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  • EVE Evolved: Ghost Sites and PvE goals

    by 
    Brendan Drain
    Brendan Drain
    11.10.2013

    PvE in most MMOs revolves around killing hordes of NPCs for currency, XP, tokens, or loot, and EVE Online is no exception. Players can hunt for rare pirate ships in nullsec asteroid belts, farm Sansha incursions for ISK and loyalty points, or team up against Sleeper ships in dangerous wormhole space, but most prefer the safe and steady income of mission-running. Missions are essentially repeatable quests that can be spawned on request, providing an endless stream of bad guys to blow up in the comfort of high-security space. Completing a mission will earn you some ISK and a few hundred or thousand loyalty points, but most of the ISK in mission-running comes from the bounties on the NPCs spawned in the mission sites. Similar deadspace sites with better loot are also distributed randomly throughout the galaxy and can be tracked down using scanner probes. But what would happen if the NPCs in these sites were a dangerous and unexpected interference that could get you killed, rather than space piñatas ready to explode in a shower of ISK? This is a question CCP plans to test with the Rubicon expansion's upcoming Ghost Sites feature, which promises to introduce a whole new form of high-risk, high-reward PvE. In this week's EVE Evolved, I look at EVE's upcoming ghost sites and explain why I think its goal-oriented approach to PvE should be adopted in other areas of the game.

  • Massively's EVE CSM interview: EVE Gate, microtransactions and more

    by 
    Brendan Drain
    Brendan Drain
    01.21.2011

    Earlier this month, the official minutes of meetings between CCP Games and EVE Online's Council of Stellar Management were published to the general public. EVE's democratically elected council of volunteer players meets with CCP's developers twice per year at the company's headquarters in Iceland. At the meetings, the concerns of EVE's players and details of upcoming expansions are discussed. Response to the December summit's minutes has been largely positive so far, which is a huge turnaround from June's tirade of negativity. EVE blogs have been considering some of the problems raised in the meetings, and insider Keith Neilson delivered his assessment of how the meetings went right here on Massively. The only people we have yet to hear from are the council members themselves. To make sure the CSM has its say in the public arena, Massively interviewed council member Dierdra Vaal about the summit and asked some critical questions on CCP's plans for EVE's future. In this first of two interviews, we discussed EVE Gate, the growing botting problem, user interface upgrades, CCP's microtransaction policy, how the summit went in general, and how attitudes within CCP have changed toward the CSM. Skip past the cut to read the first of two illuminating interviews with EVE Online's CSM.

  • New EVE Quarterly Economic Newsletter discusses PvP

    by 
    Brendan Drain
    Brendan Drain
    11.14.2010

    Four times per year, CCP's lead economist Dr. Eyjólfur Guðmundsson publishes the EVE Online Quarterly Economic Newsletter (QEN). Each report provides a snapshot of the in-game economy, with graphs showing market trends over the previous quarter and some speculation on the reasons for them. The third quarter 2010 QEN has just been released, and it contains some interesting information. This report has a special focus on PvP and death, starting off with statistics on ship kills by race and deaths as a function of skillpoints. Dr Eyjo suggests that players tend to progress from high security space, through low security space and eventually on to nullsec PvP. He goes on to suggest his data shows that an average player needs two years worth of skillpoints to be competitive in nullsec PvP. The QEN shows the effect of recent nullsec wars, with a mass exodus of players from the eastern regions of nullsec to those in the south and west. Following up on the previous report's look at EVE's ISK sinks and faucets, this quarter's report indicates that the total amount of ISK in the game has been rising steadily over the past year. Most of this can be attributed to a 16% rise in total bounties paid out on NPC ships. Dr Eyjo believes this rising trend began with Dominion as system upgrades made ratting more profitable in nullsec. The ISK sinks designed to counteract the massive influx of liquid ISK bounties provide are not adequately tackling the issue, with the top five ISK sinks combined taking only 31% of bounty income out of the game. The rest of the report contains the usual snapshots of various market items in addition to a special statistics segment on ship deaths and killing blows.

  • EVE Evolved: ISK sinks and faucets

    by 
    Brendan Drain
    Brendan Drain
    10.24.2010

    In EVE Online's player-run economy, the flow of ISK is a vital concept. While there are many ways to make ISK in EVE, most of them only move it around from one player to another. When you mine ore and sell it on the market, for example, the mining process doesn't introduce any new ISK to the game. Only a few game mechanics can be called ISK faucets, as the game mechanics actually create ISK from thin air. Similarly, the ISK sink mechanics destroy ISK or remove it from the game in some manner. To the individual player, the difference between something being an ISK faucet or not is largely immaterial. When you sell something on the market for a few million ISK, or get the insurance payout on a lost ship, it doesn't really matter to you where that ISK came from. Where the concept really matters is in discussions on inflation and how the game chooses to reward us in PvE. Are ISK bounties and rewards always a good idea, or could their over-use eventually lead to runaway inflation? In this week's EVE Evolved, I look at the various ways in which ISK flows in and out of EVE Online, and why we should care about inflation.