Showing posts with label Anniversary. Show all posts
Showing posts with label Anniversary. Show all posts

Saturday, January 30, 2016

The Professor's Two Year Anniversary

This blog published its first article on January 30th, 2014.  

And just in case you are wondering, that first article was a review of a new hull - the Sawfish.  The Sawfish was released in the Forsaken mission - along with Agility System and the D33-D cannon.

Going back over that article, there was one real interesting sentence I wrote that really illustrates how the game has changed over the last 2 years:

This hull is the lower end ballistic hull that we were all expecting.  It is in the same vein as the Mercury, Mauler, Mako, or Rampart, with reduced capability compared to its bigger brother hull, but also reduced build time.  The Sawfish compares fairly closely to the Stingray, but is it worth it?
And again, just to refresh some history for those readers without a steel-trap memory, the MCX, Dreadnaught X, Thresher, and Goliath were the "big brother" hulls.  Each of the the littler hulls (except the Mako) had reduced build time & reduced capability from the higher end hulls.  Those hulls were released to be appropriate for up and coming players, and they are STILL relevant to up and coming players.  Why?  Low hull build time.  

But the point is that we expected low-end, little-brother hulls because that's what Kixeye was doing.  When was the last time Kixeye released a hull that was not targeted at the top-end players?  Was it January 2014?

After that article, the Nuclear Cruiser & Launchers were introduced in the February raid, and the Atlas Carrier & Hornet UAVs were introduced in the March raid.  In April we saw the first Limited Hulls - Grimshine's Berserker & the High-Lander Nuclear Cruiser.

It really seems I started my blog just as Kixeye decided to kick off the flood of content and start to ramp up the complexity of the game with new weapon types, and it really hasn't slowed much since.

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For my 1 year anniversary, I did a look back & tried to highlight some of my most useful articles.  For my 2 year, I'm going to do something different.  I'm going to try to explain how I play Battle Pirates.  Certainly over the last two years the "whales" have been emphasized more & more.  Players will spend thousands of dollars on this game - then get extremely upset when they realize they are not having fun.  Essentially they realize that they didn't get VALUE for the money they have spent, and then the rage quit in a blaze of glory.  Or just walk away without a peep.  

I will say that it is really tough to compete in this game without spending a cent.  I played free for a couple years, then spent a little bit of money in a raid to win the Strike Cruiser (when it was new).  Once I got those built (about 2 months later) I actually had a competitive fleet, and by continuing to spend a little bit ($10-30) per raid I have been able to continue to keep up.  For those players who fiercely choose to say that you won't give Kixeye a cent, but keep trying to "get over the hump", I suggest that you aren't ever going to get there.  It's tough to get value for nothing... consider what this game is worth to you.

And for those players who spend thousands, you also need to consider what this game is worth to you.  If you have the disposable funds to spend that much money, and you choose to, that's fine, but you should also consider what else you could be spending that money on and decide if Battle Pirates is the best way to spend that money.  If you decide that it is... good for you, but don't get upset when you realize that you haven't received thousands of dollars of value for the thousands you've spent.

I highlighted the same phrase twice up above - both in relation to whales and free players.  CONSIDER WHAT THIS GAME IS WORTH TO YOU.  Be willing to spend that much, but not much more.

So I continue to put in about $50 into this game every other month, and I think many players out there would say that you can't compete while spending that little.  I will admit that I generally can't crack the top bases, and I can't defend my base against the top fleets.  But I have fun playing this game.  I don't feel like there is any part of this game that I just can't do.  To go into more detail:
  • I hit bases to get my alliance points every week.
  • I keep a guard fleet and nobody walks through my base (less than 25% fleet damage).  I have been in the range of 250 - 300 medals for quite a while... without going "medal hunting" or "medal shedding".
  • I play every raid. I get the top prizes but not always the limited prizes.
  • I sometimes help other players in raids.
  • I do Elite Tier in the Forsaken Mission twice each week without coining repairs. 
  • I continue to work on the new R&D - I'm working on Objective 6 now.
  • My retro lab is constantly busy - specials & weapons I use frequently are R15.
  • I use VXP weekends to get my key ships to Legendary.
  • I beat the TLCs without coining repairs, but usually not all 5 Mastery rounds.
  • I compete in the FAT when I feel like it.
  • My arena rating is 1514 but I haven't played in it for a long while.
So what's the key to playing like that?  Having good fleets.  Some players will tell you that a ship is obsolete a month after it is released, but a well designed fleet will be useful in this game for much longer than that.

