When CCP's dev blog coasting the idea of players being able to sell/buy skills came out yesterday, I had an instantly negative reaction. I found it difficult to express why. The rationale given in my EVE O reply that it would undermine the investment we feel in our characters and cause mindless character churning and a change in the connection we feel to our own and other characters feels logically weak even if--for me--it is emotionally on-target. Sugar Kyle's blog post yesterday and the subsequent comments express better than I myself can some of what's bothering me about it.
After thinking about the matter all evening and this morning, I realized that a big factor in my negative reaction is the fact that the second half of my CSM5 term (2010) was relentlessly focused on micro-transactions and their impending appearance in the planned Incarna release. We spent a 3-day emergency summit in October that year in frustratingly unresolved discussion with CCP on the matter and the frustrations continued through the end of our term. To say that that experience left a bad taste in my mouth for the New Eden Store is a understatement; I think I've looked at the store twice, spent the free Aurum that was given out on ship skins, and continue to have little interest in the overpriced goods there or the Aurum economy.
A grungy pale pink Astero skin is literally the ONLY thing that would ever entice me to buy Aurum.
But...looking at the proposed change after putting the CSM5 factor aside (which takes remarkable effort), my thought is that yes, it will probably encourage new players who buy SP to stick with the game longer for two reasons: they can do more sooner and will have a bigger financial investment in the game earlier than is currently practical. Both of those are key factors in subscription longevity. In the current marketplace, anything that encourages a player to stay longer is probably a good thing for EVE Online. We do, after all, want our beloved game to persist for another dozen years, right?
Will this change have a negative impact on the big stories of the game, the rise of personalities who become space famous, or the tendency of players to develop their main characters lovingly? Heck if I know. But you know what? It won't affect MY game or how connected I feel to my character. I play a social game focused on exploration and culture building with slight overtones of roleplaying.
So go ahead...let new players buy SPs all day long to shortcut their way to being able to undock in ships they don't know how to fly well. Let them explode and buy PLEX to sell for ISK to replace those ships. Let the plex cartels and the deep-pocketed alliances fund SP packets and SRP for their newbros to field more robust fleets. These things won't affect me in any negative manner. I can even see value in using SP packets as rewards for corp members, e.g., those who do do significant work to benefit their corp/alliance. (EDITED TO ADD: SP packets would no doubt be used by corps/alliances to entice new members join and become as common as SRP ... and yes, alt farming to support that would likely happen.) Meanwhile, CCP could see a welcome positive impact on their bottom line and that can only be a good thing for EVE Online and its sister products in light of looming competition for players' attention and wallets.
Meanwhile, I'm determined to maintain my preferred laissez-faire attitude about EVE Online. I am happy to take the game casually, adapting to the environment as it evolves, with blinkered rose-colored spectacles firmly in place. That allows me to remain positive about EVE Online and not succumb to bittervet syndrome again. It's a lot more enjoyable to feel upbeat and to interact with the devs and the community on that basis. The tedious whine of the "Eve is dying" crowd adds nothing useful to my game experience anyway and upon reflection, is most certainly overblown with regard to selling and buying SP that has already been trained on one character or another.
For an opposing viewpoint, check out luobote kong's initial blog post and a follow-up on the subject.
Oct 16, 2015
Sep 15, 2015
IC: Mud and Mountaintops
She meanders on a mossy stone path that curves gently to follow the perimeter wall of the combination warehouse and office space. Her fingertips brush a wall of live foliage to her right. Her eyes gaze across pristine mountain vistas displayed on the curving video wall to her left. A small fountain gurgles somewhere behind her. She is lost in thought, meditating on all the matters under her purview. As those matters relate to herself, they are dead simple. Magnified through the lens of 700 pilots, they become much more complex. Somewhere between the two extremes is a manageable balance. If only she can find it.
The door chimes. "Johnny Splunk", informs the room AI. "OK", she says.
Exiting the path, she crosses to a comfortable lounge area where Johnny is already seated and unpacking something that smells delicious.
"Hey, what's all this?!" she asks in surprise.
"Dinner! You have to eat, you know!" he says, smiling. Always smiling, this one, she thinks and can't help but smile herself. He jumps up to give her a friendly hug before sitting back down to continue setting out food on the low table between the sofas. She sits across from him.
"Smells and looks great! Yeah, um...I think I forgot to eat today. Thanks!" she says. Her stomach is rumbling with hunger, she realizes. When did she last eat?
They tuck into creamy fish curry, fruit and cheese, fresh-baked (!) bread, and a crisply sweet Gallente white. "Gallente wine, best wine," she declares after the first sip. "Agreed...and I admit I conned the corp AI a little bit to find out which one you favor at the moment," Johnny says. They both laugh. If anyone could con an AI, it was Johnny Splunk.
"So, want to talk about the wars, the spies, or the wormhole search services thing first?" he asks.
"Oh gods, let's save the war talk for last. Whatcha got for me on the spies?" she says, and so they launch into a wide-ranging discussion on fresh intel, observed activities, reports from members and actions being taken. The discussion moves onto corp program changes, tools to support the ever-increasing number of wormhole search requests, EvE-Scout service coverage, corp financials, member initiatives, staff positions needing filled, personnel matters, recent fleet ops, Helios Anduath's latest update from his brief sojourn planetside, and finally the current wars and how to best help new pilots cope with them.
"I just have to stop getting so mired in the day-to-day worry about the ones who insist on flying in high sec during the wars and lose ships because they don't know what they're doing yet," she admits.
"Right...look at it like this: we provide the information they need, they can choose to use it for their own benefit or not. Either way, they get the experience of learning about war firsthand. Trial by fire for some of them. It's their choice. And if they keep making the same mistakes, they're probably not going to stay anyway. So why worry? It'll sort itself out." Johnny shrugs melodramatically and signs their inside joke #freeshrugs by crossing the first two fingers on each hand across each other. They laugh in recognition that they are both prone to worrying and obsessing overmuch about corp things.
"Ok, lady, one last thing before I go get ready for the Vulfpeck fleet." He narrows his eyes at her. "When's the last time you undocked just for the joy of wandering through space to see the sights?"
"Errr...", she mutters.
"Mynxee, you need to go...and I got you something to take with you to help keep things in perspective!" He grins, handing over a small wrapped package.
"Uh oh," she says as she begins to unwrap it. And then she bursts into laughter seeing what is inside.
"Okay, okay, I get the message. It's all about the fun! I'll get the Astero prepped and head out for a few days," she says, still laughing. "You nut!"
