
Brendan Drain
Articles by Brendan Drain
EVE Evolved: Making ISK from the Crius release
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: Four top tips for living in wormholes
One of the biggest goals you can reach for in many sandbox MMOs is building your own empire and controlling a small corner of the game world. For much of EVE Online's lifetime, that privilege was reserved for the powerful few leaders of the game's large territorial alliances, which carve up vast swathes of space between them. A handful of alliances still control the lawless nullsec regions today, but there are still opportunities for smaller corporations and even individuals to stake a claim in the chaotic world of wormhole space. Exploring and farming in wormholes is very profitable activity, but permanently moving in and setting up a starbase can be an intimidating prospect. One wrong decision might lead to pilots getting stranded in the void without bookmarks, your starbase coming under attack, or the whole expedition being robbed blind by a corporate infiltrator. The early days of wormhole exploration were rife with stories of hardship, heists, and devastating wars fought through shifting networks of wormholes. A lot has changed since the wormholes first opened in 2009, and today many of those problems have solutions. In this EVE Evolved opinion piece, I look at some of the ways wormhole life has improved since Apocrypha and give four of my favourite tips for anyone planning to colonise wormhole space.
EVE Evolved: Expansion names are important!
Since its launch in 2003, EVE Online has adhered to a rough schedule of releasing two free expansions per year, one at the game's peak play time in the summer and one to tide players over during the long winter lull in activity. Each expansion has had a particular theme and a descriptive name, launching with several major features and then being followed up with a series of smaller sub-releases. At EVE Fanfest 2014 we discovered that CCP plans to change that strategy and instead produce around ten smaller releases each year, aiming to release one every six weeks. Putting aside the mathematical impossibility of meeting that target with only 52 weeks in the year, the plan for smaller but more regular releases has been generally well-received. Players were very happy to hear that unfinished features will no longer be pushed out the door before they're ready just to meet an arbitrary expansion deadline, and it's great news that completed features and fixes will now wait a maximum of six weeks before deployment. There's no doubt that it's a great development strategy, but the more I think about it, the less sense it makes as a media strategy. In this EVE Evolved opinion piece, I look at why expansion names are important, the problems with CCP's new development schedule, and what can be done to fix them.
Massively's hands-on with EVE Valkyrie on the Oculus Rift DK2
At last year's EVE Fanfest, the press and attendees got a rare glimpse into something other than CCP's major IPs -- a virtual reality tech demo produced by a handful of developers during their down time. Originally codenamed EVR, this VR dogfighter on the original Oculus Rift development kit drew a surprising amount of attention and went on to win several awards at E3. It's now been a year since that project first sprouted legs, and last week at EVE Fanfest 2014 it sprouted wings as well. Now named EVE Valkyrie, what started as a side-project has become one of CCP's key intellectual properties and the poster-child for virtual reality gaming. The game's success now ultimately relies on the adoption of VR tech and the appeal of its gameplay, both of which are still open questions at this point. I got some hands-on time with the latest build of Valkyrie during Fanfest to see how the game and the technology that powers it have come along in the past year, and I was pleasantly surprised. Read on to find out how Valkyrie has changed in the past year and for a first look at the new Oculus Rift Development Kit 2.
EVE Fanfest 2014: EVE's plan to remove tutorials and reinvent the new player experience
When we asked you what you wanted to hear about at EVE Fanfest 2014, the biggest area of interest was EVE Online's New Player Experience. Every player who's ever signed up to EVE following news of some huge battle or event will remember the frustration of his first few days in the sandbox. A new player's first experience of EVE is wading through windows full of text in a succession of boring tutorial missions that could take you hours or days to get though, followed by being ejected into the big bad world with very little direction. If that's been your experience of EVE, you might be interested to know that something's finally being done about it. Developers revealed during Fanfest that of all those who sign up to EVE and pay for a month's subscription, 50% of them don't renew and a further 40% or more end up in solo professions like mining and mission-running, which have the highest rate of player turnover. Only between 5% and 10% of those who sign up will ever get into the kind of gameplay that attracted them to EVE in the first place. CCP's response? Completely remove the tutorial. Read on to find out why killing the tutorial could be the best thing that has ever happened to EVE's new player experience.
