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I Don’t Like Cliffhangers

I don’t like cliffhangers. Sometimes shows get cancelled, leaving fans frustrated at an unfinished story. So, I wouldn’t want to do that to what few readers I might still have.

After Shoot First. went into mothballs and the lowsec empire was largely disbanded out of boredom, I puttered around in highsec for a bit but found it as equally stale as lowsec had become. There was a little drama with PIRAT falling apart, but they’ve largely reformed under Black Flag and there doesn’t appear to be anyone willing to oppose them in highsec. Eve on the whole is as stagnant as ever, and CCP seems content to continue to weed out emergent gameplay and reward the krabs for their risk-averse playstyle in most every space you can find. Ultimately, Eve has lost the luster it had twelve years ago when I wandered into New Eden all wide-eyed and excited.

So it should come as no surprise that I just broke my record for longest time between logins in Eve. And I’ve done something I’ve never done before: I uninstalled the game. For the third time in my Eve career, everyone who made the game interesting for me has left for other things. And I’ve found other games that scratch “that itch” that used to be exclusive to Eve.

I’ve always thought of myself as a hunter. I’m not a duelist, though I’ve won plenty of honorable space jousts. I’m the type who can sit and watch prey for hours waiting for the opportunity to strike. It’s not the fight itself that gives me the thrill, it’s the pursuit, the catch, and the prize. To that end, I’ve discovered Sea of Thieves does an amazing job at giving me the same feel of hunting. Sometimes it’s a frenzied chase of running down a fleeing ship full of loot. Sometimes it’s quietly stalking and ambushing a target. Sometimes it’s foregoing the typical naval approach entirely and stealthily boarding a ship to steal loot or ambush its owner(s) before sinking it from within. And there are plenty of times we don’t get the kill or we find ourselves fighting three ships that allied against us and get a completely different sort of thrill. It’s a very simple premise for an open world game that leaves a LOT of room for creative problem solving and surprising interactions.

Also, if you haven’t looked at Star Citizen recently, that game is coming along incredibly well. I’ve had an account in it since 2015, but only recently was able to log in. I’ll be poking around at it in the coming weeks/months to see what sort of trouble I can get up to, but the gameplay videos people are producing very much will appeal to the type of people who have bothered to follow this blog over the years.

I’m sure there are other games out there for people like us. If anyone actually still reads this, feel free to post them in the comments. And I’ll take a risk here and say you can hit me up on discord at FloppieTheBanjoClown#0604 if you want to invite me to join you on some gaming sessions. Fair warning, I make no claims at being good at anything.

Eve isn’t dead. I might even come back some day. But this is the first time I’ve felt it’s more likely that I won’t. So, this is me, ending this chapter of the story without a cliffhanger. Fly safe if you’re still undocking.

Fun With Killrights

We’ve developed a casual friendship with the guys over in WeR4, having had some good fights with them in the past prior to poaching a couple of their members into our ranks. We even corp-hopped into their alliance for a week for a defensive operation. During that time, I discovered a very fun target: Amarrian Investment and Trade Company.

These guys are the fifth-largest non-allied corp in Eve. They have an active base and brought fights most any time I showed up. I spent a week living near their home system, picking fights and occasionally losing them to a dozen or more guys who showed up to fight. Taking fights like that is a great way to improve your piloting skills and learn some of your limitations. Also, I got to lose a Malediction to an instalocking Procurer that was camping a gate alongside an arty Loki. DID NOT see that one coming. Lesson learned: when scouting an enemy gate camp, check every ship for sebos.

After assisting WeR4 for a week, we redeployed. We’d largely burned Kador down; only a handful of large groups remain that were out of our reach with our current membership. Right after we got settled in our new pad in Everyshore, WeR4 reached out to let us know that AITC had reinforced their war HQ with a fleet of 20 Caracals with Osprey support. We promptly wardecced AITC and made plans to assist in defense of the armor timer.

It being a summer Tuesday, we only had four people show up. Undaunted, we each grabbed an Ikitursa and staged up and scouted the enemy fleet.

Not pictured: A Naga and an additional Caracal that arrived several minutes into the fight.

One of the Caracals was showing a 100 mill killright. Expensive for a Caracal and not worth bringing in neutrals if we could deal with them directly. We spotted two stragglers as they were moving: a Caracal and a Catalyst. We intercepted them two jumps out while the main enemy fleet was arriving at the structure. WeR4 removed a Falcon from the fight immediately while we grouped up.

We landed on a ping to assess the fight, then warped to engagement range from the enemy. A lone Condor was promptly deleted with a single volley, and we set about applying damage to Caracals that wandered away from the main fleet, but their nine Ospreys were able to keep up in spite of ECM and neut pressure from the structure.

Settling in for a long engagement, our gang worked to harass the enemy fleet and waited for them to make a mistake. We found that the lone Ikitursa had strong active reps, but with the help of the Ospreys he was able to tank our damage. That Iki succeeded in achieving tackle on us several times, and finally made it stick when RyptiK got caught. WeR4 lost a few flights of fighters while our remaining three Ikis wandered around the structure deleting enemy drones just to be a nuisance while our friends assembled their battleship fleet to create more trouble.

20 minutes into the fight, WeR4 managed to bait the enemy Iki into getting into a bad situation, and we removed their last tackle from the grid. (That’s a 1.9 bill Iki kill, if you didn’t click it. The loot paid for our loss.) A Caracal failed to anchor up shortly after that and was promptly dispatched by our Iki squad.

Another five minutes passed as we harassed the fleet, killed drones, and WeR4 worked to get their battleships in position to do damage. A neutral Tornado was also on grid, waiting for an opportunity to apply gank alpha should it be useful. With the structure somewhere around 50% armor, I decided it was time to test their safeties. I called the killrighted Caracal primary, waited for our guns to spool to full damage so they would have all the Ospreys on him, and then activated the killright.

This is where I learned something about the new highsec logi mechanics. My understanding was that providing logi to a suspect would cause the logi to go criminal since they made the change. I was wrong. Repping a suspect merely passes the suspect flag, going criminal requires either an active weapons timer or a limited engagement. So when the killright activated, five of the nine Ospreys immediately went suspect. The other four must have had green safeties.