"You know it!" says Johnny and with that, he's out the door. Vulfpeck business is serious business.
Smiling, she sends a prep order to her Hangar Chief, gives the bobblehead a tap, and closes every spreadsheet, every email, every Galnet post, and every comms channel before heading to bed with a good book and one last glass of wine.
The door chimes. "Johnny Splunk", informs the room AI. "OK", she says.
Exiting the path, she crosses to a comfortable lounge area where Johnny is already seated and unpacking something that smells delicious.
"Hey, what's all this?!" she asks in surprise.
"Dinner! You have to eat, you know!" he says, smiling. Always smiling, this one, she thinks and can't help but smile herself. He jumps up to give her a friendly hug before sitting back down to continue setting out food on the low table between the sofas. She sits across from him.
"Smells and looks great! Yeah, um...I think I forgot to eat today. Thanks!" she says. Her stomach is rumbling with hunger, she realizes. When did she last eat?
They tuck into creamy fish curry, fruit and cheese, fresh-baked (!) bread, and a crisply sweet Gallente white. "Gallente wine, best wine," she declares after the first sip. "Agreed...and I admit I conned the corp AI a little bit to find out which one you favor at the moment," Johnny says. They both laugh. If anyone could con an AI, it was Johnny Splunk.
"So, want to talk about the wars, the spies, or the wormhole search services thing first?" he asks.
"Oh gods, let's save the war talk for last. Whatcha got for me on the spies?" she says, and so they launch into a wide-ranging discussion on fresh intel, observed activities, reports from members and actions being taken. The discussion moves onto corp program changes, tools to support the ever-increasing number of wormhole search requests, EvE-Scout service coverage, corp financials, member initiatives, staff positions needing filled, personnel matters, recent fleet ops, Helios Anduath's latest update from his brief sojourn planetside, and finally the current wars and how to best help new pilots cope with them.
"I just have to stop getting so mired in the day-to-day worry about the ones who insist on flying in high sec during the wars and lose ships because they don't know what they're doing yet," she admits.
"Right...look at it like this: we provide the information they need, they can choose to use it for their own benefit or not. Either way, they get the experience of learning about war firsthand. Trial by fire for some of them. It's their choice. And if they keep making the same mistakes, they're probably not going to stay anyway. So why worry? It'll sort itself out." Johnny shrugs melodramatically and signs their inside joke #freeshrugs by crossing the first two fingers on each hand across each other. They laugh in recognition that they are both prone to worrying and obsessing overmuch about corp things.
"Ok, lady, one last thing before I go get ready for the Vulfpeck fleet." He narrows his eyes at her. "When's the last time you undocked just for the joy of wandering through space to see the sights?"
"Errr...", she mutters.
"Mynxee, you need to go...and I got you something to take with you to help keep things in perspective!" He grins, handing over a small wrapped package.
"Uh oh," she says as she begins to unwrap it. And then she bursts into laughter seeing what is inside.
"Okay, okay, I get the message. It's all about the fun! I'll get the Astero prepped and head out for a few days," she says, still laughing. "You nut!"
"You know it!" says Johnny and with that, he's out the door. Vulfpeck business is serious business.
Smiling, she sends a prep order to her Hangar Chief, gives the bobblehead a tap, and closes every spreadsheet, every email, every Galnet post, and every comms channel before heading to bed with a good book and one last glass of wine.
Aug 6, 2015
Walking In Stations: An Impossible Dream?
Recently, the Neocom podcast crew put out a Tinfoil Factory episode on Walking in Stations. It's a lively discussion worth listening to. The panel is composed of players (including two Signaleers--Dorian Reu and Illustria Madeveda) who embrace a variety of play styles and who range in character age from nearly the beginning of EVE Online to just a few weeks old. I found myself smiling wistfully at some of their starry-eyed ideas, many of which have been discussed in the past. Otto Bismarck's opinion of Incarna as it was implemented had me nodding in sad agreement.
The idea of avatar-based gameplay has been bandied about by CCP and players for years. Here's a little history which might provide some insights into the topic. Yes, you'll have to click the links and actually read stuff to become better informed.
EVElopedia's Walking in Stations page states that avatar-based gameplay was first referred to as Ambulation. "Walking in stations" (WIS) was a more descriptive name that eventually stuck as the general reference to avatar based gameplay. The release that was intended to start the ball rolling for avatar based gameplay was called Incarna.
As far as I can tell, Ambulation was first publicly discussed in late 2006 at Fanfest with a follow-up in the Walking in Stations dev blog by CCP t0rfifrans. Several months later a dev blog on Walking in Stations: Tactical Map by CCP Eris Discordia was published.
In 2007 at FanFest, Ten Ton Hammer did a video Q&A with CCP t0rfifrans about Ambulation.
In 2008, CCP t0rfifrans was interviewed by Jim Rossignal for Rock Paper Shotgun on the walking-in-stations future of EVE. He was also interviewed at FanFest by mmorpg.com's (then) managing editor Jon Wood about Walking in Stations.
I couldn't find anything in 2009 from CCP about the state of Incarna development or more details about what kind of walking-in-stations content was in the works. This doesn't mean there wasn't anything, but in the time I had to research this post my Google-fu didn't reveal any.
In 2010, CCP was talking about a Summer 2011 Incarna release but had provided no information about what it would contain. Given the relatively ambitious schedule for such a major feature, CSM5 (to which I was elected Chair) requested a status update (to no avail) in the internal forums used for communicating with CCP. We put Incarna on the agenda at all three summits: in June (page 12 of the Minutes), October (page 15 of the Minutes), and December (page 7 of the Minutes). In early October, CCP t0rfifrans published a dev blog that introduced the new Character Creator but reiterated that doing so did not mean an Incarna release was imminent. In December, CCP Ph00ze released a dev blog that talked about the technical challenges of the new Character Creator but did not mention Incarna or release date details for the Character Creator beyond Soon(tm). By the end of December, CSM5's concern was growing. Outside the Summits, no devs would engage with us about Incarna's gameplay or design details yet CCP's apparent intention was to release Incarna within 6 months. After careful consideration, we determined that our obligation to represent players' concerns warranted a public statement to CCP about our Incarna concerns in the form of an open letter on the forums. This statement was extremely controversial and received zero response from CCP (despite our giving them several weeks to respond to it prior to its publication).
