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  • EVE Online monument commemorates the summer riots

    by 
    Brendan Drain
    Brendan Drain
    11.16.2011

    Back in June, the EVE Online community reacted negatively to the release of a lackluster Incarna expansion and controversy over microtransaction prices. Complaints eventually erupted into in-game riots with the leak of a company newsletter on microtransactions and an internal memo from the CEO denouncing complaints as noise. Players got together in trade hubs across the game to protest EVE's development direction, attacking a pair of invulnerable monuments outside the systems' major stations. As a nod to players' refusal to accept the status quo and force change, CCP recently altered the Jita monument that was the main focus of the summer riots. The statue now stands destroyed, and its plaque congratulating Heinky and Shin Ra of Burn Eden for solving a riddle contest several years ago has been changed to the text below: "This was once a memorial to the winners of a riddle contest sponsored by late entrepreneur Ruevo Aram. After standing proud for half a decade, it was destroyed in late YC113 by capsuleers who were staging a mass uprising against an intolerable status quo of intergalactic affairs. Today, the ruins of this once-great work of art stand as a testament to the fact that change is the universe's only constant." The change is currently only live on the test server, but will likely come to the main server on November 29th when the Crucible expansion launches. Thanks to Drew for the tip!

  • EVE Evolved: The new player experience, part 2

    by 
    Brendan Drain
    Brendan Drain
    11.13.2011

    Two weeks ago, I began an experiment to look into EVE Online's new player experience from the perspective of someone who has never played the game before. I convinced my friend Kajatta to try the game for the first time, with his only prior knowledge being the same stories, videos and screenshots that anyone will have seen before signing up to give the game a shot. In the first part of this investigation into the new player experience, Kajatta delivered a harsh first impression of the user interface and character creation. A common story I've heard when I'm talking to current EVE players is that many didn't really get into the game the first time they played. As happened to Kajatta, some found adapting to the UI and control scheme a jarring experience and were put off as a result. It was usually the second time they played EVE that seemed to make the game stick, whether that was restarting a new character immediately or giving the game a second try up to a year later. Could it be that EVE is most likely to appeal to new players the second time they play it? To put this theory to the test, this week Kajatta took a fresh second stab at EVE Online and played through all the career agent content. But has his first attempt provide the equipment necessary to scale EVE's famous learning cliff, or did the UI and control scheme prove as impenetrable a barrier as ever? In this week's EVE Evolved, Kajatta delivers his verdict on whether EVE is better the second time around and delves into the Cash Flow For Capsuleers combat missions.

  • New EVE Online launcher will simplify patching

    by 
    Brendan Drain
    Brendan Drain
    11.09.2011

    EVE Online developer CCP Games has dedicated this winter's expansion to small features, balance changes and small quality-of-life improvements. Most of the changes we've heard about so far have been gameplay features and graphical improvements, from starbase tweaks and blaster balance changes to magnificent new nebula graphics. In a new devblog, CCP Topknot shows off a brand new launcher program designed to simplify the patching process. Currently, players launching an out-of-date client get a pop-up about the latest patch and have to restart the client. This becomes a nuisance when frequent optional updates are released. The new patcher will work like a standard MMO launcher, detecting which files aren't up to date and downloading new versions. "A big-ass progress bar will tell you what's going on and how much work is left," explains Topknot, "and an unnecessarily huge button allows you to play the game once it is ready." The new patcher is currently on the test server and should be making its way to the main game with the winter expansion. In the future, the patcher will be able to download updates in the background and may be able to download content in stages, giving new players access to character creation while the game content downloads.