Their cap chain instantly collapsed. The neutral Tornado got in on the action, creating an LE and causing one of the Ospreys to go criminal and be lost to CONCORD. Five more Ospreys were destroyed before the Amarrian fleet got things under control and got off grid. They returned a few minutes later only to lose a seventh Osprey and another Caracal before they abandoned the fight and fled for home.

The battle report.

I’ve been playing this game for ten years, and I’m still learning stuff. Never think you know it all. Enjoy being surprised, even (especially?) when the surprise is costly.

Let’s Talk About War Eligibility

First, a shameless plug. I’m back in the wardec business in a big way as cofounder of Wardecs Without Borders. We’ve put together a small collection of some of my favorite bad people in Eve, and will be slowly adding to the numbers. If you’re a competent pilot who like solo hunting and small gang fleet fights in U.S. time zones, drop me a mail in Eve.

War eligibility. It was talked about for years before CCP finally executed a plan to allow corporations and alliances to opt out of highsec wars. I recall developers frequently using the term “social corporations.” The argument was that wars were being used to grief newer players who were forming small corps and had barely learned to use their overview when seasoned veterans came crashing down on them and oppressively shut down their gameplay for weeks on end. And that is a prime example of where our community failed to police itself: many of us have been guilty of doing exactly that. I know that the wars we saw in our first year certainly didn’t help retain the friends I started playing this game with.

This is where I say something controversial: war eligibility is good for Eve. An 8-member corporation where the average player can barely fly a T1-fitted battleship couldn’t muster a response to contend with me running a solo Hyperion, much less a handful of experienced pilots. By giving new players time to wade into the shark-infested waters of Eve, they have a chance to master more basics and more control over when they become viable targets.

That said, I firmly believe that the current state of highsec is well outside CCP’s vision. Silent Company is the epitome of what is wrong: an alliance of 24,000 members that is not war eligible. They even go so far as to put each of their structures in a separate holding corp to make it more difficult to wardec their assets, as you have to pay for a war on each corp separately. For a game that CCP developers have repeatedly said is all about consequences and conflict, the current mechanics allow these groups to go to great lengths to avoid both.

Let’s start by addressing groups like SICO:

  • Limit the size of “social” groups. 24,000 people aren’t a social group. That’s the entire population of Key West, Florida. Here is my suggestion for preventing abuse of this mechanic: corporations with no anchored structures cannot apply CEO skills above Corporation Management III, which would limit the corporation to 60 members. This is plenty of room for a group of friends to do stuff together. If you want a corp with 500 members, anchor a structure and accept the risk that comes with it. Because that’s not a social group. That’s a group with ambitions.
  • Alliances should require structures. This primarily prevents easily circumventing the proposed corporation limit, but it would also serve to require that alliances have a unifying goal: if the executor corp is required to own a structure, then the loss of their structures would mean the alliance is at risk of dissolving. Obviously there would need to be a cooldown period to allow an alliance time to regroup and get something anchored safely. Seven days? Thirty? Somewhere in between? That’s a number better recommended by people who can comment on how long it takes a displaced null alliance to regroup sufficiently and anchor something.

With those changes in place, small groups of new and casual players can still thrive under the radar, but as they succeed in Eve and add members, they’ll be forced to anchor a structure to continue growing into something more than a simple social group. But still, there’s the issue of single-structure holding corps that allow players to spread their risk among practically-free corporations that cost them nothing to maintain. With corporation and structure mechanics being what they are today, it is trivial to create a corporation and anchor a structure with a character, then allow that account to go alpha. With three characters per account, it’s relatively simple to set up dozens of holding corps to make wardecs more difficult and costly. To that end, I propose the following:

  • Highsec structures should only be fueled or controlled by Omega members of the owning corp or alliance. This means that each Athanor would need an omega character to start a mining cycle. And yes, while it’s possible to throw two years of fuel into a Raitaru and then let the holding account go alpha and not need to worry about fuel for a very long time, you also have a considerable amount of isk tied up in that fuel, making it that much more profitable for anyone who should wardec and remove it. And only an Omega character would be able to operate structure defenses.

…And Then What?

Some of you are already saying “well, they’ll just adapt and the new meta will be a handful of ineligible corps and a few less holding corps with a few more structures each.” That much is true. Before there was war eligibility, everyone who understood the mechanics just kept all their miners and haulers in NPC corps. No matter what mechanics you put out there, some people will push them to their limits to achieve their goals.

So, in this hypothetical new meta, what else can we do? This goes back to things I’ve been saying for years: we need more incentives for risk. Give people reasons to get into war-eligible groups. Place a 5% tax (half that of NPC corps) on not-eligible corp members. Find reasonable ways to restrict the use of out-of-alliance structure facilities. Put a price tag on security in high sec, the same as there is anywhere else. There are a lot of ways to accomplish that; the primary goal of this article is to push towards an Eve where groups large and organized enough to anchor structures are actively defending them. There’s no reason highsec should be any different than all of the rest of Eve in that regard.

Catalyst Ganking Pt 2: Frugal Suicide


I had a surprising amount of feedback on my first article about fitting the T2 gank Catalyst. The fit was unorthodox and surprisingly powerful. And now with the T2 short range ammo buff, the fit can push 850 dps without drugs. This has opened up the ability to solo untanked Mackinaws in 0.5 systems and quite often reduces the number of Catalysts from 3 to 2 on various situations.

The downside of my top end Catalyst is that it’s an expensive fit. I have deep pockets, but people looking to get started in ganking often don’t. So I’m returning to this subject to apply the same depth of consideration I applied to maxing damage output, to maximizing cost efficiency.

First, a couple of notes: T2 modules are typically more demanding on fitting. This fit should not be as tight. Once the fit is worked out, I’ll lay out the skill queue needed to get into it. One other thing: the previous article was written with the fit already determined. This time around, I’m researching each module as I write. So come along for the ride.

(Before anyone writes me to say “hey you left out x module from your comparisons”, I left out polarized, faction, and storyline modules as they were all too expensive or too rare to work into a standardized fit. T2 modules are included to provide context of cost and effect. Also, prices are based on Jita prices as I’m writing this, typically finding the first large volume sell order and rounding up a bit.)

Magnetic Field Stabilizers

Why aren’t we starting with the guns? I actually did. Midway through the research, I realized that the effects of modifiers would compound the difference in damage output between guns, meaning I needed to look at damage modules and rigs to see the actual spread in damage output from the guns. I stopped writing about guns and added this in.

