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Thursday, February 27, 2025

Dawntrail Diary: The Runup To Patch 7.2

Creative Studio III deployed Final Fantasy XIV's Patch 7.18 Tuesday morning marking we are probably a little less than 4 weeks away from the release of the next major point patch. As usual Yoshi-P is releasing a stream of content and events before the patch to get everyone ready for the next major drop which I think will fall on 25 March. Instead of looking back on the boring grinding I've done since my last diary post, I'd look ahead at what I plan on doing for the next month.

Moogle Treasure Trove - The event that is the harbinger of a major patch, the Moogle Treasure Trove event gets everyone out into the world collecting tomestones for prizes. Some of the prizes quite frankly are a pain to obtain the regular way in the game, so the Moogle Treasure Trove event is popular for those looking to cut corners.

I think for me the prize most tempting is the Magicked Bed followed by any Triple Triad cards I don't already have. The Magicked Bed is a craftable mount so I may take up the challenge to create a mount instead. If so, I might just pick up the Ancient One minion instead of repeatedly running through Anamnesis Anyder waiting for it to drop.

The Moogle Treasure Trove runs from now until the launch of patch 7.2.

Little Ladies Day - The event celebrates the Shinto holiday of Hinamatsuri. While running through the event usually doesn't take very long, I do look forward to what the devs have cooked up every year. Unlike some games, the event is fresh from year to year. This year's reward, a seneschal's outfit, looks pretty good too.

The event, the 14th in the series, even has some lore.
Legend of the Lost Lady

Three centuries past, the plucky princess Edvya, tired of being sequestered within palace walls by her overprotective father—the sultan Baldric Thorne—exchanged garb with a miller girl and wandered off into town in search of adventure.

Upon learning of his daughter's disappearance, the sultan was stricken with panic. He summoned the palace guard, ordering them to tear the city apart to see that no harm befell his precious princess—and tear the city apart they did. The poor miller whose daughter assisted the princess in her escape saw his house nigh ripped from the ground, while the family was threatened with imprisonment and worse.

To the good fortune of all, Princess Edvya was soon found just outside the palace walls, and was quick to reveal the truth of recent events. Racked with guilt, the sultan had the miller's house rebuilt by his most skilled craftsmen, and offered to personally serve as seneschal to the miller girl for a day to atone.

Rumors of this unforeseen display of humility were quick to spread through Ul'dah. So well received were they, in fact, that the sultan declared one day from each solar year on which he would select, via lots, a common girl from the city and serve as her personal seneschal, as he had done with the miller's daughter.
Catch-up mechanics - For those involved in raiding, restrictions have been lifted to allow those behind on completing the 8-character content a chance to catch up. Those running AAC Light-heavyweight M4 no longer will no longer face a restriction on the number of Light-heavy Holoblades they can receive each week. Those running AAC Light-heavyweight M4 (Savage) will see the following improvements.
  • Treasure coffers will now always appear, with no reduction of rewards, regardless of whether any party members have previously cleared the area.
  • The weekly restriction on rewards obtained from treasure coffers has been removed.
  • The weekly entrance restriction has been removed.
  • Players may now proceed directly to any area.
PvP Tournaments? - Yes, although FFXIV is not known for its PvP gameplay, Square Enix is holding PvP tournaments in Europe and North America, although the action won't begin in NA until after the launch of patch 7.2.

Finishing the Role Quests - Moving on to my own personal gameplay, I only need to level Dragoon to 100 to finish the last set of role quests. I have to say I really enjoyed the role quests for Endwalker. Honestly, the role quests and the master role quests were the end of the story in a way the first three expansion point patches usually are. I've never taken advantage of New Game+ before, but I may to relive the role quests.

One unexpected development is if I need to make sure I level 5 jobs to end game each expansion, that's five times the crafting and gathering required to keep myself equipped properly. Which, in the grand scheme of things, isn't really a problem.

Wachumeqimeqi Deliveries - After all my talk about the crafting and gathering feature, I still have one quest remaining: Appreciated Value. And while I did link to the page, I didn't read the text as to not spoil the end of the story. But I got so caught up in doing the hard thing (levelling characters up to 100) that I haven't completed the final task at hand.

Hildibrand Adventures - Yes,  the Inconceivably Further Hildibrand Adventures Quests was introduced in patch 7.15. And yes, the first quest is most likely just an introduction. But I made up a cosplay because my character looks she could be Nashu's sister.

Gearing up my crafting and gathering - Yes, I haven't crafted the latest set of crafting and gathering gear. While I've done the role quest grind, I haven't really needed the advanced abilities. But I have all the materials to craft everything so I just need to carve out a week to do so. I've got four weeks until patch 7.2, right?

Tuesday, February 25, 2025

A Final Fantasy XIV x Instax Collaboration Brings A New Emote

A recurring feature in Final Fantasy XIV is the collaboration. Whether the collaboration is with another game like Fall Guys or a real world product like Mountain Dew, expect at least one collaboration to show up every year. The first one has shown up with the launch of patch 7.18 this morning.

We’re delighted to announce that FINAL FANTASY XIV will be collaborating with Instax™, the instant camera from FUJIFILM, to bring you an all-new emote for Patch 7.18, due for release on Tuesday, February 25, 2025. We’ll also be hosting a screenshot sweepstakes campaign on X in celebration of this snap-happy collaboration.

Now, I know a lot of my readers will express unhappiness and disdain that the contest will take place on X. But no participation is required to receive the emote. A website does exist for those interested in winning one of the 10,000 prizes available.

What we know so far

I think the emote is rather cute. Apparently Fuji is bringing back the old Polaroid camera. For those too young to remember, before the advent of the phone camera people could take pictures using a fast developing film that would pop out of the top or the front of a camera for instant gratification.

The /photographer emote

The emote does not actually take a picture. For that players still need to go into gpose to get a clear shot without the user interface showing. 

I know a lot of players are looking forward to things like the removal of the weekly restrictions on Savage content. But I'll take a cute emote while I finish up my tasks to finish before the launch of patch 7.2.

Monday, February 24, 2025

EVE Frontier - A Short Synopsis Video, Alpha Game Play Footage, And Some Thoughts

Time does indeed fly when the subject is internet spaceships. Back in March 2023 CCP Games publicly announced the creation of a Web3 game based on the EVE universe. In September 2024 the company publicly announced the name of the game, EVE Frontier. Since then, those who have not dismissed the game out of hand as a typical crypto-scam have wanted more information and, perhaps more importantly, actual gameplay footage.

The situation on the information front changed over the past few days. On Wednesday PC Gamer produced an 18-minute documentary on the game. 


After a chorus of "we want gameplay video" in the comments, CCP released a 57 minute video on Saturday of a group of players attempting to take down what in other games is known as a BAM (Big-Ass Monster). 


