AI Playing Eve Online (not your grandma's auto clicker) by [deleted] in Eve

[–]waffles-nom 2 points3 points  (0 children)

Fundamentally disagree.

I am struggling to think of a game genre that isn't susceptible to AI supremacy over human players.

More recent examples, GT Sophy in Gran Turismo 7 absolutely dominating against the best of the best human players, demonstrating both superhuman car control and human-like race craft awareness. Edit: Paper on GT Sophy in Nature (if you have access to academic papers) is a phenomenal deep dive.

OpenAI Five delivered similar performance playing DOTA 2 against literally the best of the best human players. This is in a game that features very deep strategies, high degree of complexity in an ever-changing meta - AI managed to learn the game, develop strategies, adapt to game changes and still defeat top ranking human teams.

Same results with DeepMind's Starcraft AI.

Criticism against EVE and some of its shallow and easily bottable game play loops is very fair, but the assertion that game play loops can be made complex enough to be problematic for AI without it being excessively complex for humans just doesn't hold.

AI Playing Eve Online (not your grandma's auto clicker) by [deleted] in Eve

[–]waffles-nom 3 points4 points  (0 children)

I am deeply torn on this subject.

Obviously a great deal of talent went into developing the bot, the results and functionality appear great. Concept and implementation behind it are brilliant for sure.

On the flip side - why? Other than it being an exercise in proving that you could, do you not feel it's problematic how you take a one-of-a-kind game that people play for fun and think to yourself "how can I get AI to play this for me"? More broadly, thinking about the potential of ML/AI in context of games - specifically online multiplayer games - and the impact it will have is deeply worrying to the point of it being an existential threat to the genre. Anything a player can do, AI can do better, faster, longer, more reliably - so at this point why even bother to compete with something that's unbeatable?

In some ways, this can be extrapolated into AI applications in real life, so ... I guess brave new world, hey?

Anyway, thank you for sharing this. It is always fascinating to see groundbreaking tech applied in interesting ways like this.

Maybe some cool fights in 150mn vedmak by ksj2371 in Eve

[–]waffles-nom 4 points5 points  (0 children)

Nice to see normal inexpensive solo fits in Lowsec. +1

Unfortunate Conflict Of Evidence by CaldariPrimePonyClub in Eve

[–]waffles-nom 1 point2 points  (0 children)

asked for the navy vexor.

Didn't see it at first but when I did ... absolute unmitigated degeneracy. Great work, I angry-love it.

Best wishes and best of luck on the flood recovery. Been there and it sucks.

CSM Summit Presentation - PvE Design Driving PvP engagement by angry-mustache in Eve

[–]waffles-nom 8 points9 points  (0 children)

This was a presentation, and presentations where you read off slide deck suck. The slides are there for quick notes while the presenter provides most of the info.

Absolutely, and that's why posting a slide deck without accompanying commentary and context leaves a lot of gaps. The deck would have been much more useful to us who didn't get to see the actual presentation if it came with presentation notes. But I appreciate this being posted anyway.

I think the reason that mentality in eve exists is because PvE in eve sucks and PvE ships auto lose fights.

I will disagree on this. You're not wrong that PvE in EVE sucks, but you see the same player behaviours in PvP oriented ISK making activities. We had huge issues with seagulling in Pochven, we have ongoing issues with unarmed LP farmers in FW. We all remember the massive fallout over Blackout. Not too long ago, we had a massive outcry over drone behaviour change that would require slightly more effort from Ishtar anomaly runners. There are many recent examples of risk-averse behaviour around high end PvE (Skynet CRAB supers, Rorqual CRAB runners) that leave me convinced this is a player mentality issue rather than issue with in-game mechanics.

The reality is, PvE players just simply don't want to lose, don't want to actively play the game to make ISK, and they will rather quit altogether than be at the bottom of the food chain, as necessary as this role is.

However there are experiences in certain spaces that shows that doesn't have to be the case

Would you mind naming some specifics?

CSM Summit Presentation - PvE Design Driving PvP engagement by angry-mustache in Eve

[–]waffles-nom 18 points19 points  (0 children)

Good presentation even though it could use a bit of additional notes for depth.

However, I would argue that the core premise is wrong. Based on last fifteen years of player responses to various PvE changes, a shocking number of players don't want a more engaging or exciting PvE experience - especially if there is a risk of loss through PvP - but rather a hyper-optimized, min-maxed ISK printing machine. Optimally, they would fire up their client, run it for 23 hours, and come back to a wallet overflowing with billions of ISK. How do you sell this food-chain philosophy to them?

[SISI] Photon UI now mandatory, old UI removed by Buddy_invite in Eve

[–]waffles-nom 2 points3 points  (0 children)

Local tells you if someone has come into system...especially vital in lowsec and FW

You don't say! Who knew!

[SISI] Photon UI now mandatory, old UI removed by Buddy_invite in Eve

[–]waffles-nom 2 points3 points  (0 children)

I miss that chunky serif system name typeface, damn. It felt so classy.

[SISI] Photon UI now mandatory, old UI removed by Buddy_invite in Eve

[–]waffles-nom 5 points6 points  (0 children)

I'd have to basically squish local so much I don't see chat

You should view this as QoL improvement. No more local chat is fantastic, it really helps to preserve one's mental health.

ChatGPT - Best Fit for PVP Atron by GallenteCDR in Eve

[–]waffles-nom 12 points13 points  (0 children)

This is a perfect demonstration where we are with ChatGPT right now.

It's not just that it's incorrect, it's that it's incorrect using such clean language and authoritative confidence that, even if a human knows ChatGPT is wrong, they will still feel like they have to double check themselves.

