Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for June, 2009

A Couple More Killing Floor Tips.

Posted by nefchast on June 13, 2009

Been playing a decent bit online, lately. I’ve really come to love KF’s multiplayer and game play in general. One thing I don’t love, however, is all the rage quitting that seems to happen. Just because you die doesn’t mean you have to quit… And here’s a few more ‘tips’.

1. Not everyone needs to be a Medic. I’ve had maps where 3-4 people were Medics. Most likely just to get the cheap body armor, but really — it isn’t needed. One is typically enough.

2. Stick together — doesn’t typically happen on public servers. It can be hard, especially when playing with people that are rather stubborn or just stupid, but try to stick together as much as possible — the game is far easier this way. (think I’ve said this before, but it needs to be repeated)

3. You don’t have to be next to the shop every round. Often finding a location that is easily defensible and somewhat close to all the trader locations is best. For example, on the farm — near the bridge with the truck. It’s wide open, well lit, and you can survive quite well there. Not recommended for the Patriarch, however.

4. Trap the Patriarch. Find a nice room with two doors and some cover. Seal one door and leave the other open — do not seal both. Once he comes in have one or two people close and seal the door behind him. Attempt to destroy him. Note: might not work well on the harder difficulties.

5. Trying to use a room for defense and your doors getting destroyed? Plant a crouched Berserker with a chainsaw in the doorway and let him tear up most specimen!

6. In case you didn’t know, you can toss money with ‘b’ — don’t be greedy, give extra cash away to teammates that need it. The better they perform the better your chance of survival.

7. For Commandos and Sharpshooters, go for head shots. (SS’s will have to, anyway) It tends to save ammo and still nets you kills. And I’d focus on the stronger specimen, Support Specialists with a shotgun can clean up the numerous weaker specimen far better.

8. Grenade spam can be very handy against larger foes. Also, if you’re trapped, surrounded by a horde of specimen and about to die — launch as many grenades at your feet as you can! You’ll get blown up, but so will the specimen.

9. Remember your Medic! If you get low on health run to them and stand still. Odds are if they are doing their job they will whip out the injector and heal you up. Don’t force them to run you down.

10. Berserkers — I know it can be hard to get kills when the Sharpshooter and Commando keep killing them before you can get in range — but don’t run off too far! It’s easy to get overwhelmed and I’ve seen several Berserkers get killed when they went after more kills.

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Prototype.

Posted by nefchast on June 12, 2009

I’ve gotten a copy of this for my PC yesterday, put in a few hours so far. No review right now, just a basic overview of how it plays.

City Life

City Life

The first thing you’ll notice when playing is that the graphics are quite good and the game is quite dark and gory. If you’ve played inFAMOUS on the PS3 this game is somewhat similar, but far, far bloodier. The story is pretty simple: genetic company and military/government in on this dangerous research, conspiracy, cover ups, blah blah — your character was working for them, got experimented on/infected and is now wanted and out for revenge as Manhattan turns into a death trap of infected zombie-like people. If you’re in it for the story you’ll likely be disappointed, but if you’re in it for some action — you’ll have a very good time.

No screenshots of the action at the moment; it’s rather difficult to take them, pause, tab out, and such since the game doesn’t have a built in screenshot that  I can find. I might have to look some more. Anywho, your character has the ability to sprint really fast and jump really high and run up the side of buildings while performing some over the top parkour moves. All of these abilities and more are upgradeable with what is essentially experience points you get from completing objectives or defeating enemies. One of the most useful abilities, I’ve found, is Glide. Run up a tall building, get a good jump charged up and spring it — then glide for blocks. Using the rooftops as travel typically keeps you out of the military’s eyes, with the exception of helicopters which you’d need to watch out for.

Most of that travel I just talked about will happen outside of missions. In the game there’s a sort of free roam mode where you can run anywhere in the city and check things out — including finding secrets and doing Events, timed challenges for extra rewards. One important piece to talk about is consuming: literally absorbing someone or something. Absorbing a person grants you their abilities, skills, and appearance. Throughout the city are certain people that have memories associated with you or the experiment — hunting them down will reveal more of the story. There’s also military bases scattered about — inside these are different personnel that can be consumed to make use of their appearance or skills (like better use of machine guns, assault rifles, vehicles). Consuming also restores health, so you will want to use it during combat too.