As one might expect from an EVE video, the footage is not exactly compelling. Also, the footage is extremely alpha with many EVE Online assets used as placeholders for objects.

What is EVE Frontier? I personally think of the game as a Massively Multiplayer Moddable Role Playing Game (And yes, I got the idea from CCP Jötunn). From the PC Gamer video, EVE Frontier Product Manager CCP Overload gave the following explanation.
EVE Frontier is a survival game set in space with a focus on self-reliance, moment-to-moment gameplay and unlocking third party development with an inclusive business model. I think it's bordering on survival horror almost in this huge vast empty universe with the rotting vestiges of an old civilization that grew too large and eventually collapsed. 

We're focusing really on the exploration. They'll be able to go vast distances. In order to do so they'll really have to prepare for that journey. They'll have to take resources with them they might be able to survive out in the cold, in the wilderness. There'll be places where
people choose to gather because there's an abundance of natural resources. Much like in our real life we expect people to do the same with their digital civilization. You may choose to go out deep into the wilderness but it will be hard to live there. It will be tough, it'll be brutal,  but maybe you can forge your own destiny in that space.
And yes, at least the premise of the lore makes Frontier a role-playing game. As CCP Maximum Cats explained at the very beginning of the video:
One of the story arcs that we are trying to craft for the players is what I like to call a dark sci-fi Pinocchio story which is starting in this world as something that is probably even less than human and then gradually digging your way out of that towards becoming a real human again evolving towards a proper transhumanist form something that would be properly adapted towards life in space as opposed to if we were to go to space now.
Anyone writing about EVE Frontier has to address the elephant in the room: the use of blockchain technology. CCP Overload was joined by Senior Full Stack Developer CCP Sondheim to explain CCP's goals.
CCP Sondheim: We're excited to be introducing smart assemblies as a feature. So lets us open up this universe to a layer where other players will be able to modify and co-create this universe with us. 

CCP Overload: CCP has always worked with third party developers. It's part of what makes EVE Online so good at what it does and we have just taken that and amplified it with EVE Frontier. It's open source and that means that you can go in and you can program directly into the game with our smart assemblies features.

CCP Sondheim: Smart assemblies are structures in space that you as a player will be able to modify using code that you are writing and then deploying onto the blockchain.

CCP Overload: And as part of that we're working to enshrine what we call digital physics into the immutable part of the blockchain.
The thought of allowing players to mod in an online multiplayer game seems ludicrous at first glance. Allowing players to write and implement code that can negatively impact other players doesn't seem like such a good idea. But modding in single player games like Skyrim and Fallout series extended the lives of those games by years without Bethesda becoming too involved. If the demand for mods for Fallout 76 when that game first launched is any indication, perhaps the modding aspect of EVE Frontier is a selling point beyond the community of modders that always gravitates to successful video games.

One concern I have is the creation and widespread adoption of cheat software like teleport hacks. Nothing is more frustrating than spending 15-20 minutes sneaking around and fighting to a location to gather a rare spawn only to have someone using a teleport hack jump in and snatch the resource away from me at the last moment. CCP claims the use of the blockchain will solve issue like that from occurring.
CCP Maximum Cats: In the frontier everything is underpinned by digital physics very much in the same way that when we're walking around when we are throwing things putting glasses on tables we don't think about how gravity is pulling us down. Within the virtual universe that we're creating together on Eve Frontier blockchain is that physics layer that helps us to enshrine these rules to make sure that they are beyond anyone's touching – even ours at CCP.
I'd like to call out the last point. Even beyond employee or company manipulation of Frontier's crypto-currency CCP has a history of employee misconduct, most famously with 2007's T20 scandal. Addressing concerns about the game universe is extremely important in the success of any online game.

I want to bring up a section of the video from the Creative Director for EVE Frontier, CCP Sondheim. One of the visions for Frontier is to have a living world, but unlike efforts like those envisioned for Everquest Next and Star Citizen CCP is eschewing the involvement of NPCs.
CCP Maximum Cats: Despite our play test still being in very in very early form and the tools that we are providing to the parts of the player community who are engaging in this modding are still very basic. Despite all that the things that we saw emerging we are already very interesting. The thing that we provide them is basically a chest that you could find in any other survival game but it comes with the layer of programmability... 

They managed to connect these individual chests spread out across the universe and network in a clever way with clever interfaces. But you come up to this kiosk and it tells you we are missing these resources here if you give these resources to us we're going to pay you. Through mechanics like this it becomes an emergent living economy which is not made by us. The only thing that we provided in there is just a singular building block. 

Now imagine if we add something like a smart turret unit to that equation and then you can have these scenarios where you come to a kiosk and if you do something you know that the kiosk doesn't like it starts shooting you or vice versa. You can start creating not just market systems but emerging security systems which can be much more interesting than the security systems that we normally see in interactive media in virtual worlds. Which is you do something bad the game will just punish you. This is more like a society is punishing you and a certain part of the society that you choose to interact with in a way that we would not be able to design.

We will probably see player groups collapse not because they got defeated by someone on the battlefield but because they mismanaged their monetary policy, they didn't manage their inflation rate or things like that.
One criticism I've heard of EVE Online over the years is that the game is not really a sandbox. They point to voxel technology, say EVE does not have a similar building block system, and state players in EVE don't really build anything affecting the game world. At the very least in Frontier the developers can point to building blocks players can use to shape the universe.

Before giving my final thoughts, I'd like to provide those of three members of CCP's leadership from the video talking about where they envision Frontier winding up. First, the CEO of CCP Games, Hilmar Veigar Pétursson.
Hilmar: So we have a role of a creator of the world. But a lot of that sort of world creation myth is like somebody creates and then people take over. So there will be a bit of creation activity that hopefully will fade out. Then there will be this activity of like the NPC economy is bootstrapping the quote unquote the real economy. And then ideally these things fade away,  the training wheels are completely off, and the world sort of lives and breathes through the activity of the people playing.
Next, the Creative Director CCP Maximum Cats.
CCP Maximum Cats: The path that we're trying to follow is we are building the singular foundational building blocks and the the the core game mechanics and you know the engine itself. But then all of these higher level things such as social mechanics, the economy, and the high level landscape of warfare for example. All of these things are from the player base and are emerging already in like in more or less in real time whenever we're having playtests.
Finally, the project manager CCP Overload.
CCP Overload: Our motto is we create virtual worlds more meaningful than real life. We want to build EVE Frontier such that as time goes on and it becomes more and more decentralized the true long-term goal with uh open sourcing the carbon development platform means that the ownership of the game itself will essentially reside in the  citizens of the frontier. They choose to be here. They choose to live here in this virtual world. They should have a say in it. 
And my thoughts. I'm still not sure about the wisdom of attempting to create a massively multiplayer moddable role playing game. Sandbox games featuring unconsensual PvP activity with full loot mechanics do not fall into the mainstream of gaming. Add in a technology guaranteed to draw in people looking to gain real world wealth by shearing unsuspecting normie sheep and ruining their gameplay and I personally would hesitate to play the game. But playing up until the game's commercial launch should be relatively safe so I'll continue to cover the development of Frontier.