My overarching philosophy towards fleet design is that you need to start with a good fleet design, and build it.  It seems sort of obvious, but some players just jump from building ship to ship without a plan, and then have a bunch of mismatched, ineffective ships.  It can be tempting to build the newest, shiniest hull, but having three half-done fleets is less useful than one fully completed fleet.

Let's look at the last few full fleet builds I've done, along with the hull's release date:

Hellstrike - Dec 2013
Nuclear Cruisers - Feb 2014
Harlock's Atlas - May 2014 
Interceptor V2-H - Sept 2014 (build is a bit of a guess - I did some refits & forgot the original build)
Crusaders - March 2015 (Monarch added later)
Rhinos - August 2015 (with Aegis / Neptune / Proto-Hunter)
Tiger Sharks - October 2015


As a side note - the only major builds that I started and abandoned along the way are a Greta's Nuclear Cruiser fleet, and a Goresaber fleet.  For the Greta Nukes - I started those with F launchers but no armor.  I got fair use out of those in the Frost/Snow series of raids running them behind a Jugg X tank, but never finished the fleet, especially when I learned how bad the F launchers compared to others once ranked.  I have two Goresaber hulls done with a few Dragonfire rockets & specials, but saw those falling out of favor very quickly, and decided to stop those in favor of the Crusaders.  I never got much use out of them, although I continue to suicide them occasionally in Reaver Assault Bases for rank.

I also think I used a Frosty / Mastodon fleet for a while in there somewhere...

I've also built a few more hulls here and there, sometimes for Base Guard (like Enforcer, Goliath, or Omega Behemoth) or for other specialized tasks (Juggernaut X to tank, Mastodons for fire support).  But you can see I've skipped a lot of hulls too.  I didn't feel like playing too much with Reaver hulls and their 150% repair modifier.  I missed out on Nighthawks, Kodiaks, Fusion Cruisers... just to name a few hulls that were "worth building" yet I never did.  I also never got into the slow weapons like mortars, and the short range weapons like rockets & scatterguns.

I'm still finishing out the Tigers, as well as working on a few more goodies (like a Harlock's Aegis), so I still don't know what the next hull I would build around is going to be.  If I were ready to start today it would be the Draconian Carrier (not the Heavy Cruiser).

When I look back over those last seven fleets, four of them (NC, V2-H, Cru, Rhino) have been generalists.  I used those fleets in Forsaken Missions, Raids, Campaigns, and Base hits.  The Hellstrikes were mostly useful in Base Hits only (I still used MCX for other areas), the Harlock Atlas were not useful in FMs, and not very good base hitters without a Grimzerker, and the Tigers are obviously more specialized.  Whenever I've built a non-generalist fleet, I've always had an existing fleet that I felt was still a useful generalist.

My latest generalist fleet (the Rhinos) really benefits from having more specialized tank ships - the Proto-Hunter is optimized against ships, the Neptune is optimized against land targets & provides anti-mortar coverage, and then the Aegis provides anti-missile & more defense. I foresee being able to continue to use that fleet effectively by replacing the tanks and/or Aegis with upgraded ships while keeping the Rhinos (saving me shipyard time vs. building a whole new fleet).  My Punisher tank finished yesterday, so we will see how much of an upgrade that provides.

One of the benefits of not building every hull, and not doing it as soon as it has been released is that I watch other players to see what works and what doesn't.  I also get the benefits of being able to utilize tech that may not have been available when the hull was first released.  V2-H with Siege Missile Z is a good example of this.  I also was able to take advantage of using a HLNC with my NC fleet since that limited hull was released before I had a 4th NC built.

One of the drawbacks - You don't have every fleet type.  Nighthawks were often real effective yet I didn't have any.  Kodiaks were great once the Siege Z missile was released (and remember Strike B Kodiaks when bypass was reversed?).  But since I've always been able to play this game effectively, I never felt too left out.

