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Horde members receive 90 bil isk in Home Guard Bounties for June

Late May we experimented with a system to link together ratters and pvpers in a way that would encourage and reward home defenders without arm twisting, exorbitant tax rates or pap links. The solution is the Horde Home Guard system, a program in which all ratting is taxed at 10% and pooled until the end of the month. At the end of the month that money is then entirely redistributed to the members based on their contribution to killing hostiles in the home systems.
The share is calculated based on kills obtained in home space systems, with bigger kills counting more and a bonus for kills obtained by solo or small gangs.
 
Final payout for the month of June was 90 bil isk, meaning beans ratted over 900 bil worth of npcs.
The top defenders for this month got themselves pretty hefty individual payouts, with the top killer getting 1.7 bil in home guard bounties alone. The distribution of the payout is nicely concentrated among newer members rather than a few veterans hogging all the bounties: http://i.imgur.com/R3wu2rd.jpg
 

Giving a stake to Home Defenders

It is typical in more casual or more newbie oriented alliance such as Horde to see friction between the carebears and pvpers. Throughout the years organizations try to solve the problem is many ways.
A long time ago, alliances like ASCN would use draconian measures such as 100% ratting taxes, as well as the infamous “anyone online not in fleet will be added on a blacklist”. The rationale behind this was the slogan “everyone fights”, to try and exhort all members to participate in pvp. But the truth is, not everyone fights. Not in a casual corp anyhow.
Nowadays, shit like this has become rather uncommon in any decent alliance. In more modern times, many organizations simply split off the farming-only characters and corps into renter alliances. Others have systems to try tracking participation and either reward or punish corps that do not pull their weight. An example of this is the pap links system. These methods work but still have an element of "pvp perceived as a chore and duty" which we wanted to dissipate.
Our approach to the issue is different, and based on three assumptions:
  1. A member that does nothing other than rat is still useful. It provides ADMs and Tax while costing the corp nothing.
  2. The issue with home defense is one of perception. It is normally not hard to find people that enjoy defending home space or camping a gate. The friction arises when the players holding the gate feel used by the players sitting in the anoms.
  3. Defending ratters indirectly benefits everyone because it makes the alliance richer and the ADMs stronger. However this connection is easily missed by the members especially the more casual players.
Tackling the issue of perceived unfairness isn’t about paying the pvpers back. It is about making it easier for the average player to feel like he is directly benefitting from the safety he is generating through his participation to fleets. And that is what the home guard system is about: the svipul sitting on a gate ready to hunt incoming bombers knows that while things are quiet, a fraction of every shekel generated in the area is going to his pockets. And that he can track this progress live on a webpage.
 

Architecture of Home Defense

Motivating folks to get engaged in home defense is half the work. People love to farm newbies, not to mention the specific efforts of media-goons targeting horde ratters. In most alliances, ratters are spread over a large area with one or two ishtars / gilas in each system hacking away at NPCs. This sort of setup makes it very hard to defend individuals because enemy hunters can just scour the land while defense groups attempt to catch up.
In designing the distribution of our ratting systems we drew inspiration from Catch-era Bovril. During the time in brave this corporation used to hunker down in a single system with a giant standing fleet and make it their gimmick. This setup is made possible by the change in anom spawn mechanics last year, which makes any system in the game able to sustain a massive amount of ratters if properly upgraded. The standing fleet would be hyped as blood miners and they’d all be either chaining anoms or killing people coming to hunt them. Packing everybody tightly in a fight for their home system made for good content and great narrative, so people were enthusiastic to be in the Bovril standing fleets.
The Bovril system has one large flaw however, in the fact that it cannot handle cloakers well. (another large flaw of Bovril's system is Brovril's posting) Afk cloakers can sit in the single-system all day and strike on unsuspecting ratters without notice. Right now there aren’t really any counters to afk cloakers so the next best thing, is a stargate. A gate forces a cloaker to be briefly vulnerable if it wants to change system, as well as giving away whether the cloakers are afk or not. So instead of clustering in a single system, the ratters are spread in a handful of systems. Forcing the cloakers to move even one gate over helps dealing with them. For this reason, Horde's ratting systems are chosen to be within a single jump of a central point, so that standing fleet can respond to calls for help extremely quickly.
The final design we went with, is a setup where we have standing fleets in one central system, and then spread ratters and miners one jump away from it. For example, o1y in pure blind connects to 4 different systems within one jump. That allows a standing fleet based in o1y to directly support tackled friendlies within 1 jump in four different systems. http://evemaps.dotlan.net/map/Fade/O1Y-ED
To the west, the same is true for GME: one hub system from which a standing fleet can quickly respond to hostile attacks in four different systems http://evemaps.dotlan.net/map/Fade/GME-PQ
Additionally, the packed ratting setup makes awoxing a lot less effective since standing fleet is able to rapidly respond to the first target tackled by the awoxer. After that, the awoxer can be camped in or easily tracked within the constellation. This is another important factor due to the open door recruitment policy which we refused to compromise on.
 

