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  • EVE Evolved: Lowsec isn't impenetrable

    by 
    Brendan Drain
    Brendan Drain
    12.08.2013

    When EVE Online was created, one of its core design philosophies was the idea of risk vs. reward -- that higher-value activities should expose the player to greater risk of loss. This rule naturally follows from how the world of business and competition works in real life, and I think it will always arise organically from sandbox MMOs with limited resources. If something's risk-free and easy to do, you can bet there are countless other people already doing it and squeezing the profit margins. This idea was also built into EVE at a fundamental level, with the galaxy split into police-protected high-security systems, the pirate-infested low-security borders between nations, and the chaotic uncolonised wilderness of nullsec. The steep step up in risk when transitioning from high- to low-security space has always been a major point of contention with gamers, as those who don't know any better often charge straight into deep space to their deaths. The story of the newbie working his way up to get his first cruiser or battlecruiser and then losing it to pirates is repeated so often on forums and in the comments sections of articles that it's almost become a cliche. While the idea that pirates wait around every corner lingers on, this impenetrable barrier hiding all the best content from new players no longer really exists. Through the addition of wormholes and the changes made in Rubicon, no star system is now off limits to a pilot with just a few months of skill training under his belt. In this week's EVE Evolved, I look at what you can do to safely travel and operate in EVE's dangerous areas, why the barrier into low-security space needs to remain low for new players, and how CCP has expanded the EVE universe through the introduction of riskier areas of space.

  • EVE Evolved: Grid-Fu and bending space

    by 
    Brendan Drain
    Brendan Drain
    08.25.2013

    In last week's article, I described how EVE Online maintains the illusion of full-scale solar systems by dynamically creating small pockets of high-detail space called grids. It's within these discrete bubbles that everything we do in space takes place, from mining asteroids to running missions or shooting at other players. The system is designed to split up space into manageable chunks to reduce server load while still maintaining persistent 3-D space that appears to span the entire scale of a solar system. Grids have been in EVE since it was first created, but over the years people have noticed a few odd things about how the system works. Flying about 250km-400km away from a stargate causes your ship to disappear from that grid and pop into a newly created adjacent one, for example, but this doesn't always happen. Bizarre occurrences such as abnormally shaped grids and ships mysteriously disappearing and re-appearing on the same grid were always thought to be freak accidents or unintended bugs until an interesting document emerged in 2009. Titled Grid-Fu: A Practical Manual, the 18-page PDF described the process of bending and manipulating space for a tactical advantage. In this week's EVE Evolved, I look at the various ways that players have manipulated space to their advantage.