There are various weapons, both innate and outward, to use to kill or destroy just about everything. If you’ve ever played a Marauder in Warhammer Online you’ll know how this works. With the exception of the claws, most of the powers you will need to unlock through the upgrade menu. The innate weapons I’ve encountered so far were: claws, whip, hammer hands, huge blade. For other weapons there’s: assault rifles, grenade launchers, rocket launchers, machine guns, APCs. Your innate weapons are certainly the most powerful, but they do tend to lack range — with the exception of the whip. It’s quite easy to take out tanks and APCs with your powers, even bring down helicopters. Infantry are even easier, but they tend to be very numerous. If you don’t like gore, this is certainly not the game for you — your various blades will allow you to literally slice through people and reduce them to chunks.

For good/evil aspects — I haven’t seen any. There’s plenty of civilians around and you can do whatever you want to them. At the end of missions/events that are combat based there is a score card of how you did and the number of casualties inflicted — civilians do show up here but I’m not sure how they factor in, I’d guess they bring your score down. Really,  your character isn’t so much the ‘good’ guy, just the ‘slightly less evil’ guy.

If you’re wondering how the game controls on the PC, it’s handling pretty well. You can tell it was designed from the ground up for consoles, but it hasn’t given me any problems and I rather like using the mouse and keyboard more.

Mmmmk, that’s about all for that. You might want to check out this game if you like a darker action/platformer/adventure/whateverthehellthey’recallednow game, or like a fast paced action title with over the top combat.

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Red Orchestra.

Posted by nefchast on June 11, 2009

So, you’ve seen that Steam is having this sale on Red Orchestra, it’s from the guys that gave us Killing Floor. There’s also a shiny new mod out for it that’s free and adds a lot of content. Now, you’re wondering — I’ve heard of Red Orchestra, but what is it really about? For 5 bucks you could easily find out for yourself, but I’ll save you that and give you a light touch on the game.

Originating as a mod for UT2k4, this game brings a bit of realism to the WW2 themed FPS genre.

The first thing you’ll want to do if you’ve never played RO before is give the practice map a go and get familiar with the game. Think of it as a tutorial, and yes you need to do a tutorial. I’ve taken all the screenshots in this post from the practice so it’s what you’ll see in your first time through (and because taking screenshots while having firefights with real people is not gonna be done by me).

Trench Combat

Trench Combat

The first thing you’ll notice is a pretty minimalistic HUD. Starting from the bottom left you have your health (no numbers, you just see where you’re injured), your stance (as in standing or crouching, etc), the number of clips you have left (of note, you don’t get an exact ammo readout, either you know how many shots are in your gun from experience or you just run out), and a compass to let you know what direction you’re going. You also get a map that you can open up, though it’ll take up the whole screen, to show objectives and where you are. Objectives? Yup, this is a capture and control type of game.  Of note: there is no cross-hair, just like Killing Floor, to aim do thus:

Aiming

Aiming

It’s the only way to shoot accurately, so don’t think about running and gunning or bunny hopping very easily. You may note that my character is a Russian and is using an MP40, you can take items and weapons off fallen enemies or comrades. You can also drop your own for others to use. Also in the picture is the timer for taking control of the point — it fills when no enemies are around and stops when it’s contested.

Classes

Classes

There’s several different load-outs to choose from, each with different equipment and positions. You will want to try some of these out in practice first to get an idea of what they do and your role in the battle.

Tanks

Tanks

Also in RO is tank combat, and other vehicles. As you can see here the driver of the tank sits in a very realistic… cockpit? Drivers seat? Eh, whatever… It’s realistic and quite good. It is quite an experience to drive these, especially with the limited view — trying to in a video game was hard and confusing enough for me, I can’t imagine how they did it in real life, with real enemies. You can take one of these out solo and swap between the seats on the fly — so it’s not entirely realistic… but close enough. Shooting:

Firing

Firing

You’ve got different rounds to choose from, and it takes time to load them either when changing or between shots. So, plan your shots carefully and make every one of them count — or you’ll be dead (yes, obvious…). Firing is pretty straightforward, take the range into account, other factors like hills or trees or whatnot, and line them up and fire. This can be done as a single person tank crew, as stated before, but in that case you’d be left a sitting duck and easy fodder for any enemy tank — you can only reload while sitting in the turret, so you’ll have to stay there for the full… 10 seconds? or so that it takes to reload before you get another shot. You can hop down to the drivers seat and try running away before that though — might work out well.

