Friday, February 5, 2010

Twinity: In the eye

Another visit to the London Eye. The view is nice, from up here..



Twinity has come a long way, in 2009. A much more stable client, three cities online, activities to do and an emerging community. Yet, there's always room for improvement, isn't there? Here's some suggestions!

The first one, is draw distance. In Second Life I can choose to set the draw distance to a large value. Of course it will take a lot of time to load the environment if you do so, but snapshots like this one would certainly improve:



The other thing is the day and night cycle. I understand why Twinity - a mirror world after all - would have a natural day and night cycle. But, given that I usually work during the day, it means I'm mostly confined to seeing dark cities.. Enjoying the city in broad daylight, or catching a sunset or sunrise for a particular picture is, to me, not always possible! That's why I would like to be able to override the default day and night cycle.

And I miss the fog. Especially with London not yet being finished, it might be a good idea to introduce some atmospheric haze. With a bit of haze in the air, loss of detail becomes a natural thing at larger distances; currently it looks like a texture that didn't load right. It would also serve to soften the hard edges of virtual London, where the city isn't finished yet. Especially when viewed from a higher viewpoint!

Finally: I would like some movement. Now that there's a London Eye, I'd like to ride it too! Same for the sightseeing buses strewn through virtual London. Why not let me hop on to one, and do an automatic guided tour through the city? Or a boat ride over the river Thames, through Singapore harbour, the Spree river in Berlin? This might actually require quite a bit of programming; I don't know how difficult it is to build this in Twinity. But would be a very valuable addition in my opinion.

See you in London!

Wednesday, February 3, 2010

Twinity expands virtual London

One of the most appealing parts of virtual worlds, is the ability to show world famous landmarks to anyone with a computer strong enough to run the necessary software. I can't afford to visit the Forbidden City in Beijing for instance, but I can get the gist of it through the virtual rendering, as you can see here. Another example: I have visited the Vatican's Sistine Chapel in real life, but in Second Life I could really take the time to appreciate the build, and view it from very unusual angles.

Twinity is perhaps the virtual world best suited to showing real world landmarks in a virtual setting. The platform also provides the opportunity to integrate the past and present, as Metaversum demonstrated when they celebrated the 20th anniversary of the fall of the Berlin Wall.

Today, Twinity's virtual London became a lot bigger. Famous landmarks along the Thames river such as the Big Ben, the Westminster Abbey and the 'London Eye' became available. Due to family matters I couldn't spend too much time, and it was already evening, but here's a few snapshots of the Westminster Abbey and the London Eye, the way a real world tourist would never be able to view them. Enjoy!




More Twinity London snapshots: at my Koinup page as usual.

Thursday, January 28, 2010

Second Life: Dutchie's houseboat

House boats are a common sight in larger Dutch cities, where many an old ship spends it's days converted into someone's living quarters. On my way to the office, I pass quite a few of them; some old and squalid, some pretty and well maintained. Dutchie decided to bring this local specialty to Second Life, and I must say I'm impressed with the results. The interior is beautifully done, the style matching what I'd expect a dutch houseboat to look like. I have owned houses before, but nothing comes close to this one! I am already looking for a place to put one, perhaps for rent via TBRentals. I think it looks best if there's a bit of room around it, though. Too bad I haven't got 1024m left in my tier or I'd do it immediately. Here's some snaps:




More snapshots: at my Koinup page. Want to see the houseboat for yourself? Pay a visit to Dutchie!

Monday, January 25, 2010

Eve Online: what's the appeal?


In a special edition of the Eve Blog Banter, CrazyKinux asks: Why do you love Eve Online so much?

Good question. I have been active in virtual worlds from mid 2006, when the Second Life hype hit. IBM went head first into virtual worlds, and I, being an IBM watcher and corporate blogger, followed suit to see what the fuss was all about.

I never was much of a gamer. I don't own a console and never bought a PC game; I never really made it past Minesweeper as far as PC gaming goes. And yet I have been in Eve Online for nearly two years, and I'm not about to leave; because Eve Online is, to me, one of the most interesting and advanced virtual worlds currently in existence. Let me explain why.

Mythology
Tranquility's single shard model allowed Eve Online to develop a coherent mythology, that is relevant to pilots every day. It's not just a nice backdrop for staging internet spaceship fights; New Eden wouldn't be the same without the lore. But this mythology not just found in the CCP written official history of New Eden; it is created anew, time and time again, by the pilots themselves. Epic clashes between major alliances, infamous heists, notorious characters, battles won and lost! It all adds to the player created lore. These are tomorrow's myths, to be narrated to n00bs in local and corp chat for years to come. It's possible in the continuum that is New Eden, but only there.

Economy
But other than impressive stories, the single shard has also given rise to an advanced economy. One of the things that make Second Life interesting, is that SL residents design unique objects. But there is no such thing as geographical distance which would necessitate transport, or which would allow trade hubs to evolve. And: in SL you can create anything out of thin air, meaning there's no raw materials to build from; there's almost no initial cost. New Eden's economy doesn't know unique objects, but distances really count, and raw materials are needed. Sources of these raw materials need to be exploited, ores transported and sold before goods are made, which can then be sold off. Hence the need for miners, freighters, industrialists, all making a living off the production of goods. It's much more developed and realistic than other virtual economies I've seen. All in all, I'd say Second Life has a market, but Eve Online has an economy.

Corps and alliances
Lots has been said about the social side of the capsuleers' universe. Here, too, the single shard design is instrumental in bringing about something special. New Eden's player driven infrastructure of corporations and alliances - and the dynamics of trade and conflicts between those - is what's keeping Eve Online alive and vibrant. It facilitates a lot of interesting and meaningful social interaction, and it also provides the framework of much of the player driven mythology mentioned above. And again, it wouldn't be possible - not on this epic scale at least - in a sharded environment.