Correction: I confused the CCP developer names of the Creative Director and Full Stack Engineer. I have corrected the quotes.

Thursday, February 20, 2025

NetEase Lays Off U.S. Staff Ahead Of Announcing 2024 Financial Results

I heard that NetEase laid off an internal development studio working on its hit game Marvel Rivals based in Seattle, Washington. MassivelyOP used the phrase "major layoffs" in the title of that sites news article. So I decided to find out just what major means.

According to GeekWire, the answer is six.
According to NetEase, a total of six U.S. employees were dismissed, including level designer Garry McGee. Notably, this was not the entirety of the Rivals development team, the core of which is headquartered in Guangzhou, China.

“We recently made the difficult decision to adjust Marvel Rivals’ development team structure for organizational reasons and to optimize development efficiency for the game,” a NetEase spokesperson said in a statement to GeekWire. “This resulted in a reduction of a design team based in Seattle that is part of a larger global design function in support of Marvel Rivals. We appreciate the hard work and dedication of those affected and will be treating them confidentially and respectfully with recognition for their individual contributions.”
Apparently most of the work on the game is performed in China. In a statement to IGN, NetEase stated:
“We want to reassure our fanbase that the core development team for Marvel Rivals, which continues to be led by Lead Producer Weicong Wu and Game Creative Director Guangyun Chen in Guangzhou, China, remains fully committed to delivering an exceptional experience,” NetEase continued.

“We are investing more, not less, into the evolution and growth of this game. We’re excited to deliver new super hero characters, maps, features, and content to ensure an engaging live service experience for our worldwide player base.”
Wow, layoffs in the U.S. workforce of NetEase. The U.S. has more expensive labor costs than China, and those on the west coast of the U.S. are higher than average. Without doing any research, the news felt like a move to placate investors right before a company has to give out disappointing financial news. I know, I know, how cynical of me. Then I saw a press release from NetEase pop up this morning talking about the company's Q4 and overall 2024 financial results. Here are the highlights.
Fourth Quarter 2024 Financial Highlights
  • Net revenues were RMB26.7 billion (US$3.7 billion), a decrease of 1.4% compared with the same quarter of 2023.

    • Games and related value-added services net revenues were RMB21.2 billion (US$2.9 billion), an increase of 1.5% compared with the same quarter of 2023.
    • Youdao net revenues were RMB1.3 billion (US$183.6 million), a decrease of 9.5% compared with the same quarter of 2023.
    • NetEase Cloud Music net revenues were RMB1.9 billion (US$257.6 million), a decrease of 5.3% compared with the same quarter of 2023.
    • Innovative businesses and others net revenues were RMB2.3 billion (US$313.1 million), a decrease of 17.0% compared with the same quarter of 2023.

  • Gross profit was RMB16.3 billion (US$2.2 billion), a decrease of 3.3% compared with the same quarter of 2023.

  • Total operating expenses were RMB8.5 billion (US$1.2 billion), a decrease of 15.1% compared with the same quarter of 2023.

  • Net income attributable to the Company's shareholders was RMB8.8 billion (US$1.2 billion). Non-GAAP net income attributable to the Company's shareholders was RMB9.7 billion (US$1.3 billion).[1]

  • Basic net income per share was US$0.38 (US$1.89 per ADS). Non-GAAP basic net income per share was US$0.42 (US$2.09 per ADS).[1]

[1] As used in this announcement, non-GAAP net income attributable to the Company's shareholders and non-GAAP basic and diluted net income per share and per ADS are defined to exclude share-based compensation expenses. See the unaudited reconciliation of GAAP and non-GAAP results at the end of this announcement.
Since I'm already looking at the press release, here are some highlights concerning the gaming parts of NetEase from 2024.

Net Revenues
Net revenues for fiscal year 2024 were RMB105.3 billion (US$14.4 billion), compared with RMB103.5 billion for fiscal year 2023.

Net revenues from games and related value-added services were RMB83.6 billion (US$11.5 billion) for fiscal year 2024, compared with RMB81.6 billion for fiscal year 2023. Net revenues from the operation of online games accounted for approximately 96.2% of the segment's total net revenues for fiscal year 2024, compared with 92.9% for fiscal year 2023. Net revenues from mobile games accounted for approximately 72.7% of net revenues from the operation of online games for fiscal year 2024, compared with 75.2% for fiscal year 2023. The change in revenue mix was mainly due to higher net revenues generated by PC games such as Naraka: Bladepoint and licensed titles.

Gross Profit
Gross profit for fiscal year 2024 was RMB65.8 billion (US$9.0 billion), compared with RMB63.1 billion for fiscal year 2023.

The year-over-year increase in games and related value-added services' gross profit was primarily due to increased net revenues from the operation of online games, such as Identity V and Naraka: Bladepoint PC and mobile games.

Operating Expenses
Total operating expenses for fiscal year 2024 were RMB36.2 billion (US$5.0 billion), compared with RMB35.4 billion for fiscal year 2023. The year-over-year increase was primarily due to higher research and development investments for games and related value-added services.
I want to make a couple of points to close out this post. The first is that the Chinese yuan fell 2.8% against the U.S. dollar in 2024, thus meaning when calculated in U.S. dollars NetEase's increases may have been due to the effect of foreign exchange valuations.

Next, while Marvel Rivals apparently is doing well, the game is not at the top of the mind of NetEase leadership who are more impressed with PC games like Naraka: Bladepoint and Identity V. If only the developers of top games are safe from layoffs, then the staff of Marvel Rivals didn't make the cut.

But even then, apparently only U.S.-based staff was affected by layoffs. Why? A very good possibility is the increasing strength of the U.S. dollar against the Chinese renminbi. If staff needs to be cut, then cut the staff with the highest labor cost. If U.S. workers are too expensive on average, then those on the West Coast are even more so.

One last thought. NetEase is a Chinese company. As such, they need to stay on the good side of the CCP (Chinese Communist Party). I don't know if people realize, by the economy in China is not doing so well. If job cuts are to occur, who will they cut, Chinese citizens or those overseas? Over the past year or so, the answer has been reducing staff outside China.

Tuesday, February 18, 2025

Running Public Contracts In High Sec Is A Rich Player's Game

I have to admit I'm more active this year in EVE Online than I was last year. But the wallet UI really exaggerates the effect.

My wallet as of this morning

Just looking at the overview the UI would leave one to believe I brought in 5.8 billion ISK in the past 30 days. But that number is vastly inflated because of a side hobby I have in EVE: running public courier contracts.

