All posts by CCP Eterne

Developer Spotlight: FoxFour

When he's not busy watching hockey or eating maple syrup, the developer known as CCP Soxfour is - *vicious beating sounds*

Ahem, excuse me. I have been informed that opening sentence is highly offensive, so I must rework it. *adjusts robe* Let us try that again...

When he's not busy eating maple syrup or eating maple syrup, the developer known as CCP FoxFour is one of the most visible and beloved developers among the community. He's worked on both EVE and DUST and has most recently been found working on the CREST API. I recently asked him a few questions about his job and life!

 

What is your official job title with CCP?

That’s a good question… I think I am listed as a Game Designer internally although my roles have expanded a bit to include some programming responsibilities.

 

What does the job actual entail?

This is something that changes a lot. When I started at CCP a year and a half ago it was specifically content design. I focused on missions, NPCs, some smaller stuff like cleaning up the market a bit, and other content related things. I then moved onto DUST 514 as a game designer focusing on the link between EVE and DUST along with the more MMO and social aspects of DUST. More recently I have moved back to EVE designing content tools for EVE and helping make said content tools.

A lot of my job has been writing documents, talking with other designers, and in general making sure everyone is aware of the things the team I am on is doing. I am currently on a team working on EVE’s content tools and research has been a big job along with spending time learning how EVE works on a low level to help with the design of new content tools.

 

What did you do before you got the job with CCP?

Before CCP I worked at a studio called United Front Games on a project called Black Lotus, or more commonly referred to by its release name Sleeping Dogs. There I worked as a living world designer working on pretty much all content you experienced outside of missions.

 

Did you play EVE before you joined CCP? If so, what did you do in the game?

Yes, I have actually played since August 2003. I tried almost every part of EVE from null sec alliance to solo high sec corp. Directly before joining CCP I was doing lots of capital manufacturing and helping run Red vs Blue as a director. I have continued the industrial operations after joining CCP.

 

If you weren’t working for CCP, what would you be doing with your life?

I would most likely still be at United Front Games working on whatever awesome games they are working on now. :D I would also more than likely have taken over Red vs Blue by this point in time, be collecting all their POCO income, and using it to make CCP devs hate me instead of me as a CCP dev hating RvB for the number of kills they generate.

 

How did you get a job with CCP? Can you talk about the process?

Simply put, I came to Fanfest and said I wanted to work for CCP. Having experience in the games industry, with EVE Online, and with Python (a programming language) helped a lot with convincing them to at least talk to me.

 

What’s your favorite part about working for CCP?

The people. Hands down and without a question the people that work here. It’s a fun environment and CCP treats me well, but the best part really is getting to work with all these awesome people.

 

What’s the one thing you’ve worked on in EVE of which you are proudest?

Most proud of… I don’t really know. Probably picking up the EVE API and running ahead with it. I am a game designer not a programmer so picking it up was really me spending a whole lot of spare time poking things until I had a basic understanding of how it worked. I have been able to do a fair bit with it recently and as someone who used to, and still does, use the EVE API for my own tools this was both a lot of fun and scary. The API when I picked it up was seeing around 120k requests a second and breaking it meant breaking a lot of people’s things.

 

What’s something you’re looking forward to bringing to EVE in the future?

Probably the upcoming limited SSO trial that we are kicking off over the next few days. No, most definitely the SSO stuff. Giving third party developers a way to securely authenticate users without having to deal with usernames or passwords themselves is going to be huge. We have a dev blog for that soon (I was writing it when I got the email about this spot light) that will include more information but the bottom line is things are awesome! :D

 

What’s the biggest misconception players have about what you do that you’d like to clear up?

A large number of us CCPers do actually play the game, lots of people seem to think we don’t. Not everyone does, but there are a lot of us who do.

 

You’re one of the devs most known for interacting with the community. How has this impacted your work?

In both good and bad ways. Some of the best things that has come from are things such as all the amazingly good feedback I get when I post work related stuff. People are also really willing to help answer my questions if I don’t understand the way the community is doing things or how to play this massive game known as EVE. I guess it’s not bad per say, but the flip side of this is that I really need to make sure I have my coffee in the morning before posting things or I go ahead and say stupid things that I really shouldn’t say. Oh, I also get to be the first CCPer to receive really amazing challenge coins from the community apparently! :D

If you want to see a CCP employee say stupid things @regnerba is generally a good place for it.

 

If there was one thing you’d be doing outside of your current job, what would it be?

You ask that like you think we have no life outside of work. I don’t know about everyone else but I like to think I do. I spend it playing EVE and working on tools to support my play style in EVE… OK so maybe I don’t have that much a life but still I am doing what I want to do. :D

 

What’s something that people don’t know about you?

Everything I know about Python and programming is entirely self-taught and I mainly just smash my face on the keyboard hoping something useful comes out. Still they let me touch, after multiple code reviews, some very fragile things around here which blows my mind.  

 

When are you going to give in to pressure and change your dev name to SoxFour? By this point, does mentioning it fill you with rage or just resigned exasperation?

I am not going to be changing my dev name, sorry. I laid out one challenge, which if met I would change my dev name, and the community failed to achieve it. Maybe I will set some absurd target for the next PLEX for Good campaign.

 

It’s been a while since you’ve turned off a node with a fleet fight going on or war dec’d a major alliance. What will be your next comical blunder?

It’s been a while because they don’t let me near the big buttons anymore. In order to fix that I did some work on the old API and CREST, I now have access to many very large buttons. Last I heard there was a pool on when I make the API explode or cause TQ to fail to start because of changes to CREST. So unfortunately my next blunder will probably be far more subtle publicly, so long as I can keep people from recording it and making a .gif out of it somehow.

EVE Online comes to the Humble Bundle

EVE Online is coming to the Humble Bundle with a special offer to get a new EVE Online account along with some special goodies, and you get to name your price!

The Humble Bundle lets you pay what you want for an EVE Online Amarr Arms Dealer Starter Pack, which includes a Punisher frigate with guns and ammo, blueprints and raw materials to start your industrial empire, as well as 30 days of game time and a special booster allowing you to train skills much faster! You even get to choose where your money goes: between CCP and two charities, the American Red Cross and Child's Play.

If you pay more than the average, you'll recieve several bonuses as part of the EVE Online Vanity Pack, which includes everything from the Starter Pack, plus 1-run a Punisher Kador Edition BPC, a Women's 'Executor' Coat (red/gold), and a Men's 'Esquire' Coat (matte gray).