So let's get back to where I started - how do I play this game for around $25 per month?

Where do I spend my coin?
Raid repairs:  200 coins has been my "average" raid spend for a while.  This is how I gain access to the tech I want.  I never have a build that I can't do because I don't have the blueprint. The most recent exception to that was when I didn't get the Harlock Aegis on its release.  That first Scourge raid was HARD, and I was not willing to spend the coin or time to get me those points.  I did pick up the Neptune even though I didn't have an immediate need for it... but it has turned out to be a real useful hull for me as a tank.
Ship builds:  For the amount of money I spend, I can't coin up full fleets, but I will speed up the last day or two if I want a ship done before a raid, and I'll speed up a few hours if it will be finishing overnight or some other time I can't access the computer.  Coining some Interception Systems on my Tiger Sharks before the December raid was a great investment to reduce repairs taken.  Really, I'd rather coin a build than a repair but it quickly gets too expensive.
Dock repairs: This is pretty rare.  More often I'm willing to walk away from the game & do something else.  

Where don't I spend my coin?
Non-raid ship repairs: I won't say never, but it is pretty rare for me.  I don't usually feel like it is worth it to me to spend money just to hit a base.  Campaigns, Missions, Uranium... it all can wait.  One very important case of this - snipers.  If someone is out hitting fleets with a Ghostcrawler or Phantom, I will absolutely bring in my ships and walk away.  I'll let the snipers stare at an empty blue ocean & have fun with that.
Research: It can wait.  Once in a while (like ship builds), I'll speed it up it if will be completed overnight as I do like to keep my retro lab busy, but more often I can wait for that extra retro level.
Buildings: Again, it can wait.  I defend my base, but I don't have an "ego" about my base.  If someone smashes it, I am perfectly fine with hitting repair & moving on with my life.  
Rank: Rank is super effective for increasing your ships' firepower, but it is too expensive for me to see the value in coining it.  Before VXP Weekend came around, I would grind away to the 45% - 60% range for my mainline ships... then be ready to move on to my newer fleet by the time I got there. Now I can get them to Legendary without too much trouble.  On the Reaver Assault Bases I use old outdated ships (like those Hellstrikes or Harlock Atlas) to tank while the other ships blast away at Hellhounds & rack up VXP.  I also generally do my ship builds by building them with partial weapons & specials first, then taking them out to rank while the rest of the fleet is building.  This lets me start ranking them earlier and gives me a general idea of their effectiveness.  My interim Tiger build was surprisingly useful.

I hope this summary helps you understand where I come from in paying this game, and how you can spend a little bit of coin to get a lot of enjoyment from this game.  One key - I don't let my ego get in the way... I'm always willing to walk away.

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One more announcement... you may have seen this on Wednesday's Battle Pirates Crib show (or elsewhere), but Kixeye has started a series of meetings with a small group of experienced players called a Town Hall (as a closed group I'm not sure that's the best term for it, but so be it).  These meetings are with the Kixeye Battle Pirates leadership & staff.  The first meeting was last week.  The players participating were Dead Sinner, Boba Fett, PriceIsWrong, Dirty Harry, & myself.  Attending from Kixeye were Michael Murguia (VP/GM), Paul Preece, CM Doomrooster, and approximately 15 more staff (whom we didn't see or meet).  Our first meeting was a bit of an orientation, but we also were able to discuss some substantive issues, such as the overall complexity of the game, as well as build & repair times.  I can't go into full detail, as all players participating were asked to sign an NDA, which I take very seriously.  We plan to have these meetings every other week going forward.  It is early to make any conclusions, but I am optimistic that they are interested in listening to what we have to say.  Although I would prefer an even more public forum, I hope that this format allows for 2-way, frank discussion where we can suggest concrete, realistic actions that will improve and sustain the game going forward

Since I announced this Wednesday - I would like to add two more notes: 

