wormhole-exploration

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  • EVE Evolved: Wormholes should be more dangerous

    by 
    Brendan Drain
    Brendan Drain
    08.31.2014

    When unstable wormholes began forming all over the EVE Online universe in 2009's Apocrypha expansion, players approached them with extreme caution. The promise of riches in the form of new loot and Tech 3 cruiser components was balanced by the incalculable risk of facing a powerful new enemy in untested circumstances. Between the Sleeper AI that had been reported to melt players' ships in seconds and the player pirates taking advantage of the hidden local chat channel to sneak up on unsuspecting victims, we had no idea whether any ship we sent into a wormhole would ever make it back out again. The risk of venturing into something truly unknown made wormhole exploration the single most exciting thing I've ever been a part of in an MMO, but the past five years have completely eroded that danger. Farmers now know exactly what to expect in every wormhole site and can efficiently farm Sleepers with the minimum of effort or risk, and PvP alliances can rapidly cycle through systems to find weak targets to attack. We've mapped and tamed all of the wormhole frontier, systematically reducing the risk to the lowest possible levels under the current game mechanics. Tuesday's Hyperion update aimed to shake things up with a few disruptive changes designed to keep wormholes dangerous, and I think it's a definite step in the right direction. In this week's EVE Evolved, I look at some of the changes in Hyperion designed to keep wormholes dangerous and ask what more could be done to keep things interesting.

  • EVE Evolved: Anatomy of a mining op

    by 
    Brendan Drain
    Brendan Drain
    04.13.2014

    When EVE Online was first released in 2003, it was designed as a massive universe of competition and conflict between space-faring megacorporations in the distant future. Players bought into the premise completely and soon set about building their own empires and waging wars with neighbours. Corporations ran regular mining operations for resources to build frigates and cruisers for their members, and some of the larger corps co-operatively mined to build the first ever battleships in the game. The mining op has been a staple activity in the game ever since, providing a way for groups to work together on large manufacturing projects or just make some ISK during their down-time. Mining gets a lot of flak for being one of the most boring and least profitable professions in the game, but that's not exactly true. Solo mining can be a great way to spend your downtime while doing other activities, and it ensures that you're online when something exciting happens like a live event, your wormhole system being invaded, or a titan being tackled by your alliance. Co-operative mining ops also offer the social value of bonding with your corpmates when there's nothing else going on. Some players even run dozens of accounts at the same time to turn this ordinarily placid activity into an intensive profit-making activity focused on efficiency and organisation skills. With mining due to make a resurgence in the summer expansion, this edition of EVE Evolved is dedicated to the humble mining operation. I'll take a look at the various options for mining ships, the different haulers available, and the four different areas you can mine in.

  • EVE Evolved: Colonising deep space

    by 
    Brendan Drain
    Brendan Drain
    07.28.2013

    If you were watching the news coming out of this year's EVE Online Fanfest, you no doubt heard Senior Producer Andie Nordgren's incredibly ambitious five year vision. The past few expansions have been mostly filled with bug fixes and improvements to existing gameplay, but the goal is now to begin delivering an epic vision of deep space exploration, colonisation, and PvP raids on enemy infrastructure. The five year roadmap toward this goal includes the addition of player-built stargates and completely uncharted solar systems to locate, explore and build an empire in. If the very idea of that doesn't make shivers go down your spine, something may be wrong with your central nervous system. CCP has opened new space before with the addition of the drone regions in nullsec and some new lowsec systems for faction warfare, but it wasn't until 2009's Apocrypha expansion that we saw a true exploration and long-term colonisation effort get underway. I think the intoxicating draw of wormhole exploration was primarily due to the fact that the new systems were hidden and the information on them wasn't public. Just adding new solar systems to the existing stargate network wouldn't have had the same effect. Nordgren's vision may take up to 10 expansions to fully realise, but what kinds of features will we need in those expansions to recreate true exploration and deep space colonisation? In this week's EVE Evolved, I look at some of the challenges CCP will have to overcome to make deep space colonisation a reality and what small steps could be taken in each expansion to get us there.

