
Brendan Drain
Articles by Brendan Drain
EVE Evolved: Do PLEX make EVE pay-to-win?
Several years ago, the subscription model was king and the mere mention of an MMO selling in-game items for cash was almost enough to cause a virtual riot. RMT was the devil, and players who bought swords or spaceships for cash deserved nothing short of a permanent ban. The past decade of development has changed the MMO landscape and brought in a new generation of gamers with different attitudes. Today's players have grown up with and embraced ideas like the free-to-play business model, microtransaction shops, and perhaps even the idea of buying in-game advantages for cash. In his latest Free for All column, Massively's Beau Hindman tackled the controversial issue of MMOs selling power for real cash, and his points about EVE Online sparked some pretty interesting discussion in the comments. The crux of the argument was that an EVE player can currently take out his wallet and buy his way into a bigger ship or even pick up a pre-trained veteran character. That's certainly true, but is that the same as buying an unfair advantage and does it necessarily make EVE pay-to-win? In this week's EVE Evolved, I look at why players find PLEX so much more palatable than direct item sales and ask whether the system fits the definition of pay-to-win.
EVE Evolved: Making EVE history
EVE Online has the odd distinction of being one of the only MMOs in which the developers have almost no control over the active storyline. There have been plenty of fiction articles written about the game's backstory, and the NPC factions occasionally butt heads in short news pieces, but none of it feels very real. It's only when these events actually occur inside the game world that they become real, and when that happens, the outcome is at the mercy of players. 2010's spectacular Sansha abduction live event was the perfect example of this, with thousands of players becoming immersed in a very real emerging storyline. The story was fluid and evolved based on what players did, and so it made the NPC factions come alive in a way that fiction never could. While the scripted NPC portions of these storylines certainly constitute part of EVE's history, the most interesting tales follow the unexpected actions of players and alliances. The fascinating thing is that the audience for these stories extends far beyond the playerbase itself, with news of high-profile events occasionally taking the global gaming media by storm. But for every 3,000-man battle and 200 billion ISK scam that's reported, there are hundreds of smaller events that would be just as interesting to read about or watch a video on. Most of these events have been lost to the mists of time, kept secret or talked about only among those directly involved ... until now. In this week's EVE Evolved, I look at the types of NPC-based and player-run stories that happen regularly in EVE and speculate on CCP's upcoming plans to document and preserve that history.
EVE Online hits 500,000 subscribers, heads into second decade
Most modern MMOs launch to an initial flurry of sales followed by a steady decline in player activity, but sci-fi MMO EVE Online has lived life in reverse. The game initially failed to secure a large number of launch sales but has since grown organically into one of the most successful subscription MMOs on the planet. EVE developer CCP Games told Massively today that the game has now officially broken the 500,000 subscription barrier. Subscription numbers hit the 450,000 mark following the relaunch of EVE's Chinese server Serenity in December of last year, and they have continued to climb ever since. This new subscription milestone is attributed to the success of EVE's recent Retribution expansion and the anticipation building over upcoming console MMOFPS DUST 514, which is set on actual planets in the EVE universe. EVE is due to hit its 10th anniversary this year on May 6th, and developers have been taking the opportunity to look forward at what the coming decade will bring to the game. We caught up with CCP for a quick peek at the studio's plans for the future and to find out what kind of announcements we can expect from EVE Fanfest in April of this year.
EVE Evolved: New Ancillary Armor Repairers aren't up to the task
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: Retribution 1.1 and armour tanking
While MMO characters typically fall into specialised tank, healer, and damage-dealing roles, most ships in EVE Online are a combination of all three. Fitting a ship for PvP is a careful balancing act between survivability and damage, as it doesn't matter how much damage you can deal if you don't stay alive long enough to apply it. Active tanking setups that focus on repairing damage have unfortunately seen very limited use in PvP, being effective only in solo fights and very small-scale gang warfare. In most fights, a passive buffer tank that just maximises effective hitpoints will last longer than any active setup. The Inferno expansion helped to solve this problem with its new Ancillary Shield Boosters that consume cap booster charges for a huge burst of shield hitpoints. Tuesday's Retribution 1.1 patch now aims to level the playing field for armour users with the introduction of new Ancillary Armor Repairers and a series of balance changes to armour plates, rigs, and standard repairers. The patch should hopefully give gank battlecruisers and tech 2 cruisers the speed they need to compete in PvP and may even make some interesting active armour tanking setups viable. In this week's EVE Evolved, I look at the role of tanking in PvP today and the tanking changes coming in Tuesday's Retribution 1.1 patch.