  • EVE Evolved: Gallente and hybrid balance

    by 
    Brendan Drain
    Brendan Drain
    11.06.2011

    It's been another week filled with announcements and positive news for EVE Online, with CCP showing off EVE's new nebulae and revealing the Amarr and Caldari tier 3 battlecruisers. For Gallente pilots, no news was celebrated more than the rebalancing of hybrid weapons and ships that specialise in their use. Short-range blasters can technically deliver the highest damage output of any turret, but their extremely short optimal range means they deal a smaller fraction of their maximum damage in most fights than other ships. Blaster ships have to spend valuable travel time closing into weapons range, and once up close, targets are hard to track. Although railguns were designed by the Caldari, they're hybrid weapons just like blasters, and so they are the long-range weapon of choice for Gallente sniping and mission-running ships. They have good range and tracking speed but have always suffered from slightly worse damage output and alpha strike than beam lasers and artillery cannons of the same size. Countless suggestions for fixes to blasters and railguns have appeared on the forum over the years, but until now they've remained unchanged. As a Gallente pilot and avid Thorax and Dominix fan, I'm very excited by the hybrid balance changes coming this winter. In this week's EVE Evolved, I take a break from the new player experience experiment to take a look at the impact of the upcoming hybrid balance patch and why the announced changes are needed.

  • EVE Online reveals Amarr tier 3 battlecruiser, the Oracle

    by 
    Brendan Drain
    Brendan Drain
    11.02.2011

    Last year graphic designers and EVE Online fans from across the world competed in CCP Games' huge Design-a-Starship contest. The ultimate contest winner was the incredibly impressive Minmatar Tornado, which was meant to be implemented in the game shortly after winning. The ship's implementation was delayed until earlier this month, when CCP announced that the Tornado would be one of four new battlecruisers hitting EVE with the winter expansion. The new tier three battlecruisers are designed to use battleship-sized weapons and are specialised for mid range to long range combat. In a new devblog today, CCP Guard revealed the Amarr tier three battlecruiser: the Oracle. Originally named the Mentor by its creator Alexey M, the Oracle appears to quite literally be a stripped down forward section of the popular Armageddon. The ship joins the Minmatar Tornado and Gallente Talos as yet another entry from last year's design competition to be implemented in the game. The Caldari battlecruiser is still to be revealed, but we got a first glimpse of the ship from yesterday's In Development video devblog and can confirm that it is also a player-submitted design.

  • EVE dev video shows work on engine trails, custom ship skins and more

    by 
    Brendan Drain
    Brendan Drain
    11.01.2011

    If you're a fan of EVE Online, I apologise in advance for the funny looks you get when you jump out of your seat yelling "HELL YES!" while watching the latest In Development video. In this second part of CCP Games' new video devblog series, CCP Guard takes a live hand grenade into EVE Online's art department to show us just what's going on behind the scenes. We've already seen the impressive nebula effects and new Raven model due for release in the winter expansion, and today CCP showed off some massive shadow improvements, but those upcoming additions pale in comparison to what's planned for after the winter period. The latest In Development video shows that CCP is currently working on engine trails, custom ship skins, a new cyno effect, a new warp tunnel, and graphical upgrades for every single ship in the game. It's a tall order, one that's unlikely to be fulfilled in the winter expansion despite developers' recent laser focus on delivering new features. The video gives a sneak peek at the models for the Amarr and Caldari tier 3 battlecruisers, which were selected from fan-submitted entries to last year's design contest in a similar manner to the already revealed Minmatar Tornado and Gallente Talos. Read on to find out why custom ship skins are more work to implement than most of us realise and to watch the new video in HD.

  • Details of EVE's long-awaited hybrid balance patch revealed

    by 
    Brendan Drain
    Brendan Drain
    11.01.2011

    Balancing combat in a PvP-centric game like EVE Online is a tricky business. In a sandbox universe that pits fleets of hundreds of ships against each other in a struggle for territorial dominance, balance changes can alter the PvP landscape. Unfortunately, hybrid weapons have always received the short end of the stick in balancing efforts, leaving Gallente turret ships like the Deimos and Megathron behind their Amarr and Minmatar counterparts. In a new devblog, CCP Tallest adds a major Hybrid weapon rework to the growing list of long-awaited features finally making an appearance in EVE's coming winter expansion. Blasters will be receiving some much-needed CPU and powergrid reductions, a 30% reduction on capacitor usage and a huge 20% bonus to tracking speed. Railguns receive the same CPU, powergrid and capacitor reduction as blasters, in addition to a straight 10% damage increase. All ships typically fit with blasters will also be getting speed bonuses to help them get into blaster range, and tech II ammo for all turrets is due for an update.