It's no secret that 2010 was an extremely disappointing and frustrating year for me, especially as regards Incarna -- a feature that, based on prior hype from CCP, I had been wildly enthusiastic about. Suffice to say, I had a very bad feeling about the planned Incarna release.
In 2011, dev blogs preceding the Incarna release proliferated. CCP Chiliad talked about content for the Incarna release. CCP Zulu soon after announced a release date and summarized what was coming in the first Incarna release. CCP t0rfifrans and CCP Flying Scotsman provided a video preview of Incarna. It was starting to become clear that "walking in stations" really meant walking by ourselves in a single room with nothing much to do there. The release of Incarna that summer was a huge disappointment relative to "walking in stations". That disappointment was exacerbated by extremely short-sighted and misguided decisions that CCP made regarding the pricing and type of items made available in what we now know as the New Eden Store as well as the total lack of attention to flying in space features that were screaming for iteration or just plain broken. Cue rage and drama, riots in Jita, mass unsubs, and finally a re-focus on the Flying in Space part of the game. Note: For further insight into the Incarna expansion (which involved more than avatar-related stuff), see Sugar Kyle's A Look at the History of Expansions, Part 22 and Part 23.
Fast forward to 2015. Following the Incarna debacle, CCP suffered a few shake-ups, resources were re-focused on the spaceships, and many welcome improvements have been implemented for the Flying in Space part of the game. In many ways, CCP is a much better company and EVE is a much better game. It's not surprising then that players continue to discuss their hopes for Walking in Stations.
But to seriously consider such a massive feature necessarily leads to some important questions:
Note: Please comment about any inaccuracies in my post, with links to supporting info if possible, so that I can make corrections.
The idea of avatar-based gameplay has been bandied about by CCP and players for years. Here's a little history which might provide some insights into the topic. Yes, you'll have to click the links and actually read stuff to become better informed.
EVElopedia's Walking in Stations page states that avatar-based gameplay was first referred to as Ambulation. "Walking in stations" (WIS) was a more descriptive name that eventually stuck as the general reference to avatar based gameplay. The release that was intended to start the ball rolling for avatar based gameplay was called Incarna.
As far as I can tell, Ambulation was first publicly discussed in late 2006 at Fanfest with a follow-up in the Walking in Stations dev blog by CCP t0rfifrans. Several months later a dev blog on Walking in Stations: Tactical Map by CCP Eris Discordia was published.
In 2007 at FanFest, Ten Ton Hammer did a video Q&A with CCP t0rfifrans about Ambulation.
In 2008, CCP t0rfifrans was interviewed by Jim Rossignal for Rock Paper Shotgun on the walking-in-stations future of EVE. He was also interviewed at FanFest by mmorpg.com's (then) managing editor Jon Wood about Walking in Stations.
I couldn't find anything in 2009 from CCP about the state of Incarna development or more details about what kind of walking-in-stations content was in the works. This doesn't mean there wasn't anything, but in the time I had to research this post my Google-fu didn't reveal any.
In 2010, CCP was talking about a Summer 2011 Incarna release but had provided no information about what it would contain. Given the relatively ambitious schedule for such a major feature, CSM5 (to which I was elected Chair) requested a status update (to no avail) in the internal forums used for communicating with CCP. We put Incarna on the agenda at all three summits: in June (page 12 of the Minutes), October (page 15 of the Minutes), and December (page 7 of the Minutes). In early October, CCP t0rfifrans published a dev blog that introduced the new Character Creator but reiterated that doing so did not mean an Incarna release was imminent. In December, CCP Ph00ze released a dev blog that talked about the technical challenges of the new Character Creator but did not mention Incarna or release date details for the Character Creator beyond Soon(tm). By the end of December, CSM5's concern was growing. Outside the Summits, no devs would engage with us about Incarna's gameplay or design details yet CCP's apparent intention was to release Incarna within 6 months. After careful consideration, we determined that our obligation to represent players' concerns warranted a public statement to CCP about our Incarna concerns in the form of an open letter on the forums. This statement was extremely controversial and received zero response from CCP (despite our giving them several weeks to respond to it prior to its publication).
It's no secret that 2010 was an extremely disappointing and frustrating year for me, especially as regards Incarna -- a feature that, based on prior hype from CCP, I had been wildly enthusiastic about. Suffice to say, I had a very bad feeling about the planned Incarna release.
In 2011, dev blogs preceding the Incarna release proliferated. CCP Chiliad talked about content for the Incarna release. CCP Zulu soon after announced a release date and summarized what was coming in the first Incarna release. CCP t0rfifrans and CCP Flying Scotsman provided a video preview of Incarna. It was starting to become clear that "walking in stations" really meant walking by ourselves in a single room with nothing much to do there. The release of Incarna that summer was a huge disappointment relative to "walking in stations". That disappointment was exacerbated by extremely short-sighted and misguided decisions that CCP made regarding the pricing and type of items made available in what we now know as the New Eden Store as well as the total lack of attention to flying in space features that were screaming for iteration or just plain broken. Cue rage and drama, riots in Jita, mass unsubs, and finally a re-focus on the Flying in Space part of the game. Note: For further insight into the Incarna expansion (which involved more than avatar-related stuff), see Sugar Kyle's A Look at the History of Expansions, Part 22 and Part 23.
Fast forward to 2015. Following the Incarna debacle, CCP suffered a few shake-ups, resources were re-focused on the spaceships, and many welcome improvements have been implemented for the Flying in Space part of the game. In many ways, CCP is a much better company and EVE is a much better game. It's not surprising then that players continue to discuss their hopes for Walking in Stations.
But to seriously consider such a massive feature necessarily leads to some important questions:
- Does CCP have the chops to design and implement a Walking in Stations feature that would mesh with the Flying in Space game and be favorably received by players?
- Is such an investment even remotely feasible?
Note: Please comment about any inaccuracies in my post, with links to supporting info if possible, so that I can make corrections.
Aug 4, 2015
Reasonable Expectations
Sugar Kyle raised some interesting questions today in a blog post titled Deserving: "What as a player do you think you deserve? What do you expect when you log in?" She mentions the anger she feels when some players claim that those who embrace certain play styles don't deserve to be well-treated, or deserve the ISK they make, or deserve other things they may possess or experience in the game. Her post prompted blogged responses from both EVE Hermit and Mike Azariah (and I bet more will chime in; this feels like a mini Blog Banter in the making). EVE Hermit makes the point that some players don't seem to get that in a sandbox game, anything that doesn't violate the TOS/EULA is fair play. Mike Azariah talks about the irksome attitude of entitlement, in particular that of players who fail to put in the effort to inform themselves and then whine when they experience a loss because "no one told me" about this or that danger.