Courier contract deposits paid

Over the past month I've submitted over 5.3 billion ISK in collateral to carry out 9 courier contracts. Of course, I didn't pay all those deposits at once. The most I had out at any one time was a little less than 1.96 billion ISK. So for what I transported I needed 2 billion ISK just to accept the contracts.

CCP explains what a courier contract is in a support article.
Courier contracts are created to formalize the moving of items between locations by other players. The items selected during contract creation will be packaged into a "Plastic Wrap" package, which will be given to the contractor to be delivered to the target location. To prevent the contractor from simply keeping the package for his own, a collateral should always be set on a courier contract, which has to be paid by the contractor upon accepting the contract and will be returned to the contractor upon successful delivery. It the contract fails for any reason, the creator of the courier contract will receive the collateral instead.
For example, yesterday I decided to complete a courier contract from the Minmatar trade hub of Hek to the Gallente trade hub of Dodixie, a trip of 8 jumps.

My first contract yesterday

As you can see, I put up 510 million ISK for the opportunity to gain 6 million. Not a great payout, right? But the trip was completely in high sec, although half the systems were 0.5 security systems. But I didn't use, say a regular industrial ship like a Mammoth to transport the package.

I used a deep space transport

Instead I used a Mastodon, the Minmatar tech 2 deep space transport. Not only is the ship harder to gank in high sec, but with a 62,500 m3 fleet hanger due to having all skills trained to level V, I can comfortably accept contracts up to 60,000 m3. Of course, the price of a Mastodon in Hek right now is 248 million ISK.

Now, I think some people are doing math right now. I put down a 510 million ISK deposit to perform a courier contract worth 6 million ISK in a ship who's hull alone costs 248 million ISK? Am I crazy? Or, looking at my wallet, does owning PLEX worth over 8 billion ISK make me not care about loss so much? Especially since CCP game me most of the PLEX when Aurum was removed from the game years ago.

Either way, the reason isn't all the ISK I brought in over the past 30 days. Of the 5.8 billion ISK, 5.3 billion ISK was the return of my deposits upon the completion of courier contracts. I kind of wish the developers would make the interface not count the return of deposits as income. I'm pretty sure they could match up a deposit with a return deposit and zero out the amount upon completing the contract. But considering running public contracts is probably a niche activity in a niche game, I'm not sure I could make the business case for applying the resources to make the change.

Monday, February 17, 2025

The Drifter Crisis Of 2025 - Updates To The Patch Notes And Lore

"No plan survives first contact with the enemy."

- Field Marshal Helmuth von Moltke the Elder

I'm a little disconnected from events in EVE Online. I just tend to my planetary industry, carryout public courier contracts when available, and play the Project Discovery mini-game. Other PvE content does exist, such as the current live event in EVE called "The Drifter Crisis". We are three weeks into the event so perhaps an update is in order.

One of the elements I appreciate, even if I don't participate, is the mixing of game changes into the lore. So, for example, a player victory over a Vigilant Dreamer in Tash-Murkon resulted in an upgrade in player capabilities.

Using telemetry gathered during the Vigilant Dreamer’s destruction in Tash-Murkon, the Society of Conscious Thought has been able to synthesize new upgrades for Crisis response fleets. Targeting computer modifications and improved hyperspace tracking methodologies will ensure Vigilant Dreamers remain available for assault as long as they are in a system.

Okay, the reality is probably a little different. The devs probably needed to adjust some timing features to give players more time to engage the big bosses in the fights. But the lore spin makes the adjustment sound cooler. Especially since the players involved in the Tash-Murkon battle are now enshrined in the lore.

Three weeks into the event and New Eden has changed, at least in Empire space. First, the patch notes from 5-12 February concerning the event.

Patch Notes for 2025-02-05.1

Balancing: Drifter Crisis

  • Influence has been adjusted:
    • Removed Influence loss when failing certain Crisis sites
    • Increased Influence gained when completing Crisis sites
    • 'Crisis Resolution: Vigilant Dreamer' sites will only appear if at least 2 days have passed within a Crisis system

  • Greatly increased the number of Observatory Spectrography items found within 'Crisis: Observatory Infiltration' sites

  • Added a 30-minute failure timer which will start during a lockdown if the short lockdown timer modifier is not active within a 'Crisis: Observatory Infiltration' site

  • Roaming NPCs within Drifter Crisis systems will no longer attack capsules

Patch Notes for 2025-02-06.1

Drifter Crisis:

  • Added a Patient Beacon which will spawn within a 'Crisis: Observatory Infiltration' site when the lockdown defense fleet modifier is active.
    • This object can be hacked to disable the defense fleet from appearing during a lockdown.

  • Added a minimum amount of contribution capsuleers will need to meet to be considered for a 'Crisis: Observatory Infiltration' site's payout.

  • Added an Info Panel objective which states if the site is in lockdown within the acceleration gate area of a 'Crisis: Observatory Infiltration' site.

Patch Notes for 2025-02-11.1

Drifter Crisis:

  • Remove the failure timer from ‘Crisis Resolution: Vigilant Dreamer’ sites.

  • Decreasing the rate of Influence decay over time within high-security Crisis systems.
    • Influence can now be gained incrementally within certain Crisis sites.

  • For example, successfully hacking a Drifter Collection will now give a share of that site’s influence rather than all on completion.

  • Only players within 100km of a Crisis site’s focal point will be considered eligible for payouts. The focal points are as follows:
    • Crisis: Field Rescue — The celestial beacon.
    • Crisis: Observatory Infiltration — The Unmoored Jovian Observatory.
    • Crisis: Deathless Research Outpost — The Wormhole Research Outpost.
    • Crisis: Lancer Counter Offensive — The Destructive Scrutinizer.
    • Crisis Resolution: Vigilant Dreamer — The Vigilant Dreamer.

  • Increasing the maximum number of sites available within each Crisis system.

And what does the lore say about the major players in the event?

Amarr

Following the player's victory in Tash-Mukon, the home system of Empress Catiz I, the factions had the following reactions. First, the Empress:

“Almost nine and a half years ago, my predecessor was assassinated by a fleet of the same profane monstrosities that plague our heavens once more,” The Empress began, “They dared to try usurp our Lord’s will and challenge our faith. Well, the faithful have risen to that challenge like a righteous flame! In these skies, as in Kobam and in Anath, we have proved that none can stand against us!”

Next the opposition, which in typical Amarr fashion is all the other royal houses:

Lord Tunir Tash-Murkon, heir and head of House Tash-Murkon, welcomed the empresses' words, adding his gratitude for the support of the other Heirs during this trying time. The other Royal Houses have historically held mixed sentiments towards the Tash-Murkon. Their Udorian heritage and pragmatic economic approach have caused some members of the Holder caste to join militant terrorist organizations like the Disciples of Purity (formerly Purity of the Throne) rather than acknowledge Empress Catiz Tash-Murkon I as their ruler. Today, not a single negative sentiment could be found in print regarding the House as people took to the streets to celebrate across the Empire. Lord Arim Ardishapur even went as far as to call their victory “a sign of divine purpose”, going on to say that “in this time of conflict, we are blessed to have an Empress from such a resilient people.”