  • EVE Fanfest 2013 day one: DUST 514, wormholes, and lowsec PvP

    by 
    Brendan Drain
    Brendan Drain
    04.25.2013

    The 10th anniversary EVE Online Fanfest is beyond massive, with over 1,400 players piling into Reykjavik's Harpa building for three days of intense internet spaceshippery. Players fly from across the world to meet their corpmates and chat with other players as passionate about EVE as they are. CCP runs a packed schedule of game design presentations, reveals, and roundtable discussions with players, but for many attendees, the event is about being a part of a tight-knit community that usually exists only inside a game server. CCP made the bold statement to the press team this morning that its goal is "to create virtual worlds more meaningful than real life," and with so many people flying across the world to meet other players face to face, I'd say the studio has succeeded. Today saw talks on EVE's hugely successful Retribution expansion, ship rebalancing, map generation in DUST 514, and lowsec PvP, and of course, we attended the DUST 514 keynote speech. There were also some hilarious shenanigans with the wormhole roundtable room filling to bursting and a guest science lecture on the possibility of faster than light travel in real life.

  • What to expect from EVE Fanfest 2013 today: DUST 514 keynote and more

    by 
    Brendan Drain
    Brendan Drain
    04.25.2013

    EVE Online's colossal tenth anniversary Fanfest hasn't even officially begun, but the excitement from attendees is already practically palpable. The Reykjavik nightlife has been invaded by hundreds of foreigners yelling about internet spaceships as players from around the world reunite with their online comrades and meet corpmates for the first time. Over the course of the weekend, a record 1,400 EVE fans and hundreds more press and partners will flood into the Harpa building for non-stop news and festivities from EVE Online, DUST 514, and World of Darkness. The talks and events start later today, but last night CCP kicked off the festivities with the Icelandic Symphony Orchestra delivering stunning renditions of tracks from the EVE Online soundtrack. Today, I'll be reporting back from key talks including the Retribution expansion roundup at 8 a.m. EDT (noon GMT), ship rebalancing at 9 a.m. EDT (1 p.m. GMT), lowsec PvP and crimewatch at noon EDT (4 p.m. GMT), and of course, the DUST 514 keynote speech at 2 p.m. EDT (6 p.m. GMT). I may also be able to join in on the roundtable discussion on wormholes and live events at 10 a.m. EDT (2 p.m. GMT) for an inside look at CCP's current thoughts. Check out the Fanfest timetable and let me know if there's something interesting you think I should try to squeeze in. I'd expect the tone of these talks to be one of looking back at another successful year and the great player response to the Retribution expansion. We probably won't hear much of anything about the Odyssey expansion today, but I do expect some big DUST 514 news from the keynote. While many are probably hoping for word of a PC release, I'd be very surprised to see CCP actually do it. We'll most likely just get a release schedule for the PS3 launch and possibly footage of the game running on a PS4 devkit. I'm personally also hoping for more details on post-release updates such as the ability for DUST corps to own and manage their own territory and industrial supply chains. Whether you're a die-hard fan of internet spaceships or just a gawker on the sidelines, EVE Fanfest is the EVE Online event of the year (and the key source of new DUST 514 and World of Darkness scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.

  • EVE Evolved: Temporarily fixing starbases

    by 
    Brendan Drain
    Brendan Drain
    04.07.2013

    With its exploration-focused Odyssey expansion on the way, EVE Online is about to be hit with a deluge of players (new and old) venturing into the unknown. The expansion will introduce the yet-to-be-revealed Discovery Scanner and will add a ton of new exploration content all across New Eden. Odyssey aims to follow the lead of 2009's Apocrypha expansion, which saw hundreds of corporations lead lucrative expeditions into uncharted wormhole systems. We don't yet know whether the expansion will open new systems for exploration, but when Odyssey goes live, the race will be on to find and lay claim to all the goodies hidden in deep space. With no stations to dock at in wormhole space, corps currently have to store everything in destructible starbases that aren't really up to the task. Player-owned starbases were released in 2004 as sandbox-style tools for tech 2 industry and alliance territorial warfare. They were never intended to be the sole base of operations for an entire corporation, so they suffer from some pretty severe security and usability flaws as a result. Theft from ship and item hangars in wormhole space is commonplace, setting up corp roles for them is a nightmare, and living exclusively in a starbase provides a daily dose of frustration players could seriously do without. CCP has been planning to completely overhaul player-owned starbases for years, but some of today's issues can't afford to wait any longer. In this week's EVE Evolved, I look at some of the chronic problems faced by starbase-dwelling explorers and how CCP plans to temporarily fix some of them for Odyssey.