World view
Another interesting point is Eve Online's world view. It's not pretty, but much of the real world - unfortunately - isn't either. Second Life has more of a sixties love & peace vibe, and while it's entertaining it doesn't always feel right to me - because I don't think humanity, in itself, is like that. Eve Online shows this darker side of humanity.

While writing this down, I realised I'm missing something here. There's more! Eve Online, interesting, fascinating, gritty and dark as it can be, is also beautiful to see, plain engaging, and often fun. In the end, that's what seals the deal, that's why I love Eve Online.

Monday, January 18, 2010

Eve Online: A different mindset


Helicity Boson penned a long, expletive filled rant detailing how much he hates the average carebear miner in Eve Online. I'm not a miner, but here's my thoughts on the subject.


Eve Online is often touted as a sandbox environment. Everyone’s free to choose their own direction! One of which is: being a miner. Miners provide much of the raw ore that keeps Eve’s industrialists occupied, and as such it’s one of the cornerstones of Eve’s economy – of which CCP is quite proud. I can’t state it with any certainty, but I don’t think Eve Online could sustain a meaningful economy without the miners. Yet the most vocal inhabitants of New Eden are those who chose a completely different career: the PVP pilots and pirates who insist it's fun to blow up these same miners.

From my point of view, there's a deeper difference in mindset separating the pirates from the miners, that's causing the strife between the two. Allow me to elaborate - I'll try not to be as long as Helicity, I promise ;-)

A while ago I read Edward Castranova's "Synthetic Worlds", which deals with virtual worlds, MMO games and such. Dating from 2006 it was, as far as I know, one of the first attempts at a scientific explanation of the MMO/virtual world phenomenon. Castranova describes four typical categories of inhabitants of these worlds: explorers, socializers, achievers and controllers. Explorers want to discover beautiful and new vistas, the new, the unexpected, "to boldly go..". Socializers seek the company, corp chat, doing stuff together. Achievers want to build value, hoard wealth, get somewhere the peaceful way. Finally, the controllers want to be in charge. They compete, defeat, dominate and if necessary decimate. And yet, in Castranova's words, "to them, it's all a sport".

I consider myself an explorer. I'm in New Eden to find out what's there, to try new things every now and then, to enjoy the scenery. I'm also a socializer, as I like the company, and I'm an achiever insofar that I want to be wealthy enough to replace anything I might lose. Most miners and industrialists (and mission runners) definitely fall in the socializers and achievers category. And pirates, well, I hate state the obvious, but they are of course the controllers of New Eden.

Speaking in Castranova's terms, socializers and achievers are really of a different mindset than the controllers, and these differences in mindset and character have always been a source of irritation between 'carebears' and 'griefers', in many an MMO game and perhaps in real life too. It's nothing new, really.

I recognize this difference, also. To me, personally, reading Helicity's rant is like reading the utterings of a completely alien mind. I can't for the life of me understand what's so funny about blowing up miners, why it's fun to deny some harmless n00b miner his achievement. I can't understand why he hates these people so much (apart from the insults hurled at him, that is). I don't understand why anyone would enjoy inflicting harm on (and triggering anger in) those hapless miners who are explicitly not looking for pvp. The whole concept is just alien to me. And frankly, I really doubt whether it's healthy to display so much hatred while, at the same time, saying 'it's all just a game, people' (as any controller would) to those who are angry with him.

So, even while I may not agree with Helicity - because I really don't recognize anything of his motives and urges - I can, in the framework of Castranova's descriptions, see where he's coming from. And I can also understand why an achiever type pilot would be hurt and confused with someone like Helicity blowing up their stuff. Achievers and controllers differ so much in mindset, world view and game perception, that they are almost mutually exclusive.

For achievers, the bad news is, that in the setting of New Eden, much of the game mechanics are geared to accommodate the Helicities, the controllers of space. There's (some) room for explorers and socializers, but achievers are, however important they may be for Eve's economy, very low on CCP's priority list. This is not an accident; this is by design.

CCP may probably have a low new player retention for achiever type pilots because of this, and because my own instincts are more akin to socializers/achievers than to controllers, I'm not happy with that. I have, earlier, advocated more protection for new players, perhaps in 1.0 space only. I still think CCP could financially benefit from that: it would make the learning curve more of a curve than, well, a virtual graveyard. But at the same time, I recognize it may be very hard to balance achievers and controllers in a better way, without hurting the whole premise of New Eden.

In the mean time.. fly safe, all :)

Saturday, January 16, 2010

Eve Online: Roaming through nullsec

I rarely leave highsec. Lowsec is definitely not appealing; it's dangerous and not very rewarding to visit. Why even bother? Nullsec however is different, and I've wanted to visit it for a long time. I first went there a few months ago, and I made it a few jumps in, until I ran into Wensley who quickly ridded me of my vessel, pod and clone. He did, however, give me some advice on how to avoid warp bubbles the next time!

A few days ago I decided it was time for another go. I bought an Incursus, fitted it with cheap T1 stuff and set sail for Poitot, where Wensley killed me before. The first few jumps through lowsec and 0.0 were somewhat exiting as I had to dodge a few pirates, but pretty soon space became almost empty. Very few people in local, no chat, nothing. At one jumpgate a disabled mobile warp disruptor hung idle in space. In another system I got caught in a warp bubble again but there was no one to shoot at me; I drifted out of the bubble and jumped safely. Jump after jump, and nothing happens! Along the way I pick up some loot in an abandoned NPC wreck, which I put up for sale.

I stayed overnight at a station in A-SJ8X, at the edge of Syndicate, not certain whether to push for Cloud Ring or Outer Ring. Knowing I wouldn't be able to dock anywhere in Cloud Ring, which is currently owned by Ev0ke alliance, I opted for Outer Ring, which is an NPC region; anyone can dock there. But still, it was quite a trip as I had to do eleven jumps to get to the nearest Outer Ring station with a medical bay.