Caldari

The Caldari did suffer a setback in Fuskunen but chose to focus on their successes.

Chairman Akimaka Saraki has once again commended State forces and capsuleers alike for their successes in Ichinumi, Silen, and Ruvas. “Swift in their response, our loyal ships were the first to force a Drifter retreat. A unified and disciplined response with capsuleer support has proven once more to be the key that unlocks triumph.” Megacorporations Lai Dai, Sukuuvestaa, and Hyasyoda joined the chairman in his praise as their stations within the affected systems were able to return to business as usual. Saraki commented that, “When faced with an outside threat, there are no factions, only Caldari.”

Minmatar

The Minmatar system of Hadozeko was hit hard by the Drifters. While the factional warfare facilities survived relatively unscathed, the tribes on the system's planets were not so fortunate. The overall political impact of the Drifter attacks was rather muffled compared to those of the Amarr.

Despite their initial lack of preparation, an incredible effort by Minmatar forces and their capsuleer allies was more than enough to defeat the Drifters first in Geffur, then in Nein. Sanmatar Maleatu Shakor has cited these victories as “proof of the importance of tribal unity.” Thukker Chief Ennar Aeboul who has been openly critical of the Republic’s response declined to comment.

Gallente

I don't want to say anything about the way Gallente fight, but I really wouldn't take a drone boat in against Drifters. Then again, perhaps my way of thinking is archaic.

The first to warn of the coming Crisis, the Gallente Federation has suffered most greatly as it unfolds. The systems of Hare, Niballe, and Gererique all experienced significant losses despite capsuleers' best efforts. President Celes Aguard has called once more for capsuleers to “join us in standing up for liberty. These invaders openly call themselves tyrants, they must not be allowed to harm our citizens. Even now they attack us once more in Nausschie, Ravarin, and Uphene. It is up to us to secure the future of our democracy, our liberty, against these aggressors.”

Then again, perhaps the uproar over an “irresponsible” Niballe mindclash tournament whose fans disrupted evacuation efforts shows the Gallente sometimes don't have their priorities in order.

Society of Conscious Thought

The SoCT took over the Jove's role as the provider of advanced technology years ago.

Using telemetry gathered during the Vigilant Dreamer’s destruction in Tash-Murkon, the Society of Conscious Thought has been able to synthesize new upgrades for Crisis response fleets. Targeting computer modifications and improved hyperspace tracking methodologies will ensure Vigilant Dreamers remain available for assault as long as they are in a system.

The Drifters

And as players wouldn't have direct knowledge of Drifter plans and motivations, the Society speaks for them through their intelligence network.

At the same time, however, SOCT intel indicates that Drifters are committing to more persistent Vigilant Dreamer deployments. Dreamers are now expected to remain in system until they have completed their task or are destroyed in the attempt. This will mean no more retreats by Drifter forces as long as their Vigilant Dreamers remain operational.

The SOCT has also observed a spike in Drifter hyperspace communication traffic throughout the Amarr Empire simultaneous with drops in traffic throughout Gallente space. These changes followed the recent successes against the Drifters in Amarr space, along with uninterrupted streams from Drifter sites in Federation space.

At the end of January the number of players logged into EVE was in decline. When Jester's next ACU graph is published I'll be interested to see if these changes had any effects on the activity in New Eden.

Thursday, February 13, 2025

Cloud Imperium Games Issues $5 Million In New Shares

A question I've had for over a year now is whether Cloud Imperium Games are making enough money to complete development of Star Citizen and Squadron 42 without further injection of outside investment money. The company still hasn't filed its 2022 accounts with UK Companies House but another filing might shed some light on the question.

Yesterday Cloud Imperium filed a form SH-01, titled "Return of Allotment of Shares". An allotment of shares is:

... the process of creating and issuing new shares in a company. This can happen when the company is initially registered (or incorporated), and whenever there is a change to its overall share capital – such as after a funding round.

A SH-01 must be filed with UK Companies House within 30 days of the creation and issuing of the shares.  Below is the first page of the form filed by Cloud Imperium.


Going through the form, we can see that CIG created and issued 247,520 ordinary shares, or approximately 2% ownership of the company, on 15 January 2025. The form also indicates the currency the shares are sold for if money is involved as well as the price of each share. In the case of this transaction, each share was purchased for $20.20 in US dollars for a total transaction value of $4,999,904, or near enough to $5 million as makes no difference.  Because the amount unpaid line equals 0, we know the payment was made in full.

The big question unanswered is who received the shares? The information is not part of the SH-01. Instead, companies in the United Kingdom file a confirmation statement (form CS-01) a minimum of once a year. Unless one of the parties in the transaction holds a press conference, inquiring minds will need to wait for additional filings from CIG to Companies House. CIG usually files its confirmation statements in September of each year. Unless a celebrity like Henry Cavill bought the shares, though, the information probably will remain private for another 6-7 months.

For those interested in the information provided concerning the ownership of shares, I've included a page from CIG's 2024 confirmation statement below.


Finally, this transaction answers a question I've wondered about for years. How much is Cloud Imperium worth? Back in 2018 when the first tranche of investment money came in from the Calders, CIG was valued, after the deal, at $496 million. Six years later, the share price gives us the ability to calculate the market cap of Cloud Imperium. The company's market cap is approximately $242 million, a little less than half the valuation reported in December 2018.

After yesterday's posting of the SH-01 I am really interested to see who acquired the new shares. I'm also looking forward to seeing additional financial data from 2023. After all, the company has to submit the documents sometime, right?

Tuesday, February 11, 2025

Pearl Abyss Q4 2024 Earnings Call

On Tuesday in South Korea, Pearl Abyss held its earnings call for the fourth quarter of 2024. The company experienced a quarter-over-quarter increase in revenue of 20.4%, from ₩79.5 billion ($58.6 million) in Q3 to ₩95.7 billion ($68.5 million) in Q4. Year-over-year the company's fourth quarter revenue increased by 13.4%. For the entire year, revenue increased 2.7% from ₩333.5 billion ($255.5 million) in 2023 to ₩342.4 billion ($251.0 million) in 2024.

Despite bouncing back with a ₩2.4 billion ($1.7 million) operating profit in the fourth quarter, Pearl Abyss suffered an operating loss of ₩12.1 billion ($8.8 million) for 2024. This is the second year in a row the company posted an operating loss, as the South Korean game studio posted a 16.4 billion ($12.4 million) loss in 2023.