  • EVE Evolved: Expanding on wormholes

    by 
    Brendan Drain
    Brendan Drain
    01.27.2013

    It's no secret that I'm nuts about wormholes! Last week I looked at the reasons why EVE Online's Apocrypha expansion was such a big success and rejoiced at the recent announcement that CCP will be developing similar laterally designed expansions from now on. In the announcement, developers wrote that they would ideally have liked to iterate on Apocrypha's wormhole gameplay for several releases, which got me thinking about how that gameplay could be expanded on now. Wormholes were a massive catalyst for exploration, small-scale colonisation, industry and PvP, but would it be possible to recapture that magic in an expansion? The Sleeper storyline certainly evolved with the Incursion expansion as it became known that Sansha forces were able to control wormholes and had invaded Jovian space, but that story sadly didn't translate into gameplay for people living inside wormholes. There's no risk of running into the Sansha home system on your travels, and Sansha forces will never lock down a wormhole system and attack your starbase. That feels like a bit of a wasted opportunity to me, and I worry that a new wormhole expansion could similarly pass up the opportunity to add interesting new gameplay. Adding more hidden wormhole systems and combat sites would be fun for a while, but the underlying wormhole mechanics and NPC capabilities are already common knowledge. In this week's EVE Evolved, I look at various ways that a future wormhole expansion for EVE could recapture the magic of Sleeper space.

  • EVE Evolved: Five awesome carrier tactics

    by 
    Brendan Drain
    Brendan Drain
    07.01.2012

    The world of EVE Online's capital warfare is most often a numbers game. Alliances commit forces to a fight knowing that victory is almost assured if they have significantly more ships than the enemy. But not all capital pilots and corporations are created equal; some can pull off incredible tactical plays that act as force multipliers, increasing the effectiveness of every man on the battlefield. Rooks and Kings alliance has a long history of fighting above its weight by employing highly effective cooperative strategies, so it's no surprise that four out of my five top capital tactics come from the alliance's awesome PvP videos. I think it's safe to say that if Rooks and Kings brings fewer capital ships than you to a fight, you're still vastly outnumbered. In this week's EVE Evolved, I showcase videos of five awesome carrier tactics, each with a video of the tactic in action.

  • Amazing EVE Online video tells epic tale of wormhole conflict

    by 
    Brendan Drain
    Brendan Drain
    11.18.2011

    PvP in EVE Online is more often likened to a game of strategy than of action. If that's true, then Rooks and Kings' impressive track record for tactical genius makes the alliance undeniably a grandmaster of intergalactic chess. The group's instructional video Clarion Call: Triage Special in early 2009 was released to wide acclaim, and the tactics demonstrated in the video became core strategies replicated by military corporations throughout the game. The follow-up video Clarion Call: Pantheon evolved those strategies to counter opponents prepared to come up against triage carriers. Massively is proud to exclusively reveal Rooks and Kings' third and undeniably most impressive video to date. Clarion Call 3 moves the stage of Rooks and Kings' normal hunting grounds in nullsec and lowsec to the undiscovered lands of wormhole space. But star Alazais says "one does not simply walk into a wormhole," noting that the tight restrictions on the mass of ships that can enter a wormhole presents new challenges. The group fought outnumbered and outgunned against an enemy possessing an ability that later became known as "the infinity gun." Skip past the cut to learn more about the infinity gun exploit and to watch the full film. Don't forget to set it to 1080p for the full HD experience.

  • Latest EVE dev video talks ship balance and features coming this winter

    by 
    Brendan Drain
    Brendan Drain
    11.05.2011

    Several weeks ago, EVE Online developer CCP Games restructured its company and announced a new laser focus on in-space features for EVE Online. Since then we've seen an absolute deluge of news updates and devblogs on features due for release in the winter expansion. In the first two of CCP's new In Development video series, CCP Guard explored the art department and showed off the new nebula effects, EVE's sharpened shadows and the new tier 3 battlecruisers. In the latest In Development video, Guard talks to the EVE feature teams about the absolutely massive list of balance changes and features coming with the winter expansion. CCP Soundwave admits that developers have "probably done more rebalancing in the past month than we have in the past two years," before rattling off an impressive list of changes and new features. Skip past the cut for a brief summary of the changes and to watch the video in HD.