Type Name Dmg Mod ROF Mod CPU Price/3 DPS%
Magnetic Field Stabilizer I 1.07 8% 27.0 1,095,000 44.6%
Vortex Compact Magnetic Field Stabilizer 1.08 9.5% 25.0 1,950,000 53.9%
Magnetic Field Stabilizer II 1.1 10.5% 30.0 4,500,000 65.4%

Because there are both damage and rate-of-fire modifiers on each module, I modeled each in Pyfa to get actual numbers on the effect to dps. Various guns change the percentage by +-0.1.

Conclusion: The T1 magstab is the best choice here. The actual difference between it and the compact variant isn’t substantial enough to double the cost of a fit designed to be cheap. The compact also runs the risk of supply problems, as it cannot be manufactured.


We basically have two choices here: Small Hybrid Burst Aerator I, which increases rate of fire, and Small Hybrid Collision Accelerator I, which increases damage output. Both cost about the same, carry the same powergrid penalties, and on paper provide a 10% increase to their respective attribute. If you are trying to max out your dps, fitting one of each rig will eek out a few extra points by minimizing stacking penalties. There might be certain situations where the extra rate of fire squeezes out one extra volley before CONCORD hits, so there are times having two burst aerators might make sense. I could model this to see what situations each fit would perform best in, but I don’t feel like building out a spreadsheet to figure our specific scenarios where you’ll get an extra few hundred damage overall.

Conclusion: Fit one of each, unless you have a reason to do otherwise.


With the recently-buffed Void unavailable, our next best choice is Antimatter. Since we’ve already settled on rate-of-fire modules, we know that at best we’ll manage 13 volleys, using 104 rounds.

Type Name Total Damage Cost/104
Antimatter Charge S 12 3,016
Guristas Antimatter Charge S 13.2 118,560
Shadow Antimatter Charge S 13.2 156,000
Caldari Navy Antimatter Charge S 13.8 66,560
Federation Navy Antimatter Charge S 13.8 60,320
Dread Guristas Antimatter Charge S 14.4 5,200,000
Guardian Antimatter Charge S 14.4 10,400,000

Conclusion: There’s a clear winner here: Fed Navy. It’s available via LP stores, so supply isn’t volatile like the loot-only variations, and it’s the best on market without costing more than everything else in the fit combined.


Type Name Dmg Mod CPU Power Price/8
Light Neutron Blaster I 3.675 16.0 8.0 440,000
Regulated Light Neutron Phase Cannon I 3.859 13.0 8.0 880,000
Limited Light Neutron Blaster I 4.043 14.0 8.0 1,200,000
Anode Light Neutron Particle Cannon I 4.226 15.0 8.0 5,120,000
Modal Light Neutron Particle Accelerator I 4.41 13.0 8.0 11,200,000
Light Neutron Blaster II 4.41 18.0 9.0 8,000,000

Anode and Modal can immediately be ruled out, as they are so substantially underwhelming against T2 guns. The remaining meta guns, Regulated and Limited, only bring 5% and 10% more dps respectively. That combined with their limited supply leaves us with the same obvious choice as magstabs: just buy the T1 variant.

Mid Slots

For these slots, I won’t bother with tables and comparisons. You need a warp scrambler, and the Initiated Compact Warp Scrambler is the most forgiving for fitting. If you can afford the CPU, fitting a sensor booster can make the difference between grabbing an aligning barge or catching a pod. Again, the F-90 Compact Sensor Booster is the easiest fit. Don’t forget your scan resolution script. Both modules can easily be substituted with other variants. As this is largely a team gank fit, sebos and points aren’t crucial for every ship if you’re looking to cut costs even further.


Two of the implants from my previous article directly affect damage output and are crucial to maximizing this fit:

Zainou ‘Deadeye’ Small Hybrid Turret SH-603

Eifyr and Co. ‘Gunslinger’ Surgical Strike SS-903

The Fit


Magnetic Field Stabilizer I
Magnetic Field Stabilizer I
Magnetic Field Stabilizer I

Initiated Compact Warp Scrambler
F-90 Compact Sensor Booster, Scan Resolution Script

Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S
Limited Light Neutron Blaster I, Federation Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I
[Empty Rig slot]


There you have it. 527 dps (488 with max Alpha skills). It’s enough to solo an untanked Covetor in 0.5–even as an alpha. Cost is 5.5 million isk. Expect about 1 – 1.5 million to drop.


If this looks familiar, I’m just editing what I wrote for the previous article.

Purchase these for a new character (about 1.5 mil):

Gallente Frigate
Gallente Destroyer
Small Hybrid Turret
Jury Rigging
Hybrid Weapon Rigging

Alpha skills:

If you’re cooking alpha characters prior to subscribing or just planning to gank as an alpha, this will take less than two months. Max perception with the rest of your points in intelligence for an optimized train.

Cybernetics 2
Jury Rigging 3
Hybrid Weapon Rigging 3
Power Grid Management 3
CPU Management 3
Signature Analysis 3

Gallente Frigate 3
Gallente Destroyer 1
Weapon Upgrades 3
Small Hybrid Turret 5
Rapid Firing 4
Surgical Strike 4
Gunnery 5

Omega skills:

Rapid Firing 5
Surgical Strike 5
Signature Analysis 5

Transitioning to T2:

Max out your powergrid management, CPU management, and weapon upgrade skills, then train small blaster specialization to 5. Grab the WU-1002 implant if you’re using my fit, and you have a perfect catalyst pilot.

Using This Fit

At less than half the cost of my T2 fit, this is an obvious choice when you can solo or duo a target. In a 0.5, it should apply over 10,000 damage. Estimate the EHP of your target and choose your ship(s) accordingly: an untanked Covetor is an easy kill with this. An untanked Mackinaw will die to two of these or one T2 Catalyst. Learn how much damage you can apply in each space, how much ehp your targets have, and you can mix and match your fleet to be as cost-effective as possible.

One last thought: Rigs make up almost 40% of the cost of this fit. Removing them leaves you with 480 dps–still enough to push 9,400 damage and pop that Covetor in 0.5. Unlike my top-damage fit, this is very versatile and leaves you with a lot of options.

Coming…eventually: I’ll take a look at alpha ganking, for all those juicy pinatas you find afk on gate.

