need their own key to unlock the gate.
- A key is consumed on use.
- Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.
- 15x Keys will drop as loot from CONCORD Stellar Observatories.
- Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.
- Gates will become unlocked for all characters 60 seconds after a site is complete.
- Payouts have been adjusted:
- The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).
- Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).
- Stellar Surveillance Data now belongs to the new EDENCOM data item group.
- Greatly increased the number of NPC buy orders for Stellar Surveillance Data.
- Threshold Werposts will now have a significantly longer cooldown between target switches.
- Threshold Werposts will now always attack the same target as each other.
- Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).
- Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).
- Home system stargate requirements have been reduced to 6.00 (from 7.00).
- Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.
- Standings will no longer be gained or lost when destroying a Stellar Observation Post site’s Stellar Observatory structure.
- The Dazh Liminality Locus structure has been reworked:
- Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).
- Increased the decloaking pulse chance to 60% (from 30%).
- Removed the system-wide buffs and penalties.
- Added the removed buffs and penalties as permanent system-wide effects within Pochven:
- Increased the remote repair bonuses to 30% (from 25%).
- Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:
- Reduced the remote repair bonuses to 15%.
- Removed the warp speed penalty.
- When a key is consumed, the gate will remain unlocked for that character for the duration of the site.
- Note: This persists when a character leaves the location or logs out, but resets after a downtime.
- No keys will be consumed when activating a gate already unlocked for that character.
Finally comes a couple of changes concerning those who like to bring out capital ships to run PvE content.
Wormhole Capital Escalations:
The following changes hope to refine last November's changes to capital escalation rules.
- A combat site can now escalate at any time before the second wave spawns.
- A combat site will only de-escalate if there is no capital within range after the second wave spawns.
In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.
And a final note. Once again I was blindsided a bit. I didn't look for patch notes yesterday until I went to log in and saw them on the launcher. I guess a win for the launcher team?
Thursday, January 16, 2025
Dawntrail Diary: Role Quests
I realize a lot of people are complaining about a lack of things to do in Dawntrail. But I'm taking my now traditional first post-patch break from crafting and gathering to catch up on old content. During Endwalker's patch 6.1 I bought and decorated a cottage. Now during Dawntrail's patch 7.1 I'm catching up on role quests.
Role quests first came out in Shadowbringers as a substitute to the individual job quests we've had from A Realm Reborn through Stormblood. Role quests encourage completionists to level 5 jobs to the level cap as completing all the role quests for an expansion unlocks a special unifying questline. The mechanics are very similar to the alliance tribal quests made available in the last patch of an expansion.
The role quests, as the name implies, focus on roles. I only have four roles (if you count summoner and scholar as different roles) at the level cap of 100 and two additional roles at level 55 or above. The breakdown as of yesterday was:
- Tank: Warrior (level 98)
- Healer: White Mage, Scholar (both level 100)
- Melee DPS: Dragoon (level 57)
- Physical Ranged DPS: Dancer (level 100)
- Magical Ranged DPS: Summoner (level 100)
The people complaining about the lack of content probably look at the list and think I only started playing with Dawntrail. Actually I started on the 50th anniversary of the first manned moon landing, which was July 20, 2019. I just get caught up doing things, like crafting, gathering, and decorating my apartment and cottage. I didn't catch up to current content until patch 5.4, which was around a year-and-a-half. I've passed up doing a lot of content trying to get to the end of the main story questline.
That out of the way, I'm learning completing all the role quests does unlock some things, although I've only unlocked the Shadowbringers content. Completing the final role master quest opened up the Void Quests. Well, it would if I had kept up to date. Here are the things I still need to do in order to start the first Void Quest:
Complete the quests The Diabolical Bismarck and Thok Around the Clock. The quests require clearing both Trial The Limitless Blue (Extreme) and Trial Thok ast Thok (Extreme). The wiki assures me I can complete the quests solo at level 80. I'm waiting until I complete the role quests for all expansions so I should have no problems running them with a well-geared level 100 warrior.
Complete the Warring Triad questline. The wiki indicates I don't have to complete the Warring Triad extreme trials in order to complete the three quests. I do wonder how a level 100 warrior would do with the trials.