If you decide to pay at least $20, you'll recieve both the Starter and Vanity Packs, plus an additional PLEX to use as you like.

The bundle will be available between May 24 at 18:00 UTC to May 25 at 18:00 UTC. If you're looking to open a new account, or have a friend who has wanted to get into EVE but hasn't yet taken the leap, now is the time!

EVE Online comes to the Humble Bundle

EVE Online is coming to the Humble Bundle with a special offer to get a new EVE Online account along with some special goodies, and you get to name your price!

The Humble Bundle lets you pay what you want for an EVE Online Amarr Arms Dealer Starter Pack, which includes a Punisher frigate with guns and ammo, blueprints and raw materials to start your industrial empire, as well as 30 days of game time and a special booster allowing you to train skills much faster! You even get to choose where your money goes: between CCP and two charities, the American Red Cross and Child's Play.

If you pay more than the average, you'll recieve several bonuses as part of the EVE Online Vanity Pack, which includes everything from the Starter Pack, plus 1-run a Punisher Kador Edition BPC, a Women's 'Executor' Coat (red/gold), and a Men's 'Esquire' Coat (matte gray).

If you decide to pay at least $20, you'll recieve both the Starter and Vanity Packs, plus an additional PLEX to use as you like.

The bundle will be available between May 24 at 18:00 UTC to May 25 at 18:00 UTC. If you're looking to open a new account, or have a friend who has wanted to get into EVE but hasn't yet taken the leap, now is the time!

Community Spotlight: Open University of Celestial Hardship

EVE University. Agony Unleashed. These names are well known to players across New Eden for their services helping new players get into various aspects of the game and find their place within it. But there are many less-heralded organizations out there who put just as much time, effort, and knowledge into helping freshly-minted capsuleers discover their callings.

One of these groups is the Open University of Celestial Hardship [0UCH]. Formed in 2009, they have put together a spectacular program they consider “in between” EVE Uni and Agony.

 

History

0UCH was originally founded by an EVE blogger named Black Claw in 2009. He believed the best way to learn how to survive in null sec was to go out there any lose some ships. “He founded 0UCH as a school of hard knocks,” explains Bren Genzan, the school's Director of Operations. It followed in the footsteps that EVE Uni had laid down, but focused its attentions on null sec.

“Many larger alliances and organizations scoffed at the idea,” says Bren. However, their skepticism proved unfounded, as about 200 people joined up to PvP and PvE in null sec space. Despite this early success, the university went through growing pains. There were “political infighting, war decs, and leadership turnovers common to all corporations and alliances” according to Bren.

After that first year, however, they moved the majority of its operations into Curse. The hostile, high-traffic region of NPC null sec proved to be a perfect place for them. They refocused their training entirely on null sec survival and basic combat.

 

Methods

Much like a real university, 0UCH runs a formal program. Their training consists of live lectures, broken into nine modules in four classes. They place an emphasis on hands-on training and direct interaction with the teachers.

0UCH does not encourage students learn from guides, wikis, recordings, or video lectures,” Bren states. “We believe that the interaction between students and their instructors makes for a better learning experience.” This interaction, they believe, helps make students comfortable enough to ask questions, while instructors become flexible enough to coach each pilot at their level of comprehension.

Unlike some other training corporations, 0UCH does not act as a feeder corp for any alliance or corporation, so students share comms with their instructors at all times. “We do this to encourage communication and camaraderie between instructors and students,” Bren says.

Their curriculum was developed by a veteran of both EVE University and Agony Unleashed, CampoV. It covers overview and client settings, bookmarking, directional scanning, weaponry, tackling, fleet operations, and target selection. When they decided to focus on giving new players the tools and confidence to get into null sec, he developed a program that is essentially Scouting 101.

The idea is that when students graduate from the program, they should have all of the tools that allow them to act as a scout for a fleet. Graduates are able to jump into systems, assess threats and communicate them to the fleet, all without losing their ship. 0UCH considers this the basic principle of null-sec survival.

These lectures are delivered by 0UCH staff, which numbers 30 to 40 active pilots at any one time. Called the Operations Department, they are required to teach classes and mentor students through the training program, all as volunteers. No compensation is offered, and the only ship replacement is done for students and new instructors. The act of training the new players is thus a labor of love for many of them.

Teaching new players, as the saying goes, can be like herding cats,” Bren jokes. “0UCH mitigates that with a very structured training cycle.” Once the basics are complete, they break in new players to fleet work in a bubble camp they call Camp Curse.

While learning that null-sec is not scary, 0UCH also teaches that high-sec is not safe. The survival techniques learned in 0UCH work in all sectors of space. “0UCH builds confidence in pilots so they can deal with those threats intellectually and tries to minimize the sense of helplessness and frustration at being the victim.”

 

Class Schedule

Because 0UCH has a very formal program, they have a schedule which rotates through classes. They tend to hold four classes on the weekends in EU prime time, one weekday class in late US, and bi-weekly classes in the AU timezone. 0UCH instructors sign up to fill the schedule as their schedules permit. Once that is done, the class is scheduled on the in-game calendar so students can plan their schedules.

The class rotation is set up such that if a student could only take classes on a single day, they should be able to complete the classes in 4-6 weeks, depending on where they enter the rotation. However, if they have more flexibility, they should be able to complete everything in about 2 weeks. Instructors also often volunteer to hold unscheduled training to help students who are unable to make regularly scheduled classes.

Students have 90 days to complete the program, though extensions are made on a case-by-case basis.

Advanced training is available to instructors, though it is usually held on Singularity as private lessons or in seminar format.

 

Challenges

Being a university in EVE isn't easy. “First and foremost, the bar for entry […] is pretty low,” says Bren. “We don't charge anything. We figure it actually costs us money to train a student. We provide this service because we find enjoyment in developing other players.”

Many students join 0UCH to give EVE one last chance to excite them. “If we keep that guy playing, then we've done our job,” Bren proclaims. “So long as we've got people who think it is fun to teach newbies and get killmails, we will keep doing it.”

Of course, this open door policy has its pitfalls. “We accept the risk that the guy who joins us might just be a spy, awoxer, or just a jackass in general.” Luckily, Bren describes these problems as “pretty self correcting.” Because of their openness, infiltrators wouldn't really have much to gain and students who are jerks will quickly be kicked.