In Which I Return to My Roots

The grand experiment that was our lowsec empire has been dismantled. After two years of crushing opposition, anchoring structures, developing industrial partnerships, and building an alliance that quickly became the second most powerful entity in lowsec, we grew weary of the burden that came with keeping 300 structures operational and defended. Deployments for content were often cut short due to someone coming along and hitting structures outside out deployment range. The Shoot First. alliance was put into mothballs, structures were sold or unanchored (and a handful killed by vultures), and Arcana Noctis reformed into Arcana Reloaded. We did wardecs for a while before joining Domain Research and Mining Inst., part of the Recking Crew coalition, to open up new lowsec content in a way that didn’t require us to take on full-time administrative jobs in Eve.

Those who know me know I’m not good at sitting still in Eve, unless I’m actively stalking prey. When there’s no content to be had, I go looking for it. I might spend days gathering intel on targets before pouncing; my killboard isn’t as robust as many, but most of my kills have a story to them more than “we sat on a gate until this idiot wandered into us.” What I found in ART0N was a lot of the latter: gate and station camps along with waiting for pings. The problem with waiting for a ping when you play the game like I do is that you’re always 10 jumps from where your capital is parked and you don’t have time to get back.

That’s not to say that I was completely bored. We were able to declare wars in the alliance and we quickly developed methods for finding targets by way of looking for vulnerable structures. I’m particularly proud of achieving the kill on a CVA Tatara that contributed to our larger goals of harassing CVA in all levels of space. There was also a 15 billion isk surrender that I negotiated with a very terrified CEO while I was pushing in armor timers on his engineering complexes. But at times we felt hampered by the politics of being in a coalition and seeing hundreds of blue structures in highsec, and RyptiK Corpulon and I decided to set about making our own corp.

Thus, Wardecs Without Borders was formed. In our first week of operation, we went on a marathon of burning down abandoned structures, killing 25 across four days. That was grueling, but it built a corp wallet quickly. In the process of scouting targets, I was able to locate and scoop four unanchoring structures, netting us a substantial starting fund.

I want to bring back the old ways of warfare. Highsec has been dominated by groups that bring overwhelming force or flee, groups that are content to camp gates and trade hubs and take whatever kills come their way. I want war to be personal again. We’re now setting about picking fights with active targets. Our first kill was a juicy 1.2 bill Orca, complete with augmented mining drones.


In retribution, just a short time ago that alliance reinforced our astrahus and lost a Raven in the process. The fun has started.

Some of the Best Wars I’ve Ever Seen

So I promised to talk about some addtional Orca kills in my previous post, but the longer this has gone on the crazier it has become for us.

It started with three wardecs: The GARSA bot fleet was one of those three. The other two were Genesis Hammer and JagsCorp.

Right as the wars started, a Genesis Hammer Sotiyo was on its hull timer. We intended to show up for that, but Hell Dawn had a Tornado fleet on grid and they had both wardecced Genesis Hammer AND allied into the war that we had declared. I can only imagine the havoc that played on Genesis Hammer’s newbros depending on overview settings. Afterward we showed up in a kitchen sink fleet to poke them and had some fun. I stupidly lost a Legion by underestimating them, and then later a Leshak to their Fortizar due to a FC error. It was our first night back in highsec, we were off our game a bit.

The next night we came back, this time with a larger and more organized fleet. It was a short fight. Ten minutes later we moved a few jumps over and started shooting JagsCorp structures until they mounted a response. We picked up 2.8 billion in kills in that fight. Yes, there’s a Covetor gank in that. During a lull in fighting I landed a Catalyst on a random covetor that was on dscan and popped it.

Another visit to Genesis Hammer the next day netted us 25 kills and one loss. The kikimora wandered out of rang of the logis. The day after that saw the first of my Orca kills when I found a member of JagsCorp out mining. The fight went on for a while and I lost a Bhaalgorn trying to neut out a rep-heavy Praxis, but losing a Bhaal to kill an Orca, a Brutix, and a Kikimora before my Sacrilege tanked and escaped four battleships was worth it.

My locate work had revealed that some members of JagsCorp were relocating. After sending a scout over to investigate, I found they had half a dozen structures across two systems. While checking out the local traffic, I noticed an Orca in an ice belt with a 0 isk killright. Ten jumps later, that Orca was suspect. His Covetor alt tried to help and invited CONCORD to the party. The Orca died under their careful supervision and so did the pod.

The day after that, we poked Genesis Hammer for a few more kills and reinforced one of their athanors. As we were regrouping from that small fight, I noticed a JagsCorp Orca warping to a gate. We quickly moved to intercept and landed a 2.7 billion isk Orca kill. Over the next few hours I solo killed a Praxis and a Stratios before the previously-blogged bot Orca and Skiffs. That put 4 orcas on my killboard in 48 hours.

After a night of logistics, we picked yet another fight with Genesis Hammer, killing another 18 ships. Around this time, yours truly forgot to pay the war bills, and we took an accidental night off. We let the GARSA dec drop and added a new target: Free Delivery.

Clouds of War is a favorite target of Arcana. We drove them out of Genesis lowsec some time ago and poke them every chance we get. The best part is one of their former members Broken Flames, who has since quit Eve, was a favorite wartarget of Psychotic Monk. We found COW mining heavily in and around Nasreri. I took to making them priority gank targets with NEAPS. They own no highsec structures and are hiding behind war ineligibility, but about 15 minutes of scouting revealed that they were using structures owned by Free Delivery. FRDEL lists its contact as Dwerth Taymor, a member of a COW corporation. So, we found their highsec holding corp. There wasn’t even a discussion among my fellow directors; of course this dec was happening.

After the new round of decs were active, I found yet another Orca in space, this one belonging to Genesis Hammer. After realizing he was smartbombing our drones, I landed a neutral alt on the Orca. The results were predictable. Orca #5 this month.

Real life had me busy for a few days, and I came back to game just in time for a Free Delivery Raitaru final timer. They mounted a defense fleet, complete with members of Genesis Hammer and their war ally. The battle was a lot of fun, and netted us 25 ship kills, plus the Raitaru. Sadly, I spent most of the fight with both of my Leshaks being jammed by the structure, so very few of those kills actually show up on my killboard. I’ll have to console myself with the top damage slot on the structure. If you looked at the linked report, there are actually 26 ship kills. That’s because after the battle was over and we had extracted back to our staging system, my scout spotted a Free Delivery orca mining in the athanor belt on grid with the Raitaru we’d just popped. We flash formed and cited him for a mining violation. Orca kill #6.