Pearl Abyss did post a net profit of ₩61 billion ($44 million) in 2024, thanks in large part to a ₩46.8 billion ($33.5 million) net profit in the final quarter of the year. While I wondered how the company made a ₩46.8 billion net profit on ₩95.7 billion in revenue, an analyst brought up a different question. Pearl Abyss claimed ₩53.3 billion ($38.1 million) in financial income but only ₩46.8 billion in net profit. The analyst was told the amount came from FX (foreign exchange) gains for Q4 plus a revaulation of some of the company's assets. All told game revenue only made up 59.4% of Pearl Abyss' income in the fourth quarter. I was left wondering if not for the weakening of the South Korean won would the company have recorded a second straight year of losing money.


A bigger surprise on the call was Pearl Abyss changing the way it reports revenue. No longer is game revenue broken down between the Black Desert and EVE franchises. Instead, the revenue is broken down between game and non-game (Pearl Abyss Capital) revenue. When asked by an analyst for a breakdown between the Black Desert and EVE game revenue, the reply was the breakdown was similar to the 3rd quarter numbers. 

I believe this marks a point where Black Desert revenues, even with the launch of Black Desert Online in China last quarter, are so poor the company's leadership has decided to hide the numbers. The leading reason I believe Black Desert is doing poorly financially is the failure of the Pearl Abyss leadership to tout a successful entry into the Chinese market. At the same time CCP Games not only launched an EVE Online expansion, but a new mobile game, EVE Galaxy Conquest as well. Noticeably, Galaxy Conquest was not mentioned once.


One game under development mentioned on the call was EVE Frontier. I don't know if there was a problem with the translation but apparently the blockchain-based game "is in its last stages of completion." I think when a transcription of the call is provided the wording may change. If not, Pearl Abyss really buried the lede.


Finally, the subject of Crimson Desert. Pearl Abyss confirmed on the call that "late 2025" means the fourth quarter. Still, I think at least one analyst was skeptical. Another wanted to know how many devs were working on the next scheduled game, DokeV. Pearl Abyss replied that all resources were working on completing Crimson Desert but that DokeV shouldn't take that long afterwards to publish.

A note about currency conversions.

All currency conversions in this blog post were performed using the rates displayed on the Federal Reserve Bank of St. Louis website using the average quarterly exchange rate. As a check on the accuracy of the methodology, I compared the revenue amounts listed on the quarterly investment calls of 2023 with the actual figure from the tax filings released by the Icelandic taxing authority. For 2023 I came up with revenues of $55,865,000 and the actual game revenue reported to the Icelandic government was $55,735,000. The difference was 0.2% more, in case the accuracy of the methodology is a concern.

Monday, February 10, 2025

A Look At The Active ISK Delta In January 2025

Today CCP Games published the January 2025 monthly economic report for EVE Online. The developers included some interesting analysis about the activity in the New Eden economy.
Economic Summary
  • The mining value saw a significant increase in January, with an average daily rise of 24.8% compared to December. Meanwhile, production value experienced an uptick of 1.3%, and destruction value remained steady since September 2024.

  • Both ore mining and gas harvesting volumes grew in January, increasing by 7.6% and 9.2%, respectively. In contrast, ice mining volume dropped by 25.4%, attributed to the conclusion of the Winter Nexus event and Volatile Ice Storms not being available for most of January.

  • The end of Winter Nexus also led to a decline in Overseer Personal Effects.

  • The MPI rose by 7.7% compared to December (a 32.8% year-over-year increase), driven primarily by a sharp rise in Morphite prices during the first half of January.

  • Module and ship prices have continued to rise since October, showing year-over-year growth of 3.6% and 1.5%, respectively.
Over the last year or two I've stuck to looking at the money supply. In January, the money supply declined by 0.3%. Coincidently, the average price of PLEX in The Forge, home of Jita, New Eden's primary trade hub, also declined by 0.3% from the last day of December to the last day of January. And the biggest ISK sink keeping the growth of the money supply in check last month is known as the Active ISK Delta.


The Active ISK Delta is the net effect on the New Eden monetary supply of players leaving and returning to the game. The Active ISK Delta also includes any reductions due to any and all GM actions. In January, 69.0 trillion ISK left the economy from the movement of players into and out of the game. The change made the Active ISK Delta the biggest ISK sink in the New Eden economy for the third month in a row, nearly doubling the 35.3 trillion ISK removed from the economy through transaction taxes. 

All told, the net effect of player movement removed 2.8% of the ISK in the economy from the game. The amount was 4.7 trillion ISK more ISK removed than in December 2024. To put the amount into perspective, using the average price of PLEX at the end of January, the Active ISK Delta  was enough to purchase 23,000 months of Omega (aka subscription) time. Or, in other words, slightly more than the average number of concurrent users logged in over the past week.


Speaking of context the above graph opened my eyes to the need to adjust how I analyze the size of the Active ISK Delta. Over short periods of time, reporting on raw ISK numbers works fairly well. But from the beginning of 2018 to the beginning of 2025, the money supply grew 114.2%, from 1,139.8 billion ISK to 2,441.3 billion ISK. In comparison, over the same time the price of a single PLEX rose from 3.2 million ISK to 6 million ISK, an 87.5% increase. So yes, the Active ISK Delta recorded 50% more ISK removed in January 2025 than occurred in January 2018. But compared to the size of the money supply, 3.5% of the money in the game left with players in January 2018 compared to the 2.8% disappearing last month.

I know that a lot of people are stating January's Active ISK Delta is an indication of a lot of people leaving the game. And just based on instinct I want to agree. But the Active ISK Delta shows a lot of ISK leaving the game over the past six months or so with player levels remaining fairly constant. Staying at a plateau isn't really a great situation. Preferably player logins and activity would increase, which I don't see. But one thing I do see is a need to look at the metric is a slightly different way.

Friday, February 7, 2025

A Look At EVE Online Activity In January 2025

While we won't know the results until next week, EVE Online looks like the game did quite well in 2024. But in the video game business, especially in MMORPG's, one cannot rest on one's laurels. So while some games struggle to figure out how they did in 2023, observers of EVE are already looking at the initial data for January 2025. So, what's the situation in New Eden?

Jester's graph from 1 Feb 2024 to 31 Jan 2025

Just looking at concurrency the Revenant expansion is not performing well. The 7-day moving average of concurrently logged in accounts actually dipped below 22,000, or below that logging in right before the Havoc expansion in November 2023. If concurrency falls below 21,000 before the hype for the summer expansion hits, 2025 might prove a down year for EVE Online, if not for CCP Games in general.

Dotlan Data - Month over Month comparison

High sec, especially in Uitra, continues to do high sec things where player ship losses are concerned. I did raise my eyebrows as January saw an 8% increase in the number of NPCs dying at the hands of players in the security band. Honestly, in the wake of the conclusion of the Winter Nexus event, I expected the number of NPCs killed to go down.