Students do pay a price, however. 0UCH has rules and if one is broken, the offender is kicked from the program. On the PvP side, students are restricted in what they can fly, where, and with whom until they have completed most of their training regimen. “We don't hand out Rifters and tell our students to go out and lose ships anymore,” Bren explains. “We tell them, 'If you are properly trained, you will be hard to kill. If you use teamwork, you will kill more and die less.' It's contrary to everything every EVE PvP veteran tells the new player, but it's what every EVE veteran has learned over time.”

Some students may have difficulty grasping a subject, dragging out classes longer, but this is expected. It's the main reason they do not teach via the forum, recordings, or videos. It might make for more work up front, but they see the benefits when they bring them out to their fleets. “More often than not, at the end of a typical class, an EVE veteran will thank their 6-month old 0UCH instructor for teaching them something they did not know,” says Bren. “That's rewarding in itself.”

 

The Staff

The majority of 0UCH instructors are home grown, though they have more than a few big fleet, high SP, experienced combat pilots as a core of knowledge. When a student graduates, they have 30 days to decide what they want to do next.

“Many of our students come to 0UCH with plans in place. They know they are going back to a corp and take what they've learned to go do what they want,” says Bren. Others, however, are not so sure, and use the time to figure out what they want to do.

A few of them decide to stick around. “We teach and mentor those last few to become part of our fraternity,” Bren explains.

They've also had guest lecturers in the past, such as Azual Skoll of Agony Unleashed, who taught a course on interdictors, or BullMastiff of Appetite 4 Destruction, who helped them learn how to fight in multi-ship engagements.

An interesting thing they do for training is watch various PvP streams together. “For instance, we'll sit and watch Sard Caid, pick up tips from what he is doing, analyze it, and explain it to our students in a live commentary.”

 

Final Thoughts

0UCH provides a service that is essentially “boot camp”. Unlike other training organizations, they are interested in getting players trained quickly and efficiently in the basics, then sending them out into their own live-fire operations. Bren compares 0UCH to service organizations like the Rotary Club or Lions Club; providing services to the community for no remuneration, but rather simply because they like it.

“0UCH is doing that in EVE Online and no one really knows that we do,” says Bren.

Hopefully they will soon.

Community Spotlight: Open University of Celestial Hardship

EVE University. Agony Unleashed. These names are well known to players across New Eden for their services helping new players get into various aspects of the game and find their place within it. But there are many less-heralded organizations out there who put just as much time, effort, and knowledge into helping freshly-minted capsuleers discover their callings.

One of these groups is the Open University of Celestial Hardship [0UCH]. Formed in 2009, they have put together a spectacular program they consider “in between” EVE Uni and Agony.

 

History

0UCH was originally founded by an EVE blogger named Black Claw in 2009. He believed the best way to learn how to survive in null sec was to go out there any lose some ships. “He founded 0UCH as a school of hard knocks,” explains Bren Genzan, the school's Director of Operations. It followed in the footsteps that EVE Uni had laid down, but focused its attentions on null sec.

“Many larger alliances and organizations scoffed at the idea,” says Bren. However, their skepticism proved unfounded, as about 200 people joined up to PvP and PvE in null sec space. Despite this early success, the university went through growing pains. There were “political infighting, war decs, and leadership turnovers common to all corporations and alliances” according to Bren.

After that first year, however, they moved the majority of its operations into Curse. The hostile, high-traffic region of NPC null sec proved to be a perfect place for them. They refocused their training entirely on null sec survival and basic combat.

 

Methods

Much like a real university, 0UCH runs a formal program. Their training consists of live lectures, broken into nine modules in four classes. They place an emphasis on hands-on training and direct interaction with the teachers.

0UCH does not encourage students learn from guides, wikis, recordings, or video lectures,” Bren states. “We believe that the interaction between students and their instructors makes for a better learning experience.” This interaction, they believe, helps make students comfortable enough to ask questions, while instructors become flexible enough to coach each pilot at their level of comprehension.

Unlike some other training corporations, 0UCH does not act as a feeder corp for any alliance or corporation, so students share comms with their instructors at all times. “We do this to encourage communication and camaraderie between instructors and students,” Bren says.

Their curriculum was developed by a veteran of both EVE University and Agony Unleashed, CampoV. It covers overview and client settings, bookmarking, directional scanning, weaponry, tackling, fleet operations, and target selection. When they decided to focus on giving new players the tools and confidence to get into null sec, he developed a program that is essentially Scouting 101.

The idea is that when students graduate from the program, they should have all of the tools that allow them to act as a scout for a fleet. Graduates are able to jump into systems, assess threats and communicate them to the fleet, all without losing their ship. 0UCH considers this the basic principle of null-sec survival.

These lectures are delivered by 0UCH staff, which numbers 30 to 40 active pilots at any one time. Called the Operations Department, they are required to teach classes and mentor students through the training program, all as volunteers. No compensation is offered, and the only ship replacement is done for students and new instructors. The act of training the new players is thus a labor of love for many of them.

Teaching new players, as the saying goes, can be like herding cats,” Bren jokes. “0UCH mitigates that with a very structured training cycle.” Once the basics are complete, they break in new players to fleet work in a bubble camp they call Camp Curse.

While learning that null-sec is not scary, 0UCH also teaches that high-sec is not safe. The survival techniques learned in 0UCH work in all sectors of space. “0UCH builds confidence in pilots so they can deal with those threats intellectually and tries to minimize the sense of helplessness and frustration at being the victim.”

 

Class Schedule

Because 0UCH has a very formal program, they have a schedule which rotates through classes. They tend to hold four classes on the weekends in EU prime time, one weekday class in late US, and bi-weekly classes in the AU timezone. 0UCH instructors sign up to fill the schedule as their schedules permit. Once that is done, the class is scheduled on the in-game calendar so students can plan their schedules.

The class rotation is set up such that if a student could only take classes on a single day, they should be able to complete the classes in 4-6 weeks, depending on where they enter the rotation. However, if they have more flexibility, they should be able to complete everything in about 2 weeks. Instructors also often volunteer to hold unscheduled training to help students who are unable to make regularly scheduled classes.

Students have 90 days to complete the program, though extensions are made on a case-by-case basis.

Advanced training is available to instructors, though it is usually held on Singularity as private lessons or in seminar format.