Leaving the station in A-SJ8X, I quickly jumped to the first Ev0ke owned system, 1-3HWZ in Cloud Ring. Most systems here are deserted; I noticed a few miners and an IT alliance pilot in local, but that was it. A few uneventful jumps brought me quickly and safely to IZ-AOB, the entry to Outer Ring. A few uneventful jumps. I pick up a few abandoned drones at a jumpgate. Then another series of uneventful jumps. Finally I am at my destination, 4C-B7X. This system seems to be quite busy; 26 in local, which is the most I've seen so far.

Frankly, I've been a bit disappointed by the lack of excitement. Most of the systems in Syndicate and Outer Ring I've visited, are more or less empty and there's just not that much going on there. Perhaps this is different in the other nullsec regions, but I haven't seen it yet..

Thursday, January 14, 2010

Eve Online: searching for directions in 2010


Eve Online is, famously so, a sandbox environment which leaves almost all choices up to the pilot. What career to pursue, where to live and what to do: within the bounds of the setting of New Eden, you're in charge of your own destiny. That's why CrazyKinux, the Eve Online blogfather, poses the following question:
"As we begin another year in New Eden, ask yourselves "What Now?" What will I attempt next? What haven't I done so far in EVE?"

My answer, very short: I don't know - yet. I have been a miner for a short while, but for most of my Eve career I have been a mission runner. Recently I have taken up the habit of exploring systems with scanner probes, discovering hidden npc PVE sites. I've also, occasionally, spent some time in wormholes. But what's next? I haven't decided yet.

I have been offered a spot in a wormhole mining team. But while I haven't ruled it out yet, I don't exactly see myself as a WH miner in the near future. I can also keep doing what I'm doing now: run missions, scan down complexes and such, together with corp mates or alone. Having relocated to Everyshore recently, I think that will be the short term plan, but for some reason I don't feel quite at home in Everyshore; not sure I'll stay here long term.

I would very much like to spend some time in a 0.0 corp, perhaps as a miner/ratter with some incidental PVP when necessary, but I don't really have anything in terms of PVP experience. Also, given that I have a family, a busy job and loads of other stuff going on, I really need to be in a 'real life comes first' corporation and alliance, which severely limits the options when it comes to moving to 0.0.

Finally, I'd hate to leave the alliance I'm a part of. It's not that big, but I've known these pilots for quite some time, and I wouldn't want to say goodbye at this moment.

So - short term, 2010 looks like it's going to be an extension of 2009, but I'm open for new developments. Who knows what will happen!

Second Life rental update


Late last year, I bought new land in Lutestring in order to create more rentals there. I provided the land, but most of the heavy lifting was done by Tropical Beach Rentals, and together we created a new project called "Lute Harbour". When it was ready, I really liked it and pretty soon the first tenants arrived. But after that, it didn't really pick up pace. Tenants came, some stayed, others left and we never got the occupancy rates we wanted or even needed. After a while we gained a few long term tenants, providing a solid financial basis, but still it's not what we needed. So after some prospective customer feedback and scant deliberation, the TBRentals team took out two of the smaller existing houses and created a new, larger house with a higher prim allowance. Let's see if that works..

One thing I've noticed, is a difference in tenants in the several regions where I own land. The homes in Fortimus Harbour and Timandra are often rented for a short period: most tenants pay per week. The occupants of Lute Harbour however, tend to pay for multiple weeks, often a month in advance. It would be interesting to know why!

Tuesday, December 22, 2009

Twinity: the end of London

When exploring Twinity Singapore for the first time, I wandered far enough from the city center to get to the point where the city, quite literally, stopped. Metaversum hadn't gotten around to building those remote parts of Singapore. I was looking at the seams of the city, so to speak! Today the same happened, but this time in London.


Somewhere between Picadilly Circus and Knightsbridge, near Green Park, the city ends abruptly. I was on my way to Hyde Park and Kensington, but it seems those areas haven't been built yet.

By the way, as I Tweeted before: from my admittedly anecdotal evidence, I'd say Twinity London is busier than Singapore, and perhaps Berlin as well.

More snapshots at my Koinup page.

My RL job in Eve terms

Yargok at Wherever I may Roam asks: 'how would your RL job be described in Eve terms'? Here's my attempt!

The aging yellow-and-blue public transportation shuttle drops me off at one of the regional traffic hubs. Even though this is isn't exactly known as the business heart of the area, this is where our headquarters are located. I am, after all, working at a financial institution of modest origins, founded by farmers, many years ago. When the fancy city banks wouldn't lift a finger to help them, these hardworking folks decided to help themselves: they created their own bank, much to the amusement of the city bankers. How the times have changed! When, recently, the aforementioned fancy city banks needed trillions of bailout ISK from any and all corp, alliance or empire that would try and rescue them, the modest farmers' bank didn't need any help at all. We're solid and we're going strong.

Before I dock up at my desk, I grab myself a quick coffee. Black, extra strong with just a little bit of sugar: that's my morning fuel. After logging on I check the vital signs of the transaction system I'm maintaining, usually even before I scan the incoming comms channels for stuff I should respond to.
All those traders, farmers and miners, selling and buying, attempting to make a few ISK: they can't operate without someone handling the ISK flow. And that's where I am, right on top of one of the main cash transport systems this bank has. Hundreds of thousands, millions, even billions of ISK change hands - daily - under our watchful eyes.


Not that I am a moneyman. On the contrary, I'm really bad at complicated constructions, small print, insurance clauses, tax forms and such afflictions of modern mankind. No, I'm one of the tech guys who keeps the wheels of this system turning. I have been for several years; I am, by now, one of the senior and most experienced team members. And the pay is pretty good, even in these times. What's not to like?

