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	<title>Comments on: The Price of Death</title>
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	<link>http://jumponcontact.com/2010/02/the-price-of-death/</link>
	<description>The fascinating world of EVE Online, explored and explained.</description>
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		<title>By: Miles</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-98</link>
		<dc:creator>Miles</dc:creator>
		<pubDate>Tue, 23 Feb 2010 09:10:48 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-98</guid>
		<description>Thanks for the explanation. That clears it right up!</description>
		<content:encoded><![CDATA[<p>Thanks for the explanation. That clears it right up!</p>
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		<title>By: Lord Helghast</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-93</link>
		<dc:creator>Lord Helghast</dc:creator>
		<pubDate>Mon, 22 Feb 2010 19:31:23 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-93</guid>
		<description>Without death, missions and fighting become as great as STO, Also known as idiots just rushing into missions loosing then rinse and repeating it till the mission is finished its really stupid.</description>
		<content:encoded><![CDATA[<p>Without death, missions and fighting become as great as STO, Also known as idiots just rushing into missions loosing then rinse and repeating it till the mission is finished its really stupid.</p>
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		<title>By: Lord Helghast</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-92</link>
		<dc:creator>Lord Helghast</dc:creator>
		<pubDate>Mon, 22 Feb 2010 19:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-92</guid>
		<description>2 things kill pods, lag and inexperience... cause if your about to die, and your an experienced pilot your spamming the warp to celestiral button by about 25% hull in a bs (90% hull in a cruiser LOL)

And if u&#039;re spamming warp no way they can lock you in time even with sensor boosters.</description>
		<content:encoded><![CDATA[<p>2 things kill pods, lag and inexperience&#8230; cause if your about to die, and your an experienced pilot your spamming the warp to celestiral button by about 25% hull in a bs (90% hull in a cruiser LOL)</p>
<p>And if u&#8217;re spamming warp no way they can lock you in time even with sensor boosters.</p>
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		<title>By: drew</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-91</link>
		<dc:creator>drew</dc:creator>
		<pubDate>Mon, 22 Feb 2010 17:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-91</guid>
		<description>Pods have two things going for them - they&#039;re a separate ship from your old one, so anyone who wants to shoot you has to lock onto your ship again. Since pods are really small, this could take &gt; 10 seconds for battleships, down to a second or two for small ships. So that gives you some breathing room. In that span of time, you need to get your pod out of the battle area ASAP. And here&#039;s the pod&#039;s other benefit: it &quot;aligns&quot; instantly. This just means that when you hit the warp button, your ship doesn&#039;t have to point itself at the target - it just turns on its engines and warps about a second or two after you hit the button. Bigger ships usually spend 2-20 seconds aligning, depending on their mass. So to catch a pod, you need to either (1) get lucky and have a very fast-locking ship near-by, (2) be inside a warp disruption bubble (which pretty much guarantees a pod kill; pods aren&#039;t that fast, just agile), (3) be using area of effect weapons like bombs that don&#039;t require a lock to fire.</description>
		<content:encoded><![CDATA[<p>Pods have two things going for them &#8211; they&#8217;re a separate ship from your old one, so anyone who wants to shoot you has to lock onto your ship again. Since pods are really small, this could take &gt; 10 seconds for battleships, down to a second or two for small ships. So that gives you some breathing room. In that span of time, you need to get your pod out of the battle area ASAP. And here&#8217;s the pod&#8217;s other benefit: it &#8220;aligns&#8221; instantly. This just means that when you hit the warp button, your ship doesn&#8217;t have to point itself at the target &#8211; it just turns on its engines and warps about a second or two after you hit the button. Bigger ships usually spend 2-20 seconds aligning, depending on their mass. So to catch a pod, you need to either (1) get lucky and have a very fast-locking ship near-by, (2) be inside a warp disruption bubble (which pretty much guarantees a pod kill; pods aren&#8217;t that fast, just agile), (3) be using area of effect weapons like bombs that don&#8217;t require a lock to fire.</p>
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		<title>By: Miles</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-90</link>
		<dc:creator>Miles</dc:creator>
		<pubDate>Mon, 22 Feb 2010 16:00:27 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-90</guid>
		<description>You say &quot;podding&quot; is tricky... yet you also say pods are very lightly armoured 
why exactly is it tricky then to finish the job?</description>
		<content:encoded><![CDATA[<p>You say &#8220;podding&#8221; is tricky&#8230; yet you also say pods are very lightly armoured<br />
why exactly is it tricky then to finish the job?</p>
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		<title>By: David T</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-85</link>
		<dc:creator>David T</dc:creator>
		<pubDate>Mon, 22 Feb 2010 01:08:24 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-85</guid>
		<description>Awesome workup. Whenever I explain &quot;dying&quot; in Eve to my friends, I always put it in terms of time it takes to recover for perspective. This takes it a step farther to include financial costs. Nice work.</description>
		<content:encoded><![CDATA[<p>Awesome workup. Whenever I explain &#8220;dying&#8221; in Eve to my friends, I always put it in terms of time it takes to recover for perspective. This takes it a step farther to include financial costs. Nice work.</p>
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	<item>
		<title>By: drew</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-83</link>
		<dc:creator>drew</dc:creator>
		<pubDate>Sun, 21 Feb 2010 23:14:47 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-83</guid>
		<description>I absolutely agree. I always laugh when people complain that they love the cool stories of EVE, but hate how intense it is. Those two are, if not inseparable, tightly entwined. It just doesn&#039;t feel the same to win if you know that it doesn&#039;t hurt to lose. 