All of which got me thinking about expectations in-game and out. We all have our own ideas about what to expect from CCP, the game client, and our fellow players. For most of us, those expectations fall within a spectrum of reasonableness. I like to think that's where mine fall, anyway.
As a CCP customer, I expect access to a reliable game client, regular information about the game's development, expedient communications about issues, community engagement, and ongoing effort to iterate on and evolve the game. I expect the game to provide interesting challenges, mechanisms that support accomplishing objectives, visual beauty, and good usability. I expect the sandbox to be preserved and to get some new sand every once in awhile that is consistent with New Eden's lore and its fabled harsh environment. I don't expect that the way these things get implemented will please me 100% of the time (although I do expect to express my opinion about that by for example voting in CSM elections or responding on the forums or in social media). CCP has been meeting my expectations handily in the last couple of years.
As a player, I expect to have to inform myself to thrive and survive. I expect that uninformed, misguided, or risky decisions will provide expensive lessons. I expect that other players are out to kill my ship and my pod and take my stuff. I expect that if I'm clever, I can avoid most of the mistakes that are there to be made. I expect that what is fun for others may not be fun for me but is still worthy of respect. I expect that every player I encounter or engage with in some way has the potential to be an in-game friend or enemy in the future but either way treating everyone with respect has no downside. I expect to forge my own path and figure out how find profit and fun. These expectations have served me well in balancing "EVE is Real" feelings against the reality that all the stuff we worry so much about losing is just pixels in a video game.
As a CEO, I expect to fiercely and lovingly nurture the corp culture envisioned by myself and my co-leaders and that my corp members signed up for. I expect to have to deal with issues, drama, fumbles, and dropped balls. I expect to have to remind new players constantly that learning to play EVE means reading...a LOT...and that undocking and dying is part of the game. I expect to demonstrate at least once a day that I am still a noob in so many ways. I expect to be annoyed, frustrated, challenged, overwhelmed, and to fail at many things. But most of all, I expect to have fun, to be delighted by the people I play with, and to have memorable experiences with them. Signal Cartel has exceeded my expectations in every possible good way.
Having reasonable expectations is essential to maintaining a healthy perspective on CCP, EVE Online, and our community of players. It helps inform the patience required to stay the course whether you're skilling for a specific ship, growing a corp or alliance, or are fostering dreams of sov, market, PvP, or other paths to glory. It helps keep things in balance both within the game and between the game and RL. It helps by giving new players a longer-term view which hopefully encourages them to stick with and become immersed in the game. I think most long-term EVE players are pretty good at managing their own and others' expectations. One of the best things we can do for new players is to help them do it better, too.
All of which got me thinking about expectations in-game and out. We all have our own ideas about what to expect from CCP, the game client, and our fellow players. For most of us, those expectations fall within a spectrum of reasonableness. I like to think that's where mine fall, anyway.
As a CCP customer, I expect access to a reliable game client, regular information about the game's development, expedient communications about issues, community engagement, and ongoing effort to iterate on and evolve the game. I expect the game to provide interesting challenges, mechanisms that support accomplishing objectives, visual beauty, and good usability. I expect the sandbox to be preserved and to get some new sand every once in awhile that is consistent with New Eden's lore and its fabled harsh environment. I don't expect that the way these things get implemented will please me 100% of the time (although I do expect to express my opinion about that by for example voting in CSM elections or responding on the forums or in social media). CCP has been meeting my expectations handily in the last couple of years.
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Probably not a reasonable expectation but one can DREAM! |
As a player, I expect to have to inform myself to thrive and survive. I expect that uninformed, misguided, or risky decisions will provide expensive lessons. I expect that other players are out to kill my ship and my pod and take my stuff. I expect that if I'm clever, I can avoid most of the mistakes that are there to be made. I expect that what is fun for others may not be fun for me but is still worthy of respect. I expect that every player I encounter or engage with in some way has the potential to be an in-game friend or enemy in the future but either way treating everyone with respect has no downside. I expect to forge my own path and figure out how find profit and fun. These expectations have served me well in balancing "EVE is Real" feelings against the reality that all the stuff we worry so much about losing is just pixels in a video game.
As a CEO, I expect to fiercely and lovingly nurture the corp culture envisioned by myself and my co-leaders and that my corp members signed up for. I expect to have to deal with issues, drama, fumbles, and dropped balls. I expect to have to remind new players constantly that learning to play EVE means reading...a LOT...and that undocking and dying is part of the game. I expect to demonstrate at least once a day that I am still a noob in so many ways. I expect to be annoyed, frustrated, challenged, overwhelmed, and to fail at many things. But most of all, I expect to have fun, to be delighted by the people I play with, and to have memorable experiences with them. Signal Cartel has exceeded my expectations in every possible good way.
Having reasonable expectations is essential to maintaining a healthy perspective on CCP, EVE Online, and our community of players. It helps inform the patience required to stay the course whether you're skilling for a specific ship, growing a corp or alliance, or are fostering dreams of sov, market, PvP, or other paths to glory. It helps keep things in balance both within the game and between the game and RL. It helps by giving new players a longer-term view which hopefully encourages them to stick with and become immersed in the game. I think most long-term EVE players are pretty good at managing their own and others' expectations. One of the best things we can do for new players is to help them do it better, too.
Jul 22, 2015
Effort...Why Bother? Because It Matters.
Celebratory Hugs Fleet roams have become a thing in Signal Cartel for notable membership milestones. As we approached 500 members earlier in July, Johnny Splunk (EvE-Scout co-founder and a founding partner of Signal Cartel) decided to plan something special. While he worked on his secret plans, I planned the "Dangerous Places" Treasure Hunt to commence immediately after the roam.
There is always a fair bit of work involved in a celebratory Hugs Fleet. We try to go somewhere special, we give stuff away, we aim to include an educational component. Because of Johnny's special plans and my treasure hunt, this one was particularly time-consuming. All told, I spent about 20 hours on it and Johnny spent 10 to 12 hours. Prep consumed the majority of that time. In the week preceding the op, my main tasks were to:
In addition to helping me with the treasure hunt test, Johnny:
During the fleet, Johnny FC'd (and continued to co-FC after he met with unfortunate circumstances mid-roam). After the fleet op concluded, I oversaw the treasure hunt, purchased treasure hunt prize items, and ensured that the 60-odd prizes from the roam giveaways and treasure hunt found their way into the hands of the winners.