 

Challenges

Being a university in EVE isn't easy. “First and foremost, the bar for entry […] is pretty low,” says Bren. “We don't charge anything. We figure it actually costs us money to train a student. We provide this service because we find enjoyment in developing other players.”

Many students join 0UCH to give EVE one last chance to excite them. “If we keep that guy playing, then we've done our job,” Bren proclaims. “So long as we've got people who think it is fun to teach newbies and get killmails, we will keep doing it.”

Of course, this open door policy has its pitfalls. “We accept the risk that the guy who joins us might just be a spy, awoxer, or just a jackass in general.” Luckily, Bren describes these problems as “pretty self correcting.” Because of their openness, infiltrators wouldn't really have much to gain and students who are jerks will quickly be kicked.

Students do pay a price, however. 0UCH has rules and if one is broken, the offender is kicked from the program. On the PvP side, students are restricted in what they can fly, where, and with whom until they have completed most of their training regimen. “We don't hand out Rifters and tell our students to go out and lose ships anymore,” Bren explains. “We tell them, 'If you are properly trained, you will be hard to kill. If you use teamwork, you will kill more and die less.' It's contrary to everything every EVE PvP veteran tells the new player, but it's what every EVE veteran has learned over time.”

Some students may have difficulty grasping a subject, dragging out classes longer, but this is expected. It's the main reason they do not teach via the forum, recordings, or videos. It might make for more work up front, but they see the benefits when they bring them out to their fleets. “More often than not, at the end of a typical class, an EVE veteran will thank their 6-month old 0UCH instructor for teaching them something they did not know,” says Bren. “That's rewarding in itself.”

 

The Staff

The majority of 0UCH instructors are home grown, though they have more than a few big fleet, high SP, experienced combat pilots as a core of knowledge. When a student graduates, they have 30 days to decide what they want to do next.

“Many of our students come to 0UCH with plans in place. They know they are going back to a corp and take what they've learned to go do what they want,” says Bren. Others, however, are not so sure, and use the time to figure out what they want to do.

A few of them decide to stick around. “We teach and mentor those last few to become part of our fraternity,” Bren explains.

They've also had guest lecturers in the past, such as Azual Skoll of Agony Unleashed, who taught a course on interdictors, or BullMastiff of Appetite 4 Destruction, who helped them learn how to fight in multi-ship engagements.

An interesting thing they do for training is watch various PvP streams together. “For instance, we'll sit and watch Sard Caid, pick up tips from what he is doing, analyze it, and explain it to our students in a live commentary.”

 

Final Thoughts

0UCH provides a service that is essentially “boot camp”. Unlike other training organizations, they are interested in getting players trained quickly and efficiently in the basics, then sending them out into their own live-fire operations. Bren compares 0UCH to service organizations like the Rotary Club or Lions Club; providing services to the community for no remuneration, but rather simply because they like it.

“0UCH is doing that in EVE Online and no one really knows that we do,” says Bren.

Hopefully they will soon.

Developer Spotlight: Xhagen

CCP Xhagen has worn many hats here at CCP. He's gone from customer support, to research and statistics, to development. One of the longest-tenured members of the company (he received his 10-year sword at Fanfest 2013), he has been one of the more visible members of the team. Quite literally, because he is 197cm tall (that is 6'5" for my fellow Imperial measurers). He was also vital in the creation and running of the Council of Stellar Management, before turning it over to CCP Dolan a little over a year ago. I spoke with him about his role here at CCP and the many different things he's accomplished in his time at the company.

 

IntensityWhat is your official job title with CCP?

My official title is Associate Producer.

 

What does the job actual entail?

Development of CCP’s products are conducted under the SCRUM methodology and within that framework I am a Product Owner. That means I am responsible for feature discovery and validation (the ‘what’ and ‘why’ of features, the development teams handle the ‘how’). Additionally, I and the other Product Owners make sure that dependencies on other teams or other departments within CCP are both ready and carried out at the appropriate times. And then I need to communicate the plans and current status of things ‘upwards’ to the Senior Producer and the Development Director and ‘sideways’ to marketing and the community people.

 

Are you excited to the move away from expansions to 10 releases for EVE? How do you think it’ll change your job?

Yes, I fully support the move from two expansions to ten releases for EVE. Both does it make more sense when it comes to develop software and it will also make my job a bit easier, different but easier. I just know that we will be able to push out stuff we’ve been working on much faster and then react to feedback even quicker, making this a win-win situation for everyone!

 

What did you do/where did you work before you got the job with CCP?

Having been at CCP for almost 11 years (my first day was May 6th, 2003 – the day EVE Online opened for business) most of my adult work experience comes from CCP. Here I’ve been a Game Master, Senior Game Master, Researcher, Senior Researcher and now an Associate Producer. Before CCP I was at school and working along with that as a farmworker for several summers, hardware store clerk, bouncer and a bartender. I was also fortunate enough to be allowed to work part-time at CCP while I did my University studies.

 

Having once managed the CSM, how much did you laugh maniacally once Dolan took it over full time?

I cried, I cried every time. Both for Dolan’s soul and for the relief I felt. Then I got drunk because I couldn’t handle all those emotions.

 

Did you play EVE before you joined CCP? If so, what did you do in the game?

I think the first time I installed EVE was in later 2002, during the beta. I honestly don’t recall what I did back then, it was probably a mix of PvP and PvE as time allowed.

 

How did you get a job with CCP? Can you talk about the process?

A friend of mine was the first Game Master for EVE, GM Wyrm, back in 2002. He was tasked with hiring more people and he poked me and told me to apply. Proving that I was computer literate, knew EVE, could read and write English and played computer games was not very difficult.

 

What’s your favorite part about working for CCP?

My two favorite parts are the other people that work at CCP. Most of them are scary intelligent and you need to constantly keep yourself on your intellectual-toes. The other part is that if you get a good idea you do get the wiggle room, during work hours, to develop it further and then try and sell it. The CSM, Time Dilation and Valkyrie are examples of things that were born in such a manner.He can be fancy too.

 

What’s the biggest misconception players have about what you do that you’d like to clear up?

I haven’t run into any misconception about what I personally do. In general, developing software (of any kind) is a pretty time consuming effort and once we have a product like EVE, that has to account for technical debt, player history and traditions, lore and backstory, CCP’s business, etc. the complexity level of getting things done can get very high.

 

If there was one thing you’d be doing outside of your current job, what would it be?