EVE Fanfest 2014: CCP responds to DUST 514 fans' rage over Project Legion
When this year's DUST 514 keynote presentation rolled around two days ago at EVE Fanfest 2014, fans of the PlayStation 3 shooter were understandably bewildered. Many tuned into the livestream of the talk or even attended Fanfest in person, expecting to hear an hourlong breakdown of the year's DUST 514 updates and some plans for the game's future. Viewers were instead met with a 30-minute presentation on something called Project Legion, a proposed plan to bring DUST's style of shooter gameplay to the PC in an entirely new MMO. In the absence of any information to the contrary, DUST players have understandably concluded that their game is being quietly closed down in favour of Legion. Earlier today at the CCP Presents keynote presentation, CCP took the opportunity to respond to fears and complaints that have surfaced on the DUST 514 community forum. The official word is that DUST 514 isn't being shuttered and that development will continue, but CCP admitted that it will have less development time going forward. A promise was also made that if Legion goes ahead, the names and assets of every DUST player will be copied over to the new title. That won't be much consolation for the people who bought a PS3 just to play DUST 514 or those who game only on consoles, as Legion is currently being developed only for PC. Another caveat is that Legion has not even been confirmed yet; It was presented in much the same style as EVE: Valkyrie last year, as an experiment that CCP could put significant resources into if players like it. 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 EVE Valkyrie scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.
EVE Fanfest 2014: EVE's Kronos expansion is an industrial revolution
The EVE Online keynote presentation finished just a few hours ago at EVE Fanfest 2014, and it looks as if there are big plans for the year ahead. This summer will bring us the Kronos expansion, which is scheduled for June 3rd and aims to revolutionise every aspect of industrial activity in EVE Online in terms of both gameplay and accessibility. The economy has become quite stagnant over the past year as players have long since worked out all the most efficient ways to manufacture and trade, so CCP has planned its very own industrial revolution with a complete overhaul of industrial gameplay. Kronos also marks another important milestone for CCP, as the company will be switching from releasing two major expansions per year to a more agile strategy of releasing 10 smaller updates each year. The Kronos release was originally planned as a full expansion before the changeover to a 10-release schedule, so it's as packed as a full expansion. In addition to a deluge of industry overhauls, we'll be getting a shiny new mining ship, major pirate faction ship revamps, an enhanced new player experience, and a cool new effect when players warp into or out of an area. Read on for a breakdown of the EVE keynote presentation and to find out why CCP is moving away from its usual two expansions per year.
EVE Fanfest 2014: Project Legion brings DUST 514 to the PC
One of the main complaints about DUST 514 since its announcement was the fact that the game was a PlayStation 3 exclusive. DUST was CCP's first attempt to break into the massive console shooter market and its first game to use the free-to-play business model, but things didn't exactly go to plan. The millions of console gamers CCP expected to flood into New Eden failed to materialise, reviews were mixed at best, and DUST quietly fell off the console radar. Players have been asking for a PC release ever since, as the game's unique connection with the EVE Online universe could potentially make it popular with existing EVE players. If you've been hoping for DUST on the PC, your prayers may have just been answered. A few hours ago at EVE Fanfest 2014, CCP demonstrated a prototype of something it calls Project Legion -- an attempt to bring DUST 514's shooter gameplay to the PC but with all-new sandbox gameplay. The project is extremely early in development, but CCP was able to put together a concept demo for Fanfest attendees showing how the game will work. Most of the demo was a slick UI and transition into a DUST planetary environment which has had its graphics significantly improved. DUST 514 is severely limited by the specs of the PS3, so Legion's being on PC means it should actually still look that good when deployed. In addition to signing up for mercenary contracts, players will be able to scan the entire EVE universe for open sandbox salvage zones where resources have been found. These planets have no pre-defined missions, victory conditions, or teams; instead, they're free-for-all PvE zones with open-world PvP, and CCP hopes that this will promote the same kind of emergent gameplay as is seen in EVE. It won't be a true sandbox until you can stab someone in the back, CCP announced to a pleased audience. Little else is known about the project, and the announcement has raised some pretty big questions. Will Legion link in with the EVE universe in any way like DUST? And what will happen to DUST 514 on PS3 if Legion takes off? 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 EVE Valkyrie scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.