And there’s the basics to the game. The Darkest Hour mod is the same deal, only with the Americans and Canadians (British too?) being played against the Nazis. For the money, you get a lot of content. Well worth it if you want something a tad different in your TF2/L4D/CS:S/CoD4 usual line-up.

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Interesting Article.

Posted by nefchast on June 10, 2009

Over at Gamasutra there’s a very interesting article on F2P MMO’s and their earnings. Perhaps the most enlightening interview of the three is from Daniel James (CEO of Thee Rings Design, the company behind Puzzle Pirates) who gives some very detailed information on his game’s average revenue per paying user and the average revenue per user (ARPPU and ARPU, respectively). Basically, PP has roughly 7 million registered accounts and any given month roughly 10% (around 5000) are actually paying. Most F2P companies would happily post their ARPPU (in PP’s case it’s $50) which is typically quite impressive. When you factor in the ARPU, however, it brings it down (ARPU is around $1-2). Read the article and comments to get even more information — good stuff in there.

I think averaging $1-2 would be great — provided a large user base. Free Realms is one game that I really want to see some numbers on — having come from a major MMO developer that traditionally markets pay to play games (OK, they’ve had Planetside on freemium for over a year now, but that doesn’t count — no microtransactions taking place). When DDO makes the transition to F2P/Freemium, I’d love to see those numbers as well. The F2P field really does have some major room to expand in the western market, and it won’t be built solely on casual gaming. Downloadable content (DLC) is one of the signs of this, and games like Fallout 3 have been making good use of it to generate additional income (I tend to buy the DLC…).

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Crafting in Aion.

Posted by nefchast on June 9, 2009

I spent most of my time this weekend going about killing things and leveling characters, but a small portion of that was also spent crafting.

To start off you need to gather some materials. Everyone has gathering skills innately, but you must use them to raise up their level and allow access to higher tier materials. Simple enough — just find something to harvest and use it. A small window will pop up displaying two status bars — a pass and a fail. From here the chances are played out and you will either succeed or fail. Naturally, the higher your skill level the better the chance for success, and the faster it will happen. Also, there’s rarer materials you can sometimes harvest.

Once you’ve got your materials harvested it’s time to visit a crafting trainer in the major city — Sanctum for Elyos. There’s a few different types of production crafting (six, I think) and I went with Armorsmithing. It’s pretty simple, you ask to be trained in the skill and pay the fee (it was around 1,000-3,000), then you can start refining usually from there. But, if you want to get the most out of your harvested materials, it’s best to level up your production craft a bit first. This is done through work orders — similar to Everquest 2. Work orders are free to get and the first will not require any additional materials; however, once you start moving up in the work orders they will require you to purchase and use more additional materials — you can get these from the seller near your trainer, they’re typically cheap but when used en mass will drain your wallet. When you complete a work order you hand it in and receive a random crafting material of use to your profession, or even a recipe.

Keep leveling up your tradeskill and you can purchase new items to make from the same material merchant. They’re basically like blueprints/schematics/recipes/whateveryouwanttocallthem. I’ve heard that you also have the chance to craft a rare version of the items you make, not sure on how high that chance is or if you can influence it. Oh, also — the tradeskill crafting uses the same pass/fail window as harvesting, the reason you’ll want to use work orders to buff your skills before using the real stuff.

As far as how good the equipment is… It’s at least better than the stuff being merchanted at armor vendors. And it should be better than none-green drops — or at least close. I haven’t seen crafted green armor so I can’t tell if it’d be better than the dropped kind, but it’s either possible or close. So, I’d place crafting as currently useful, but if the item market gets flooded with dropped equipment of green or better quality — might not be.

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Aion.

Posted by nefchast on June 8, 2009

This past weekend I had the pleasure to try out the NA Aion beta. For those that don’t know, it’s an MMORPG from NCSoft with an Asian flavor of fantasy and Angel vs Demon vs Draconian type world. It’s a pretty traditional MMORPG with the biggest feature being flying. Brief overview commences:

Like all good MMO’s you start with a detailed character creation.