  • EVE Evolved: The new player experience

    by 
    Brendan Drain
    Brendan Drain
    10.30.2011

    Ever since a graph showing a downward trend in daily peak concurrent logins started to make the rounds on blogs, players have insisted that EVE Online's recent Incarna expansion has been a complete failure. I mentioned in an earlier article that we should really have expected this as the captain's quarters were primarily designed with new players in mind. Starting the game as an avatar, even one who's been grounded in his space-room by his space-dad, helps people identify with their characters in a way that bridges the gap between EVE and traditional avatar-based MMOs. By introducing a player to his character as a person rather than a ship, the new player experience may also help make the loss of a ship not such a big deal. It's all fine and well to theorise about Incarna's success or failure, but ultimately it's only new players who can make that determination. If the captain's quarters do their job of flattening that initially jarring part of EVE's learning curve, the expansion's effect on subscriptions would be to convert more free trials into paid accounts -- an effect that wouldn't be immediately noticeable until another exciting and heavily advertised gameplay expansion brings in large numbers of new players. To help figure out if the captain's quarters have been successful in that regard, we have to turn to people who have never played EVE before. In this week's EVE Evolved, I finally convince my friend Kajatta to try EVE for the first time. I delve into his first experiences with the game to find out what EVE does right and wrong in the new player experience.

  • New EVE video devblog series shows off revamped nebulae

    by 
    Brendan Drain
    Brendan Drain
    10.29.2011

    With CCP Games' recent refocusing on in-space content for EVE Online, developers on the floor have been working harder than ever to bring us shiny new toys for the winter expansion. We've already heard that the player-designed Tornado would be released as part of a new tier of gun-heavy battlecruisers, and CCP has gone on to show off the Gallente design also hand-picked from contest submissions. This week's absolute flood of good news for EVE Online players continues with the first of a new video devblog series shot at CCP's Reykjavik headquarters -- the development hub for EVE. Part 1 of this look at the art department shows off the incredible new nebula graphics we'll be getting as part of the expansion, and hints at the development of a new model for the popular Caldari Raven. The Raven update is part of what Art Manager Benjamin Bohn calls the V3 project, a project that has brought us the new Scorpion model and will continue to deliver revamps of old ships. Skip past the cut to watch the first in this new video devblog series. Note to viewers: The presenter is in fact carrying a microphone and not a live hand grenade.

  • EVE Evolved: The human casualties

    by 
    Brendan Drain
    Brendan Drain
    10.23.2011

    This time last year, EVE Online developer CCP Games was an untouchable powerhouse in the games industry. In addition to servicing around 350,000 EVE subscribers, the company was also developing the World of Darkness MMO and the full scale MMOFPS DUST 514 set on the planets of EVE. Everything seemed to be going fine, but with the release of Incarna at the end of June, CCP faced the biggest crisis in the company's history. Due to a series of missteps and internal leaks that has come to be collectively known as Monoclegate, player confidence in CCP plummeted to record low. Following the CEO's recent letter of apology promising a refocusing of development on in-space EVE features, news of highly requested features due for inclusion in EVE has gone a long way toward restoring confidence in CCP as a developer. With the return of ship spinning earlier this week and news of updates from hybrid turret rebalancing and implants being added to killmails to the release of the player-designed Tornado battlecruiser, the process of refocusing on EVE is well underway. Unfortunately, the good news of upcoming gameplay updates has been marred by the sobering reality that over 20% of CCP's worldwide staff have been laid off as part of the refocusing effort. In this week's EVE Evolved, I look at the human casualties of the recent EVE drama and speak to an insider at CCP about what's going on within the company. Unless quotes or facts in this article are specifically attributed to this insider, they are my own views and opinions based on publicly available information.