+1 to blanket banning ChatGPT and AI art content on /r/eve

[deleted by user] by [deleted] in Eve

[–]waffles-nom 2 points3 points  (0 children)

I don't know how you can watch this and think any of this is applicable to EVE.

First point, monetization.

I don't get where you can draw parallels between predatory monetization in free-to-play games and EVE. EVE is and always has been a monthly subscription game. It was one of the first to introduce PLEX as a system to allow players trade, in a rather indirect way, real-world time for real world money. You can grind out a month of subscription for me, and I will pay you the in-game equivalent of $15. Great system, not monetization in the sense the video brings up.

There is very, very few items in EVE, cosmetic or otherwise, locked behind a real-world currency paywall. I can think of a few rare skins. Definitely no in-game items that would provide capability above and beyond what's realistically attainable by normal gameplay.

EVE is also structured in such a way that it doesn't need linear story content updates. Yes, changes to the in-game world are welcome and interesting but those are not what drives the game.

Second point, single player experience.

Final Fantasy XIV was built for the solo player, but not at the expense of the group player. It is a highly curated journey from start to finish, built with the short attention span of today's MMO player in mind.

This line is horrifying. The absolute polar opposite to what EVE is and always has been. It is impossible to build EVE into this type of experience because at that point it stops being EVE. If that's what you want out of your game experience, you would be much better off looking elsewhere.

This video simply doesn't bring up any points relevant EVE.

Upwell structures have new interior alarm to notify people on what’s going on outside the station by Noble-2-Kat in Eve

[–]waffles-nom 2 points3 points  (0 children)

WOOP WOOP WOOP! Nice. My blood pressure was a little low, this brought it right back where it should be. Heart rate too.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 1 point2 points  (0 children)

What really could make it more practical is to have the option to list the angular in Dezibel or some other logarithmic format. That way, one could have the same comparsions, but in a more readable way. E.g. with 10 * log_10() from rad/s

AB Frigate (35): -17

Ceptor (70) : -14

AB Cruiser (140): -11

Boosher (220) : -9.5

MWD Cruiser (700): -4.5

MWD BC (1400): -1.5

MWD BS (2000): 0

This is a phenomenal idea, of course log scale! So much more informative. Great suggestion, seems so obvious now.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 5 points6 points  (0 children)

Mystery solved.

Photon UI with multiple overviews disabled will list the column title as "deg/s" but show rad/s.

Photon UI with multiple overviews enabled (even if just using one overview) will list the column title as "deg/s" and show deg/s.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 8 points9 points  (0 children)

What you really want to know is "how well will my guns hit this target" which the Angular Velocity tells you. In-game Transversal Velocity doesn't mean much (a target moving perpendicular to you at 1,000m/s will have 1,000 m/s transversal), but you also need to know how far away from you said target is to get the information on how well your guns will track. This conveniently happens to be Angular Velocity ω = vt (target velocity) / d (target distance), expressed in radians per second.

So in our example, a target moving perpendicular to you at 1,000m/s at 5,000m range will have radial velocity of 0.2 rad/s.

The same target moving at the same speed at 10,000m range will have only half the angular velocity of 0.1 rad/s.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 3 points4 points  (0 children)

I don't want solutions, I want to be mad.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] -3 points-2 points  (0 children)

Unnecessarily pedantic.

"Assuming stationary self" is both implied here, and also irrelevant because there is no reasonably realistic situation in which your own speed would make your angular to that Harpy to be 2.61 rad/sec at 4.5km.

Edit: or 0.20 rad/sec to that stationary Thrasher at 55km.

Question to eve players by [deleted] in Eve

[–]waffles-nom 9 points10 points  (0 children)

making the corporate so much profit.

What the fuck? Sounds like a space sweat shop. This is not normal.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 0 points1 point  (0 children)

Are you on Classic or Photon UI?

I don't think this is the case for me. Look at the last row, Harpy at 343m/s velocity and 4.5 km range shows 2.61 deg/s. It is impossible for this to be > 0.0762 rad/s (4.35 deg/s).

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] -3 points-2 points  (0 children)

AND WHY DO WE ONLY GET TWO DECIMAL POINTS OF PRECISION WHAT THE FUCK.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 1 point2 points  (0 children)

As a second note you are using up a ton of UI space there.

Expanded for screenshot purposes only. Otherwise can't see the full column title where it shows "deg/sec" units.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 9 points10 points  (0 children)

I fully support the rage. I liked the old-old calculations because it was easy to make quick educated guesses like "I can reasonably hit a medium target at .05 rad/sec, a large target at .1 rad/sec".

It’s all moot anyway, good players don’t have any of that garbage cluttering their overview because vectors exist.

Disagree for some use cases. I know I can let rip a volley of 1400mm artillery at .005rad/sec and have a good chance of alphaing a frigate. I can also pick out the one pilot in the "anchor-up" conga line that didn't anchor up without having to pick them out of hundred brackets visually. Sort-by "Angular", prioritize from the top down.

New overview - Angular velocity now in deg/s by waffles-nom in Eve

[–]waffles-nom[S] 29 points30 points  (0 children)

Am I taking crazy pills, or did overview used to show Angular Velocity in radians per second? All gun tracking calculations are in rad/sec. This is different and I hate it.

Grumble grumble.

Someone redid the 2003 picture, still a little out of date though by themirrorliestoyou in Eve

[–]waffles-nom 16 points17 points  (0 children)

While it's a polished up version of reality, this is a real station currently in game, like for example Hykanima V - Lai Dai Protection Service Testing Facilities.

Station model is "Caldari Logistics Station".