Yes, it was a lot of work. But when everything comes together according to plan and people have fun, it is totally worth it. Why? As Johnny says: "First of all, it's fun to plan an event that I know will be enjoyable for our members. Second, it's fun to participate in fleets like this. Finally, it's entertaining when plans don't work out precisely and the whole fleet just takes everything--including ship and pod loss--in stride. Seeing everyone's maturity, good humor, and the credo in action at those times is fulfilling." I feel the same way. Our members are extremely generous in helping each other and particularly new players. Organizing these special Hugs Fleet roams is our way of returning the favor and hopefully inspiring others to organize their own fun events.
So did all this effort pay off? You betcha! Prep and plans were all wrapped up an hour or two before start time. The fleet went up and we had somewhere between 35 and 40 members join. A few of us sat in station to hand out ships while excitement began to build due to Johnny's hints of what was to come.
"Why are we getting an Infomorph Psychology book with the ship?" asked one new member.
"You'll see. Just inject it and train it to at least Level 1." replied Johnny. He likes to play his cards close to his chest in order to give our newbros fun learning surprises on fleet ops. Our more experienced players smiled at the implications.
As an incentive to join fleets early so that ops can leave on time, we usually have a fun little treasure hunt in Thera before departure. Everyone undocks and gets to random safes, then Johnny dumps a set of bookmarks into a Corp bookmarks folder and pulls the trigger. There's a mad dash to be first to grab loot from the cans at the bookmarks. Loot typically consists of collectible trinkets, Sisters gear, implants, and other items useful to explorers. This tends to get everyone excited and hearts pumping, which is the best state in which to begin a Hugs Fleet roam!
With everyone chomping at the bit, our FC--who may well be the calmest, politest, most instructive FC I've ever seen--called the op start. Member Captain Ace Rico produced a video of the roam which does a better job than I ever could of showing the fun we had. Go watch it.
How awesome was that? Our most heartfelt thanks to Phoebe Freeport Republic for their freeports with jump clone installation capabilities and to Otto Bismarck of Pandemic Legion for providing us the opportunity for a memorable experience with the greatest of all ships in EVE.
Once the remnants of our fleet bridged through to Doril, I announced the "Dangerous Places" Treasure Hunt, posted instructions, and gave fleet members a 10-minute head start before sending a corp email about it to everyone. It seemed our intrepid explorers still had energy to burn as they raced across New Eden to the far-flung low sec systems where I had hidden containers with prize vouchers in them. Along the way, they used their Google-fu to figure out container passwords using the clues provided. Once in the target systems, explorers had to use their d-scan skills to narrow down the off-grid location of each container and manually fly to it. It was great fun on comms listening to the excitement, frustration, and determination to find these cans.
Their effort was well-rewarded. The vouchers were good for things like Asteros, sets of 6% scanning implants, Stratioses (Stratii?), Sisters gear, ISK and collectibles, one of Rixx Javix' battlecruiser posters, and a character portrait by yours truly. Any idea I had of this event lasting a day or more was obliterated by the competitive nature of our members. Most of the containers were discovered within an hour and all had been looted within about two hours. Remarkably, only one can was MIA and I think that happened because I forgot to anchor it and it got junked at DT.
Participants had a great time with this Treasure Hunt and provided useful feedback to inform the next one--which will be a lot harder! I was really thrilled by one member who said she didn't know how to use d-scan before the treasure hunt and got so good at it thanks to the "just in time" practice that she ended up helping someone else learn to d-scan! That, friends, is op success.
So the festivities for our 500 Member Celebratory Hugs Fleet concluded with a bunch of tired, happy explorers. We had a lot of laughs on comms, corp camaraderie, and fun times but also--and maybe more importantly--gave a few very new players a great introduction to EVE Online. One that I hope sucks them in and makes the game and its potential irresistible. I beat this drum a lot but the message is important. How we treat new players matters. It has a very real impact on our corp culture, on the wider community, and (I believe) on the sustainability of the game itself. Our goal in Signal Cartel is to give new players a solid start, fun experiences, and peeks here and there into the bigger game outside our corporation. They may stay with us or ultimately move on but either way, we do the best we can to prepare them for whatever path they choose and hopefully both the community and the game ultimately benefit from that.
For that alone, the effort is worth it. It matters.
#####
Shout-outs to a few individuals who provided donations or special support to this event:
There is always a fair bit of work involved in a celebratory Hugs Fleet. We try to go somewhere special, we give stuff away, we aim to include an educational component. Because of Johnny's special plans and my treasure hunt, this one was particularly time-consuming. All told, I spent about 20 hours on it and Johnny spent 10 to 12 hours. Prep consumed the majority of that time. In the week preceding the op, my main tasks were to:
- Track prize donations and send thank you notes to donators
- Help coordinate schedules and support
- Work out treasure hunt process and prizes
- Draft a comprehensive instructions and tracking post for the treasure hunt (which ended up being almost 7k words!)
- Anchor a test container at a location off-grid from a celestial and work with Johnny to ensure it could be reached using only d-scan
- Anchor a total of 20 password-protected secure containers in low sec systems across as many regions as possible
In addition to helping me with the treasure hunt test, Johnny:
- Staged and fitted 100 Hugs Fleet doctrine ships in Thera (which a failed Iteron delivery did not deter!)
- Coordinated schedules and worked out plans with key players
- Moved a cyno alt into place
- Did route planning and last minute re-routing
- Managed fleet day prep and festivities in space prior to fleet departure
During the fleet, Johnny FC'd (and continued to co-FC after he met with unfortunate circumstances mid-roam). After the fleet op concluded, I oversaw the treasure hunt, purchased treasure hunt prize items, and ensured that the 60-odd prizes from the roam giveaways and treasure hunt found their way into the hands of the winners.
Yes, it was a lot of work. But when everything comes together according to plan and people have fun, it is totally worth it. Why? As Johnny says: "First of all, it's fun to plan an event that I know will be enjoyable for our members. Second, it's fun to participate in fleets like this. Finally, it's entertaining when plans don't work out precisely and the whole fleet just takes everything--including ship and pod loss--in stride. Seeing everyone's maturity, good humor, and the credo in action at those times is fulfilling." I feel the same way. Our members are extremely generous in helping each other and particularly new players. Organizing these special Hugs Fleet roams is our way of returning the favor and hopefully inspiring others to organize their own fun events.