Low security space dropped a little bit in both player and AI explosions. NPC losses don't necessarily signify much by themselves. The drop in player ship losses amounted to 200 less per day, not too worrying an amount as long as players continue to lose over 200,000 ships per month in low sec.

We do see the effects of the Great Reset in null security space with an 11.8% increase in player ships exploding. The continued decline of rats dying is a troubling trend if it continues, but a 1.3% decline month-over-month decline doesn't really shout out an alarm.

Dotlan Data - Year over Year comparison

When looking at year-over-year data, PvE activity in the form of NPCs exploding fell across all security bands. The 14.9% decline in high security space is not offset by increases in other areas. And the number of player ships exploding outside high sec doesn't suggest rising activity either. The drop of 30,000 ships exploding in low sec in January 2024 was only partially offset by the increase of 19,000 in null security space. Perhaps a mass migration occurred into either wormholds or Pochven, but I'm skeptical.


For 2025 I'm going to switch from looking at long-term low sec trends to null sec as the past two expansions seemed to concentrate on that security band. January 2025 continued a streak of 11 months in a row, and 15 out of 16 months of having more than 250,000 player-owned ships explode in null sec. The only exception is February 2024, and the loss rate was such that the month would have exceeded 250,000 if the month contained 30 days. The streak started one month before the launch of Havoc in November 2023.


While player ship losses have trended upwards since the start of the Second Expansion Era in November 2022, NPC deaths have declined since peaking at 218.3 million in June 2024. Null sec did see seven consecutive months of players killing over 200,000 rats from April 2024 to October 2024 but the numbers have remained between 190,000 and 200,000 for the past three months. Whether the developers are happy with that number is hard to determine, but does it indicate dissatisfaction with the most recent expansion Revenant?

As I mentioned at the top of the post, we won't know the financial impact of the latest expansion until next week's investor call. But unlike some game companies that make internet spaceships who have trouble submitting financial accounts from 2023, we here following EVE are ready to begin moving into 2025.

Thursday, February 6, 2025

More Management Updates At Cloud Imperium Games: Chin, Franz, And Zurovec

The management changes at Cloud Imperium Games continue with a new name added to the conversation. Someone on the Star Citizen sub-Reddit noticed a change on the company's About page. But when I heard the news I saw not one, but three changes as two people have been dropped from the page in the last week.

Here is the update since the About page was last archived on 30 January.

Elliot Chin - According to his LinkedIn page, Chin is still the Chief Marketing Officer for Cloud Imperium. Back in December Insider Gaming reported an office rumor that Sandi Gardiner was returning to CIG to take over her old role. The rumors started swirling further when Bored Gamer received information indicating Chin was one of three executives with a combined 25 years experience at CIG being moved out of the company. With his removal from the leadership page on the corporate website, the possibility grows a little more realistic.

Dr. Martin Franz - Cloud Imperium's chief legal officer, Franz came into notice when UK Companies House posted he had resigned from his position as the corporate secretary. At that point the question arose whether Dr. Franz was stepping down from what has become a thankless position over the last two years or was something bigger. CIG removing him from the leadership page hints at something bigger.

Tony Zurovec - Perhaps the biggest name on this list, last week the developer known as "Tony Z" was listed as the Persistent Universe Game Director. On the current version of the About page, he's listed as Game Director Emeritus, indicating he is no longer involved in day-to-day operations at CIG. 

Zurovec was best known to myself as the developer in charge of developing Star Citizen's (and presumably Squadron 42's) economic system and gameplay. At last year's CitizenCon, the announcement of the vision of Star Citizen 1.0 seemed to indicate much of the work Zurovec had done was no longer relevant. His new title of Game Director Emeritus indicates his role, if any, in the future is purely advisory.

I did hear a rumor in a video that Zurovec is still present due to an ownership interest in Cloud Imperium. As far as I know that is not the case. Here is the current list of people with an ownership stake in CIG after stripping away the holding companies.

  • Chris Roberts - 71.1%
  • The Calders - 21.3%
    • Keith Calder - 20.7%
    • Clive Calder - 0.6%
  • Erin Roberts - 4.7%
  • Eli Klein - 2.4%
  • Marc Deaudet - 0.2%
  • Benoit Beausejour - 0.2%

Rooks And Kings Are In The EVE Frontier Alpha

If EVE Frontier wants to succeed, CCP Games needed to develop a good MMORPG that just happens to use blockchain technology, not some sort of crypto scam disguised as a video game. For many, any game utilizing blockchain technology is automatically a scam with no possibility of having a single redeeming quality. Those people are permanently lost as customers, probably dooming Frontier to niche game status as a ceiling. But can the developers make a game that hearkens back to EVE Online's first decade when the universe was open to exploration and kitchen sink fleets were the meta? Can Frontier attract some of the older players not bothered by the game's tech to come in and play with a new set of rules?

I was highly skeptical but I signed up for the alpha anyway, looking to see. And in an after action report written up by CCP Jötunn I found familiar names: Lord Maldoror and Rooks and Kings. For newer players Rooks and Kings were legends in the first decade of EVE, whose triage carrier and pipe bombing tactics were immortalized in the Clarion Call series. Below is the full pipe bombing sequence from the This is EVE trailer.

But more importantly for this post, Rooks and Kings are making noise in EVE Frontier. Below is CCP Jötunn's AAR on one battle in the alpha.

Battleship Clash in I.EXP.NJ7:

Rooks and Kings vs. Algorithmic Warfare
01.02.2025

In what has been described as the most significant battleship engagement to date in EVE: Frontier, the forces of Rooks and Kings (RnK) clashed with Algorithmic Warfare (AWAR) and their allies, Heavy Metal (HEAVY), in a fierce confrontation within the Trinary Accord capital system of I.EXP.NJ7.

The Build-Up to Conflict

For weeks, RnK had been conducting raids into AWAR territory, their skilled fleet maneuvering through contested space with impunity. This led to a decisive response from AWAR and HEAVY, culminating in a strategic engagement aimed at countering the growing threat.

“The engagement with RNK was something I was looking forward to,” said Ergod, the fleet commander of AWAR. “Although the circumstances of that encounter weren’t my choice, it just happened as I was FC’ing a mining fleet.”

What initially seemed like an ordinary mining operation quickly transformed into a full-scale defensive effort. AWAR forces had to rapidly pivot to battle readiness, calling in reinforcements and distributing last-minute modifications to ensure they could mount a formidable challenge. “I knew how badly we were outmatched, yet I threw that ping anyway,” Ergod reflected. “Without much expectation, soon after, pilots started hopping on voice, curious about the response.”

The Battle Unfolds

As AWAR and HEAVY prepared their fleet, a tactical bait was set in motion. Seven battleships and support craft from AWAR and HEAVY faced off against RnK’s fleet of five battleships and additional support.

“We send our first bait, a Grus,” Ergod recounted. “Tacklers warp in, but we were looking for the escalation. I undocked second as the bait… there they all warped in, in formation, magnificent sight.”