I don't know what follows the Endwalker and Dawntrail role quests since I need to level a physical dps job up to the level cap in order to complete both sets. But the Shadowbringers one was done well enough I'm willing to level a physical dps class up to level cap. I know I could have started off with Endwalker's Reaper job but I figured I already had a level 53 dragoon so why not finish the job?
And really, once I get to Stormblood content at level 60, levelling isn't too bad. The alliance society quests (formerly tribal quests) offer decent xp (and great xp in Dawntrail), and doing the quests in Stormblood, Shadowbringers, and Endwalker produce 135 tomestones a day. Just by levelling my characters I'll get additional Manderville weapons. I should have my second Manderville weapon by the end of the weekend.
So that's what I'm currently working on in Final Fantasy XIV. Like I stated at the top, I'd like to have the content completed before the launch of patch 7.2 so I can go back to crafting and gathering full bore again feeling refreshed. After all, sometimes I need to take a break and do something different. Apparently I play slowly enough I can take that break inside the game.
Wednesday, January 15, 2025
Cloud Imperium's Leadership Musical Chairs: The BoredGamer Leak
Yesterday one of Star Citizen's major news You Tube channels, BoredGamer, released a video with a leak about the restructuring going on over at Cloud Imperium Games. BoredGamer is I think the longest running Star Citizen news channel going back over a decade. He's very bullish on both Star Citizen and Cloud Imperium without straying into white knight territory. In other words, not someone who's going to just throw something negative up for the clicks.
When a guy has a decade's experience and doesn't have a motivation to spread false rumors, I give him a lot more credibility than some rando from the Star Citizen Refunds sub-reddit. I also find the idea of someone inside Cloud Imperium reaching out to BoredGamer a lot more credible than some anonymous source talking to a writer from Insider Gaming as well. Below is the letter shared in the video, which according to the long-time YouTuber was edited to sanitize the content to protect the source's identity.
Good evening,
I've been watching a lot of your videos over the years, and I have always found it fun to hear your speculation regarding the goings-on at CIG. I have consistently compared your speculation with what has actually been going on at the company. I previously worked at Blizzard and I knew a lot of people who moved to that company. People like Tyler Witkin and EKD. So a few things in regard to your recent videos where you mention upper management speculation:
- EKD (Chief People Officer) has not been working with the company since Q4 of last year.
- His direct report (former VP of HR US) was similarly let go shortly after (Q4 also)
- Carl Jones (formerly the COO, then CSO) may have not left of his own accord, he may have been pushed out by others in his peer group.
- John [Erskine] has assumed the role of Chief Operations Officer
- The chief marketing officer, Elliot, is another C-level who has been informed of their termination and is on their way out the door.
The reason that all of these people "appear" to have left on their own accord is because they all signed agreements that were essentially gag orders by the company, where if they speak ill, they lose their departing compensation package.
How much is true? Hard to say, but I did compare the letter to the information I dug up for my previous post on the subject. Let's take the points one by one.
Eric Kieron Davis - EKD is a reference to Eric Kieron Davis, the Chief People Officer. According to Davis' LinkedIn page, the position oversees all people functions and studio operations. Davis joined CIG in April 2015 after working for Blizzard Entertainment for 8 years. According to the information provided to BoredGamer, Francesca McKibben, the former vice-president of human resources in the U.S., was let go shortly after Davis departed.
The information from BoredGamer's source, if true, narrows down Davis' departure from the company to October 2024. According to McKibben's LinkedIn page, she left CIG in October 2024 and began working as the Senior People & Culture Business Partner for LinkTree in November. Given the speed with which she obtained a new job, I'd assumed she left CIG voluntarily because she'd found a better position.
I have another data point to consider. Looking on CIG's corporate website, the company is not hiring for any positions in either its Austin or Los Angeles locations at this time. If CIG does not have plans to replace Davis and McKibben, I think that strengthens speculation the North American headquarters is moving to Montreal.
Carl Jones - CIG's Chief Strategy Officer announced his departure on LinkedIn on 7 January. The letter speculates he was possibly pushed out. To me, that sounds like office rumors.
On the other hand, when I watched the Star Citizen 1.0 presentation at CitizenCon in October, I felt like the vision of the Turbulent crew had taken over. Gone were the days of vague gameplay goals to attract players to spend money. In were promises of the type of gameplay Star Citizen would hold when the game reached a commercial release and not the semi-live service experience players currently log into. So Jones leaving due to philosophical differences is not something I would have to stretch too far to believe.