You mean besides having a wife and child, training MMA and Brazilian Jiu Jitsu, reading books, playing computer games and hang out with friends? I wouldn’t mind being a musician, I do have some education in playing a classical guitar, but I kind of bumped that down to my list of things that I will do when I turn 60.

 

When you’re not on the job, what do you enjoy doing?

Most of my non-family time is spend at Mjölnir, the MMA gym where I train. I fell in love with BJJ and now recently MMA. But getting punched in the face is a lot of work, something I’ve discovered. Luckily the learning feedback loop is very short; make a mistake, get punched in the face. Make a mistake, get punched in the face. It does wonders to the learning mindset. I also have a Master’s degree in Philosophy, so pondering life, the universe and everything is one of my favorite past time.

 

Is there anyone in the office who could beat you in an MMA fight?

There are one or two who could offer some resistance, mostly some old dudes that have trained karate and then some BJJ, but I’m confident that I could take them out.

 

CCP's secret weapon. Image courtesy of Arnaldur HalldorssonYou got to fight Gunnar Nelson at Fanfest as the “secret weapon”. What was that experience like?

It was amazing to be a part of this production. While I and Gunnar are no strangers, it is always fun to be reminded of why he is a professional fighter and I’m not. Aside from the fight, I got to zip in across the auditorium. I believe I’m the first person to do so in front of an audience!

 

Outside of the fight, how did you enjoy Fanfest?

I had decided to let the ‘young’ people be in charge for this Fanfest, so I had more time to walk around Harpa and talk to people. So my Fanfest was rather relaxed and very good with lots of informal talking.

 

What was more painful, being put into a submission hold by Gunnar or having to deal with the CSM every day?

Well, I’d say it is easier to be submitted by Gunnar than having to deal with the CSM. I’d also say that if I had been allowed to use submissions on the CSM it would have been much more fun than it was, but as the creator of the CSM I couldn’t allow submissions on them as they might misunderstand the gesture. To get back on track with the question though, neither was painful; one was uncomfortable while the other was an exercise in patience – I’ll let you, my dear reader, decipher which one is which.

 

What’s something that people don’t know about you?

I’m actually a very shy person. And talking on the phone to a stranger is one of the most difficult things I do.

 

When in your life did you decide to transform yourself into a Street Fighter character?

Zangief has always been a person that I’ve looked up to. I just didn’t realize it consciously until just a few years ago that I was trying to be him. I still have a lot of work to do, but at least I have the hairdo nailed down!

Developer Spotlight: Xhagen

CCP Xhagen has worn many hats here at CCP. He's gone from customer support, to research and statistics, to development. One of the longest-tenured members of the company (he received his 10-year sword at Fanfest 2013), he has been one of the more visible members of the team. Quite literally, because he is 197cm tall (that is 6'5" for my fellow Imperial measurers). He was also vital in the creation and running of the Council of Stellar Management, before turning it over to CCP Dolan a little over a year ago. I spoke with him about his role here at CCP and the many different things he's accomplished in his time at the company.

 

IntensityWhat is your official job title with CCP?

My official title is Associate Producer.

 

What does the job actual entail?

Development of CCP’s products are conducted under the SCRUM methodology and within that framework I am a Product Owner. That means I am responsible for feature discovery and validation (the ‘what’ and ‘why’ of features, the development teams handle the ‘how’). Additionally, I and the other Product Owners make sure that dependencies on other teams or other departments within CCP are both ready and carried out at the appropriate times. And then I need to communicate the plans and current status of things ‘upwards’ to the Senior Producer and the Development Director and ‘sideways’ to marketing and the community people.

 

Are you excited to the move away from expansions to 10 releases for EVE? How do you think it’ll change your job?

Yes, I fully support the move from two expansions to ten releases for EVE. Both does it make more sense when it comes to develop software and it will also make my job a bit easier, different but easier. I just know that we will be able to push out stuff we’ve been working on much faster and then react to feedback even quicker, making this a win-win situation for everyone!

 

What did you do/where did you work before you got the job with CCP?

Having been at CCP for almost 11 years (my first day was May 6th, 2003 – the day EVE Online opened for business) most of my adult work experience comes from CCP. Here I’ve been a Game Master, Senior Game Master, Researcher, Senior Researcher and now an Associate Producer. Before CCP I was at school and working along with that as a farmworker for several summers, hardware store clerk, bouncer and a bartender. I was also fortunate enough to be allowed to work part-time at CCP while I did my University studies.

 

Having once managed the CSM, how much did you laugh maniacally once Dolan took it over full time?

I cried, I cried every time. Both for Dolan’s soul and for the relief I felt. Then I got drunk because I couldn’t handle all those emotions.

 

Did you play EVE before you joined CCP? If so, what did you do in the game?

I think the first time I installed EVE was in later 2002, during the beta. I honestly don’t recall what I did back then, it was probably a mix of PvP and PvE as time allowed.

 

How did you get a job with CCP? Can you talk about the process?

A friend of mine was the first Game Master for EVE, GM Wyrm, back in 2002. He was tasked with hiring more people and he poked me and told me to apply. Proving that I was computer literate, knew EVE, could read and write English and played computer games was not very difficult.

 

What’s your favorite part about working for CCP?

My two favorite parts are the other people that work at CCP. Most of them are scary intelligent and you need to constantly keep yourself on your intellectual-toes. The other part is that if you get a good idea you do get the wiggle room, during work hours, to develop it further and then try and sell it. The CSM, Time Dilation and Valkyrie are examples of things that were born in such a manner.He can be fancy too.

 

What’s the biggest misconception players have about what you do that you’d like to clear up?

I haven’t run into any misconception about what I personally do. In general, developing software (of any kind) is a pretty time consuming effort and once we have a product like EVE, that has to account for technical debt, player history and traditions, lore and backstory, CCP’s business, etc. the complexity level of getting things done can get very high.

 

If there was one thing you’d be doing outside of your current job, what would it be?

You mean besides having a wife and child, training MMA and Brazilian Jiu Jitsu, reading books, playing computer games and hang out with friends? I wouldn’t mind being a musician, I do have some education in playing a classical guitar, but I kind of bumped that down to my list of things that I will do when I turn 60.

 

When you’re not on the job, what do you enjoy doing?