Thursday, December 10, 2009

Twinity: London seesighting


Once, when visiting London with my parents, my mother mentioned she would like to do 'one of those seesighting tours'. We've been teasing her with it ever since!

Today, I planned on doing another guided 'seesighting' tour through London; this time one through Twinity's virtual London. This virtual rendering of the English capital has been open to the public for a few days now, but I haven't yet had the time to really check it out, and I thought I could use this tour to make up for that. Unfortunately, the preparations took a bit too long. Apparently, many people are still having issues with voice and sound, and they kept trying to fix it while I ran out of time, so I had to drop out. Hopefully another time..

Thursday, December 3, 2009

Eve Online: Arraron gate


Here I am, waiting at the Arraron stargate in Chantrousse, enjoying the view of the ringed planet below. After the Dominion expansion, Eve is looking better than ever. See my Koinup page for more snapshots!

Wednesday, December 2, 2009

Eve Online: Dominion planet


One of my first snapshot of the Dominion expansion on the main Eve grid, Trinity.This one was taken on a laptop with a lower end GPU, but I still like it! Visually, the main changes of the Dominion expansion are the star fields and the planets. Here, my Minmatar destroyer flies past an earthlike planet.

More of my Dominion snapshots can be found at Koinup.

Wednesday, November 25, 2009

Eve Online: weekend billionaire


Today marks a special occassion: for the first time, my wallet contains more than one billion ISK. I'm a regular weekend billionaire, me! Of course I know there are traders, miners and such who make much more, but for a casual mission runner, it's not bad. Furthermore, it's more than the average Eve pilot has, according to the Q2 quarterly Economic Newsletter, which said the average Eve pilot has roughly something like 300 to 450 million ISK in cash.

Of course, now that I have this much ISK, I need to consider my options. Buying new ships? Rigs? Skills?

Speaking of which: I am now over 16 million skillpoints, as I completed Armor Compensation Explosive level 5 today. It was the last armor compensation skill I needed, I have all of them up to level 5 now. It seems I'm done learning the basic armor skills, as the certification system awarded me the Elite Armor Tanking certificate. Next up: shield skills! Currently working on shield management level 5, but that will take another 11 days.

Tuesday, November 17, 2009

Eve Online: A look at Dominion

After seeing the Dominion trailer at CK's, I thought I'd take a look at it myself. You can already get a preview on Eve Online's test environment, codenamed 'Singularity', even though the Dominion expansion is still a month away. Getting online was easy, using these excellent instructions by Cyleus Taestar, and so (after a bit of tinkering with directories, files, shortcuts and a 479 MB upgrade) I found myself flying through New Eden Dominion style. I must say I'm impressed by some of the art work on the planets and moons! Behold:




Some of the moons look very natural, almost like a reworked picture of our own moon.



Of course there's also the Gas Giants. We have those planets too, in our own solar system, and they often look a bit bland, as pictures of Saturn and Neptune show. New Eden's gas giants are true to nature in this regard, but that makes them a bit less attractive to see as well. Our own Jupiter is more colorful, and to my taste the New Eden gaseous planets that I have seen (only a few!) could have had a bit more 'Jupiter' in them.



By the way: all planets revolve naturally and on some of them I spotted thunderstorms.

New Eden's background skies, often consisting of nebulae and stars, also seemed to have undergone an upgrade but not as dramatic as the planets and moons.

Of course Dominion is more than just this artwork update, but so far I like what I've seen. I will definitely spend more time on Singularity in the coming weeks, if only to explore the New Eden we'll all get to see when Dominion is released.

-update- Added more snapshots to my Koinup Eve Online group.

Sunday, November 15, 2009

Sinterklaas has arrived


Sinterklaas, the supposedly Spanish bishop Saint Nicholas dearly loved by every Dutch child, has arrived in the port of Schiedam earlier today, with his steamboat full of gifts for all wellbehaved children. He is of course accompanied by his trusted helpers, the Zwarte Pieten! In the coming weeks, Sinterklaas (often called 'Sint') and his helpers will spread presents and candy throughout The Netherlands. Sint rides his white horse over the roofs and houses, while his helpers deliver the good stuff: kids put their shoes by the chimney, and Zwarte Piet is supposed to climb down and put candy or small presents in them. Often kids will leave something nice for Sinterklaas' horse in return: a bit of water and a carrot or a sugar lump for instance.

On the evening of December 5th, Sinterklaas Evening is celebrated, with giving larger presents (both to kids and grownups), seasonal candy (chocolate letters!) and such. Often the extended family is involved, and a typical feature of this evening is, that the grownups write silly poems to go with the gifts. First you read the poem, in which someone usually sets you straight, teases you or mildy vents some frustrations; only after that you are allowed to open the present. Soon after December 5th, Sint leaves the country only to return mid November next year, when the whole ritual begins anew.

This children's feast is a real national tradition and has been celebrated in The Netherlands for hundreds of years. It (more or less) marks the start of the winter and to a lesser extend the christmas season over here. Our 'Sinterklaas' may also have been a source of inspiration for the American Santa Claus!

Wednesday, November 11, 2009

BlogHUD: an SL history book

The very first post on this blog, dated july 2nd 2007, is about me trying out BlogHUD, Koz Farina's blogging tool from within SL. I have been using it ever since, on and off. Looking back at my own BlogHUD archive, I wondered how many snapshots and blog entries there are at BlogHUD, and so I went to find the very first post. It took some effort, but as I write this, the oldest surviving post is on page 2731. It is 174 weeks, 2 days and 22 hours old!

Given that BlogHUD currently has 2731 archive pages, and that there are ten entries per page on them, there should be over 27.000 entries in Koz Farina's database. That is an astounding collection of chronologically ordered text and images in one place. It's a tremendous timeline! Browsing through it, familiar names and places drift by, some of them long gone, others still active. It's like a history book of Second Life, one I'm glad to be part of. I'll make sure to keep contributing, too!