So did all this effort pay off? You betcha! Prep and plans were all wrapped up an hour or two before start time. The fleet went up and we had somewhere between 35 and 40 members join. A few of us sat in station to hand out ships while excitement began to build due to Johnny's hints of what was to come.
"Why are we getting an Infomorph Psychology book with the ship?" asked one new member.
"You'll see. Just inject it and train it to at least Level 1." replied Johnny. He likes to play his cards close to his chest in order to give our newbros fun learning surprises on fleet ops. Our more experienced players smiled at the implications.
As an incentive to join fleets early so that ops can leave on time, we usually have a fun little treasure hunt in Thera before departure. Everyone undocks and gets to random safes, then Johnny dumps a set of bookmarks into a Corp bookmarks folder and pulls the trigger. There's a mad dash to be first to grab loot from the cans at the bookmarks. Loot typically consists of collectible trinkets, Sisters gear, implants, and other items useful to explorers. This tends to get everyone excited and hearts pumping, which is the best state in which to begin a Hugs Fleet roam!
With everyone chomping at the bit, our FC--who may well be the calmest, politest, most instructive FC I've ever seen--called the op start. Member Captain Ace Rico produced a video of the roam which does a better job than I ever could of showing the fun we had. Go watch it.
How awesome was that? Our most heartfelt thanks to Phoebe Freeport Republic for their freeports with jump clone installation capabilities and to Otto Bismarck of Pandemic Legion for providing us the opportunity for a memorable experience with the greatest of all ships in EVE.
![]() |
Hugging Phoebe Freeport Republic--thanks for the jump clones! (Image by Stikkem Innagibblies) |
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OMG it's a Titan! (Image by Stikkem Innagibblies) |
Once the remnants of our fleet bridged through to Doril, I announced the "Dangerous Places" Treasure Hunt, posted instructions, and gave fleet members a 10-minute head start before sending a corp email about it to everyone. It seemed our intrepid explorers still had energy to burn as they raced across New Eden to the far-flung low sec systems where I had hidden containers with prize vouchers in them. Along the way, they used their Google-fu to figure out container passwords using the clues provided. Once in the target systems, explorers had to use their d-scan skills to narrow down the off-grid location of each container and manually fly to it. It was great fun on comms listening to the excitement, frustration, and determination to find these cans.
Their effort was well-rewarded. The vouchers were good for things like Asteros, sets of 6% scanning implants, Stratioses (Stratii?), Sisters gear, ISK and collectibles, one of Rixx Javix' battlecruiser posters, and a character portrait by yours truly. Any idea I had of this event lasting a day or more was obliterated by the competitive nature of our members. Most of the containers were discovered within an hour and all had been looted within about two hours. Remarkably, only one can was MIA and I think that happened because I forgot to anchor it and it got junked at DT.
Participants had a great time with this Treasure Hunt and provided useful feedback to inform the next one--which will be a lot harder! I was really thrilled by one member who said she didn't know how to use d-scan before the treasure hunt and got so good at it thanks to the "just in time" practice that she ended up helping someone else learn to d-scan! That, friends, is op success.
So the festivities for our 500 Member Celebratory Hugs Fleet concluded with a bunch of tired, happy explorers. We had a lot of laughs on comms, corp camaraderie, and fun times but also--and maybe more importantly--gave a few very new players a great introduction to EVE Online. One that I hope sucks them in and makes the game and its potential irresistible. I beat this drum a lot but the message is important. How we treat new players matters. It has a very real impact on our corp culture, on the wider community, and (I believe) on the sustainability of the game itself. Our goal in Signal Cartel is to give new players a solid start, fun experiences, and peeks here and there into the bigger game outside our corporation. They may stay with us or ultimately move on but either way, we do the best we can to prepare them for whatever path they choose and hopefully both the community and the game ultimately benefit from that.
For that alone, the effort is worth it. It matters.
#####
Shout-outs to a few individuals who provided donations or special support to this event:
- robertbobo Orlenard, Breysyth Asythe, Gaston Cartier, Foolproof Kado, Edohatrem Inur, and Helios Anduath for random drawing prize donations
- Johnny Splunk, Hugs Fleet FC darling
- k98sniper, Hugs Fleet Hero FC
- Edohatrem Inur, Sentosa Erata, and Selvien Mieyli for scouting
- Dorian Reu for handling the random drawings for prizes during the fleet op
- Everyone who helped newbros in fleet with private mentoring convos
- luobote kong, former and forever honorary Signal Cartel member, for joining us
- Captain Ace Rico for superb videography
- Otto Bismarck for arranging Titan love for us and talking with members afterwards to provide eye-opening insights on what it's like to be a big league player in New Eden
Jun 29, 2015
IC: BrightStar's Promise
It was good to be back on solid land, if only for a day or two. Zoohen V's morning sun was warm as I walked through profusely blooming gardens toward the kennel. Promise ran ahead to examine and mark every tree, rock, and bush with great enthusiasm. Despite his compact stature, he was athletic and extremely correct. But his most notable feature was the sharply striated tones of black, gold, and russet in his coat. The uncommon coloring appeared to ripple in the bright sunlight as he moved. While more traditional brindle coloring is known in miniature slaver hounds, Promise's coloration appeared to be a unique variant. It was my hope to develop this variant as a dominant feature in the BrightStar Kennel line. I had my fingers crossed that it would breed true in combination with the excellent conformation and temperament for which BrightStar pups were known.
My Kennel Manager waved to me from an exercise yard. I could see a horde of fat little pups bouncing around at her feet--three litters sired by Promise, all about 7 weeks old.
"Hey Lacey!" I called out.
"Hey, Mynx!" she replied, "I'm so glad you could get back here while they're still in the cute stage!"
I grinned, stepped over the low fence, and sat on the grass. Immediately fourteen excited pups bombarded me in an effort to lick my face, chew on my clothes, and bite my fingers. Six of them--four males and two females--looked to have Promise's coloring. Only time would tell if their conformation, temperament, and coat pattern was good enough to qualify them for the breeding program. In the moment, however, they were all adorable! That wouldn't last...in another month or so they would all be horrible hooligans and their training to become good citizens would begin in earnest. Lacey would have her hands full then, but if I knew her, she'd love every minute of that process.
After extracting myself from the puppy pack, Lacey and I retreated into the cool, cozy office to discuss the breeding stock's family lines and outlook breeding plans for the pups. We were both excited by the possibilities but it would be a year or more before any of these plans bore fruit. Meanwhile, we could dream.
