crius

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  • EVE Online nixes industry teams

    by 
    Justin Olivetti
    Justin Olivetti
    12.17.2014

    Not every new idea is going to take off and be a smash hit, as CCP definitely understands this as much as anyone. The EVE Online developer said that the implementation of industry teams earlier this year has been vastly underused, and as a result, teams will be removed from the game entirely in 2015. "We have been closely tracking all related industry metrics and dials and it is apparent to us that usage of teams has been very low relative to the goals we set for it -- with single figure percentage use in manufacturing jobs and near nonexistent use in research," CCP wrote. Industry teams had allowed players to hire NPCs to help out with industry jobs. The feature will be "methodically removed" over the next few months, although players will be able to use teams until they are forceably retired. On another note, EVE tweeted that it has freed up over six million names from former trial players and has made them available for general use.

  • EVE Evolved: Features coming in Oceanus and beyond

    by 
    Brendan Drain
    Brendan Drain
    09.28.2014

    It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity. The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time. In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

  • EVE Evolved: Has the industry revamp worked?

    by 
    Brendan Drain
    Brendan Drain
    09.14.2014

    When I was first introduced to EVE Online back in 2004, a big part of the attraction for me was the promise of a huge player-run economy in which the only real laws were those of supply and demand. With only a handful of tech 1 ships and modules available to build and everything made out of the same basic minerals, science and industry were pretty easy for new players to figure out. Over the years, more complexity has slowly been added to industry via features like Starbases, Salvaging, Capital Ships, Tech 2 Invention, Planetary Interaction and Tech 3 Reverse Engineering. Today's industrialists have to contend with hundreds of different items that are often arranged in sprawling component manufacturing chains, which can make it hard to figure out exactly how to make a profit. The recent industry revamp attempted to solve this problem with a full user interface overhaul and a revamp of material costs and manufacturing prices. All of the relevant information for using a blueprint was packed into a slick new combined Industry UI, allowing new players to find the info they're looking for in-game rather than through websites or opening dozens of item info windows. It's now been almost two months since the industry revamp went live, and while the market for many items is still going to take several months to fully stabilise, the dust has finally begun to settle. So what's the verdict? Has the industry revamp worked? In this edition of EVE Evolved, I consider whether the industry revamp has been successful, how easy it is to make a profit in the new system, and whether it's worth setting up your own industrial starbase.

  • Massively interviews EVE executive producer Andie Nordgren

    by 
    Brendan Drain
    Brendan Drain
    07.25.2014

    If you've been following the development of EVE Online lately, chances are you've heard of Andie 'CCP Seagull' Nordgren and her mission to make deep space colonisation and player-built stargates a reality. Andie has spearheaded the direction of EVE's development over the past few expansions and has gathered a considerable following in the EVE community. At EVE Fanfest 2014, we heard her plans to overhaul EVE's outdated sovereignty and corporation management systems, and to eventually introduce new deep space colonisation gameplay. Today CCP announced that Andie Nordgren has been promoted to the position of Executive Producer on EVE Online. I caught up with her for a chat about development on EVE and to find out what this promotion means for the future the game. I've pulled together the important details from the interview in this article, and if you still have burning questions for Andie Nordgren, she's doing an AMA thread on Reddit right now!

  • EVE Online: Crius launches today

    by 
    Justin Olivetti
    Justin Olivetti
    07.22.2014

    EVE Online is just churning out expansions (or plus-sized content updates, if you will) lately, with today's Crius release being the latest of the bunch. Crius' main focus is on revising and expanding the industrial and crafting portions of the game. Players can join industrial teams to get important jobs done, enjoy an overhauled research interface, partake in dynamic pricing of tasks, and add industry-related upgrades to starbases. Other fun features of this update include interior atmospheric audio, a new reprocessing system, the ability to opt out of fleet warps, and API support for the industry features of this patch.

  • Prepare for EVE Online's Crius with new dev video

    by 
    Shawn Schuster
    Shawn Schuster
    07.15.2014

    If you're looking forward to the changes coming in EVE Online's Crius expansion next week, a new video featuring CCP Mimic touches on what to expect in New Eden's industrial revolution. CCP Nullarbor and CCP Tuxford describe the changes that will open up manufacturing to be performed wherever and whenever you like. "What we're leaving behind is what is really the core of industry," CCP Nullarbor says in the video. "Which [are] very interesting problems to solve, such as 'What should I be building?' and 'Where should I build it?'" Be sure to read our previous articles and guides on Crius for more info, and check out the dev video included after the cut. [Source: CCP press release]

