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  • 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: 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 Evolved: The Siphon Unit in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.20.2013

    EVE Online will soon let players steal valuable resources from each other, and not everyone is happy with it. The upcoming Rubicon expansion will add a new Siphon Unit structure that can literally siphon off materials from a starbase's moon harvesters and simple reactors. Preliminary details on the structure were released in a new devblog this week, sparking debate over whether the new item will be a useful tool for disrupting entrenched nullsec alliances. Many expected the siphon to be a minor annoyance to starbase owners, with the presence of a siphon being easily discovered and a limit of one siphon per starbase established. In reality, one siphon unit can rob a starbase of 60% of the output from a moon harvester or 12.5% from a simple reactor, and there's no limit to how many can be stacked on an individual starbase. It'll take only two of these to completely shut down a single moon-mining operation, and the owner will get no warning whatsoever that it's happening. In this week's EVE Evolved, I look at how the Siphon Unit will work, its stats, various ways to protect your starbase from it, and what the long-term implications may be for EVE.

  • EVE Evolved: Deployables in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.06.2013

    Last week I looked at EVE Online's upcoming Rubicon expansion, which aims to kick off CCP's long-term vision of deep space exploration with a series of new deployable structures. Until now, most structures have come in the form of modules that can only be added to starbases anchored at moons. Starbases are owned by corporations rather than individuals and require a significant financial and logistical investment to set up and maintain, putting them quite far out of reach for new players. Rubicon will fix this with a relatively inexpensive new personal Depot deployable that can be anchored anywhere in space. The mobile Depot is a small feature that was no-doubt trivial to implement, but it could have a massive impact on the shape of the EVE sandbox. The module offers a way to store your items and refit ships in the middle of hostile territory, and this is the first of a new breed of structure that will ultimately unlock deep space for exploration. This expansion will also give us a new auto-looting tractor beam structure and a Siphon Unit that actually steals resources from nearby starbases. Not much is known about these three deployables beyond the basic information already released, and there's a ton of potential for new complementary structures that could be released in the future. In this week's EVE Evolved, I examine the impact that Rubicon's two biggest deployable structures could have on the EVE sandbox and think about new structures that could be released in the future.

  • EVE Evolved: Fitting Heavy Assault Cruisers in Odyssey 1.1

    by 
    Brendan Drain
    Brendan Drain
    09.08.2013

    The Odyssey 1.1 patch landed this week in EVE Online, introducing several highly requested PvP tweaks and overhauling all of the Command Ships and Heavy Assault Ships. Active shield boosters, armour repairers and medium-sized long range turrets all received sizable buffs, but it's the newly updated Heavy Assault Cruisers that really took my interest. They've historically been used as highly mobile damage-dealers for fleet warfare, but now each has been targeted at a specific combat niche. The Deimos is a brawler for small-scale gang warfare, the Ishtar is a heavy drone platform, the Cerberus turns frigates into molten poop, and the Eagle is... well, nobody can really figure out what to do with the Eagle yet. All of the HACs have been augmented with a new role bonus that reduces the signature radius penalty of activating a microwarpdrive by 50%. This may seem pretty weak, but in practice it makes the ships a lot more viable in PvP. Activating your microwarpdrive will normally increase your signature radius size by 500%, making you a hell of a lot easier to hit and increasing the damage you take from missiles. The speed boost will counteract this to some degree, but it takes a while to reach that speed, and you're very vulnerable in the interim. Reducing this to only 250% means you get all the defensive benefit of the speed increase without much of the vulnerability. In most cases, you'll actually take less damage with the microwarpdrive on than off. In this week's EVE Evolved, I put together PvP setups for the at the newly revamped Deimos, Ishtar, Cerberus, and Eagle Heavy Assault Cruisers.