SL Residential

Last night I was standing on a tower in Lutestring, looking in the direction of Timandra and Promissa and wondered how the view would be if I cranked up all my graphics settings to the max. After I did that, I waited for a few minutes for the view to fully rez, and here's the result:



These are generally residential sims, but the great variety in Second Life shows here as well. Towers, houses, water, mountains, beaches, clubs, a pirate ship, offices: it's all there. Too bad there's a 512 meter view range limit!

I'm going to do this again from another PC with a more powerful graphics card, see if the results get better.

Sunday, November 8, 2009

The new rentals


Yesterday, Tropical Beach Rentals' Zena and Ronon prepared my new rentals in Lutestring. It's a nice bay, and so we decided to call it 'Lute Harbour'. I'm quite happy with the way they turned out! Hopefully tenants will like them too; occupancy is important, after all.

Speaking of which: my rentals are still doing relatively well. A month ago, we saw a serious drop in occupancy, but it seems to have been an incident and not a trend, as occupancy rates quickly rebounded to their usual, higher levels. Financially speaking this means I'm earning, but not much, just the tier with a few dollars margin. With Lute Harbour however, I have gone up in tier, and it will take a while before it's all rented, so it remains to be seen whether the coming months will be profitable at all. But, of course, that's the business risk I'll have to accept!

Saturday, November 7, 2009

Through the gates of time

I still remember it clearly. I was a teenager, sitting on the couch at home watching TV: a report from Berlin, where, much to my amazement, people were breaking through the infamous Berlin wall. Confused border guards, people hacking away at the wall with large hammers, a tremendous outpour of joy and tears. People hugging and crying, the Brandenburer Tor. Mass parties, freedom! I may have been young then, but I knew I was watching history unfold itself before my eyes. I had been behind the Iron Curtain one time and it frightened me; but now it was gone.

Today I'm looking back at the Berlin Wall, in Twinity Berlin. Throughout Twinity Berlin, there are gates through which you can step back in time, and enter the Berlin that still has a wall, where stern looking officers stand guard under flags with communist symbols. Now you're in Berlin 2009, the next moment you're back in 1989.. The gates are created of appropriately grim concrete, as you can see.

Here I am, standing near checkpoint Charlie, 2009:


A few steps ahead, and suddenly..



I am very much impressed with what Metaversum has done here. Some of the images are familiar, and being born during the cold war, they still evoke emotions, even though I'm not German. Do yourself a favor, install Twinity and pay a visit to Twinity Berlin, even if it's only to take a look at the Wall - in a way you'll never be able to in real life. I have uploaded some pictures here at Koinup.

Apart from the whole Berlin Wall 20 years anniversary thing, this is a fantastic way of presenting history. Imagine stepping through a small gate somewhere in London, and ending up at exactly the same spot, but in Medieval times? Or a gate in Singapore, which brings you to the city as it was in World War II? What a great way to show and teach history! Athens in the time of Pericles; the Forum Romanum in Rome in the first century AD; or even Amsterdam during the Dutch Golden Age. Let's hope Metaversum gets to do some of these. What city or history would you like to see recreated?

Friday, November 6, 2009

New project: Lute Harbour


I caught up with Zena Silverstar and Ronon Carver of Tropical Beach Rentals, while they were preparing our new rental project in Lutestring: Lute Harbour. They were clearly afk, but sitting nicely on a poseball, so I took the opportunity to take a team picture :)

Thursday, October 29, 2009

Nebraska and OpenSim

Back when I started this blog, my main focus in the area of virtual worlds was business usage. IBM was experimenting with Second Life and as an IBM business partner, my then employer asked me to keep an eye on what IBM was doing. Over the years my focus has shifted a bit, but the business usage of virtual worlds is still interesting stuff and there are still plenty people believing in it. Linden Labs, anyway, still does: in a few days, they will launch their 'SL behind the firewall' offering Nebraska.

"Mark Kingdon, CEO of Linden Lab, will unveil “Nebraska”, a stand-alone solution based on the technology that runs the popular Second Life virtual world. “Nebraska” is the much-anticipated behind-the-firewall solution which will allow enterprise to host their own virtual world environments within their organizations."

Kindon will unveil Nebraska at a Metanomics conference which promises to be one of the most interesting events of the year.

I'm sure I'm not the first one to talk about OpenSim vs Nebraska, but here's a few thougts. From an OpenSim point of view, Nebraska is a validation of it's existence: yes, there is a need and market for a standalone simulator. At the same time, Nebraska might be a threat to a part of OpenSim's marketshare, as companies might be sensitive to the fact that Nebraska is a corporate offering from an established company with a formal support organisation behind it, and not just something built by a bunch of hobbyists. Shortsighted? Perhaps, but this has been mentioned to me at least twice when talking about OpenSim!


From a technical point of view I'm interested in the security aspects of it. Does it require a separate directory server or can it use an existing LDAP server? Or MS Active Directory? Does it use encrypted network connections?

Interoperability is also an issue. Can I create a grid of Nebraska sims, and can I join that to OpenSim as well? How is content shared between Nebraska sims? Perhaps these issues are covered elsewhere already - I've been too busy with rl stuff to really read up on Nebraska!

Anyway, as an owner of an OpenSim, I'd like to test Nebraska as well, but I'm not sure we'll get the chance..

Saturday, October 24, 2009

Twinity: London


After Berlin and more recently Singapore, Twinity is about to grow again: the first snapshots of Twinity's virtual rendering of London have appeared on Facebook. From the accompanying press release I gather that London isn't finished yet, as Metaversum is looking for creative people to set up shop in virtual London.

That request kind of surprised me. Twinity aims to be a mirror world: a virtual world that mimicks the real world as closely as possible. Yet, Metaversum is looking for people to create new shops, businesses, art galleries and the like in their virtual London, and apparently these will be entirely new instead of mirrored from the real world. I wonder if this means Metaversum is changing their philosophy in this regard.