Archtype Selection

Archtype Selection

Starting with what you want to be. Each of these four archtypes have two classes that you’ll get to choose from upon reaching level 9. They’re pretty self-explanatory, but for those that don’t know much about MMORPGS: Warriors are tanks in a literal sense, they wear big armor and wield big weapons — their class choices are the Templar, tanking role, and Gladiator, more of a DPS role. Scouts are a DPS class focused on quick movement and fast attacks, their classes are the Ranger, a ranged damage class using a bow, and the Assassin, a close combat sneaky type. The Mage is for all your magic needs and typically fall into DPS/Support roles, their two classes are the Sorcerer, don’t know much about this one but it seems focused on ranged magic DPS, and the Spiritmaster, a pet class that summons different elemental pets. Lastly, and most importantly, is the Priests with their heals and buffs, the two Priest classes are the Cleric, seems to be the primary healer of the two but I could be wrong, and the Chanter, seems to be the primary buffer between the two. Once you’ve got your archtype selected it’s time to move on to designing your character.

Face Sliders

Face Sliders

Face Options

Face Options

Body Sliders

Body Sliders

These three screens are basically the whole process. Starting with the head you can choose from over 40 different hairstyles (for the female characters, at least), dozens of faces, a full spectrum of colors, etc. To fine tune your character they have the sliders which let you adjust pretty much everything you could want to adjust. The body is pretty much just sliders, apart from skin color. Your character does have a voice, or will — it didn’t seem to make the transition from the Asian version yet. Once you finish up crafting your character you’re ready to be plunked down into the game world.

The game starts off in a newbie zone, you’ll be running quests from now on and doing the whole leveling thing. The story associated with the quests is quite good and worth the read — so make sure to do it at least once. As far as any unique bits of questing, about the most I can think of is the separation of general quests and main storyline — Campaign — quests. These are what drive the central story of your character through from your unknown origin to finding your memories and ascension as a Daeva. There’s some minor cut scenes and such even, it’s pretty good. It really gives you a better understanding of the world and a bit more structure as well.

Sneak Attack

Sneak Attack

During your time questing you’ll be doing a lot of combat. Combat in Aion is pretty traditional — if you’ve played World of Warcraft you know how it goes. The differences with Aion come in how they handle their chains, of which there are quite a few depending on your class. When you start a chain off the next attack in the sequence automatically takes the place of the starter in the hotkey bar — no keeping track of various hotkeys. In addition, the chains also appear on the screen near your character — a far better choice if you have multiple routes the chains can take. I will say that monsters tend to be a bit tougher in Aion than usual. You likely will die if you’re not careful and take the time to rest properly. In fact, in some of the really hard areas, you’ll see several deaths nearly every minute. It’s fairly surprising, really, considering the numerous ways characters can heal themselves. On my Gladiator, level 12-13ish by this posting, I could use the Rest emote — cheapest option and very good, but somewhat slow — the Bandage skill — uses bandages, a bit quicker but can require multiple uses if you have a lot of health — herbs — uses another material, nearly the same as bandages really, might be its replacement?, potions — most expensive option and really only useful during battle, and food that increases my regen. Priests get the benefit of healing themselves whenever they want, of course. So, plenty of options to stay alive, just make sure you start a fight you can win and keep away from aggro — basics!

Rainy Day

Rainy Day

Have to add this in here, something I really enjoyed. There’s lots of small things your character does when in certain circumstances — such as rain, pictured here. Stand around a bit and your character will notice it’s getting rained on and pull out a large leaf to stand under. First time I saw it I really liked it, and I still enjoy it. The looks of characters haggling with merchants is another cool bit of the game.

Flying

Flying

Two more things here and I’ll be finished. The first is titles. Titles are just that, extra bits that you can attach to your name to show you’ve completed something — the only difference is that these titles also add benefits to your character. Not necessarily new, it is a nice thing to have. The second is flying. Once you’ve become a Daeva you gain your wings. These wings are fairly limited to begin with, you get a minute of flight time before having to recharge them. It seems this can be increased later on. Flying is useful to reach higher places (duh) and for gathering certain materials that float about in the sky. While I can’t go deeply into flying at the moment, I will say that it is very fun and something you’ll get to use early on in the game. It’s kinda like getting a limited flying mount at level 10, fun.