  • EVE Evolved: New Ancillary Armor Repairers aren't up to the task

    by 
    Brendan Drain
    Brendan Drain
    02.24.2013

    EVE Online's Retribution 1.1 patch went live this week, overhauling armour tanking and rebalancing some ships that traditionally fit armour tanks. Last week I looked at why people usually choose passive buffer tanks for PvP over active tanks and how the Ancillary Shield Boosters changed all that by giving shield users a huge free burst tank that can often outperform a front-loaded buffer tank. The new Ancillary Armor Repairers look similarly amazing on paper with their ability to consume nanite repair paste to triple repair output, but how do they stack up against their shield-based counterparts? Now that the patch is out and I've finally got my hands on the Ancillary Armor Repairers, I'm not sure they're any good. They're limited to one per ship even though most active armour tanking ships use dual or triple repairer setups, and they can run for only eight repair cycles before running out of paste. They're also only 68.75% more effective than tech 2 repairers and still require the same amount of capacitor. Ancillary Shield Boosters may provide a slightly smaller 63.33% repair boost over tech 2 boosters, but they can cycle at double the rate of Ancillary Armor Repairers and don't require any capacitor. In this week's EVE Evolved, I look at what makes Ancillary Shield Boosters a strong contender in PvP and show that the new Ancillary Armor Repairers just aren't up to the task.

  • EVE Evolved: Preparing for the Inferno expansion

    by 
    Brendan Drain
    Brendan Drain
    05.20.2012

    The Inferno expansion is set to launch on Tuesday May 22nd, promising a complete revamp of EVE Online's war declaration system and a whole host of new modules. If you're in a wardec corp, you'll need to make a few adjustments to the way you operate when the patch goes live. The minimum war fee will increase to 50 million ISK even if you're declaring war on a small corporation, making very small corps less-appealing targets. The fee increases based on the number of members in the target corp, but it doesn't start increasing until around the 130-member mark. If you want to get your money's worth, you'll be best off picking a target corp with 100-150 members or selecting very high-value small targets. Be very wary of wardeccing large alliances after the patch. While the previous war system swung in favour of the attacker, the new system has gone to the opposite extreme. Large corps and alliances are now significantly more costly and dangerous to declare war on, especially as the defender can now call mercenaries into the war at any time. Players have complained that the increasing war costs could be abused by getting all alliance members to add alts to the corp, but this would be a logistical nightmare to apply in practice and would increase fees by only a few hundred million ISK. If alt padding becomes a problem, CCP will undoubtedly step in and revise the fee structure. In this week's EVE Evolved, I look at the new modules and gameplay changes coming in Tuesday's Inferno expansion and give some tips on preparing for the patch.

  • EVE Evolved: Returning EVE to the Crucible

    by 
    Brendan Drain
    Brendan Drain
    11.20.2011

    When EVE Online launched in 2003, it was a barren game without many of the comforts we enjoy today. The user interface was abysmally worse than today's (if you can imagine such a thing), players with cruisers were top dog, and practically the only activities were mining or blowing up miners. The culmination of years of hard work by a small indie studio, EVE Online sold almost entirely on its future potential. When I was introduced to the game by an excited friend in early 2004 during the Castor expansion, he encouraged me to get in on the ground floor because he believed the game was going to be huge. Years later, I find myself introducing the game to thousands of readers on the same premise. EVE's continual success over the years transformed a fresh-faced CCP Games into a multinational game development giant. And yet, for all that growth and all the updates to EVE over the years, the fact that the game sells largely on future potential is still firmly embedded in both players and developers. Players subscribe not only because they like the game but because they want to support development to reach EVE's true potential. Two years with very little iteration on existing features sent the message that developers weren't trying to reach that potential, but it seems that trend is soon to be completely reversed. With the newly announced Crucible expansion, CCP will be adding countless small features, graphical updates and iterations that put EVE firmly back on the path to reaching its full potential. In this week's EVE Evolved, I look at CCP's plans to return EVE to the crucible and reforge it into something awesome. Those waiting for the third part of my look at the new player experience can catch that in next week's column, as Kajatta is enjoying his final week in EVE before delivering his verdict.