I'm really looking forward to visiting London in Twinity. I have never been in the real Berlin or Singapore, so I can't compare the Twinity experience with the real thing. I have however visited the real London, so this is the first time I'll visit a Twinity city I am somewhat familiar with in real life too.

Enter the wormhole?


Things are about to change! Our corp is making plans to anchor a player owned station in a nice and suitable class II wormhole we recently located. Of course we'll have to invest a bit, but the return on investment is said to be very good, as all sorts of interesting and profitable 0.0 minerals can be mined there.

To be honest, I have mixed feelings about this move. I've been running missions in Verge Vendor for months now, and I'm still enjoying myself. The missions aren't that hard anymore; I can usually salvage and chat with corp members while my drones do most of the hard work. A bit of casual play, nice and relaxing! And yet, while I still enjoy it, it's becoming a bit too predictive and perhaps even tedious. And, those ninja salvagers are becoming a pest in the systems I usually operate; why provide these lazy bastards with more opportunities to salvage my wrecks? Perhaps I really do need a change of scenery and action!

But there are a few drawbacks. I've been flying a largely T2 fitted armor tanking Dominix battleship for a while and I like it, especially for it's huge drone space. However, if we move into the wormhole, I probably won't be able to bring the Domi; it's mass would probably collapse the entry to the wormhole right behind me. So what ship to bring instead? I don't know yet.

Partly that's also because I'm not sure what I'll be doing in the wormhole. My corp mates are mostly miners, going after the precious ores, but I'm not one of them. Of course the miners would need some protection in the lawless wormhole space, so perhaps I could patrol the area to protect my corp mates, but that doesn't look like a casual player task to me. Sleeper hunting could be nice, but to be effective I'd have to invest in some scanning skills. Uncertainties abound!

I really have no idea where I'll be in a few weeks and what I'll be doing, but it sure looks like the quiet mission running days are almost over. And perhaps that's a good thing.

Monday, October 12, 2009

On top of Singapore

I used to be able to fly through Twinity, but when I didn't visit Twinity for a while, I forgot how. As it's an undocumented key combination, I couldn't find it anymore; I had to keep both feet on the floor. Luckily, after a tipoff from RC at the Twinity Monitor, I am now able to fly again, and here I am, enjoying the view over Singapore from the roof of Park Hotel Orchard, at Orchard Road!


Used like this, you can view a city like you'll never be able - or willing - to in real life.

Monday, October 5, 2009

Mixed news from the rentals front


For years now we’ve been hearing bad news about the economy, but at the same time, my Second Life rentals have been doing fine. Each month, the rentals (some of them visible in this snapshot to the right) pay for the tier fee, and usually there’s a small surplus of a few US Dollars. Over the past year or so, this surplus slowly grew to a buffer large enough to pay for two months tier. When I got to that point, I decided to cash in those US Dollars, as I needed them elsewhere. In hindsight however, this may not have been such a good idea.

Yesterday I received a report from my land manager Zena Silverstar and her team at Tropical Beach Rentals, with some less than stellar news: the occupancy rates of some of the rentals suddenly and unexpectedly dropped considerably, at an unprecedented rate, over the past few weeks. A development we hadn’t experienced before! Tenants come and go all the time, and occupancy rates always vary a bit, but generally they stay well within a certain (profitable) bandwith and we didn't expect that to change so suddenly.

It took a while before a possible explanation was found: the occupancy drop occurred right after Zindra, the new SL 'adult' mainland, was opened. Could it be that people are moving off the regular mainland to Zindra as a permanent place to live? When asked, former long time tenants mentioned all kinds of small reasons to end their stay with us, but none of them mentioned the new adult continent ; perhaps they didn’t want to admit to moving there.

In the mean time however, occupancy has recovered a bit as rentals vacated by long term tenants are being occupied again by newcomers, and as far as I can tell my rentals are still profitable, albeit with a smaller than usual margin. Tropical Beach Rentals also expanded their staff, with support for tenants now available across a larger time frame of the day. Perhaps that helps too.

Friday, October 2, 2009


Walking across this submerged bridge will make my suit wet. But the water doesn't look too cold..

Thursday, October 1, 2009

Anonymously Confidential


Even though this blog post starts in Eve Online, it's also applicable to Second Life, Twinity and other environments. It's about the relative safety of being anonymous online.

I'm one of those Eve Online pilots who's trying to participate in corporate and alliance chat. Talking to corp mates and alliance friends adds a valuable social dimension to the game, and unless I'm busy with the mission or task at hand, I'm available for a bit of idle chat.

But it doesn't always have to be just a bit of chat. At times, I have ended up in quite personal and sometimes emotional conversations, usually about people experiencing all kinds of difficulty at home. Alcoholism, parental abuse, broken families, a bitter divorce, legal struggles with (usually) ex wives refusing a father to see his kids, financial issues - it's all there. And it's surprisingly close to the surface; sometimes it takes just one or two questions before someone pours their heart out. I've been, at times, taken aback by the painful stories, by the hurt that's hiding behind the screen names!

In an environment like Eve Online, it's not that difficult to hide your real life identity. This relative anonimity, coupled with a feeling of trust amongst corporation mates, will from time to time lead to this kind of confidential conversations. And though the circumstances may differ, I've also had encounters like these in Second Life.

I have said it before: these human interactions adds a value to MMO style games which I appreciate a lot. It would be a cold affair without it!

Saturday, September 5, 2009

OpenSim: building bridges


A while ago I loaded a second island; my eleven year old niece Emma built this beautiful bridge between them. Must have been hard to position the prims!

Tuesday, September 1, 2009

Eve Online: does CCP love griefers?