"By the way, none of the plain-colored pups in these litters carry the mutated gene. I assume it's okay to sell them after I'm done with their basic training and temperament testing?" Lacey asked.
I nodded and said, "Sure thing...let's DNA-test every pup going forward...I don't want anything with the mutation leaving here intact. I guess we need some more breeding quality bitches--I'll see what's available and bring them home next visit."
"Makes sense...we have room for 8 or 10 more in the kennel...and there's no end of demand for the pet quality pups. Want some lunch?" she asked.
"Sure," I said. We headed for house, Promise at my heels.
"Oh! I almost forgot!" Lacey said as we sat on the veranda later. "The association paperwork is in order and the name registered, so I'm going to go ahead and hire someone to deal with the admin stuff."
"Great...it'll be nice to get a hound registry going here. What'd you call it?" I asked.
"Nothing very brilliant: the New Eden Miniature Slaver Hound Association. I figured we could call it NEMSHA for short." She shrugged.
"Sounds good to me. Thanks for following up on that." Lacey was one of my favorite employees; practical and high-energy, she always got things done and done right.
I finished my lunch and tossed a tidbit to Promise who caught it mid-air as usual.
"Did the lab get his straws done?" I asked, indicating my hopeful little hound. I threw him another tidbit.
"Yeah, we're good to go for ... like ... ever." she replied.
"Okay then, I'm taking him with me this time," I said.
"Thank the gods," Lacey exclaimed. "All he does is mope around when you're not here. Spoiled brat."
"You're fired, Lacey, for calling this darling creature such vile names!"
We laughed...we both knew Promise could be a pain in the ass. (Just ask my Hangar Manager. On second thought, don't. She gets very cranky about "that damn hound underfoot all the time".)
The afternoon was spent drinking a delicious local wine while I described life in Signal Cartel and talked about the Drifter threat and recent dramas concerning Dr. Hilen Tukoss' remains. As a non-capsuleer, Lacey found it all fascinating and at the same time horrifying. She couldn't quite wrap her head around capsuleer immortality, the atrocities and loss of life that so many of my kind were responsible for, and what it all meant for someone who almost never left the planet.
"You seem so different from all that when you're here...so...normal," she observed.
I sipped my wine. "I guess I've learned that in order to stay human, one must do basic human things. Like walk in sunshine, breathe fresh air, and pet dogs. It would be easy to never leave my pod but...I fear that way lies madness. You know?" She nodded, but she couldn't ever really know.
In my quarters the next day at the Theology Council Station, I stroked the small dog asleep on my lap as I worked through several days' worth of emails and whispered, "You keep me human, Promise. You keep me human."
My Kennel Manager waved to me from an exercise yard. I could see a horde of fat little pups bouncing around at her feet--three litters sired by Promise, all about 7 weeks old.
"Hey Lacey!" I called out.
"Hey, Mynx!" she replied, "I'm so glad you could get back here while they're still in the cute stage!"
I grinned, stepped over the low fence, and sat on the grass. Immediately fourteen excited pups bombarded me in an effort to lick my face, chew on my clothes, and bite my fingers. Six of them--four males and two females--looked to have Promise's coloring. Only time would tell if their conformation, temperament, and coat pattern was good enough to qualify them for the breeding program. In the moment, however, they were all adorable! That wouldn't last...in another month or so they would all be horrible hooligans and their training to become good citizens would begin in earnest. Lacey would have her hands full then, but if I knew her, she'd love every minute of that process.
After extracting myself from the puppy pack, Lacey and I retreated into the cool, cozy office to discuss the breeding stock's family lines and outlook breeding plans for the pups. We were both excited by the possibilities but it would be a year or more before any of these plans bore fruit. Meanwhile, we could dream.
"By the way, none of the plain-colored pups in these litters carry the mutated gene. I assume it's okay to sell them after I'm done with their basic training and temperament testing?" Lacey asked.
I nodded and said, "Sure thing...let's DNA-test every pup going forward...I don't want anything with the mutation leaving here intact. I guess we need some more breeding quality bitches--I'll see what's available and bring them home next visit."
"Makes sense...we have room for 8 or 10 more in the kennel...and there's no end of demand for the pet quality pups. Want some lunch?" she asked.
"Sure," I said. We headed for house, Promise at my heels.
"Oh! I almost forgot!" Lacey said as we sat on the veranda later. "The association paperwork is in order and the name registered, so I'm going to go ahead and hire someone to deal with the admin stuff."
"Great...it'll be nice to get a hound registry going here. What'd you call it?" I asked.
"Nothing very brilliant: the New Eden Miniature Slaver Hound Association. I figured we could call it NEMSHA for short." She shrugged.
"Sounds good to me. Thanks for following up on that." Lacey was one of my favorite employees; practical and high-energy, she always got things done and done right.
I finished my lunch and tossed a tidbit to Promise who caught it mid-air as usual.
"Did the lab get his straws done?" I asked, indicating my hopeful little hound. I threw him another tidbit.
"Yeah, we're good to go for ... like ... ever." she replied.
"Okay then, I'm taking him with me this time," I said.
"Thank the gods," Lacey exclaimed. "All he does is mope around when you're not here. Spoiled brat."
"You're fired, Lacey, for calling this darling creature such vile names!"
We laughed...we both knew Promise could be a pain in the ass. (Just ask my Hangar Manager. On second thought, don't. She gets very cranky about "that damn hound underfoot all the time".)
The afternoon was spent drinking a delicious local wine while I described life in Signal Cartel and talked about the Drifter threat and recent dramas concerning Dr. Hilen Tukoss' remains. As a non-capsuleer, Lacey found it all fascinating and at the same time horrifying. She couldn't quite wrap her head around capsuleer immortality, the atrocities and loss of life that so many of my kind were responsible for, and what it all meant for someone who almost never left the planet.
"You seem so different from all that when you're here...so...normal," she observed.
I sipped my wine. "I guess I've learned that in order to stay human, one must do basic human things. Like walk in sunshine, breathe fresh air, and pet dogs. It would be easy to never leave my pod but...I fear that way lies madness. You know?" She nodded, but she couldn't ever really know.
In my quarters the next day at the Theology Council Station, I stroked the small dog asleep on my lap as I worked through several days' worth of emails and whispered, "You keep me human, Promise. You keep me human."
Jun 27, 2015
Curating a Corp Culture
It is an interesting thing to establish a vision for a "counter-culture" corp, lay the groundwork, and watch it manifest the way it has been doing in Signal Cartel.