At some point we accepted a friendly surrender from JagsCorp. Those guys were very cool about everything and we let them out of the war because it was clear they were just looking to move onto their next thing in Eve. The rest of our wartargets seemed to have disappeared. I set about scouting and running locates and happened to see one target in local with an alt. Some quick warps and I found a Bowhead jumping a gate. I called it in comms and we quickly formed and started burning towards the Bowhead while I tracked it and found that it was burning towards up. We met in Kassigainen, where the Bowhead jumped from Hatakani to find three of us waiting. Another three ships had landed before we finished the Bowhead off.

As he bled structure and realized he wasn’t going to be able to crash gate against out bumps, the pilot in desperation ejected a Vindicator and attempted to board it. We had the Vindi locked long before he was ejected from the Bowhead. We finished killing the bowhead, and realized just how much of a pinata we’d found:

Here is the kill. Yes, that’s an abyssal damage control on the Bowhead. Yes, all the ships dropped. Yes, they were all absurdly expensive. A total of 8 abyssal mods and a 4 billion isk Vindicator that wasn’t on the killmail puts this kill somewhere between 15 and 20 billion isk. This was the equivalent of losing a supercarrier.

That effectively brings you up to speed. 182 kills across four wartargets in three weeks. And we’re just getting started.


More Bot Hunting


Some time ago I wrote about finding a group of mission bots and depriving them of several ships. Recently I discovered another group of bots operating in highsec, and delivered similar justice.

I’ve been using NEAPS to gank around Genesis for some time. A while back I discovered three Hulks hugging up on an Orca and mining on a corp-owned Athanor in Kobam. A Miasmos was warping back and forth, pulling ore out of the orca and delivering it to station. Ship scans showed the Hulks had some expensive yield mods, so I grabbed a pair of catalysts and burned down one of the hulks. The pod died as well.

After scooping loot, pulling concord, and waiting out timers, I found that the rest of the fleet was still on grid. After a quick bit of math, I decided to go for the remaining two Hulks by splitting the guns on a third Catalyst. Hulk 1 and pod. Hulk 2. I missed getting the second pod as the damage was a bit tight to get both Hulks in a single drop.

Here’s a battle report showing 1.27 billion destroyed by 76 million worth of Catalysts.

More loot scooped, more CONCORD pulled, more timers expired, and as I undock my scout to move on and find more targets, I see on d-scan that the surviving pod is still in space. A quick check of the Athanor belt showed that the Hulk’s pod was still chasing the Orca, and the Miasmos was still pulling ore. One more Catalyst undocked and the Miasmos died, along with the last surviving Hulk pod. Total damage done: 1,269,850,000 isk.

Based on the activity I was seeing, these were definitely bots. The following day, Skiffs replaced the Hulks. While I have ganked Skiffs before, it’s not something I make a habit of. So, as soon as our Glorious Leader gave me the green light to declare war, GARSA was among my first targets. My intent was to remove the Athanor and further inconvenience the bot owner. As soon as the war went live, I set about reinforcing the Athanor. The following day, the bots showed up with two Thoraxes and attempted to reinforce our structure in return. We quickly formed up and removed them: Thorax 1, Thorax 2. After spending two days docked in the Athanor, the entire corp disappeared.

One thing I’ve learned about botters is they can’t handle their accounts being idle. I was sure this guy moved his stuff. I gave it a couple of days to cool down and ran a locate on one of the exhumer pilots. They’d fled to Ondree, a pocket deep in Solitude lowsec. 22 jumps from my staging system, 16 of them lowsec. I guess someone got the idea I am risk-averse. I grabbed three extra scrams and set out with a scout leading me to their new hiding spot. After verifying they were in system and mining, I refitted to point the entire mining fleet and jumped.

I immediately tackled all three Skiffs and the Orca. The Miasmos made no effort to escape asI destroyed it. The pod was kind enough to remain on grid, the bot likely still trying to pull cargo out of the Orca. I then turned to the Skiffs. After the first Skiff and its pod were destroyed, the rock they were mining gave way. The entire fleet then began approaching a different rock, the Orca approaching it and the surviving Skiffs following. Halfway there, the second Skiff died. Oddly enough, its pod failed to escape as well. The remaining Skiff and its pod died shortly after coming to a stop, leaving me with just the Orca. It suffered the same fate as its automaton exhumers, the capsule staying on grid long enough for a HAC to tackle and destroy it as well.

The battle report shows a total loss of 2.5 billion.

The Athanor survived the war by way of me not wanting to alarm clock at 4 am to shoot it. I guess I’ll have to settle for 10 Frostline ‘Omnivore’ Harvester Upgrades.

Thus ends almost 4 billion isk of highsec bot miners. A drop in the bucket, I know, but I do what I can. I’ve also reported all these characters. With luck, their performance during combat should help CCP see the obvious here. This story is on the tail end of me killing 4 Orcas in two days. I’ll get on to that later, those wars aren’t finished.

New Player Retention – Skills, Missions, and Standings

Remember when CCP pointed at wardecs and said “that’s why we’re not keeping new players” and gave players a way to exempt their corporations from highsec warfare? Remember how after they made all the wardec changes, new player retention dramatically increased? Don’t worry, I don’t recall that last bit either. James315 has been suggesting for some time that CCP is effectively just aimlessly twisting dials to see what works. The short-lived nullsec blackout earlier this year would strongly suggest they are doing just that.

So, I’d like to present some of my own dial-twisting suggestions that are the result of conversations on Reddit, alliance comms, and the BU and minerbumping channels.


Remodel the skill queue. While the current iteration is a vast improvement over its predecessors, there have been several excellent mock-ups suggested over the years that would make things much better. Little things like this make a world of difference in how new players perceive the game. The skill queue is something new players see quite a lot as they tweak their training, and making it easy and appealing should be a priority for UI design.

Remove attributes. Learning skills disappeared years ago, and no one misses them. Attributes need to go away as well. Especially in the first months of play, Eve is a game of progression. You train into new ships, new modules, and new gameplay options. In the current system, a player interested in optimizing their skill queue can’t move back and forth between engineering and gunnery skills without severely penalizing their skill production. A game shouldn’t actively penalize a new player so they cannot generate SP at the same rate as veterans because they can’t afford to spend months on the same skill group to get the most out of their mapping. As an extension of this change, anything that currently affects attributes should be a percentage boost in SP generation instead.