  • I'll say this first one bluntly - I (and the other players involved) are not doing this to be your suggestion box.  We each have been playing a long time, and have ideas about what makes Battle Pirates fun and what makes it not fun.  We have all been involved in the community and know that build & repair times are a drag.  Fair play (no hackers) is critically important.  Our issues are your issues, and we don't need our inboxes bombarded.
  • Price brought up a concern about announcing this group, and I share it.  It's an issue that both he and I have run into previously - We don't want to be Kixeye's propaganda tool.  If I write an article about something, or when Price talked about something on the BV show... we were (and still are) always concerned about pumping up something that really isn't very good.  I don't want my announcement of this group to be taken as some sort of rosy statement that everything will get better.  If it is just for us to bring up the same issues that have been brought up over and over in the Kixeye Forums and various Facebook groups already, it won't be very useful.  We will need to get the 2-way discussion with Kixeye going, under cover of the Non-Disclosure, in order to make any progress at all.  I want people to know that there is potential for progress, but we will have to wait and see what develops.






Thursday, January 29, 2015

One year of the BP Professor

Before I get into my self-indulgent one-year anniversary article... I'll comment on the glitch repair fix that came out on Tuesday.

Lots of people are complaining about the fix to a "glitch" that allowed players to repair their fleets for free.  I'll be very clear on how I feel about this - using that glitch was cheating.  Fixing fleets is supposed to take time or coin, and exploiting a game error to bypass that is cheating.  Some players used it regularly, some players used it only during raids, some players used it only when they felt they were "wronged".  It wasn't OK any of those times.  

Lots of players complain about the bugs and glitches and problems in the game.  You can't tell Kixeye to fix some and not others.  Lots of players feel that build and repair times are too high, and they say they glitched because it was "unfair". Tough... Kixeye is allowed to charge what they want for their product.  You're allowed to try it for free as long as you want, or you can spend as much as you want to get more stuff more quickly.  Don't like it?  Don't let the door hit you in the butt on your way out.  

A culture of cheating is a problem, since those that try to play fair are taken advantage of by those who don't.  The "fair-players" see that and can play as second-rate citizens or start cheating.  It's just an arms race of dishonesty, and the winners will be those who are willing to cheat the most.  

Kixeye uses "engagement" as a metric to gauge how successful their game is.  They will see it when players start playing less.  While Kixeye customers keep paying for the flood of content, and playing all day, there will be no change. So if you are unhappy about the loss of the repair glitch... go do something else while your fleet is repairing.  Read a book, watch TV, play a different game.  I wrote a blog post.  No need to complain in a Facebook group... there's been plenty of that.  

IT'S BEEN A YEAR!

On January 29, 2014, I published my first article on this blog - an evaluation a new Forsaken Mission item - the Sawfish.  (I thought it was a decent ballistic hull, but no attraction if you already had the Stingray).  Yes.. that hull is only one year old.  I think the timing of when I started this blog was somewhat lucky - 2014 was when Kixeye really started the deluge of new content that shows no sign of letting up.  When I started, I was hoping to publish about once a week, but this is the 95th article I've published over the last year.

This blog grew out of a thought that it would be really cool if I could start a blog and share some of the advice I was giving to the players in my alliance to the community at large, and then maybe make some enough money from ads to cover my coining.  I'll say that I'm not coining fleets with blog money, but I'm covering my costs (even though i coin more now than I did a year ago), so I consider this blog a personal success.

My biggest worry when starting out was that I'd get a lot of hate from the community - from people that disagreed with me, or point out errors in an insulting way, or just vent some game-hate (yet why do they stick around???).  I thankfully have seen just about none of this on my site. I appreciate it when readers point out errors, typos, or omissions in the constructive manner that everybody here has been doing - it makes us all smarter.  I really appreciate it when people comment and add some new ideas I hadn't thought of.

For the 1 year anniversary, I thought about going back and evaluating each article I've written & seeing if my pronouncements have held up over time... but that would be kind of a big task for 94 articles, so instead I'm going to look back and point out a few "greatest hits and misses." For those of you who are newer to this site - you might want to go back & read.