  • EVE Online adding implants to killmails

    by 
    Brendan Drain
    Brendan Drain
    10.20.2011

    When a ship is destroyed in EVE Online, half of its fitted modules are destroyed and half are dropped as loot. When EVE was young, the list of modules destroyed and dropped in a kill was sent in an in-game mail to both the victim and the player who got the killing blow. Today the killmail is stored in a players' character sheet rather than clogging up his inbox, providing a record of all the ships he's killed and those he's lost in combat. When you destroy a player's escape capsule, however, all you're left with is a blank killmail and a tasty corpse floating in space. In a new devblog, CCP Masterplan describes the introduction of one of EVE's most requested features: implants on pod killmails. When an escape pod is destroyed, a list of all the expensive implants installed in the corpse's head will be added to the currently blank killmail, letting players put a much more accurate value on successful kills. This comes as good news to corporations and alliances judging their war performance using killboard valuations.

  • EVE Evolved: EVE isn't the only game with PLEX

    by 
    Brendan Drain
    Brendan Drain
    10.16.2011

    The past several years have seen a complete revolution in the online gaming market, and with it the MMO industry as we know it. An industry once dominated by monthly subscriptions is now rapidly giving way to games with free-to-play, freemium and hybrid payment models. EVE Online developer CCP Games has repeatedly expressed concern that EVE could go the way of the dinosaurs if it doesn't adapt its business model to this new market. While I'm forced to agree with the general sentiment behind that statement, I don't think the developers at CCP recognise just how far ahead of the curve they've been with their own business model since the introduction of the 30-day Pilot's License EXtension (PLEX). PLEX essentially allow players to pay for an EVE subscription with in-game ISK, and it provides a legitimate way for players to buy ISK in a way that doesn't harm the in-game economy. It's a clever system that undercuts illicit RMT business, generates additional revenue for the company, and has even been used for charity drives, but EVE isn't the only game to use the system. The success of PLEX in EVE has spurred several other MMOs to follow suit over the years, both in the subscription-based and free-to-play arenas. Runes of Magic, TERA, Star Trek Online and even World of Warcraft have borrowed a page from CCP's book in one way or another, and it's paying off for them big time. In this week's EVE Evolved, I put the PLEX system under the microscope to find out exactly what makes it tick, and I look at other MMOs implementing similar systems.

  • Returning EVE players receive discount as part of CCP apology

    by 
    Brendan Drain
    Brendan Drain
    10.13.2011

    Last week CCP Games proved that it's still an indie studio at heart when CEO Hilmar Veigar Pétursson issued a formal letter of apology to the entire EVE Online community. In the letter, he admitted that development had been purposefully shifted away from the in-space features players wanted. He went on to take full responsibility for the ensuing drama surrounding the forced early release of Incarna and the fumbled cash shop introduction. Hilmar then laid out plans to turn EVE's development around and set it back in a direction that current players will appreciate. Today CCP continued show its commitment to this new development direction with a special reactivation offer for returning players. Most account-holders whose subscriptions lapsed during or before the Summer drama have been sent an email offering a special rate of $4.95 US for 30 days of subscription time. While reactivation offers like these are commonplace, this offer made a point of CCP's new-found direction and contained this concise quote from EVE's senior producer Arnar Gylfason: "A significant part of that plan is the immediate refocusing of all the EVE development teams on EVE's core gameplay: spaceships." [Source: Reactivation discount email]

  • EVE Evolved: Looking forward to the winter expansion

    by 
    Brendan Drain
    Brendan Drain
    10.09.2011

    Since EVE Online's release in 2003, CCP Games has been the center of one of the most interesting success stories in the games industry. Produced by a tiny indie development studio on a frozen volcanic rock, EVE was the perfect example of how to do things right. The game's publishing deal with Simon & Schuster allowed CCP to buy back the rights to the game several months after its initial release. With no publisher taking a cut of the profits, CCP ploughed subscriptions back into the game's development and grew the development team organically. As a one-game company, CCP worked closely with players to make EVE the best game possible for its loyal playerbase. In a recent letter to the players, CCP CEO Hilmar laments that somewhere along the line, things changed for the worse. The CCP of today bears little resemblance to the "little indie studio that could" of 2003, not just housing over 600 employees in offices around the world but also developing upcoming MMOs DUST 514 and World of Darkness. Resources are spread thin, and EVE Online has suffered for it. Last month I looked back at the blockbuster Apocrypha expansion and asked why every expansion since then has cut down on the in-space development players want. Hilmar's letter and its accompanying devblog answered that question this week with a solid plan for iteration on flying in space features during the winter development period. In this week's EVE Evolved, I look forward to the winter expansion and explain why each of the issues being tackled in the coming expansion is a big deal to players.