EVE Fanfest 2014: Economy talk highlights PLEX prices and reveals titan production statistics
When we asked our readers to to pick the EVE Fanfest panel they most wanted to hear about, the most popular choice by a comfortable margin was Economy: Into the Second Decade. So today I popped in to hear what CCP's Lead Economist Dr Eyjo had to say on the year's biggest economic events and plans for the future. The talk started with the usual comparison of ISK sinks vs. ISK faucets, showing the various ways that ISK enters and leaves the game. Too much entering could cause rapid inflation, while not enough could cause economic collapse. A net value of around 20-25 trillion ISK is reportedly injected into the game each month, a level that Dr Eyjo insists isn't enough to cause any inflationary problems in the economy. The big focus of this year's economics talk was the destruction of around $270,000 US worth of Titan class supercapital ships in the recent Bloodbath of B-R5RB. Also on the table for discussion was the recent rapid increase in price of the 30 Day Pilot's License Extension (PLEX), an item that can be bought on the market for ISK and exchanged for game time. This can effectively make EVE free-to-play, but prices are now at over 700 million ISK and are starting to become prohibitive for some players. Read on for a detailed breakdown of CCP's entire economics talk from Fanfest 2014, including surprising stats on how many titans are built each quarter.
EVE Fanfest 2014: EVE Valkyrie demos gameplay, features Battlestar Galactica's Katee Sackhoff
Moments ago at EVE Fanfest 2014 in Reykjavik, Iceland, developer CCP Games revealed some exciting developments for its upcoming virtual reality dogfighter EVE: Valkyrie. Among the announcements was the revelation that actress Katee Sackhoff (of Battlestar Galactica fame) will be starring as the voice of Valkyrie faction leader Ran. The Valkyrie faction is a breakaway sect of EVE Online's Guristas pirates that has become a mercenary outfit, using cloning and genetic enhancements to get an edge on the other pirate factions of New Eden. Sackhoff's character will be handing out missions to players in the final game and barking orders in your ear throughout each mission. Read on for our the highlights of the Valkyrie demo and Sackhoff's video missive to players.
EVE Evolved: Six years of EVE Evolved
Six years ago to this exact day, I joined the Massively crew and published the first edition of this column dedicated to the ins and outs of EVE Online. The column has been home to over 300 featured articles since its creation, offering everything from guides and expansion reveals to opinion pieces, fiction, and tales of real in-game events. It's been my pleasure in the past six years to offer the Massively readers a digestible glimpse into the ordinarily somewhat impenetrable world of EVE Online and to introduce new players to the only game (other than Master of Orion II) that's managed to keep me hooked for over a decade. It's been a fantastic year to be a fan of EVE Online, with CCP announcing its long-term vision for deep space colonisation and the game being revitalised through the Odyssey and Rubicon expansions. I've had the opportunity to explore both expansions in this column and to share some hands-on experience with DUST 514 and CCP's upcoming dogfighter EVE Valkyrie. There's been no shortage of opinion pieces this year either, with articles on everything from PvP consequences and twitch controls to whether Star Citizen and Elite are a threat to the sandbox giant. In this edition of EVE Evolved, I round up the best articles from the column's sixth year of operation in one place.
EVE Evolved: Anatomy of a mining op
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: Mining is broken, but it can be fixed
Mining has a reputation for being the most boring activity in EVE Online, but it's always filled a niche role as a low-effort way to make ISK and play with friends casually. When there's no PvP going on and you can't give your full attention to smashing NPCs in missions or anomalies, mining fills that downtime with something more lucrative and social than spinning your ship in a station. The problem is that mining has slowly become obsolete over the years; alternative mineral sources now supply much of the market's needs, and the risk of flying a defenseless barge just isn't worth the mediocre payout. It's currently more efficient for an individual to buy minerals with ISK made via some other form of PvE, such as level 4 missions or incursions. And on the macroscopic level, such huge quantities of minerals hit the market from alternative sources such as reprocessing loot that the economy could potentially function with no miners at all. CCP has tried to make mining more appealing over the years with buffs and new ships, and the devs recently announced plans to nerf mineral compression as part of a campaign to make mining worthwhile, but I think it'll take a lot more than ISK to get people mining again. In this week's EVE Evolved, I look at how mining and reprocessing are at odds and suggest some ideas for new mining features that could revitalise this long forgotten profession.