As we continue to grow at the surprisingly consistent rate of about 100 new members per month, the central pillar of our corp culture--the Credo--is subject to interpretation by more people every day. More questions are raised about meaning, intent, and scope. More guidance is sought regarding practical applications in specific circumstances. More boundaries are tested and more debate is generated. This has led to some heated discussions as different interpretations of the Credo and different temperaments or outlooks collide. While sometimes challenging to moderate in a way that fosters free expression yet maintains civility, all such discussions are welcomed and encouraged by leadership.
In an effort to better understand what parts of the Credo our pilots struggle with and how they personally embrace its tenets, I recently put out a call to our membership for Credo feedback. To give you some idea of just how strongly our pilots feel about the matter, I got back about 10,000 words of opinions, suggestions, and questions within a couple of days. In addition to which, there have been extended conversations about it in our Alliance chat and on comms. In all these communications, I find myself constantly amazed at the intelligence, maturity, wisdom, and insightfulness of our members. The really neat thing is hearing from so many how much it means to them to be a part of the vision for Signal Cartel. It is a humbling responsibility to curate a corp culture that has such high value to such a large number of people.
And so Signal Cartel leadership (myself, Johnny Splunk, G8keeper, and Helios Anduath) is currently reviewing all of the feedback received and considering how best to answer questions and provide guidance to our members. As our Credo-inspired culture becomes ever more deeply entrenched, we are less interested in being "Credo Cops" than in sharing our vision of Credo intent and "best practices" application in ways that encourage others to internalize those things and let their actions and decisions be informed appropriately. It is particularly challenging to find the right balance between policing Credo compliance and evolving a self-policing culture but that is an organic thing which can only happen over time and we are beginning to see desirable trends in that regard. As someone who finds the social interaction in New Eden to be its most compelling aspect, I am fascinated by how far things have come already and how Credo challenges play out among our members.
"But spaceships, what about those?!" Oh yeah...well, we don't just sit around ship-spinning, drinking fine Gallente wine, and droning on about corp culture all day. We *are* out there in space all the time, everywhere, doing things:
From crazy-ass Party Probers fleets to in-space research to wormhole ops to getting lost on expeditions to impromptu mentoring roams, we are fearless about undocking and embracing the unknown. We encourage and provide lots of resources to aid in savvy piloting but losing ships is simply the price we sometimes pay for going in search of enlightenment and valuable loot in dangerous places. I sometimes joke that we are solely responsible for keeping the Astero market afloat. The truth is that killboard ISK efficiency is of very little interest to me. What I care about is that Signaleers accept losses gracefully, show opponents respect regardless of circumstances, and undock their next ship with the same enthusiasm as they did the previous ones. We do this amazingly consistently, thanks to the mindset fostered by the Credo and the generosity of our members with each other both in sharing expertise and helping each other with more tangible support. The lack of tears and whinging due to losses might well be one of the most delightful things about our corp culture. We know how to laugh at ourselves, have fun, and roll with the punches.
And so we go, and so we grow. It is indeed a fine thing to behold. You can be part of it, if you're so inclined. We welcome everyone with whom our corp culture resonates. If you'd like to learn more about our culture or about joining, drop by the EvE-Scout public channel in-game and listen to our recent interviews on The Neocom and Hydrostatic podcasts.
As we continue to grow at the surprisingly consistent rate of about 100 new members per month, the central pillar of our corp culture--the Credo--is subject to interpretation by more people every day. More questions are raised about meaning, intent, and scope. More guidance is sought regarding practical applications in specific circumstances. More boundaries are tested and more debate is generated. This has led to some heated discussions as different interpretations of the Credo and different temperaments or outlooks collide. While sometimes challenging to moderate in a way that fosters free expression yet maintains civility, all such discussions are welcomed and encouraged by leadership.
In an effort to better understand what parts of the Credo our pilots struggle with and how they personally embrace its tenets, I recently put out a call to our membership for Credo feedback. To give you some idea of just how strongly our pilots feel about the matter, I got back about 10,000 words of opinions, suggestions, and questions within a couple of days. In addition to which, there have been extended conversations about it in our Alliance chat and on comms. In all these communications, I find myself constantly amazed at the intelligence, maturity, wisdom, and insightfulness of our members. The really neat thing is hearing from so many how much it means to them to be a part of the vision for Signal Cartel. It is a humbling responsibility to curate a corp culture that has such high value to such a large number of people.
And so Signal Cartel leadership (myself, Johnny Splunk, G8keeper, and Helios Anduath) is currently reviewing all of the feedback received and considering how best to answer questions and provide guidance to our members. As our Credo-inspired culture becomes ever more deeply entrenched, we are less interested in being "Credo Cops" than in sharing our vision of Credo intent and "best practices" application in ways that encourage others to internalize those things and let their actions and decisions be informed appropriately. It is particularly challenging to find the right balance between policing Credo compliance and evolving a self-policing culture but that is an organic thing which can only happen over time and we are beginning to see desirable trends in that regard. As someone who finds the social interaction in New Eden to be its most compelling aspect, I am fascinated by how far things have come already and how Credo challenges play out among our members.
"But spaceships, what about those?!" Oh yeah...well, we don't just sit around ship-spinning, drinking fine Gallente wine, and droning on about corp culture all day. We *are* out there in space all the time, everywhere, doing things:
From crazy-ass Party Probers fleets to in-space research to wormhole ops to getting lost on expeditions to impromptu mentoring roams, we are fearless about undocking and embracing the unknown. We encourage and provide lots of resources to aid in savvy piloting but losing ships is simply the price we sometimes pay for going in search of enlightenment and valuable loot in dangerous places. I sometimes joke that we are solely responsible for keeping the Astero market afloat. The truth is that killboard ISK efficiency is of very little interest to me. What I care about is that Signaleers accept losses gracefully, show opponents respect regardless of circumstances, and undock their next ship with the same enthusiasm as they did the previous ones. We do this amazingly consistently, thanks to the mindset fostered by the Credo and the generosity of our members with each other both in sharing expertise and helping each other with more tangible support. The lack of tears and whinging due to losses might well be one of the most delightful things about our corp culture. We know how to laugh at ourselves, have fun, and roll with the punches.
And so we go, and so we grow. It is indeed a fine thing to behold. You can be part of it, if you're so inclined. We welcome everyone with whom our corp culture resonates. If you'd like to learn more about our culture or about joining, drop by the EvE-Scout public channel in-game and listen to our recent interviews on The Neocom and Hydrostatic podcasts.
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