As a note, I did do quite a bit of crafting but forgot to take screenshots… sorry. I’ll see about covering that in its own post later. I think it might have to be next week, however, as the beta is likely only the weekends at this point.

Anywho, it’s fun and looks great — keep an eye on it.

*Edit: Seems the next beta test will be June 19th… a bit under two weeks from now. So I probably will do a short post on the crafting tomorrow without the screenshots.

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Grinding.

Posted by nefchast on June 5, 2009

New little twitter widget on the side there, if you didn’t notice. Likely not going to use it much, since I can’t think of anything that would be necessary to twitter about that couldn’t just be a blog post, but figured since I want to follow some other gaming news sources and such — might as well throw it up there too. As you can see in the message, I’ve started grinding in EVE on missions — the goal is level 4′s to support my PvP character. This brings up a fun topic: grinding and how you do it.

I’m not going to go into the mechanics of actual grinding, that should be obvious enough, but into how you cope with it. Personally, I love music for grinding. Right now I have DI.fm going — Future Synthpop, Trance, Vocal Trance, EuroDance, and Gabber. To further enjoy the grind experience I’m writing this post up while my myrmidon is tanking a mission — drones doing the killing. News sites will take the place of the posting once it’s done.

Typically I wouldn’t be able to do this much while grinding, without a second computer at least. That’s one of the good points in your EVE — it is possible to do many things while semi-afk. Seemingly redundant at first — what’s the point of a game you don’t have to activly play? — it is quite nice when you want to do something else or have to do something else. While generally  viewed as a hardcore game, EVE has quite a few elements that really benefit casual gaming. Wouldn’t mind seeing more of this.

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Collector’s Editions.

Posted by nefchast on June 4, 2009

Typically when a game, usually an MMO and occasionally other major titles, launch they have a standard edition and a collector’s edition. For those unaware, this collector’s edition typically costs more but includes extra goodies — books, DVDs, soundtracks, figurines, special in-game items, etc. Things you don’t really need but usually want. It’s been over a year since I’ve bought a physical copy of a game — digital distribution has been it for me — but recently I’ve decided to pre-order the Aion CE. This got me wondering — why?

There are a few ‘why’s, and all of which are likely simple enough to be explained in a few words — I just want to see the explanation for myself. I only really need to cover one, though.

The  ‘why’ is: why did I get it? The obvious answer is that I’m a consumer whore and love shiny collectibles; that’s likely the best answer. However, when I think about it I know that I enjoy the unique items that come with it. Especially the wings, oh do I ever want those wings. Next is the box. I used to love game boxes — really love them. I guess I’d liken it to people that purchase high quality, hardcover novels to display on their shelves. The CE box, along with the figurine and other items, can be displayed. I find that rather attractive. Am I alone in that? Likely.

Of course there’s another reason, completely separate from the CE and that’s early access. I really want to see and try Aion and if more MMOs or even non-MMOs provided beta access with a pre-order… I’d likely be spending far more than I do now on them. Which isn’t a horrible idea for marketing the products.

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Left 4 Dead 2.

Posted by nefchast on June 3, 2009

One of the surprise announcements to come out of E3 so far, to me at least, is Valve’s Left 4 Dead 2. Shipping Nov. 17 — just a day off of a year since the first game launched. From the comments I’ve seen on various gaming sites the fans seem to be pretty mixed up about it. I was too, at first. Reading IGN’s hands-on helped a bit though, with the lack of information.

From what I can gather, from the hands-on and from what the devs talked about in the first L4D (the in-game dev talks), it seems like the first L4D was tightly budgeted and was more of a ‘test’ for a possible franchise/game type. Since it was well received what we’re getting now is a more… ‘complete’ or ‘polished’? version. There’s a minute of gameplay in the hands-on to show off some of the game, and I think it looks quite good. I’m not sure about the new cast, I got rather attached to the previous group, but this does open up some more game play experiences down the road (think, 8 survivors versus 8 special infected?). Melee weapons are something I love and am glad to see them added — taking the place of your primary weapon is a bit extreme, they’ll have to be quite good to make that move. You can see there’s a bit greater variation in regular infected, looks-wise, and it seems they’re tougher — both excellent. The talk of infected wearing haz mat suits and being immune to fire is also nice. One part of the original game that felt off to me was the difficulty, much of the game was quite easy — especially if you were with all human players. It seems the devs have learned quite a bit from their work before, though, and are changing this. Improved director AI is yet another bonus. Another 5 campaigns, other new or changed weapons, daylight maps that can change the behavior of infected… all quite nice.