Still good reads:
  • Armor building & optimization thoughts: These articles don't account for D5, but are still useful reads.
http://bpprof.blogspot.com/2014/02/optimizing-your-armor-build-time-weight.html
http://bpprof.blogspot.com/2014/02/new-armor-compound-plate.html
  • Fleet design philosophy: Start with a mission... I see this issue a lot when people are asking for advice on ship builds.
  • Countermeasure ships: Trying to make sense of whether a dedicated countermeasure ship is a good idea, versus spreading the CM weapons across a fleet. This is less relevant on base fleets now because bases don't use may weapons vulnerable to CM anymore, but still relevant to mission/dracbase fleets.  Tanks are the new CM ships for basers.
http://bpprof.blogspot.com/2014/04/countermeasure-ships-to-be-or-not-to-be.html
  • Revised weapon DPS: Not totally up to date with new items, but some thoughts if you are using researched/blueprint or other older weapons.
  • Ranking Guide: Describes how VXP is given, and some efficient ways to get it.  A lot of players still don't understand this.
  • BP for Noobs: This series looks at a new player starting out & gives some build advice
http://bpprof.blogspot.com/2014/08/bp-for-noobs-part-3-base-defense.html
  • Base Turret Roundup: Although a few newer turrets have come out since, this article is useful for newer players that need to learn about the different types of turrets and their uses.
http://bpprof.blogspot.com/2014/09/base-turret-roundup.html
  • Retrofit Advice: General thoughts on where to start for best benefit from your Uranium
  • How to get to DPS: Details on weapon Cycle Time and Damage calculations
  • Launcher Comparison: After some articles based on flawed assumptions, I think this one is actually correct, and shows the effect of rank on launcher DPS for some different hulls, so you can see which launchers are best with various reloads and rank bonuses.


Misses:
  • UAV Simulation: I tried to simulate how countermeasures would work against UAVs.  In the article I said that "all models are wrong and some are useful".  This simulation was neither correct nor useful.  The only useful message was that UAVs can quickly overwhelm countermeasures.
http://bpprof.blogspot.com/2014/03/uav-simulation-how-do-you-stop-these.html
  • Launcher Comparisons: I didn't correctly understand salvo delay times and rank effects until recently.  I published a lot of incorrect comparisons before that, and I'm not even going to bother linking them.  The correct one (based on the best information I know) is in the previous section.
  • Kodiak Evaluation:  I evaluate all the new stuff; it's sort of the meat & potatoes of this blog.  When the Kodiak came out, I didn't like the hull because it performed better with launchers than missiles (the ones available at the time).  When the Siege Missile Z came out the following month... the Kodiak became one of the best hulls in the game (and still is), so I really regretted not picking up this hull when it was released.
http://bpprof.blogspot.com/2014/08/should-you-get-kodiak-and-more.html

Also: It's been really cool to see all the traffic on this site from around the world.  I get about 2000 hits per day (more during raids), and have had more than 600,000 page views over the last year.  The following picture shows top traffic sources for my site:




And to close this out, I'd like to repost a message from someone in my alliance (pardon his English - he isn't a native speaker).  Especially with the deluge of content over the last year, it's tough to "keep up" or be a "top player"...

Some general thoughts about the game …
The current raid learned me that Kixeye keeps introducing new and more powerful weapons, and by the time the small players are able to acquire these weapons, these weapons have become obsolete …
And why is that? Why does a small player remain a small player? Because he has a job and a wife and a kid. And because he is at work when his alliance brothers want to help him. And because he is asleep after a tiresome night shift when his alliance brothers want to help him. And because he will not and cannot sit in front of the flickering screen 24/7.
But I still enjoy the game. And after all these years my base has become a tough nut to crack. With conventional and almost obsolete weapons. It can be cracked and it is often cracked, but the aggressor always suffers considerable damage. That, is my comfort.
Bear this in mind when you encounter my ships on the high seas. And when my base is attacked, hoist the colors and man your guns. I say: "Forth to war!!!"
Someday this war's gonna end.
Greetings, captains.
XXX XXX
Chief of Naval Operations.

I agree almost 100% - except for the part about the war ending.... BP FOREVER!

Find some allies, play only for as long as you're willing to play, spend only what you're willing to spend (read this blog to help you make it count), and HAVE FUN!