  • EVE Evolved: Making ISK from the Crius release

    by 
    Brendan Drain
    Brendan Drain
    07.06.2014

    ​EVE Online's economy has been studied over the years for its resemblance to the real world, and it is often cited as an example of a hyper-capitalist society with no laws or regulation. But underneath the emergent interplay of supply and demand that has fueled everything from freighter businesses to virtual investment banks, EVE is ultimately a game. The biggest influence on the markets by far has always been CCP Games and the changes it deploys in expansions, which shake the universe up and force players to adapt to new circumstances. There's always money to be made from major gameplay changes, and accurately predicting how an expansion will impact on the market can put you on the head of a short-lived but very lucrative gold rush. Though EVE's updates now come in the form of ten smaller releases per year, the upcoming Crius release scheduled for July 22nd has practically a whole expansion's worth of changes to industry and research. That gives you just over two weeks to prepare for the change, train any skills you might need, and figure out how to cash in on EVE's industrial revolution. In this edition of EVE Evolved, I run down some tips for how to prepare for the upcoming industry revamp in Crius and make some ISK.

  • EVE Online's in-game industry to be more challenging come Crius

    by 
    Justin Olivetti
    Justin Olivetti
    07.02.2014

    The EVE Online team is trying out a new type of blog post today, this one taking time to look at the "bigger picture" of how in-game industry will function with the upcoming Crius release. According to the post, the team wants industry to be understandable by players and both interesting and skillful to use. "You should feel that you are 'good at industry,' rather than just that your character is. You're good at industry because you make good decisions, you outsmart your competitors, you've invested in the right places and you're ahead of the market," the post states. CCP says that it sees the purpose of EVE's industry as a different breed than what goes on in other MMOs, because the player is challenged to do more than just make certain items: "This is the world we're trying to create, the industry that New Eden deserves: one where you're in charge, where you're facing a new challenge every day, and where you have all the freedom in the world to decide how to solve it."

  • EVE's Crius to revamp manufacturing on July 22

    by 
    Jef Reahard
    Jef Reahard
    06.27.2014

    Are you sorta curious about EVE Online's science, manufacturing, and research aspects but have never managed to jump in with both feet? If so, you might want to hold off until July 22 when CCP releases its Crius update. The patch will feature "a complete overhaul of the tools for industry activities," along with dynamic pricing across New Eden helped along by the removal of slot limitations for science and industry jobs. Traveling worker teams will also be available, as will new options for reprocessing. There's a lot more to the update, too, and CCP has helpfully provided links to all the appropriate dev blogs in today's news post.

  • EVE Evolved: Four top tips for living in wormholes

    by 
    Brendan Drain
    Brendan Drain
    06.22.2014

    One of the biggest goals you can reach for in many sandbox MMOs is building your own empire and controlling a small corner of the game world. For much of EVE Online's lifetime, that privilege was reserved for the powerful few leaders of the game's large territorial alliances, which carve up vast swathes of space between them. A handful of alliances still control the lawless nullsec regions today, but there are still opportunities for smaller corporations and even individuals to stake a claim in the chaotic world of wormhole space. Exploring and farming in wormholes is very profitable activity, but permanently moving in and setting up a starbase can be an intimidating prospect. One wrong decision might lead to pilots getting stranded in the void without bookmarks, your starbase coming under attack, or the whole expedition being robbed blind by a corporate infiltrator. The early days of wormhole exploration were rife with stories of hardship, heists, and devastating wars fought through shifting networks of wormholes. A lot has changed since the wormholes first opened in 2009, and today many of those problems have solutions. In this EVE Evolved opinion piece, I look at some of the ways wormhole life has improved since Apocrypha and give four of my favourite tips for anyone planning to colonise wormhole space.

  • EVE Evolved: Expansion names are important!

    by 
    Brendan Drain
    Brendan Drain
    05.25.2014

    Since its launch in 2003, EVE Online has adhered to a rough schedule of releasing two free expansions per year, one at the game's peak play time in the summer and one to tide players over during the long winter lull in activity. Each expansion has had a particular theme and a descriptive name, launching with several major features and then being followed up with a series of smaller sub-releases. At EVE Fanfest 2014 we discovered that CCP plans to change that strategy and instead produce around ten smaller releases each year, aiming to release one every six weeks. Putting aside the mathematical impossibility of meeting that target with only 52 weeks in the year, the plan for smaller but more regular releases has been generally well-received. Players were very happy to hear that unfinished features will no longer be pushed out the door before they're ready just to meet an arbitrary expansion deadline, and it's great news that completed features and fixes will now wait a maximum of six weeks before deployment. There's no doubt that it's a great development strategy, but the more I think about it, the less sense it makes as a media strategy. In this EVE Evolved opinion piece, I look at why expansion names are important, the problems with CCP's new development schedule, and what can be done to fix them.