Make jump clones accessible. NPC stations should allow you to clone jump inside the station with no timer, for free (the way citadels do now). This idea original came from a conversation on Reddit about learning implants, and how the risk of losing expensive learning implants creates an incentive to stay docked. I said that rather than removing learning implants entirely, it would make more sense to teach people about jump clones early and encourage them to be used often. This also serves to prepare them to use a feature that is a daily necessity for large parts of the Eve community.

A reasonable nerf to injectors. One of CCP’s justifications for injectors was that new players need them to catch up to the veterans, and I won’t argue their usefulness. But the reality of day-to-day Eve is that they seem to mostly be used to inject yet another super or rorqual pilot to put even greater distance between newcomers and late-game. Injectors need a reasonable limit to how many can be used; I like the idea of a fatigue system like we see on capitals where using more injectors at once means having to wait longer before the next one can be used.

I don’t know the numbers off hand for how many injectors you need to go from new character to Rorqual or super pilot, but if the fatigue system could reasonably stretch the time on getting there to 4-8 weeks I think the vast majority of players would get behind it. Injectors were meant for new players to catch up and for mid-level players to quickly pick up a new doctrine. I don’t see how anyone at CCP interested in player retention and game balance would think it’s a good idea to allow players to create day one capital alts.

Let (newer) players grind skills. I’ll start by acknowledging that this will easily be the most controversial and potentially exploitable idea I’m presenting here. I won’t try to suggest ways to prevent exploitation: that’s for CCP to consider with the knowledge of what their systems can and cannot do and for the player base at large to test. That said, one of the greatest complaints I hear from new players who made it to their second month is this: “It takes so long to feel competitive at anything and I get tired of logging in and doing the same thing every day waiting for skills to train.”

I think we can all agree, that’s a problem. When new players look at how long it takes them to build up skills and they talk to seasoned players who have topped 100 million SP, it’s a daunting task. Currently their only solution is to grind isk to spend on injectors, which I’m sure CCP envisioned as being a great way to make money. The problem is, retention numbers suggest they are simply leaving and that injectors are largely being consumed by veteran alts who can afford to inject directly to specific skill sets.

To that end, I propose a that NPC missions should reward players with directly-applied skill points. (This probably should be an omega-only feature, both to encourage upgrading as well as to remove one avenue of potential abuse.) By “directly-applied” I mean that skill points shouldn’t be added to the unassigned pool, but rather directly to skills relevant to the mission type and empire. So a player could run Caldari military missions to improve missile and Caldari spaceship command skills. Skilled only on shield ships and need to get armor ship skills in place as quickly as possible? Head over to Amarr space and grind missions there to get a boost.

Obviously there are a lot of mechanics to consider here. How many SP should be rewarded? Should there be a cap on these rewards? (I would emphatically say yes, 3-5 missions should be the maximum grind for extra SP.) What skills would be eligible? What skills should be excluded? I’m picturing a system where specific T1 level 4 skills are attainable in highsec and level 5 skills would require faction warfare or missions in lowsec. T2 skills would not be eligible for gains from these missions. The result would be that a new player could use mission mechanics to obtain level 4 ship command and weapon system skills in a much more reasonable time, opening up much more of the game to them early. Industrial skills could be similarly improved to an extent They can choose then to venture into lowsec to continue grinding for their level 5 skills to achieve T2 faster, or simply wait out that training while doing other things.

The Grind – PVE Improvements

Obviously the bulk of my thoughts on skill improvements went towards giving new players a way to put in time actively engaging in Eve in order to speed up their skill production. Those thoughts naturally led to ideas of ways to improve the mission system overall. Conversations with corpmates on TeamSpeak further clarified some ideas that would make Eve less frustrating and less likely to induce rage quits with bad mechanics.

Remove negative empire standings. This just doesn’t serve any purpose except to occasionally cause a newer player to wander into the wrong empire and die to faction police with no obvious warnings they were taking that risk. The current system simply punishes people who don’t cherry pick missions and makes portions of highsec inaccessible to new players for using the very content the NPE taught them to use. This system has no practical value in the game and since CCP has all but abandoned lore as anything more than a way to introduce new mechanics, let’s drop the pretense and throw this out. Empire standings should only ever go up. (edit: thanks to u/bunchofsugar on Reddit for pointing out that faction warfare would be impacted by this. So I will amend this to simply say that normal military missions should not result in the loss of empire standings.)

Remove NPC corporation standings. Like empire standings, these have no practical purpose in modern Eve. Ever since mission quality ratings were removed and all level 4 missions were the same, the only metric that determined which agent a player uses is the value of the LP. So let’s just throw out the notion of having to grind standings with multiple corporations in the same empire. It serves no purpose.

Add a mission reputation meter. Let’s start with an example here: A new player spends months running missions in Amarr space. The corporation they’ve been active in falls apart. They find a new group that sounds great, except they’re in Caldari space. They’ve been running level 4 missions for a while now, and relocating means dropping back to level 1s and grinding their way back up. Sounds like a great way to make Eve tedious for a little while: their income drops, they have to move and refit ships that can enter low level mission gates, and their participation with their new corp is less than desired because they need to work up that income stream to afford whatever other things are being done. The solution here is to add a reputation meter for each mission type. Get your score high enough, you can jump straight to your desired mission level without the empire standing (but don’t have access to other agent services like locators).

Putting It All Together

A new player joins and finds the skill queue easier to explore and use. Optimization of training is limited to boosters and implants speeding up training, and new players are taught early that they can protect high-value implants through the use of easily-accessible jump clones.

As the new player ventures into normal highsec, the missions they run contribute directly to relevant skills. Alpha players would be notified that if they had an Omega subscription, they would have been rewarded with additional skill points.

Mission agents are easier to find and there are no nasty surprises as a result of running missions for an extended period of time. In fact, players are actively encouraged to work on standings with all empires as they will need to run missions for all of them to get all the skill bonuses. Players with a few years of experience can still find it advantageous to return and run some missions to fill in holes in their skill set, resulting in local having a greater mix of players. This influx of experienced players spending a few days grinding specific skills means new players get better advice when seeking help in local and their chances of befriending someone who can draw them into a larger social circle go up.