EVE Evolved: Rubicon 1.3 and repainting ships
EVE Online's recently released Rubicon expansion was an important first step toward a truly player-run universe for everyone, allowing corporations to wage empire wars over planetary customs offices and introducing a series of new personal deployable structures. The initial release was a little light on content, but developers have since expanded on it significantly with three major point releases. Rubicon 1.3 went live this week, and the changes seem pretty good all around. This release overhauled the directional scanner, buffed the SoE Nestor battleship's capacitor recharge rate and remote repair range, and nerfed remote sensor dampeners into the ground. Large corporations like EVE University were pleased to hear that the limit on the size of corporations has been increased to 12,600 thanks to changes to the corporation management skills. And in response to an emerging trend in fleet warfare involving hordes of drone ships assigning their drones to an interceptor, developers have also limited the number of drones that can be assigned to another ship to 50. The 1.29 GB patch also included several overhauled ship models and new ship shaders, but the new feature I see the most potential in is the ability to finally repaint our ships. This could eventually help corporations establish their own visual identities and might even link into gameplay or EVE's spying metagame. In this edition of EVE Evolved, I look at some of the Rubicon 1.3 changes and how repainting your ship could become more than simply a cosmetic upgrade.
EVE Evolved: What to expect from EVE Fanfest 2014
Almost 10 years ago, EVE Online developer CCP Games started a new tradition with the first ever annual EVE Fanfest. The event started out as a largely informal gathering in a tiny venue that allowed players and developers to mingle on a more personal level, but it's now grown into something massive. Over a thousand players now make the annual pilgrimage to EVE Online's birthplace in Reykjavik, Iceland, to hear what the future holds for their favourite MMO. For many, the event is also a social gathering, a chance to swap stories with other players, and a rare opportunity to meet the corpmates they fly with every day in the virtual galaxy of New Eden. The Fanfest weekend is typically a packed schedule of panels, talks, roundtable discussions with developers, and keynote speeches revealing the future of the game. While the event is understandably focused on EVE Online, it's recently expanded to cover aspects of DUST 514, the latest goings-on with World of Darkness, and even CCP's new virtual reality dogfighter EVE Valkyrie. CCP has announced that this year's event will see a monument to the EVE playerbase unveiled in Reykjavik Harbor as well as the first reveal of EVE's summer expansion, but what else can we hope to glean from this year's event at the start of May? In this edition of EVE Evolved, I delve into the EVE Fanfest announcement and speculate on what we might expect to hear from this year's event. Will this be the year that World of Darkness gets some serious news? And what's new for DUST 514?
CCP Games reveals big plans for EVE Fanfest 2014
The universe of EVE Online may be best known as a crazy virtual galaxy full of back-stabbing pirates and political betrayal, but for a few days each year it becomes something altogether more tangible. At the annual EVE Fanfest, hundreds of the game's most devoted fans make the long pilgrimage to the game's birthplace in Reykjavik, Iceland. In addition to the official talks and reveals on the game's future from developer CCP Games, Fanfest plays host to charity raffles, roundtable discussions with developers, and informal get-togethers for players to share their stories. Last year's 10th anniversary Fanfest was the biggest one yet, with information included on World of Darkness and DUST 514 and the official reveal of Oculus Rift-based dogfighter EVE Valkyrie. This year's attendees can look forward to the first ever live demo of EVE's yet-to-be-revealed summer expansion, hands-on experience with the next major evolution of DUST 514, and playtests of a brand-new build of the virtual reality dogfighter EVE Valkyrie. This year's Fanfest will also see a special monument dedicated to EVE Online players revealed to the world; The "Worlds Within a World" monument will be installed in Reykjavik Harbor and will be etched with the names of all active EVE subscribers on March 1st. It's also hoped that crowdfunded EVE Online documentary A Tale of Internet Spaceships will be premiered during the Fanfest weekend, and we'll reportedly hear the latest on CCP's new EVE comic book and live action TV series. The event takes place from May 1st to May 3rd, and I'll be attending this year's event on behalf of Massively to bring you in-depth first-hand coverage of all the big reveals. Stay tuned!