Path of Exile hands-on: The sequel Diablo II deserved
Like many gamers in their mid-20s, I spent countless hours in my teenage years smashing through dungeons and hunting for loot in Diablo II. The deep itemisation system made building effective characters a real challenge, and periodic ladder resets kept the loot-hunting economy fresh. Fast-forward 10 years and the highly anticipated sequel Diablo III was released to some serious complaints. The servers were unstable for weeks at launch, the always-online DRM caused a stir, and the endgame item grind was severely underwhelming. Indie developer Grinding Gear Games aims to beat Blizzard at its own game with its new free-to-play action RPG Path of Exile. The game boasts a dark art style and an unprecedented level of character customisation that lets players build truly unique characters. Each skill is itemised as a gem that can be slotted into your gear and augmented with dozens of different support gems. The sprawling passive skill system is better described as a "skill octopus," with millions of different ways to build a character. I've spent the past few weeks smashing up monsters in the Path of Exile open beta and absolutely loving it. Read on to find out why I can honestly say that Path of Exile is the sequel Diablo II deserved.
EVE Evolved: Looking back at previous Fanfests
The annual EVE Online Fanfest is a massive event that brings together players from across the world to discuss the serious business of internet spaceships. It's three days of in-depth developer talks, sneak previews of what's to come, and roundtable events that let players discuss their ideas and feedback directly with developers. The EVE communty may not be as large as the community of games like World of Warcraft, but thousands of players pay a considerable sum of money each year to fly to the Icelandic capital of Reykjavik for the event. Fanfest started out as a very small and personal affair with just a few dozen people in attendance, but it's grown to absolutely massive proportions in recent years. This year's event promises to be bigger than ever as it will be celebrating EVE Online's 10th anniversary and the impending release of CCP Games' MMOFPS DUST 514. It's a special milestone for CCP and EVE fans alike, and tickets for the event have already sold out! If you didn't manage to snag a ticket, you should still be able to enjoy parts of Fanfest as key talks and events will likely be streamed live as in previous years and videos will be uploaded after the convention. In this week's EVE Evolved, I look back at the highlights of the past two EVE Fanfests and the social aspect that makes it one of the best experiences and EVE player can have.
EVE Evolved: Is EVE becoming a spectator sport?
This week saw another landmark event in EVE Online grab the gaming community's attention as over 3,000 players from dozens of alliances battled it out in the lowsec system of Asakai on the Caldari border. The battle reached 2,800 concurrent players at peak, falling just short of 2011's record-breaking siege of LXQ2-T which hit 3,110 simultaneous combatants at its peak. There were livestreams, tons of after-action reports, and the story of this immense battle started by one man clicking the wrong button really captured our imaginations. EVE is one of those rare cases in which a lot of people find the media that surrounds the game more fun than the game itself. News of big in-game events like scams, heists, and huge battles spreads across the internet like wildfire, even among people who hate the game or have never tried it. When news of the Asakai battle emerged, someone on Reddit suggested that people should play EVE for only a few months to get some background and then quit and just read the stories. I've seen a lot of similar comments over the years saying that EVE is more fun to watch and read about than play, and it makes me wonder if the game is becoming a bit of a spectator sport. In this week's EVE Evolved, I look at why stories like the Battle of Asakai are so pervasive and explain why I think EVE should embrace its role as a spectator sport.
EVE Evolved: Expanding on wormholes
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.
Colossal 3000-man battle rocks EVE Online
What started out as a few EVE Online alliances forming up PvP fleets last night rapidly evolved into one of the largest PvP battles in the game's history. Reports indicate that a total of over 3,000 players may have been involved in the colossal battle in the lowsec system of Asakai in the early hours of this morning, with hundreds of corporations taking sides in the conflict. The battle officially centred around a Liandri Covenant staging starbase in the Caldari faction warfare system of Asakai, but things rapidly got out of control as practically every major alliance with a capital fleet threw its own forces into the mix for a bit of fun and the chance to kill a titan or two. The system peaked at around 2,800 players fighting simultaneously, just 300 short of beating 2010's world record battle in LXQ2-T. Lag set in with around 700 players in the system, but EVE's Time Dilation feature kept the server running amicably up into the thousands of players. At the peak of the battle, the system was running at just 10% normal speed and people were experiencing several-minute delays on module activations. Dozens of valuable capital ships and supercapitals were destroyed, in addition to several titans worth several thousand dollars each. A few players filmed parts of the action and have shared footage of the slow-motion battle on YouTube. [Thanks to BobFromMarketing for the tip!]