Most of my non-family time is spend at Mjölnir, the MMA gym where I train. I fell in love with BJJ and now recently MMA. But getting punched in the face is a lot of work, something I’ve discovered. Luckily the learning feedback loop is very short; make a mistake, get punched in the face. Make a mistake, get punched in the face. It does wonders to the learning mindset. I also have a Master’s degree in Philosophy, so pondering life, the universe and everything is one of my favorite past time.

 

Is there anyone in the office who could beat you in an MMA fight?

There are one or two who could offer some resistance, mostly some old dudes that have trained karate and then some BJJ, but I’m confident that I could take them out.

 

CCP's secret weapon. Image courtesy of Arnaldur HalldorssonYou got to fight Gunnar Nelson at Fanfest as the “secret weapon”. What was that experience like?

It was amazing to be a part of this production. While I and Gunnar are no strangers, it is always fun to be reminded of why he is a professional fighter and I’m not. Aside from the fight, I got to zip in across the auditorium. I believe I’m the first person to do so in front of an audience!

 

Outside of the fight, how did you enjoy Fanfest?

I had decided to let the ‘young’ people be in charge for this Fanfest, so I had more time to walk around Harpa and talk to people. So my Fanfest was rather relaxed and very good with lots of informal talking.

 

What was more painful, being put into a submission hold by Gunnar or having to deal with the CSM every day?

Well, I’d say it is easier to be submitted by Gunnar than having to deal with the CSM. I’d also say that if I had been allowed to use submissions on the CSM it would have been much more fun than it was, but as the creator of the CSM I couldn’t allow submissions on them as they might misunderstand the gesture. To get back on track with the question though, neither was painful; one was uncomfortable while the other was an exercise in patience – I’ll let you, my dear reader, decipher which one is which.

 

What’s something that people don’t know about you?

I’m actually a very shy person. And talking on the phone to a stranger is one of the most difficult things I do.

 

When in your life did you decide to transform yourself into a Street Fighter character?

Zangief has always been a person that I’ve looked up to. I just didn’t realize it consciously until just a few years ago that I was trying to be him. I still have a lot of work to do, but at least I have the hairdo nailed down!

Community Spotlight: Fleet Commanders

EVE Online is defined by war. Men and women live and breath for these fights, dying (virtual) deaths over and over to achieve some goal. But whether it be massive fleets firing at each other from great distances, bomber wings diving in on a helpless foe, small gangs flying from place to place to take down targets of opportunity, or even taking on Incursions or Sleepers, every fleet needs someone in charge.

The people who take up the duty to command these fleets are known as fleet commanders. A good fleet commander can turn the tide of a battle, bring an underdog to victory, and extract their allies from lost causes. The best fleet commands are known throughout EVE for their skills and command high positions in the strongest alliances in the game.

But being an FC is not a task taken lightly.

 

Becoming an FC

An almost universal sentiment among FCs is that you sort of fall into the role. “I never intended to become an FC,” said Jayne Fillon, an FC for the popular Spectre Fleets, summarizing what many others said. “I joined a bomber fleet that was going to attend a fight over a station in deep nullsec. When we arrived, things went very wrong, very fast. Our primary Fleet Commander rage quit after being killed and left the fleet without a leader, deep in nullsec, with no bridge back to high. [...] So I stepped up and took command.”

Others didn't have so much drama involved in their rise to FC, but simply saw a need and took action. “I just saw the need for someone to FC and did it,” says Sir Squeebles, a popular streamer. “My experience has always been that no new FCs will be born if there's always a more respected, more experienced FC around.”

Greygal, an FC for Redemption Road and a former Agony Unleashed instructor, relates a similar story. “When I was still in my first corporation, I found myself organizing a lot of different things because no one else would. When you organize events, you often end up leading those events, including FCing.”

One of Nulli Secunda's primary FCs, Canaris Roshaak, agrees. “I was typically playing after all our alliance FC's had gone to bed, so we had no one to lead us. So one night I put a fleet up, got our guys to join, and led them out to fight the roamers.”

 

Motivation

Of course, there are always roles to be filled, but not everyone steps up to take the reigns. But why they chose to make the leap varies from person to person. “I've always liked to lead, to be someone others are willing to follow” says Mangala Solaris, a leader of Red vs Blue and CSM representative. Being a leader, and helping others get fights in EVE, is a large motivator for him. “I love knowing that my actions are causing other people to enjoy and get the most out of their game time.”

Ivanrus, the CEO of Wormhole Holders, had similar reasons. “I find it interesting to analyze a situation and implement my own ideas. Also, it was good practice to improve my leadership skills.”

Others just live for the thrill and knowing they're the best. “I would say the main reason I FC is purely competitive,” says Canaris. “I love to compete and I love to win.”

“There's something special about being responsible for the fate of dozens or even hundreds of people who trusted you with their ships,” says Professor Clio from RvB. “It gives me a rush like no other to know that if I do my job right my fleet has fun and if I mess up they lose all their ships.”

A lot of people echoed the words of Mangala and Clio, loving that they help people have fun. “It's immensely rewarding to know that my fleets have reduced boredom-based thumb twiddling in EVE by some margin,” says Squeebles.

And once they started FCing, it became hard to stop. “There is a lot left in the sandbox for me to discover,” said Jayne, “but for now I'm just having too much fun.”

Greygal concurs, saying, “To me, when I FC, I am throwing a party.”

While Zwo Sateki, an FC for the RAISA Incusion community, said, “It became an obsession of sorts (once an FC, always an FC).”

 

Growing Into the Role

Of course, simply leading a fleet doesn't mean you're an expert FC. Every FC I spoke to said their first ventures into the role had their ups and downs, though it didn't dissuade them. “We promptly got slaughtered,” Canaris said of his first try at FCing. “But I was hooked.”

Failure is a sure thing, no matter how natural you are at it. “Like anybody else, I started slow and made mistakes,” said Professor Clio. However, many find themselves quickly becoming acclimated and growing to greater and greater heights. “Pretty soon I moved on from FCing 10 man frigate fleets to large and large fleets.”

Some took longer than others, of course. Greygal, even after several years, still doesn't consider herself “a really good FC”. But the important thing, as she puts it, is “People keep X'ing up for my roams, so I must be doing something right.”

 

Hardships and Difficulties

Of course, the role of FC isn't for everyone. Squeebles puts it best when he explains why some people don't step into the shoes. “There are a lot of people in EVE who either don't have the experience of have convinced themselves they don't. They don't want to be responsible for the potential failure of a roam and the loss of ships.”