EVE Evolved: Consequences and conflict
I've always considered EVE Online to be the model sandbox MMO and a template that could theoretically be applied to other titles. Whether you believe it's by careful design or a happy accident, EVE has stumbled on a formula that clearly works and has helped the game stay popular for over a decade. I've written before about the many interconnected parts that make EVE's sandbox model work and how pulling out essential features such as item loss on death or adding foreign mechanics like global banking could cause the whole game to fall apart. But there's one aspect I didn't really cover in depth: consequences for negative behaviour. In his latest Some Assembly Required column, Massively's Jef Reahard argued that EVE can't be considered the quintessential sandbox MMO because it lacks consequences for bad behaviour. While I would argue that EVE is as close to the ideal model of the genre as exists at the moment, I'm forced to agree with Jef's assessment. Almost all of the major events in EVE's recent history that have hit the gaming media have been about theft or war, with tales of massive scams and alliance warfare painting New Eden in a dark and violent light. The ultimate sandbox would be equally capable of birthing incredible stories of exploration and players working together to build magnificent things, not just chaos and death in the gloomy depths of interstellar space. In this week's EVE Evolved, I look at the lack of consequence for negative actions in EVE Online, whether it causes negative behaviour, and why sandboxes need to be about more than just destruction.
EVE Evolved: The top five most dangerous solar systems
EVE Online is a PvP game at its core, with conflict built in at a fundamental level. Pirates lurk around key trade routes and stand ready to pounce on unsuspecting victims, while vast nullsec alliances protect their territories with watchful vigilance and never-ending bloodlust. Wander into the wrong solar system as a new player and your precious ship and cargo will be turned into molten slag and a few points on a killboard quicker than you can say, "Hello, new friend, and what does that red square on your ship mean?" The original map of EVE was generated one evening by an Icelandic developer who could scarcely have known he was deciding the fates of thousands of gamers for years to come. New systems have been added to the game over the years, and a few manual changes have been made to the stargate network, but most of the universe has remained the same for over a decade. In all that time, a few solar systems have stood out as brazen bastions of bastardly behaviour and made their marks on EVE's history. In this week's EVE Evolved, I run down a list of the top five most dangerous solar systems in EVE's long history and delve into why each has earned its reputation as a no-fly-zone for newbies.
EVE Evolved: The Bloodbath of B-R5RB
To the vast majority of gamers, EVE Online is an unforgiving sci-fi dystopia that's one part epic sandbox stories and nine parts spreadsheet. Once or twice per year, the gaming masses get a glimpse of the game's true depth when stories of incredible wars, political corruption, and record-breaking heists spread across the internet like wildfire. From the 2005 Guiding Hand Social Club heist that was plastered over the pages of gaming magazines to last year's infamous Battle of Asakai, tales of big events from EVE have always managed to grab the gaming media's attention. This week saw the largest record-breaking battle to date as a total of 7,548 players belonging to EVE's two largest megacoalitions fought for control of an innocuous dead-end solar system in the Immensea region. A total of 11 trillion ISK in damage worth over $310,000 USD was inflicted during what has now become known as The Bloodbath of B-R5RB and is allegedly the largest PvP battle in gaming history. The odd story of how the fight started and its record-breaking destructive scale are both big news, but the unsung heroes of B-R5RB are the people who work behind the scenes to ensure that the server can remain online during major battles. In this week's EVE Evolved, I look at how one player forgetting to check a box on a form sparked this immense battle and how technologies like Time Dilation help to keep the server online when the ship hits the fan.
EVE Evolved: EVE needs real colonisation now
MMOs have absolutely exploded in popularity over the past decade, with online gaming growing from a niche hobby to a global market worth billions of dollars each year. Once dominated by subscription games like EverQuest and World of Warcraft, recent years have seen free-to-play games take centre stage. Global MMO subscriptions have been reportedly shrinking since 2010, and EVE doesn't appear to be immune to this industry-wide trend. Though February 2013's figures showed EVE subscriptions have technically grown year-on-year, those numbers were published just after the Chinese server relaunch, and CCP hasn't released any new figures since. Developers have done a good job of catering to current subscribers and polishing existing gameplay with the past few expansions, but the average daily login numbers are still the same as they were over four years ago. EVE will undoubtedly hook in plenty of new and returning subscribers when its deep space colonisation gameplay with player-built stargates and new hidden solar systems is implemented, but time could be running out on these features. Hefty competition is due in the next few years from upcoming sandbox games such as Star Citizen, EverQuest Next, Camelot Unchained, and Elite: Dangerous, and CCP will have to release something big soon to bring in some fresh blood. In this week's EVE Evolved, I ask whether CCP should focus on new players and suggest plans for two relatively simple colonisation-based expansions that could get EVE a significant part of the way toward its five-year goal in just one year.