One More Thing – Freelance Missions

One of my corpmates is a game developer. In talking through a lot of these ideas on comms, he said that Eve has a serious problem: it doesn’t incentivize late-game players to undock and do things. He pointed at mobile apps that require players to invest at least a few minutes every day to get the most out of their games. They limit the number of times a player CAN engage in this type of PVE, but also strongly penalize those who don’t do it. He could explain the mechanic and the rationale behind it far better than I can, so I’ll just say this: I think it would be good for Eve. We need more ships in space.

His proposal was to completely replace the mission system. I can’t see that being anything that would work in the near future, so I’ll modify it and say we should add a freelance mission system to the Agency. It would work something like this: from whatever system you’re in, the Agency offers you several missions, possibly within a small radius. You can accept up to <insert number here> of them. Running those missions would be tied to…something that would give us a good reason to get online and do it for 15-30 minutes at least 2-3 times a week.

This is a new idea, and largely not of my own making. It obviously would need a lot more thought put into it to clarify the vision. My corpmate was clear about a few things, particularly that this should be available in every system, even while undocked. The idea isn’t to force every player in Eve to go do a particular piece of content. But…What would be the motivator to undock? What kind of missions should be offered? How can this work for wormholes?

As always, feedback and discussion are welcome.

Min/Maxing the Catalyst Gank


5/15/2020 edit: It was just pointed out to me that I forgot the Thermodynamics skill. I can’t say why, but I thought it was included in base skills now. Since I’m editing anyway, I’ll also update the damage numbers below to reflect the 15% Void buff that rolled out recently. For the record, that buff took this fit from 746 dps to 862.

You haven’t gotten rid of me yet. Real life and lowsec empire-building have cut into my highsec shenanigans, but I’m still up to things. Primarily ganking those evil industrialist pigs. To that end, I spend a fair bit of time in the minerbumping channel talking to CODE. and other members of the ganker community.

A few days ago, a newcomer was asking about Catalyst fits. Specifically he was asking about polarized weapons without first having checked the market. After setting him straight on not fitting a 70 mil Catalyst, several of us started comparing fits. Mine was basic: Light Neutron Blaster IIs across the highs, Magnetic Field Stabilizer IIs across the lows, a scram and a sensor booster in the mids, and a T1 hybrid rig and a overclocking rig. Gogela shared a similar fit that gave up the sensor booster in favor of a T2 hybrid rig and a T2 sensor rig. It lacked the CPU to get the sebo in and dropped one of the magstabs to a meta, so the tradoff was roughly 200 sensor strength for 27 addtional DPS. I felt like this could be improved up and set about digging through Pyfa for options. I found two things:

  • Small Algid Hybrid Administrations Unit I – this rig reduces the CPU load of hybrid turrets at the expense of powergrid. You’ve got plenty of powergrid to work with on a typical gank catalyst, and a day of training hybrid rigging keeps the penalty manageable.
  • Zainou ‘Gnome’ Weapon Upgrades WU-1002 – this implant is affordable and drops CPU demand of turrets an additional 2%.

Combined, these two allow a full stack of T2 magstabs AND the sensor booster while using the T2 hybrid rig, maximizing damage output.

The Fit:


Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Initiated Compact Warp Scrambler
F-90 Compact Sensor Booster, Scan Resolution Script

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S

Small Hybrid Burst Aerator II
Small Algid Hybrid Administrations Unit I
[Empty Rig slot]
Void S x112
Scan Resolution Script x1

If you’re wondering about the count on ammo, that’s 14 volleys, which is 1 more than you can use in a 0.5 system in which Concord has already spawned.

Expect this Catalyst to cost 13-14 million isk, with roughly 4.6 million on average dropping in the wreck.


Yes, you should use implants. The WU-1002 is crucial for the above fit. Here’s the full implant set I’d recommend:

  • Zainou ‘Deadeye’ Small Hybrid Turret SH-603
  • Zainou ‘Gypsy’ Signature Analysis SA-702
  • Eifyr and Co. ‘Gunslinger’ Surgical Strike SS-903
  • Zainou ‘Gnome’ Weapon Upgrades WU-1002

That makes for a 50 million isk pod on today’s Jita prices.

With implants, this fit is capable of 862 DPS and a scan resolution of 988. or 1041 with heat (be careful heating a sebo, it can kill your scram if you run too many cycles).


Purchase these for a new character (about 2.5 mil):

Gallente Frigate
Gallente Destroyer
Small Hybrid Turret
Small Blaster Specialization
Jury Rigging
Hybrid Weapon Rigging

Alpha skills:

If you’re cooking alpha characters prior to subscribing or just planning to gank as an alpha, this will take about two months. Max perception with the rest of your points in intelligence for an optimized train.

Cybernetics 2
Jury Rigging 3
Hybrid Weapon Rigging 3
Power Grid Management 5
CPU Management 5
Signature Analysis 3
Thermodynamics 1
Gallente Frigate 3
Gallente Destroyer 1
Weapon Upgrades 4
Motion Prediction 3
Small Hybrid Turret 5
Small Blaster Specialization 3 (once this is trained to 1, you can fly this fit)
Rapid Firing 4
Surgical Strike 4
Gunnery 5

Omega skills:

Note: if you’re starting this plan as an omega, get Weapon Upgrades 5 earlier, as it’s necessary for fitting (see my note below). This is another two months training for perfect DPS and scan resolution.

Weapon Upgrades 5
Small Blaster Specialization 5
Rapid Firing 5
Surgical Strike 5
Signature Analysis 5


The Agency ‘Pyrolancea’ DB3 Dose I booster can eek out an addtional 26 dps, which can make a difference on tight gank numbers. DB5 will provide 43 dps, pushing this fit to 905 dps.

A Note on Alpha Characters:

This fit as listed requires the Weapon Upgrades 5 skill, which is not accessible for an alpha character. You can sacrifice about 20 DPS and some extra isk by switching the ‘Deadeye’ SH-603 implant for the Zainou ‘Gypsy’ CPU Management EE-603 to make this fit work for an alpha pilot.