CCP, the creators of Eve Online, publish a Quarterly Economic Newsletter (QEN) in which they provide a lot of data concerning Eve's economy. In the QEN for Q2 2009, on page 13, we find this interesting tidbit:

"..However, the majority of EVE players are located in hisec space, or 70% of the total number of characters. Thus, most ISK is located in hisec. The least amount of ISK is located in lowsec space, where only 13% of EVE characters reside."


This segment of the QEN discusses the distribution of characters and ISK (Eve's in game currency) throughout Eve's single shard universe. For those of you unfamiliar with Eve, here's a quick primer on security in Eve Online's New Eden. This universe is divided in three areas, each with a different security policy. Pilots in high security space (highsec or hisec) are protected by the (quite effective) in game NPC police force called Concord, which provides the most protection on areas with security level 1.0, but a little less in 0.9, and so forth to 0.5 where a pilot is least protected. Pilots in lowsec (security levels 0.4 to 0.1) should not count on any protection; it is essentially a deserted wasteland with the occasional hornets' nest of pirates. Nullsec (0.0) is altogether different; player run alliances own these areas and they dictate who's safe or not.

Back to the QEN: it says, in short, that most of the characters - 70% - and ISK are located in high security space. This probably also means that highsec is, for CCP, the most valuable area in Eve Online in terms of paying customers. I know that '70% of the characters' doesn't directly translate to '70% of the paying customer base', but alt characters and multiple accounts are as common in highsec as they are in nullsec. At any rate, it seems that highsec pilots are instrumental in funding CCP and Eve Online. From my admittedly anecdotal experience, I think most of these paying customers are no hardcore PVP players or pirates, but peaceful miners and mission runners, carebears and newbies.


Yet the gameplay of Eve Online doesn't do these people many favours. Rather, it's the other way around. Especially newer pilots, mining or running PVE missions in their n00b ships, often fall prey to more experienced griefer players who know enough about the rules to trick the unexperieced into an unfair fight which the newbie is certain to lose. Carebear corporations, newbie corps, miners and such are a regular and easy prey for pirate corps who regularly - and often for the sheer fun of bashing weaker players - declare war on them. There's nothing you can do about such a wardec; the gameplay allows any corp to declare war (wardec) any other, as long as the wardeccing corp pays the necessary fees. For the wardecced corps, if you're not an experienced PVP corps, it often means either don't play EVE until the war is over ('dock and turtle') or run the risk of losing your ship and your expensive implants. Wars can last weeks; recently while I was on holiday, many of my corp mates lost almost a months' worth of playing time due to a series of wardecs.

I understand that this is part of the game. This is New Eden, it's a harsh environment, but still I don't understand why CCP continues to keep it this way. I have known a lot of trial accounts who chose not to become paying customers, and I know of (formerly!) paying accounts who refuse to ever set foot in Eve again after being harassed, griefed or wardecced one too many times. After all, why should I pay 15 dollars a month, only to be forced to dock and turtle almost the entire month, or to allow some griefer jerk to blow me to pieces? Not my idea of fun, really. When I just started out in Eve, I almost quit over such an incident, and if I hadn't found a good corp at that moment, I would certainly have quit indeed.

CCP loses money in cancelled subscriptions or lack of trial account retention, due to the fact that they allow pirates and griefers to harass (especially) less experienced players and corps in highsec. Yet it also seems that highsec is the region with the largest population of paying customers! These miners, pve mission runners and their corps, they just hang in there, and when they quit, their numbers get replenished with new players time and time again, despite the (CCP blessed) efforts to have them harassed, wardecced and griefed out of New Eden. They are many, but they could have been more, if CCP had wanted them to be; if CCP had given them a bit more protection.

I'm obviously not advocating a radical overhaul of Eve's gameplay. But, some added protection (in for instance the 0.8 to 1.0 regions of highsec, or in the first months of being a pilot) for certain categories of players against can baiters, flippers, griefers, or some recourse for corps against serial wardeccing pirate corps could be beneficial to player retention and thus to CCP's bottom line and Eve's long term prospects.

Saturday, August 29, 2009

Twinity: Unfinished business

Yesterday I decided I wanted to see the Singapore harbour in Twinity, so I walked from the city center towards the straits. Apparently not many people make it to the edge of the city yet, as my exploration even warranted some attention from Metaversum. Tonight I wondered: what if I went even further away from Singapore's city center? Would I eventually encounter a border or an edge, or would the world simply cease to exist at a certain point? And so I went on for a while - and there it was, the edge of the Twinity world!


This really is the place where the unfinished seams of Singapore become visible, and the visual effects are quite interesting.


But perhaps the most beautiful sight was this unfinished freeway, extending over the Singapore straits, in the dark blue glow of the night sky with the gentle waves of the straits below it.



The rest of tonight's snapshots can be found at koinup, as usual.

Thursday, August 27, 2009

Twinity: Singapore

Finally, I am able to visit Twinity again. The latest ATI patches seem to have fixed issues I had; CPU usage is now workable, even though Twinity still uses a lot of resources. I took the opportunity to take a walk through Singapore to the port near Raffles Avenue, where I cooled my tired feet in the harbour water..


Even though Singapore is not finished yet, it's nice to be able to visit a new city in Twinity.

More Twinity visuals can be found at Koinup!

Tuesday, August 25, 2009

Are you prepared?

Many of Eve Online's pilots enjoy doing stuff together. Mining, missions or operations: it's often done with corp mates, alliance members or friends, which makes it a lot more enjoyable. Yesterday, an ad hoc team of four Alien Ship Builders did a couple of level 4 missions: Angel Extravaganza and Mordus Headhunters. Given the huge amounts of damage (dps) we could inflict and absorb (tank), neither of these missions proved to be much of a problem.