  • CCP Games CEO issues letter of apology to EVE Online players

    by 
    Brendan Drain
    Brendan Drain
    10.05.2011

    Just over three months ago, fans of EVE Online looked on in disbelief as the game they loved faced its biggest crisis of confidence since 2007's T20 developer scandal. The long-awaited Incarna expansion was pushed live with no multiplayer environments and only one race of captain's quarters. Players were forced to use the feature every time they docked, and it seemed that its only purpose was as a display case for overpriced cash-shop clothing. While players debated the controversial cash shop prices, a leaked company newsletter titled "Greed is Good" and a leaked memo from CCP Games CEO Hilmar Veigar Pétursson threw additional fuel on the flames. In a letter to the EVE Online community today, Hilmar delivered a humble apology for everything that happened. "The estrangement from CCP that many of you have been feeling of late is my fault, and for that I am truly sorry," he began. "In short, my zeal for pushing EVE to her true potential made me lose sight of doing the simple things right. I was impatient when I should have been cautious, defiant when I should have been conciliatory and arrogant when I should have been humble." The letter goes on to tackle everything from the removal of ship spinning and the release of the captain's quarters as a full expansion to CCP's plans for the future. In an accompanying devblog, CCP Zulu provided an impressive list of in-space features aimed for the winter development period. The list includes the long-awaited hybrid weapon balance changes, assault ship bonus reworks, capital ship rebalancing, and even iteration on faction warfare.

  • EVE Evolved: Time dilation and the war on lag

    by 
    Brendan Drain
    Brendan Drain
    10.02.2011

    When EVE Online launched back in 2003, it quickly gained a following of over 40,000 subscribing players. With around 5,000 solar systems for players to explore, those players spread themselves throughout the galaxy rather than gathering in one place. Players would often come together to trade or make war, but the server generally kept up with the action. As the number of subscribers rose, the size of the average PvP fleet increased and CCP upgraded the EVE server to handle the additional load. 2005 saw EVE's subscriber numbers explode from just over 50,000 to around 100,000 players. Server upgrades suddenly didn't cut it any more, and lag began to set in during large fleet battles. Ever since then, CCP has waged a largely unseen war against the impossibility of keeping all of EVE's players in one single-shard universe. Holding on to that core ideal that's made EVE the successful sandbox game it is today, developers have pursued every avenue in the fight against lag. While funding research into Python's Stackless IO and constantly optimising code, CCP built the biggest supercomputer in the games industry to house New Eden's growing population. With over 400,000 players now inhabiting the same world and a typically weekly peak concurrency of over 50,000 characters, CCP has been forced to develop some big guns in the war on lag. In this week's EVE Evolved, I look at some of the biggest developments CCP has made in the war on lag, including the new Time Dilation feature that literally slows down time to let the server catch its breath.

  • EVE Evolved: Ship spinning and Incarna

    by 
    Brendan Drain
    Brendan Drain
    09.25.2011

    Last week, EVE Online developer CCP Games released a devblog about an upcoming patch designed to re-introduce the ship hangar removed as part of the recent Incarna expansion. The old system involved docking into a ship hangar in which players can spin their ships around to look at them from any angle. With Incarna, the hangar was replaced by a new captain's quarters interface in which the player gets out of his ship and walks about his quarters in a full-body avatar of his character. Amidst a flood of complaints from players whose computers couldn't handle the Incarna environments, CCP reluctantly built a temporary disable switch into the system. Developers repeatedly stated that they had no intention of letting players opt out of Incarna forever as the company wants it to be a seamless part of the game world rather than a separate game in and of itself. The announcement of the ship hangar's return has effectively overturned that statement by giving players a way to stay out of Incarna environments indefinitely if required. This is a big deal for current EVE players, but most of my friends and colleagues who don't play EVE don't see the importance of what is on the surface a purely cosmetic change. In this week's short EVE Evolved column, I discuss the plans to bring back ship-spinning in EVE and explain why this change is a big deal for players.