John Erskine - Erskine becoming the Chief Operations Officer is an established fact. But I didn't mention the fact in my first post about the leadership musical chairs because I only went back to the beginning of the fourth quarter of 2024.
"Now hold on," I can hear someone say. "At the beginning of October Erskine was listed as the Chief Publishing Officer on the About page." Very true. But as we are finding out, CIG's corporate About page isn't always kept up to date. Erskine's LinkedIn page indicates he became the COO in September.
Does that mean anything? I think so, but I'll wait until the conclusion of the post to say what.
Elliott Chin - The full name of the Chief Marketing Officer is Elliott Chin. According to his LinkedIn page, he is still employed at CIG's Los Angeles office. If the headquarters is moving to Montreal and Chin does not want to relocate, that could explain why he is still around. Also, Chin's status as a lame duck, if true, helps explain the office rumors reported in the Insider Gaming article that Sandi Gardiner, the former head of marketing Chin replaced, is coming back to the role.
Now, for the significance of the information coming from BoredGamer's source. According to the Insider Gaming article, Chris Roberts sent out an internal memo on 19 December that the changes started to be implemented in early December. But according to both to the source and my own research, the changes actually began in October. Or perhaps the Insider Gaming article was only referring to Jones, Davis, and Chin as the "at least three executives with a combined experience of around 25 years" affected. The three's combined experience at CIG is 25 years and 10 months.
Quite frankly, I'm not sure exactly how negative the game of leadership musical chairs going on at Cloud Imperium really is. I think change was inevitable once CIG acquired the rest of Turbulent back in July 2023. Looking at all the information available, the possibility exists we had an old guard verses Turbulent battle occur and the newcomers from Canada won. Whether players like the new vison represented by Star Citizen 1.0 really will determine how these moves are judged.
Oh, and if the moves result is significant workforce reductions later in the year. That's important too.
Tuesday, January 14, 2025
CIoud Imperium Late Again Submitting Its Accounts To UK Companies House
What is going on at Cloud Imperium Games? Specifically, at Cloud Imperium UK LTD. On 7 January the company filed paperwork indicating Dr. Martin Franz, Cloud Imperium's General Consul, was no longer acting as the company's corporate secretary. Then on Friday, 10 January, I noticed UK Companies House had tagged Cloud Imperium UK LTD as not having submitted its financial accounts for 2023.
As seen at 1400 UTC on 13 Jan 2025 |
To review recent history the 2023 accounts are the third consecutive set of accounts to be turned in late to UK Companies house. The 2021 accounts were stamped as arriving on 3 January 2023, the first workday of the year. I didn't say anything at the time because Cloud Imperium UK could have submitted the paperwork on time and the government just didn't process the accounts in a timely manner.
The 2022 accounts, on the other hand, caused some concern. I first reported on the late filing in January 2024 with the idea that the late appointment of Dr. Franz in December 2023 might have delayed the filing. Turns out the filing, delayed until 3 March, was probably delayed due to discrepancies found by Cloud Imperium's new auditing firm. One of the discrepancies is a contingent liability Cloud Imperium did not have the funds to cover. And, given the company's known financial performance in 2024, presumably still doesn't.
Which is why the resignation of Dr. Franz last week raised red flags. Sure, Cloud Imperium losing its general consul at this time with all the other senior people leaving would cause some concerns. But the corporate secretary walking away with the filing of all the accounts currently two weeks late? I wonder if Dr. Franz didn't want to go through whatever happened with the 2022 accounts.
One other condition is different now than back in 2024. CIG published its 2022 financials on 2 January 2024. Sure, the paperwork was late to the government, but the company was still open about its finances, right? But this year, I highly doubt the company will publish a 2023 financial report until the auditors from PwC (assuming CIG uses the same firm from last year) finish their review. But the company will probably publish its 2023 financials before submitting the accounts to Companies House. So the quicker we see the financial information on the CIG corporate website, the better the situation probably is.
Look, I get it. Cloud Imperium Games is special. Through the end of 2024, the company had brought in over a confirmed $931 million through its founding in April 2012 when outside investments are included. The gameplay itself will revolutionize the industry. Chris Roberts is a genius. But CIG still needs to file their financial paperwork on time.