  • EVE Evolved: The great wormhole heist, part 2

    by 
    Brendan Drain
    Brendan Drain
    04.17.2011

    One of the most common things I hear from people who don't play EVE Online is that they don't like the game itself but they absolutely love the stories that come out of it. There's something inherently brutal and visceral about the stories players act out every day in EVE's colossal sandbox. Tales of high-profile thefts and political intrigue occasionally creep into the media and grab our attention, but stories of that sort are a lot more common than you'd think. Last year, we told one such story of a player's descent into criminality and revenge taken too far. In last week's EVE Evolved, I began to tell the true tale of that same player in one of his biggest heists to date. If you haven't read the first part of this story yet, head back to last week's EVE Evolved before reading on. A matter of time Having discovered an opportunity for theft much greater than expected, Scott recognised that he would need help to pull off a successful heist. With the wormhole corporation's assets within Scott's reach, a sense of urgency began to overtake him. Based on discussions with his new corp members, he knew that the group's wormhole tenancy had just begun and that they were still in the process of clearing the starbase up following a frantic move-in. This explained the secure containers littering space -- a temporary measure to be used until an adequate hangar permission scheme could be created. In this week's conclusion of the story of the great wormhole heist, Scott discovers allies in some unexpected places and finds out first-hand whether there really is no honour amongst thieves.

  • EVE Evolved: The great wormhole heist, part 1

    by 
    Brendan Drain
    Brendan Drain
    04.10.2011

    Several years ago, EVE Online's Community Manager CCP Wrangler made a statement that I felt really crystalised the sentiment behind the game. He said that "EVE isn't designed to just look like a cold, dark and harsh world; it's designed to be a cold, dark and harsh world." Although most of us are content to indulge ourselves in PvP, market games and other traditional modes of gameplay, a criminal underworld runs beneath that innocuous surface. A significant few carve their own illicit destinies from the void, stealing and cheating their way to the top. Whether these space-faring cyber-criminals are in it for fame and riches, political influence, or their own personal goals, the stories of their actions in EVE's colossal sandbox never fail to grip us. High-profile thefts like the Guiding Hand Social Club heist of 2005, the closure of EBank, and last year's Titans4U scandal have been made very public, and smaller-scale crimes occur every day in New Eden. Last year, we brought you the true tale of one player's revenge taken too far -- a story of corporate infiltration, social deception and utter destruction. Although this was Scott's first foray into criminality, it was most certainly not his last. The events in this week's story are true, but the names of the players and corporations involved have been changed. In this week's EVE Evolved, Scott returns as I begin to tell the true story of his huge wormhole heist.

  • EVE Evolved: Mining 101 -- Advanced mining

    by 
    Brendan Drain
    Brendan Drain
    01.23.2011

    Because it is stigmatised as a boring and inactive activity, mining is perhaps EVE Online's most overlooked profession. While it can be a repetitive and sedate affair, mining is a good way to make ISK during low points in your game time. A lot of miners use the profession to make a little ISK while they chat with friends in-game, read the forum or do some other activity. In the first two parts of this three-part guide to mining in EVE, I looked at some of the basics of solo or group mining and how to make the most ISK for your invested time. Over the years, I've learned a few tricks and strategies for mining that have come in handy. If the local asteroid belts are stripmined clean and you need somewhere nearby to mine, for example, it's possible to use the mission system to spawn a practically endless supply of low-end ore. If setting up camp in high-security space isn't your thing, it can also be very profitable to run a nomadic mining expedition. Using a starbase as a base of operations, you can set up ore depots and refining stations in either normal space or wormhole space. In this final part of the EVE Evolved guide to mining in EVE, I look at spawning asteroids using the mission system, using a starbase as a base of operations in outlying systems, and running a wormhole mining expedition for massive profit.

  • EVE Evolved: The EVE Online that could be

    by 
    Brendan Drain
    Brendan Drain
    09.05.2010

    Each of us has a different idea of the perfect game, whether it's an existing game with a few tweaks or something completely new. Game designers work tirelessly to make their own vision of the perfect game a reality, but there's no telling what players will think of a feature until it's finished. In the process of transforming a feature from a gleam in the game designer's eye to a finished product, something is unfortunately often lost in translation. Limitations in the technology being used or the manpower available can render the ideal implementation infeasible. As players, we don't really see that full development process. That doesn't stop us from painting our perfect vision of an upcoming or potential feature and how awesome it could be. In the coming years, the EVE Online developers will be going through the process of making some of their most incredible visions a reality. Ideas like walking in stations and integrating the upcoming MMOFPS Dust 514 with EVE's planetary interaction feature will be put through a potentially brutal development process. We can only hope that as little as possible of those visions we've heard from EVE's developers gets lost in translation. In this speculative opinion piece, I look at a few areas in which EVE is sure to be expanded in the coming years and discuss what I'd consider to be the ideal way they could be implemented or handled.