  • EVE contest winners announced, free Aurum for everyone

    by 
    Brendan Drain
    Brendan Drain
    09.23.2011

    Back in July, EVE Online developer CCP Games opened a visual museum of EVE artwork, screenshots, and videos to record the game's ongoing history. Players were invited to upload their work to the site in exchange for entry into a huge contest, with 20 Nvidia graphics cards and an expensive Alienware laptop to be won. Players voted for their favourite videos and pictures on the website during August, and the winners were officially announced on Thursday. The grand prize of an Alienware gaming rig went to Tez Saurus of Test Alliance for his video I Love New Eden, which received a massive 1800 votes (almost 1000 votes more than the next-most-popular video). The song beat legendary videos like Clear Skies III, War Has Come, and the popular official trailer EVE: A future Vision from 2011's Fanfest. At the start of August, CCP gave every active EVE account 1000 free Aurum to spend on Incarna clothing as a thank-you for sharing EVE museum pictures and videos on Facebook. The second sharing milestone for the visual museum was reached this week, and all active EVE players will soon receive 1500 Aurum free of charge. As clothing bought with Aurum can be sold on the normal in-game market, this is a big financial boost to new players. The total value of the Aurum being distributed is around $1.75 million US.

  • EVE Evolved: Too early to judge Incarna

    by 
    Brendan Drain
    Brendan Drain
    09.18.2011

    Amidst talk of EVE Online's upcoming nullsec revamp, the Council of Stellar Management voiced legitimate concerns that CCP may not be assigning enough development time to in-space EVE features. Last year, CCP Zulu revealed that of over 400 developers at CCP Games, 124 were assigned to EVE Online. Of those, a whopping 70 were assigned to develop EVE's new avatar-based Incarna feature, several others were assigned to core technologies going into Incarna, and only 22 were focused on developing in-space features. Last week I looked into the issue of EVE's development time being reduced over the years, but it has been pointed out to me that I largely dismissed the development time that went into Incarna as if it weren't development on EVE. This is a common line of thought among current veteran players, who typically don't care about Incarna and want time to be spent on in-space features instead. Incarna has eaten up a significant amount of development time for very little tangible benefit, but is it too early to judge the efficacy of this massive addition to EVE? In this week's EVE Evolved, I look at what the future may hold for Incarna and how the work invested so far may not become valuable to players until certain features hit.

  • EVE Evolved: Expansions, not excuses

    by 
    Brendan Drain
    Brendan Drain
    09.11.2011

    Over the last few months, the phrase "Flying in Space" has been increasingly used by both EVE Online's developers and its players to describe features other than those of Incarna. It seems like a redundant phrase as all of EVE's gameplay currently takes place in space, but the distinction has become necessary when discussing the allocation of development resources. Members of EVE's player-elected Council of Stellar Management have recently spearheaded a wave of new complaints about the level of resources dedicated to EVE's in-space features, claiming that developers have been left without the resources necessary to do a good job. In the previous three EVE Evolved columns, I discussed the upcoming nullsec revamp scheduled to begin this winter and the incredible new gameplay players might get as part of it. Members of the CSM know exactly how many people will be working on that revamp, and although those numbers haven't been made public, several delegates have gone public with their disapproval. EVE's subscription fees are currently paying for the development of CCP's upcoming fantasy MMO World of Darkness and its ambitious console MMOFPS DUST 514, leaving few resources for new EVE gameplay and content. In this week's EVE Evolved, I look back at the success of EVE's first blockbuster expansion and ask why development on EVE Online has dramatically decreased over the past two and a half years.