Yet, at one point during Mordus Headhunters I ran into trouble. I drew much of the aggro of the second pockets, meaning I had dozens of enemy ships firing at me at point blank range. My setup wasn't really prepared for those amounts of dps as I had only one armor repair unit fitted, and after a while I had to warp out to repair my ship. On the snapshot below, which you can click for a larger view, my shields are half gone, but my armor is still intact:


The reason I had left so ill prepared: I was running a relatively easy level3 mission solo, when we decided to run the level4's together. Without changing my fittings I jumped in, when in hindsight I should have adapted to the new, more demanding circumstances!

In the end, nothing was lost; the three others were more than capable to handle the incoming fire thrown at them. We completed the missions and cashed the rewards; in total, with the level3 and a few sales combined, I earned almost 30 million ISK yesterday.

Tuesday, August 18, 2009

Questions on CCP's new 'Dust 514' console game

Today brought us the news that CCP, the creators of Eve Online, will bring a new console only MMO to the market, called 'Dust 514'. The funny thing is: Dust 514 is situated on the planets of the very same EVE Online universe, New Eden, we already know! Both EVE Online's space bound pilots and Dust 514's planet dwelling fighters will play a role in the story that unfolds in New Eden. According to CCP, this is "one universe, one war", and they hope the Eve Online and Dust 514 communities will merge together over time. After reading a few news reports I have a few quick questions and remarks about Dust 514.

First off, Dust 514 is an FPS, meaning the players will be walking avatars - something still missing from Eve Online. Called 'ambulation' or 'walking in stations' we have been waiting for this for quite some time, but so far this hasn't materialised. Could Dust 514 be the precursor to ambulation? If Eve and Dust 514 players are ever to meet in game, both need a real avatar. Besides, the Dust 514 snapshot below - provided by CCP - shows a command pit, floating in space above the planet, not built on it. This is clearly ambulation, but of course it could be only for Dust 514 players.



Will an EVE pilot be able to participate in fights on the planets? Could EVE spaceships affect battles by bombing enemy Dust 514 players or by providing logistical services to his own Dust 514 mercs? Could an EVE pilot 'beam down' to pick up a gun and join the fight on the planet? And if he survives, could he then take his Dust 514 buddies back up to the station for a drink at the bar? Again, without ambulation this is impossible, but there's certainly a very interesting perspective for future expansions. Although, given that Dust 514 is a console game, I don't know whether it's technically feasible for CCP to provide such a mixed environment within the current implementation of New Eden.

Second: the changes to sovereignty in 0.0 (nullsec) space. Currently, an alliance can claim sovereignty over regions of 0.0 space by placing and maintaining player owned space stations (POS'es) there. In the future, Dust 514 players get to play a role in this mechanism too, as owning stations isn't going to be enough to maintain sovereignty. You'll need Dust 514 mercenaries on the ground, on the planets, to conquer those for you as well. This may have significant impact on the balances of power and the politics of New Eden. I wonder how the big space holding 0.0 alliances think about this sudden change to the playing field.

And the existing EVE pilots? If you're a highsec PVE player or miner, it doesn't look like your daily game experience will change much, as the sov changes only affect nullsec. Also, with Dust 514, CCP is aiming for a different audience: the existing pilots can stay in space, CCP wants new FPS players for Dust 514 combat! IF CCP succeeds, the number of gamers active within New Eden will continue to grow (or grow even harder), which is a good thing for CCP and hence for all of us who like to spend time in New Eden.

Monday, August 17, 2009

Opensim: two islands

Today I created a second island at my OpenSim location:



It's not that spectacular; it's just one of the default islands available for download in the Second Life knowledge base. But it's good enough for my purposes, here. I think I'll ask the kids to turn this into a park or tropical island, instead of an ordinary residential area. I wonder if they are up to it!

Sunday, August 16, 2009

OpenSim amazement

The new OpenSim server I created last week, has seen a lot of action in the past few days. My kids and a few nieces living nearby, are busy building annd furnishing houses. They have discovered how to work with textures, too! At first they noticed that screenshots could be saved to inventory, and they started using them as textures. After that I showed my daughter how to upload pictures found on the internet or local hard drive, and now they are creating tv's, laptops and stuff like that. They are learning fast, and I am, frankly, quite amazed at some of their work.

This nice bar is built by my eight year old niece:

My almost-ten-years-old daughter framed a tv in her new house - but also some popcorn to go with a movie:

And this is perhaps the most promising build, a beach house, still under development. This one is made by my fourteen year old niece, who's very much into interior design, and I'm quite eager to see what she's going to do with this nice place!

More pictures are available at my Koinup stream.

Saturday, August 8, 2009

OpenSim up and running


After trying again and again to get OpenSim running on CentOS 5 64bits, and persistently failing at it, I finally surrendered and installed in on Windows XP. I had an old Dell PC standing idly in a corner; downloading OpenSim and installing it was a breeze. Configuring MySQL wasn't much of an issue either; only a network issue and some tricky configurations in OpenSim.ini gave me some headaches. In the end, I got it up and running in a few hours - not bad. The kids are going to be happy tomorrow!

Sunday, August 2, 2009

Skill training completed

One of the advantages of Eve Online's skill training system, is that training continues even if you're offline, for instance when you're on holiday. Of course you'll have to start training a skill that takes long enough, but there's plenty of those. I had several skills I could train to level 5 (the highest skill level) and that would take 22 days; longer than my holiday was! After careful deliberation, I choose to train Drone Interfacing level 5, giving me 20% extra drone damage. A translation for you non EVE playing readers: in space, I can use up to five drones that will inflict damage on the targets I direct them to. This means a lot of firepower, and many enemies rightfully fear the damage a swarm of drones can do, especially if their owners are well trained - as I am now. So, today, upon returning to Eve Online, I was quite happy to see the notification: "Skill training completed. Sered Woollahra has finished learning Drone Interfacing V." Twentytwo days of training, but it's worth every day of it!