  • EVE Evolved: Exploration -- Top tips

    by 
    Brendan Drain
    Brendan Drain
    07.18.2010

    Over the past two weeks, I've been giving an in-depth look at EVE Online's exploration profession. Exploration is one of the many PvE elements that players can get involved in right from their first week in EVE. By concentrating on astrometrics skills, a new player can be a more-than-competent prober within a week. Although some sites may require the help of an older player for the first few months, it's still one of the most fun PvE elements a new player can get into. In the first part of this three-part guide, I went over the basic equipment and techniques you'll need to scan down hidden complexes. In last week's second part, I went on to look at the different types of hidden site you can discover, what loot you can expect to find in each of them and what kind of challenge you'll face. Since the exploration system was launched many years ago, I've picked up a few tricks and tips that can help any explorer. In this final part of the EVE Evolved guide to exploration, I run down my four top tips for budding explorers.

  • EVE's Sansha live event takes an interesting turn

    by 
    Brendan Drain
    Brendan Drain
    06.29.2010

    On the 11th of May, CCP announced that they'd be bringing live events back to EVE Online. Later that day, the first event was set in motion with the apparent leak of private CONCORD police documents into the hands of players. The documents hinted at a Sansha NPC military build-up, and suggested that Sansha's Nation was behind the reported abduction of a Ducia Foundry expedition team. Events rapidly escalated, with players breaking the news that Sansha fleets had begun attacking the populated worlds of the four empires and abducting citizens in the tens of thousands. The most worrying part was that the navies of the four empires were unable to respond in time as the Sansha fleets were using wormholes to enter their target systems. During the first few days of the event, locator agent traces on key Sansha slave actors between attacks revealed their presence in a system named 3-CE1R. This was quickly written off by many EVE players as a roleplaying inconsistency as that system is within the Jove Empire. Jove space is currently unreachable as the mysterious and technologically advanced race decided long ago to cut the stargate connections between their empire and the rest of New Eden. When random wormholes through space began spawning after the Seylinn disaster, none appeared to connect to Jove space. This led players to believe that the Jove Directorate possessed some form of control over wormhole formation, able to at least block it from occurring in their systems. Skip past the cut to read the startling revelations recently made in this epic storyline arc.

  • EVE Evolved: The importance of corporate goals

    by 
    Brendan Drain
    Brendan Drain
    03.07.2010

    When new EVE Online players give up and quit the game, their reasons are usually very similar. A lack of drive to play the game is common, with players logging in only to change skills. Similarly, people complain that the game is boring and isn't really taking them anywhere. Most of these reasons boil down to a basic lack of motivation, purpose and goals. As a sandbox game, EVE doesn't really lead the player anywhere after the tutorials and it can be easy to get lost. This is where the EVE community steps in by providing a whole host of player-run corporations to help pilots find their way in EVE. As a very social game, I don't think EVE truly takes off until you get into a good corporation. In addition to help and advice, a good corp with some solid corporate goals will offer players a sense of purpose and direction that can be hard to find on your own. The opportunity to be a part of something bigger than yourself and accomplish goals you could never hope to on your own can be a great motivator. Whether your corporation's goal is to build a freighter from scratch, run a massive industrial complex, engage in PvP or even lay claim to a system, it stands a much better chance of being achieved when pilots cooperate. In this opinion piece, I show how the whole can be greater than the sum of its parts as I look at a few of the goals corporations commonly work toward as a team.

  • EVE Evolved: Five useful starbase configurations

    by 
    Brendan Drain
    Brendan Drain
    02.14.2010

    Player housing is one of those features we love to see in an MMO but every game that has it seems to implement it differently. Sometimes it's limited to instanced rooms the player can decorate and sometimes it's a little more functional like shared guild halls. In EVE Online, the closest thing to widely-available player housing would be anchorable starbases, which can be configured to serve a variety of functional roles. Originally, their primary purpose was to mine moon minerals and react them to produce advanced materials for Tech 2 production. Starbases can be very useful as tactical staging points for PvP operations. With the right modules anchored around them, they can also be configured for use in other industries, from mining and manufacturing to research and deep space exploration. Until recently, they also played a critical role in EVE's alliance sovereignty warfare as the alliance with the most starbases in a system gained control of it. With that role now fulfilled by Outposts, Infrastructure Hubs and Territorial Claim Units, starbases have mostly returned to their former industrial and tactical uses. In this article, I look at five different starbase configurations that can be very useful to organised corporations.

  • 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.