Those that do have the fortitude experience many difficulties and the nature of these difficulties are what they disagree with the most. As Squeebles says, “The most difficult part of being an FC depends [partly] on the individual FC.”

For him, it depends largely on the nature of the fleet. “Some objective-based fleets want to accomplish the goal with minimal losses,” he says. “The majority, however, are a bit more general and the only objective is to get a fight. In that scenario, the most difficult part is finding a fight to justify everyone's time.”

Greygal's primary concern isn't wasting people's time, it's making sure people show up. “When nobody shows up for a roam you scheduled, it's heartbreaking,” she says. She doesn't face that problem often, so she does have other concerns. “The most difficult part is managing expectations. Some people expect epic, glorious battles like they see on EVE videos, others are very risk-adverse and want us to only take fights we can win, and then the rest understand the fleets I lead are social in nature, about fun and explosions and exploding.”

Others take a look at it on a more tactical level. “Situational awareness is key and takes a long time to develop,” Professor Clio says. “It's very easy to be overwhelmed by the amount of information you need to process in order to give the right order to your fleet.”

This wealth of information is emphasized by Jayne. “The most difficult part of becoming an FC is learning what each and every ship does, how they are usually fit and flown, and how you can counter them,” he says. “You need to be smarter on either a technical or a tactical level in order to defeat your opponent and because of this there exists no steeper learning curve than becoming a Fleet Commander.”

Others don't have such concerns. “Keeping yourself from getting an ego […] after a string of wins,” is what Canaris jokes about his biggest challenge.

Ivanrus keeps it simple, saying, “There is nothing difficult at all. All you need is motivation and the wish to learn.”

 

Doctrines

Many who hear about fleets in EVE are regaled with stories about fleet doctrines like Hellcats, Sentry Domis, AHACs, and the like. But in actuality, not all FCs are quite so strict.

“I generally will declare a preferred hull size and often a preferred ship type,” says Greygal, “but I try to keep my doctrines as open to a wide a pilot skill range as possible.” This makes sense for her, since she runs a lot of open fleets.

Squeebles is the same, believing that it helps with participation. “I generally find that doctrines discourage or limit participation,” he says. “I find that more people are willing to join a fleet for 'Kitey Shield Cruisers with Scythes' than if I list specific fits with T2 mods that they might not be able to use. So for me, 'doctrines' are more often replaced with just simple themes.” He

Even so, he does “have a few specific doctrines to fly on streams. We use 'Poor Man's T3s' which is an armor cruiser fleet using T1 hulls. We occasionally fly nano shield Dragoons. We sometimes fly combat Blackbirds. There have only been a few occasions in the past year or so where we've fun anything that could be considered a genuine doctrine.”

Kutris, an EVE Flight School FC, says that it really depends on the objective. “If it's ordinary roaming, then the setup doesn't matter. The most important part is that your pilots love to fly their ships. If it's a serious operation and your enemy is known, then the requirements are strict and usually it's an old, good setup tested by time.”

The time-tested doctrines are important to many FCs. “The larger Incursion community has developed custom-tailored solutions over time,” Zwo says. “There are very specific guidelines for Incursion fittings; kitchen sink fleets just cannot do Incursions effectively.”

This is especially true in large nullsec warfare. “I try to strictly enforce fleet doctrines for any strategic operation,” says Caranis. “A tight fleet composition can be the sole difference between victory and defeat while facing skilled opposition.”

When devising these doctrines, Caranis and Progodlegend “spend hours theory-crafting fleet concepts based on what our enemies typically use or what we want to do with the fleet. We try to base the concept around a core function, such as maneuverability, and incorporate everything from our main-line DPS ships, logistics, and newbie-friendly support ships.”

 

Discipline

No matter if a doctrine is enforced or a kitchen sink fleet is being flown, a fleet cannot be successful unless people follow orders and don't go off running on their own. Chaos has rarely been advantageous for a fighting force to succumb to.

“Those who are not willing [to listen] but prefer to slack get kicked from fleets in a fairly short order,” says Zwo.

Ivanrus follows the same thought process. “I make the rules public and ask people to uphold them. I kick those who don't.”

But to keep people discipline and in fleet, there are many different methods. “You make your fleet self-managing,” Squeebles says. “The only truly effective way to maintain discipline is to have part of your gang trained and able to enforce discipline on the other part. More often than not questions asked in fleet chat or comms are answered by someone without me needing to address it. That, in my opinion, is the ideal of fleet discipline.”

Jayne and Kutris prefer to use their method of speaking to enforce it. Kutris says he keeps discipline “By my words (sometimes bad words).”

Jayne has what he calls “FC voices”. Most of the time, he is relaxed and encourages banter. But when things get serious, he does too. “When people aren't doing what I want, I break out my 'annoyed' voice that tells people that I'm disappointed in them, guilting them into doing what I want. Finally, if all else fails, the 'angry' voice does wonders, but I reserve that one for special occasions. The key is to never yell, though. Always be calm and your calmness will trickle down to the fleet.”

Others, though, don't worry too much about it. “Keeping discipline in a fleet usually isn't very difficult,” says Greygal. “Those that are experienced are generally well-behaved. Those that are inexperienced are usually so afraid that they will make a mistake that they pay attention and follow every order to the letter. The most important thing an FC can do to main discipline is to explain their comms and fleet movement preferences, what the goals of the fleet are, and what their expectations are in advance.”

Canaris, meanwhile, relies on “my reputation in my alliance and coalition. After years of FCing, my guys know who I am and how I FC, and for the most I would say they trust my decision making. A lot of poor fleet discipline stems from people second-guessing new or inexperienced FCs.” But, much like Jayne, he knows tone of voice can go a long way. “A change in tone is typically enough to reestablish discipline in a fleet.”

 

Picking Your Battles

Deciding whether to engage or not is a big choice. Many inexperienced FCs can become frozen with indecision. Do we fight this or do we back off?

A lot can go into taking the plunge into battle. “Mostly I look at our fleet composition and theirs, who their FC is if I know, and how important whatever objective we're going after is,” says Canaris.

The point of objectives is echoed by Squeebles, who responds by first asking a question of his own. “What is your fleet aiming to do? Ultimately, I think the good FC starts analyzing a fight by asking 'What's good about this fleet comp? What advantages does it offer?' and then crossing those off when considering the enemy fleet. If too many things are crossed off, you must seriously consider avoiding the fight.”