My First (Almost) 500 Days of Eve, According to My Killboard

Over the years, I’ve had a lot to say about player retention, how people experience Eve, and what should be done to protect people. I’ve frequently referenced my own experiences to reinforce my point. Recently I reached back into the last page of my killboard to do just that, and it got me to thinking: there’s a story there. I was finally dragged into playing Eve on May 24, 2010 by a good friend, who had himself started playing a month before with several mutual friends. I came in with no prior MMO experience to draw from, having primarily played FPS and RTS prior to Eve.

Day 1: The new player experience gives me a mission that requires me to lose a ship.

Day 3: Or maybe that was this loss. One of those two is my first unintended loss of a ship. I just turned around and bought another one. I took to this lesson quite well: ships were disposable. They were something to be used, and sometimes used up.

Day 24: Two days after joining the corporation founded by my friends, I lost an Omen tagging along on level 4 missions. I took to the Omen because I liked the lasers. Less reloading, less cargo for ammo, also PEW PEW PEW LASERS. I immediately replaced the Omen with bounties and insurance money. In spite of such losses, I was easily making isk to replace ships I lost to my habit of diving in over my head.

Day 48: Still flying and losing Omens in missions. My little noob corp had no one to give me advice on fittings, though the fit does indicate that we’d recently discovered salvaging. Being a bit behind everyone else, I took it upon myself to become the salvager as it gave me a role in higher-profit missions to which I would never grind standings enough for access.

Day 59: I discovered the pre-Noctis salvage Catalyst, and proceeded to lose two ships  because I lacked the patience to sit on a gate waiting for the combat ship to finish doing his thing. I didn’t stop this habit, I simply learned how to not die taking a catalyst into hostile level 4 mission grids. The most important bit here is this is the first fits you see in my history that have truly deliberate fittings. It took me two months to reach that point. I’d be embarrassed if I hadn’t seen hundreds of new players do exactly the same things.

Day 63: Around this same time, a corpmate introduced me to exploration and I found the first thing that really suited me. I lost my first battlecruiser in a drone site. My fit was still kitchen sink, most likely built primarily from mission loot I’d picked up working as the corp salvager. I feel it’s important to note here that I’d learned early to mistrust Battleclinic, which was supposedly the place to go for fitting ideas at the time.

Day 96: Exploration led me to wormholes and I discovered just how ill-prepared I was to contend with sleepers. This fit shows that after 100 days, I was finally putting together a proper ship, although clearly there were some concepts I was still missing.

Day 100: We discovered ABC ores in the wormholes we’d been poking around in. The first couple of ops were uneventful and more than paid for the barges we’d been risking in w-space. So when my first taste of PVP was the loss of a retriever, I wasn’t concerned. I understood that I had very little on grid at any given time relative to the potential payout involved.

Day 112: C1 sites were a far more consistent source of income than hoping for a good grav site in w-space, and I was regularly day-tripping in a decently-fitted Harbinger. I found the risk to be well worth the reward. I continued to venture in and out of wormholes, occasionally losing T1 frigates to hole camps as I scouted and bookmarked.

Day 146: Our first wardec! My first PVP loss in highsec! I remember us scrambling to figure out how war worked, and quickly realizing we could simply continue to operate so long as we watched local and didn’t blindly jump gates.

Day 170: My first PVP kill. I was doing some highsec exploration and this guy intended to swipe my loot and run. Turns out, I had a point on my “PVE” ship. W-space had hardened me enough that I started fitting one just in case.

day 176: We get can flipped during a corp mining op. Being the daring one, I proceeded to take our stuff back, making multiple trips in my Bestower, aligning before scooping and warping immediately. I finally lost the Bestower on my last trip. My antics earned us another wardec.

Day 180: Ignorant of the watch list and locator agents, I drove 20 jumps away and proceeded to run missions there, thinking I’d be safe far away from our “home” in The Citadel. I learned the hard way that didn’t work.

Day 205: A recent recruit and I decided to roam lowsec and score a modest kill. This kicked off two weeks in which I lost several ships in lowsec, both roaming for fights and attempting exploration.

Day 227: My exploration Harbinger continues to evolve and serve me well, netting me a small kill when I stumble across a Cormorant during my trips.

Day 241: Our third wardec comes at the hands of someone who posed as a recruit to gather intel first. I decided to yolo a Slicer versus a Typhoon. He let the war go after that. A few more losses followed as I continued to take risks and push the limits of my exploration ships.

Day 363: I enter into some sort of PVP tournament a friend was running, killing a Catalyst before losing my Omen to a Thorax. Somewhere in the past two months, my friends/corpmates began to leave the game for other pursuits, leaving me wondering what to do next.

Day 462: Another war. Having recently trained into a Pilgrim, I decide to take it for a spin. Unfortunately my wartarget had no interest in honoring a 1v1 and the Pilgrim died a noble death.

Day 474: I joined The Skunkworks.

As my killboard stands, everything you see above represents page 27. That first page contains 36 of my total 97 losses. Page 26 is entirely green. My shift from a corp made of inexperienced friends to a corp run by seasoned veterans had an immediate impact on how I played the game. I’d never noticed this fact until I sat down to write this, and I don’t think it can be overemphasized.

So what conclusions do I take from all this?

  • It simply cannot be overstated how valuable it is to have someone with experience guiding new players. Psychotic Monk taking a chance on a very negative killboard is the reason I didn’t quit Eve before I hit day 500. I learned so much more in the first few weeks with SKNK than I ever figured out on my own.
  • Comparing my killboard to that of the noob corp that I joined, I accounted for the bulk of the losses to NPCs and to players. I’m also the only one of us still playing Eve eight years later. CCP’s own data suggests this isn’t a coincidence.
  • CCP relies too much on external sites and obscure links to convey important information about how the game works. There has been a slow trend over the years to demystify some of the game, but a lack of good documentation leaves it to others to fill in the blanks…and they quite often get it wrong.
  • I remember what it was like, watching my friends trickle away from the game one at a time. One guy, or mission “expert”, simply burned out on running missions but had become accustomed to his blinged out Golem and didn’t want to take risks. Another had made several attempts at getting out to lowsec, jumping mining ships into Tama and dying horribly before giving up. Our marketing guru had a similar “what now” experience to our mission guy: he was at a loss for what to do besides nickle and dime his way into more and more isk…which wasn’t enough for him to stay in the game. Everyone hit a threshold where they were looking for something else to do, and simply not finding it.