  • EVE Evolved: Bringing back the glory days

    by 
    Brendan Drain
    Brendan Drain
    08.21.2011

    In years gone by, exploring the unknown far reaches of the EVE Online universe meant setting a course for nullsec. With no way to install a permanent residence in the most lucrative far-off systems, players would launch dangerous expeditions into the deep with the hope of striking it rich. Nullsec was the only place to mine rare ores containing megacyte and zydrine, and piracy wasn't as common as it is today. For putting themselves at the risk of pirates, miners were rewarded with an income stream greater than that of any other profession in the game. It was a golden age in exploration that wasn't to repeat itself until March 2009's Apocrypha expansion opened 2500 hidden wormhole systems for exploitation. Things have changed considerably since those early days of EVE. Player-built starbases and outposts have transformed the face of nullsec, allowing alliances to build themselves an empire in the void. December 2009's Dominion expansion brought a complete revamp of the nullsec sovereignty mechanics, allowing alliances to upgrade their space but dramatically increasing the cost of system ownership. Despite all of these updates and improvements, over the past several years we have somehow lost a lot of what made nullsec great in its glory days. Local industry has been replaced by risk-free logistics, and nullsec's risky but rewarding mining profession is now greatly overshadowed by safe highsec mission-running. With a new iterative nullsec revamp scheduled to begin this winter, I use this week's EVE Evolved to speculate on what can be done to bring back the glory days of nullsec industry.

  • Unintended source of passive income to be removed from EVE Online

    by 
    Brendan Drain
    Brendan Drain
    08.23.2010

    There are many of ways to make ISK in EVE Online, from mission-running and ratting to trading and research. Some methods, like mission-running, are very active processes in which the amount of ISK made is directly proportional to the amount of time spent playing. Other processes, such as trading or moon-mining, are largely passive endeavours in which ISK is made even while the pilot is offline. One such source of passive income, which has been around since the tech 2 invention system came in, is datacore collection. Players with high enough standings and the right skills trained in the science field can sign up to do research with various R&D agents throughout EVE. The agents automatically give players research points every day for free, which can later be redeemed for datacores to be sold on the market. Datacore collection itself is an intended game mechanic, and this system for supplying datacores doesn't look like it will be changing any time soon. The issue is that characters on expired accounts will still accrue research points every day. Using this so-called "ghost research" loophole, some players have been farming datacores with an unfair advantage over active pilots. Abusers typically set up accounts with three research characters each, then let those accounts expire. Several months later, each account will be re-activated to harvest the datacores. In a recent devblog, CCP Soundwave explained that this issue came from a list of important player-voted issues that was presented to CCP by the Council of Stellar Management. The unintended loophole will be closed in a hotfix in the near future.

  • EVE Evolved: Research: Five top tips

    by 
    Brendan Drain
    Brendan Drain
    01.03.2010

    In the past three weeks, I've covered the ins and outs of research in EVE Online, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing EVE, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the EVE Evolved guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry. #5 - Chasing profit: To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In EVE's highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several freely available applications and websites that can help with practically every industry but I've always found it useful to make my own spreadsheets. Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.

  • EVE Evolved: Research: Five top tips, page 2

    by 
    Brendan Drain
    Brendan Drain
    01.03.2010

    The key is keeping in mind the relationship between each stage of your market's production chain and not just the ones you're involved in. For example, when the prices of certain advanced materials change, this has a slightly delayed knock-on effect to the Tech 2 component market and so to the build cost of certain Tech 2 modules. If you see a downward trend in advanced material prices, you could predict that the build costs of Tech 2 items that make heavy use of that material are about to drop.

  • EVE Evolved: Research: Reverse Engineering and Tech 3, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    To install a reverse engineering job, you'll need more than just the relic. A hybrid tech decryptor for one of EVE's four races is required to specify which race of hull or subsystem your blueprint will be for. For example, using an Amarr hybrid tech decryptor will make the subsystem or hull blueprint it produces an Amarr Legion one.

  • EVE Evolved: Research: Reverse Engineering and Tech 3

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point. In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

  • EVE Evolved: Research: Invention and Tech 2

    by 
    Brendan Drain
    Brendan Drain
    12.20.2009

    In last week's first part to this multi-part guide to research in EVE Online, I covered the basics of Tech 1 blueprint research. Tech 2 blueprints are an entirely different animal and the way players get their hands on them has changed vastly over the years. The first system put in place was an agent-based lottery system. Players would set up research contracts with the various NPC R&D agents in EVE, who would then generate a certain number of research points per day. Whenever new Tech 2 items were released into the game, original blueprints were passed out via these agents. Each research point you had became a ticket in an on-going lottery and the prize was essentially a license to print money. After many player-run cartels, rampant price gouging and one incident of developer misconduct, CCP replaced the blueprint lottery with the "Invention" system. Although the invention system contains no way to get an original Tech 2 blueprint, it does allow players to upgrade Tech 1 blueprint copies into limited-run Tech 2 versions. In this second part of my guide to research in EVE, I look into Tech 2 blueprints. I delve into the invention system, explain how to make your own Tech 2 blueprints and look at all the variables that could help you get an edge in a competitive marketplace.