“This is an impossible question to answer explicitly without considering the near infinite amount of variables that can occur during EVE combat,” adds Jayne. “When choosing to engage, remember that it's not just 'if' you engage, it's 'when', 'where', and 'how' that really makes the difference.”

Kutris specifically looks for weaknesses. “If the enemy is weaker or somewhat equal to ours in quality and quantity we engage. If we are outnumbered, we wait to kill someone who was slow enough to be cut from the main fleet.”

Others, however, are simply out for fights, no matter what. “If I think there's even a chance that I might win or even just have an entertaining battle, I'll charge right in,” says Clio. “I only refuse to engage if I know for a fact I'll get crushed.”

Greygal takes it even further than that, saying she just asks “'Can I kill ONE of them?' That's how I decide whether or not to engage an opponent fleet.” And when a fight turns sour? “I usually retreat when half or more of our fleet are in pods.”

As one of the leaders of RvB, it should be no surprise what Mangala's mindset is. “It's more a case of 'Will I inflict enough pain for them to bail before we have to?'”

 

Tactics

Everyone favors their own tactics in EVE and the FCs are no different. Each of them has a favorite way to take a battle.

A lot of them agree with what Squeebles says, “Outright aggression. There's no real counter to the all-in by an enemy fleet other than just outright tanking it.”

The in-your-face brawling style is also favored by Greygal, who says her favored tactic is “rush in and start shooting”, though she will adapt when needed. “Tere are times when I will use hit-and-run tactics to pick off a weak target in a fleet I otherwise might not engage, and I am really good at GTFO tactics either to save the remnants of my fleet or to avoid significantly larger fleets.”

Mangala also answers “drop down dirty brawling is what I really, really favor. It helps that I often have the larger fleet, so I can brute force a win if need be without it being too much of a pyrrhic victory.”

Of course, not everyone prefers the go-in-swinging approach. For an RvB FC, Clio differentiates himself by preferring tactical fights. “I prefer fights where positioning and fleet movement are important.”

So too does Canaris, for practical reasons. “You can take a ton of fights if you can mitigate the enemy's damage either through field position and EWAR.”

Being able to take a lot of different fights is why Jayne prefers sniping. “It allows for a wide variety of targets that can be engaged effectively and teaches people about tracking, transversal, signature radius, sensor resolution, and other very important facets of EVE combat. Making a mistake in a sniping doctrine is unforgiving and punished with heavy losses.”

 

Command Shakes

Most people who have engaged in PvP have gotten the combat shakes. Even experienced PvPers can have these happen when they're put into a command role. “I used to get the shakes bad when FCing,” says Mangala. He has overcome them, however. “I am considerably calmer,” he says, which helps him out quite significantly. “I am continually evaluating the field for the best targets to call at a given time, focusing on the status of my fleet, and ensuring that my calls/broadcasts and other orders are followed as smoothly as possible.”

Clio has a hard time describing the mindset. “It feels like the game becomes my entire universe and 100% of my brain power goes into trying to process all the information the game throws at me. Instinct takes over and I call targets by their threat/tank ratio, meaning I try to get as much threat off the field as quickly as possible.”

The nearly-overwhelming flow of information is a big part of what gives many FCs their greatest thrills. “There exists no greater adrenaline spike than the start of a large fleet engagement,” says Jayne. “The experience elicits an incredible range of emotions: excitement, anticipation, fear, hope, and panic to name a few.”

Greygal says there are rare fights where “you are in a kind of zone and everything falls into place just so perfectly. You feel connected to everyone in your fleet, nothing exists except for you, your fleet, your targets, and it's just so smooth, so surreal. It's magical.”

For some, though, the process of FCing is old hat. “At this point, I would say it's mostly muscle memory,” says Canaris. “I know what enemy ships need to die first and how to position my fleet.”

Kutris keeps it simple. “The only thought is to not miss the time when we need to retreat if the battle turns bad.”

Kpekep, the CXBATKA anti-pirate channel FC, actually says thinking can be harmful. “There is nothing going on in my mind during the fight. If that happens, the fight is lost. You have to think before the fight. The fight itself is a time of constant action. Your mind switches off and wakes up only if the battle conditions are changed greatly. You don't need your mind, you need your instinct.”

 

Advice for New FCs

It may seem daunting for new FCs, but there is plenty of advice to go around. Everyone makes mistakes and Canaris says, “Don't be afraid to lose, but learn from your losses.”

And, even in the face of failure, follow Clio's advice. “Just do it, over and over and over again. It gets easier with practice. In the beginning, we were all rubbish. Even the best FC in the game made dumb mistakes when he first stepped up. And even if you do make mistakes, the simple fact that you're willing to put yourself out there makes you a hero in my book.”

To help get through these rough times, Jayne suggests you “find a community, a corporation, or an alliance that will allow you to experience [failure] without any pressure or obligation. The best place to learn is somewhere that experienced players and fleet commands can help you, let you know what you did wrong, and coach you how to do better.”

Having a friendly group is one of Squeeble's pieces of advice as well. “Don't set out to FC tfor your entire 200-man mining alliance if you have no experience. You'll make plenty of mistakes, but there are people who won't forgive your inexperience and their confidence in you as an FC is very, very difficult to regain. Find a friend or 2 or 5 and form a fleet. This is a group you can truly learn with.”

He adds in a couple of pointers to learning, suggesting you “FRAPs the fight! Watching/listening to the playback of your fight is amazingly fun and a huge educational tool. Fights get so much simpler when they're not happening to you.”

Greygal offers some additional advice, saying “Keep it simple. Delegate everything possible. Ask for advice, but make the decisions yourself. You don't need to know all the ships, tricks, systems, and opponents in EVE to FC well, all you need to do is get out there and do it.”

Kpekep suggests a broader view. “Find your own way. Read some classics about warfare. This will help you understand the reasons for your actions and will keep you safe from doing some mistakes.”

 

Final Thoughts

A thought echoed by all of the FCs was that being a fleet commander is one of the most challenging and rewarding things to do in EVE. It may seem difficult to do, or too risky, or too nerve-wracking. But if you have confidence and want to make a mark in EVE, jump in and do it!

And thanks to all the FCs who agreed to answer questions for us: Canaris Roshaak, Greygal, Ivanrus, Jayne Fillon, Kpekep, Kutris, Mangala, Professor Clio, Sir Squeebles, and Zwo Zateki.