However, RnK anticipated the move. “Eldareth was able to steer his Grus beneath the enemy lines such that occlusion and cross-fire led to difficulties with damage application and friendly fire,” explained Lord Maldoror of RnK. This maneuver proved critical, forcing AWAR and HEAVY into a difficult firing position. The intensity of the exchange was evident as ships on both sides took heavy damage.

“With loud railguns blasting crazy damage from both sides, yet that Grus was good. It moved under, I knew the damage application was going to be superior,” Ergod acknowledged, recognizing the skill of RnK’s execution.

Turning Points and Tactical Withdrawals

As the battle raged on, the first major loss for AWAR was a battleship, a pivotal moment in the skirmish. In an ironic twist, the kill was credited to friendly fire within AWAR’s ranks. Meanwhile, three Caruda and another Grus from AWAR also fell under RnK’s precise targeting.

“The three remaining AWAR and HEAVY battleships of Vode, DakkanUdan, and Faeltagen escaped through a locked Smart Gate, where RnK could not directly follow,” detailed Lord Maldoror.

Rather than pressing for a total rout, RnK sought an alternative resolution. “After various attempts by RnK to encircle them, RnK’s John and AWAR’s Ergod spoke and arranged the safe return of the remaining three battleships,” Lord Maldoror revealed.

This level of mutual respect between adversaries is a breath of fresh air in the war-torn landscapes of EVE: Frontier. “Much respect for this group,” Ergod concluded. “It was all gf.”

Aftermath and Future Engagements

While AWAR suffered significant material losses, their fleet commander remained philosophical. “A pricey lesson, but to me, these battleships are a fair price. I am not emotional about the ships even if I FC’d and Co-FD’d ops to mine them.”

On the other side, RnK acknowledged the resilience and adaptability of their foes. “Both sides look forward to their use in future engagements,” said Lord Maldoror, signaling that the conflict between these rival forces is far from over.

This historic battle not only showcased the evolving strategies and counterplays between some of the most formidable fleets in the game, but also set the stage for future engagements that will undoubtedly shape the balance of power on the Frontier.

Tuesday, February 4, 2025

I'm Going To EVE Online's Fanfest 2025

Have I really gone 7 years without visiting Iceland? I had a stretch of attending EVE Online's Fanfest event in Reykjavik every year from 2012 to 2018. In 2019 the event wasn't held (I blame the acquisition by Pearl Abyss) and in 2020 the COVID pandemic cancelled everything. But 5 years after having my last trip cancelled, I'm going back.

I want to assure everyone I am not some sort of architecture snob. Sure, my first year of attending Fanfest in Reykjavik was the first year CCP held the event in Harpa, the futuristic concert hall and convention center near Iceland's military harbor. And yes, Fanfest returns to Harpa this year for the first time since 2018. But that is merely a coincidence.

Booking my flight to Keflavík International has also changed. Back in 2012 I kind of fumbled around as no direct flights existed between Chicago and Keflavik. By 2018 IcelandAir had a direct flight running three times a week between the two locations. Advance to the current day and I had my pick of two flights. Seven years later I'm finally crossing off an item on my bucket list: flying Saga Class. I have the feeling the experience is more like business class than first class, but I had a lot of points on my main credit card so I splurged.

One piece of the trip I'm looking forward to, believe it or not, is the bus ride from the airport to the bus terminal in Reykjavik. On my first trip the landscape was like nothing I had ever seen before. I think I compared the experience to travelling in a video game. I want to see how much development on the island has changed the landscape. Also, I want to see how much technology has changed on the buses. Is the bus wifi any better?

I'm taking advantage of the additional flight and instead of arriving at Kefkavik at 6:35am I'll land at 9:20am. For those who haven't travelled to Iceland before, that's huge. Hotel check-in is usually around 2pm, but for travelers arriving from the airport around 9am they usually have an early check-in option which included breakfast. Those who chose not to ask for the option get to wait around the hotel lobby for hours. With the later arrival, I can drop off my bags, grab some lunch, and then check in.

When looking for a hotel, my first thought was the Center Hotels Plaza, the hotel I stayed in my first trip to Fanfest. Sure, the water smelled like sulfer and the wifi was spotty. I was curious how much the place had changed over the previous 13 years.  But then I discovered another hotel that not only was cheaper but located closer to Harpa: Center Hotels Arnarhvoll.

Center Hotels Arnarhvoll is a newer hotel, I believe built in 2016. Did I mention the hotel is across the street from Harpa? I remember seeing the hotel and thinking how convenient staying across the street would be. Going back to my room to take a break would take 5 minutes depending on how fast the elevators work. The hotel is a little bit farther away from the main shopping area but I can use the exercise.

I am arriving a couple of days early in order to look around and see how much has changed. Back in 2018 the area around Harpa was littered in construction cranes. I also want to see if any of the bars I used to frequent survived the COVID lockdowns of 2020, although I hear Iceland's measures weren't as strict as many places.

The trip to Iceland, my eighth, is my first bit of travel since the pandemic of 2020. Honestly, I'm looking forward to getting away from home for a week. Fanfest was always an event that rejuvenated by desire to play EVE Online. Perhaps I'll want to play for more than 45 minutes a night when I get to meet up with other internet spaceship nerds.

Monday, February 3, 2025

Star Citizen Cancels The Red Festival Free Fly Event

The Masters of Marketing in Manchester had a really good month in January. February, on the other hand, is starting out pretty rough with Cloud Imperium needing to cancel Star Citizen's Red Festival free fly event. The Red Festival is Star Citizen's in-game version of Lunar New Year.
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.
I normally concentrate on Cloud Imperium's finances. This cancellation not only will affect February's sales but the number of new accounts created as well. But the reasoning is pretty important. Part of the marketing strategy probably involves showing the best side of Star Citizen, not its worst. Here are the reasons for CIG not opening the floodgates to new players.

Transit woes. In Star Citizen, the "E" in PvE stands for "elevators".
Elevator in the Room 

We'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.
Logging in and out. Seriously, something most gamers take for granted working correctly.
Character Stowing and Repair

We 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.
Personal spaces - The folks over at MassivelyOP may have to name a new game with the worst player housing.
Hangar Woes

Since 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.
Speed - For those who hate loading screens, Star Citizen is probably not the game for them right now.
Load Times and Initial Load

With 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.
PvE issues - I know that Star Citizen is a full loot PvP sandbox game, but the little PvE content present isn't entirely working.
Mission Issues

The 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
Long distance travel - In a space game, travel between planets, moons, and systems is kind of important.
Quantum Travel and Starmap

Quantum 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.
Inventory issues - Sorry, but players like finding all their stuff in their inventory when they log into a game.
LTP and Keeping What You Earn

The 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.
And on and on and on...
Additional Fixes

As 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.