  • EVE Evolved: Research: Invention and Tech 2, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.20.2009

    Although the bare minimum required for an invention attempt is the Tech 1 blueprint copy, data interface and datacores, there are two optional extras that are often worth using. A base item can be added to improve the success chance of the research job. The worst named version of an item is meta level 1 and adds only a few percent to the success chance, while the typically more expensive meta level 4 item can improve success chance by up to 66%.

  • EVE Fanfest PvP tournament to have free-for-all and Tech III matches

    by 
    James Egan
    James Egan
    06.16.2009

    The Drone Bay podcast returned recently with an EVE Online Fanfest preview. The podcast's hosts Crovan and Alsedrech got air time with EVE developers CCP Tyr and CCP Claw, as well as StevieSG from EVE TV. In addition to dropping more info about the sixth annual Fanfest and some of the options players will have for excursions in Iceland beyond the player gathering itself (which will be October 1 - 3), they discuss the Fanfest PvP tournament. The Fanfest PvP tournament is a major draw to the event. The Fanfest tournament differs from the Alliance PvP Tournament (which will be held earlier in the year, in September) in some noticeable ways. Where the Alliance tournament is taken very seriously by most competitors who spend weeks in preparation -- after all, a substantial part of the game's playerbase are watching or listening to the event live -- the Fanfest PvP tournament is meant to allow for more impromptu, spontaneous match-ups. Indeed, some winning teams at the Fanfest tournament were comprised of virtual strangers who joined up at the last minute, and the rules can lead to some... unusual scenarios. In keeping with this spirit of mixing it up, CCP has decided to hold free-for-all PvP matches at Fanfest 2009.

  • EVE's Quantum Rise expansion features page is live

    by 
    James Egan
    James Egan
    11.04.2008

    The feature page for the forthcoming EVE Online expansion, Quantum Rise, is now live. The ninth free expansion for EVE will officially launch on November 11th, and brings with it some new features we've been reporting on in recent weeks, such as the long-awaited Orca and industrial ship changes, not to mention the guaranteed-to-spark-forum-rage speed rebalancing, and alchemy -- which is invention applied to minerals used in Tech II manufacturing. According to the Quantum Rise expansion's feature page, there are also some previously unmentioned features like new additions to the RealX in-game soundtrack, new stargates, a host of improvements for industry players like assembly array upgrades, ammunition cost changes (namely for bombs), and a more flexible user interface. See the new Quantum Rise features page for more on what's in store for EVE Online players in the expansion geared towards the game's industrialists.[Via Winterblink]

  • EVE Evolved: The cost of failure, part 2

    by 
    Brendan Drain
    Brendan Drain
    10.12.2008

    As before, this doesn't hold true in EVE Online, where the quality of equipment is a relatively small factor in the outcome of PvP. The main factor in the outcome of PvP is skill, and not the type on your character sheet. Joining a good player corporation that specialises in PvP and learning from them will provide a bigger boost to your effectiveness in PvP than equipment ever could.

  • EVE Evolved: The cost of failure

    by 
    Brendan Drain
    Brendan Drain
    10.12.2008

    The harsh death penalty in EVE Online is something that's talked about a lot. I even touched on the issue myself when I compared EVE Online's style of PvP to Age of Conan and when I investigated the phenomenon of suicide ganking. In EVE, your ship being destroyed means millions of your hard-earned isk is flushed down the drain. If you're unlucky enough not to get away in your escape pod, you'll be killed and recloned, costing yet more isk and destroying any expensive implants in your head. The brutal death penalty associated with PvP in EVE is responsible for putting a lot of players off playing the game but is the taste of death really as bitter as people make it out to be?In this article, I examine the cost of defeat in PvP and how to minimise these costs without ruining your PvP performance.