Performance of the System

Fade is a dangerous place. The main system, o1y, is the top violent system for nullsec throughout most days. Tishu, Darkness, and NC are all neutrals and regularly hunt the area. Random elite pvpers and roaming alliances show up in the area to hunt newbies. Last but not least there is media-goons who attempt to shut down horde ratting by doing ~oppression~ fleets (which includes large numbers of afk cloakers and multiple swordlfeet roams every day) - and let's not forget Expert Hunter Stunt who was deployed to the region for a week before he was forced out.
In spite of all this, 900 bil worth of rats were killed in June alone in one of the busiest regions on the server. This is just npc bounties not to mention the loot, salvage, escalations; as well as the exploration and mining in the region.
In summary our system combines good architecture of the ratting grounds and thoughtful methods to reward home defenders with a direct stake in the ratting tax being levied. We believe this is the first time this type of system has been tried in a large corp, especially a newbie corp, and that it might be the best way to both motivate and enable efficient home defense by the general line membership.
 
Edit: The credit for writing the program to track kills, taxes, gobloons and calculate payouts belongs to Kalbuir Skirate u/DefianceKal
Edit 2: Home Guard Patch http://i.imgur.com/osW1IA6.png
submitted by Gobbins- to Eve

An open letter to the Counter-Strike FPS e-Sports Community x/post because I want to get this out there

It has been a long time coming friends. I consider myself lucky to have witnessed the golden years of competitive gaming FPS gaming in North America as a teenager and then later as a competitor. I remember playing in a pub, Striker 2000, and just worshipping the older guys with such talent. I remember driving to northern VA to the grand opening of my co-Striker pubber Mint’s lancenter Lanferno and watching Miller play. I remember the excitement with an intensity only a 16 year old could feel jumping into a car with his friends and team mates to drive to New York City to meet people I had only known online and then compete. I am almost embarrassed to realize Counter-Strike has been an active aspect of half my entire life. I’m sure there’s a Half-Life pun there somewhere. It was 12 years ago a friend brought over a disk entitled “Half-Life” and we found a mod that changed the course of my life. I tried to quit when excess play plus a genetic bone condition damaged my wrist and required multiple surgeries, but I always came back. I could recite stories for pages, but I won’t bore you. I just want you to understand how important Counter-Strike and last night’s news of an impending new release is to me.
Solidarity is critical. The split between 1.6, CZ, and CS:S, decimated the communities of each. Granted, the 1.6 community remained in Europe, but I am strictly referring to the North American scene. We can argue for years which game is better and why, but that’s not productive. Each has value, but we must consider this important question above all else: “How can we best kick off an e-Sports FPS revival in North America?” The simple answer is we must unify the tribes. If you want to play a competitive RTS there is only one option, Starcraft 2. The FPS e-sports community suffers from a million titles. Notice, I do not refer to an e-sports revival. The future has never looked so promising for e-sports. We are already seeing an amazing revival. Look at what the Starcraft 2 community has achieved in only a year. It’s a bittersweet feeling watching MLG Starcraft display everything I ever wanted for Counter-Strike.
Unification behind a new Counter-Strike makes sense. First of all, Starcraft 2 would not have the non-player spectator fan base if it was not attractive to behold. New graphics matter. Intel and Nvidia do not get an opportunity to show their latest and greatest hardware on a 10 year old game that could run on a ti-83 calculator. A newer, shiner, more robust Counter-Strike will allow for greater sponsorship opportunities. Spectators will appreciate the upgrade. From a competitive stand point only a Counter-Strike sequel possesses the clout to unite the distinct tribes of FPS behind one flag. It’s been 12 years, and there have been no contenders outside of the franchise for the FPS e-sports throne.
Years ago during the CS:S, 1.6, or Source ProMod controversy I wrote an article arguing against implementation of a ProMod for Source. I detailed how in order for the competitive community to survive it needs a public community as a lead in for the professional scene. A new release will increase the player base with gamers who have never experienced a CS game before. Imagine a four way split between 1.6, CZ, CS:S, and CS:GO. All of us started out in a public server before venturing forth into irc and #findscrim, and therefore the last thing we needed was another separation. This still holds true.
We also need to improve our community. The CS community holds of honor of being regarded slightly higher than the infamous cesspool that is League of Legends and HoN. Look at the fan interaction in Starcraft. Look at how the entire community bands together with the common goal of improving everyone’s skill level and the state of the game. Secrets are shared and strategies are rapidly advanced. I know there is difference because of the one versus one adversarial nature of Starcraft and the team oriented tradition of Counter-Strike. In CS the mentality has always been “us, our team” against “them”, whereas in Starcraft everyone must grow together. I do not expect this to change, and I miss the trash talking on the old CAL Forums just as much as anyone (for those that remember professional troll MikehMike played for us), but we need to keep in mind that the community will need to support itself.
We cannot count on Valve for anything. They clearly have no idea what they are doing. Look at their plans for the DoTA 2 launch. Who plans a 1.7 million dollar tournament for a game no one can play? Even I, who loathe DoTA, would buy the game if I had the opportunity to practice for a few months and then compete. It would be an infinitely better marketing investment to hold ten 100,000 dollar tour stops for DoTA 2 after release. That way gamers would purchase the game in an effort to win a spot at a tournament, and in addition keep the game in the news. Valve holds the highest selling, most competitive, longest longevity team FPS which is center in the collective e-sports mind, plans to release a sequel, but is unsure if they will host a huge tournament? I am so glad Valve is a private company, because if I owned shares and heard that marketing strategy I would topple over management. People it is up to us.
Maybe I should re-title this piece “An Open Letter to the FPS e-Sports Community”. I want all of us to Unite. I want 1.6, CS:S, Battlefield, Call of Duty, Brink, AvA, Quake Live, and yes even the two guys still playing Unreal Tournament. Step up. Play hard. Go Pro.
submitted by mRWafflesFTW to esports

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