I can see much of the fuss with this sequal when you take Valve stating that they’d support the original, and it seems they will, but we’re used to them supporting the games over a longer period before a sequal pops up. Much of what L4D2 offers, when taken piece-meal, could easily be used for patched content. In fact, I’m betting they could get a good 2 years out of this single sequal. But as a whole it’s obviously worth being a stand alone; interestingly, it seems if there’s a big enough cry for it Valve will include the campaigns and such from the first L4D into the sequal, essentially getting both for the same price — if they add in enhancements to those campaigns, I’d easily be sold over it.

With all the outcry, I think people are missing one thing. This is Valve. They know game development, they do it quite well. There was quite the outcry when L4D originally launched as well, what with the limited amount of guns and such — it’s nothing really new. Just give them a bit, let more details surface, perhaps a playable demo for the masses — we’ll see when the time comes.

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Alts?

Posted by nefchast on June 3, 2009

I may have touched on this subject before, hope not.

The creation of alts in MMOs is one of the things I do heavily. In most games this is necessary in order to explore all the content in a game or find the path you most want to take. But EVE Online is a tad different… In EVE there really isn’t a need to create a new alt in order to gain all the skills available or explore all the content possible. So, why do I keep doing it and is it worthwhile?

There are two types of alts in EVE: alt characters and alt accounts. The first assumes other characters in use on the same account. Alt accounts are widely used in the game — an account can only train a single character at a time, this limits the efficiency of alt characters a bit. Having multiple accounts is also quite useful, especially for certain activities. If you plan on doing a lot of PvE’ing like missioning or mining you can benefit from having several accounts. There’s even some limited use in PvP — well, I wouldn’t say limited but it can be hard to manage several different accounts and ships in PvP. Having multiple accounts and characters also allows for characters in numerous corporations or alliances — a must have for espionage or those looking to PvP and PvE without the two interfering. Currently I have two accounts, one that I’ve focused on my PvP character and the other that I’ve focused on mining/missioning — the characters are separated so I can fuel my PvP efforts. The mining/missioning characters are also separated from the character that I have in my long-term primary corporation, which is a trading character. Typically, the trading character’s corporation and alliance gets war dec’d a lot and that’s bad for business; leaving characters in the newb corps allows unlimited missioning and mining in the safety of hi sec.

Okay, having alt characters in alt accounts is useful, but could it be done with alt characters in the same account? Yes, it can. Is it easier? No. Is it cheaper? Yes. So if you’re looking for that character that can PvE for you while your main is busy in 0.0 blowing stuff up and you don’t want to pay extra — you can! To get the most out of this method, however, you will need a plan — a skill plan. Think of what you want this character to be doing and then list out everything you’ll need — doing so in EVEMon is the best way since you can also see what learning skills and such you can pick up along the way to make it a bit easier, without going all out. In either case, alt character or alt account, you’ll have to drudge through the slow process of getting the character up and going — to at least some extent. This is a bit easier now with the new (new?) player experience — you no longer start out with a bunch of skills, just a few and a boost to skill gain. The great thing about missioning is the lack of change that really happens, skill-need-wise-ish, at least. Once you’ve got a battleship that can solo level 4′s well, you can go back to your main and never have to worry about the alt again — skill-wise. Unless something drastic, but highly unlikely, happens and CCP decides to change up missioning.

There is one thing you can expect to never try doing with an alt character on your main account — espionage. Often alliances, the ones with really tasty info, will require such things as the temp API code in order to check out what characters are on your account. So, Spying 101 includes ‘Get an Alt Account’ at the top of their curriculum. It’d also be good if you want to engage in risky business, forum whoring, or other activities and still want your shining example of a main to go untarnished.

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