There was a &lt;a href=&quot;http://lostgarden.com/2009/11/testosterone-and-competitive-play.html&quot; rel=&quot;nofollow&quot;&gt;really fantastic article&lt;/a&gt; about how we feel about winning and losing in different situations over at &lt;a href=&quot;http://lostgarden.com/ rel=&quot;nofollow&quot;&gt;Lost Garden&lt;/a&gt;.  The psychology he describes plays a big role, I think, in why we so often fly together. Winning and losing alone are very different feelings from winning or losing in groups, both when the stakes are low and when the stakes are high.

There&#039;s also a psychological component. I think even when stakes are low, some people are really motivated by the idea of humiliating someone else, regardless of the consequences. That just doesn&#039;t do it for me, though.</description>
		<content:encoded><![CDATA[<p>I absolutely agree. I always laugh when people complain that they love the cool stories of EVE, but hate how intense it is. Those two are, if not inseparable, tightly entwined. It just doesn&#8217;t feel the same to win if you know that it doesn&#8217;t hurt to lose. </p>
<p>There was a <a href="http://lostgarden.com/2009/11/testosterone-and-competitive-play.html" rel="nofollow">really fantastic article</a> about how we feel about winning and losing in different situations over at <a href="http://lostgarden.com/ rel="nofollow">Lost Garden</a>.  The psychology he describes plays a big role, I think, in why we so often fly together. Winning and losing alone are very different feelings from winning or losing in groups, both when the stakes are low and when the stakes are high.</p>
<p>There&#8217;s also a psychological component. I think even when stakes are low, some people are really motivated by the idea of humiliating someone else, regardless of the consequences. That just doesn&#8217;t do it for me, though.</p>
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		<title>By: Mynxee</title>
		<link>http://jumponcontact.com/2010/02/the-price-of-death/comment-page-1/#comment-78</link>
		<dc:creator>Mynxee</dc:creator>
		<pubDate>Sun, 21 Feb 2010 15:58:15 +0000</pubDate>
		<guid isPermaLink="false">http://jumponcontact.com/?p=362#comment-78</guid>
		<description>I think that despite its flaws, the reason EVE appeals to so many of us and keeps us hooked is that it feels SO REAL! It takes effort to get stuff. One must always weight risk vs. reward in PvP situations because losses are meaningful. They hurt. Avoiding them through skill or cleverness or just beating the crap out of an opponent so they can&#039;t beat you back feels great.</description>
		<content:encoded><![CDATA[<p>I think that despite its flaws, the reason EVE appeals to so many of us and keeps us hooked is that it feels SO REAL! It takes effort to get stuff. One must always weight risk vs. reward in PvP situations because losses are meaningful. They hurt. Avoiding them through skill or cleverness or just beating the crap out of an opponent so they can&#8217;t beat you back feels great.</p>
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