EVE Evolved: Bring on the big expansions!
I don't normally jump out of my seat shouting "hell yes!" to an EVE Online dev blog, but this week's announcement on the direction of future expansions has me a little bit excited. In two somewhat dry and lengthy posts, Executive Producer Jon Lander and Senior Producer CCP Seagull detailed the approach they intend to take to ongoing development in 2013. Instead of announcing any big headline features or making vague promises, the developers looked back at the success of 2009's blockbuster Apocrypha expansion. Apocrypha was hands-down the best expansion EVE has ever had, adding 2500 hidden solar systems accessible only through shifting unstable wormholes. We saw a renaissance of exploration, collaborative research, and colonisation efforts that defied EVE's war-like reputation, and moreover, we saw a rebirth of small-scale PvP. The magic sauce that made Apocrypha work was lateral design: Rather than add one massive vertical feature, the expansion offered a little something for everyone. Apocrypha was EVE at its best, and hearing that developers are going back to that style of expansion honestly makes me a little giddy! In this week's EVE Evolved, I look at the future for EVE's expansions, why the Apocrypha model works, and why I'm optimistic for 2013 and beyond.
EVE Evolved: Fitting Caldari cruisers for PvP in Retribution
EVE Online's recent Retribution expansion brought forth a massive PvP revival aimed at new players and veterans alike. The new bounty hunting and flagging mechanics have added huge incentives to PvP and given industrialists a way to get revenge without getting their hands dirty. New players are also finding PvP a lot easier to get into thanks to changes to faction warfare and a complete revamp of all the tech 1 cruisers. For the past few weeks, I've been exploring each race's tech 1 cruisers and coming up with new setups you can use in PvP. I've looked at the incredible damage output of the Gallente ships, the impressive tank on the Amarr cruisers, and the still-unmatched speed of Minmatar vessels. In this week's final part of the guide series, I look at the impressive and underrated Caldari cruisers. All of the fittings in this guide series are aimed at older players with at least six months' worth of skill training under their belts, but new players can use them too by swapping all of the tech 2 modules for tech 1 versions. In this week's EVE Evolved, I give PvP setups for the Caldari Caracal, Moa, Blackbird, and Osprey.
Sins of a Dark Age plans to evolve the MOBA genre
Over the past few years, the Defense of the Ancients-inspired MOBA genre has spawned some of the biggest games on the planet. League of Legends has become one of the most played PC games in the world, and both it and Dota 2 now pump millions of dollars per year into competitive tournaments. It looks like MOBAs are here to stay, but the genre is still relatively young and there's plenty of room to experiment with new gameplay. Upcoming MOBA Sins of a Dark Age plans to evolve the genre with the addition of a new Realm Quest feature. At random points throughout a match, quests may spawn that change the rules of the game and provide new opportunities for conflict. Developer Ironclad Games, known for its Sins of a Solar Empire franchise, hopes this will add a new strategic level to the game that favours players who can adapt to changing circumstances and take advantage of the opportunities that quests present. Sins of a Dark Age will be free-to-play on release but you can join the closed beta now by purchasing a Founder Edition package. Read on for our interview with Ironclad co-founder and producer Blair Fraser on the Realm Quest system and plans to support competitive gaming in Sins of a Dark Age.%Gallery-175225%
EVE Evolved: Fitting Minmatar cruisers for PvP in Retribution
Ever since EVE Online's PvP-focused Retribution expansion landed last month, I've spent most of my play time hunting for kills in cheap PvP cruisers and loving every moment of it. The standard tech 1 cruisers used to be underpowered ships that new players used as a stepping stone into more capable battlecruisers or tech 2 cruisers, but Retribution buffed them to ridiculous proportions. Every tech 1 cruiser was given extra module slots and stats, and the low-tier cruisers were buffed up to the same level as the highest-tier hulls. Believe it or not, these cheap ships that new players can comfortably fly with just a week of skill training have become competitive PvP ships. In the first two editions of this ship fitting series, I put together new ship setups for each of the Amarr and Gallente tech 1 cruisers. This week, I've been zipping about the universe at high speed in the Minmatar cruisers and putting together effective ship setups that can take down some huge prey. The Stabber has been transformed into a competent miniature Vagabond that can keep enemies at arm's length and nibble them to death, and the tanky Rupture remains a highly effective close-range brawler. The Bellicose now excels in an anti-tackler role, and the Scythe is a throwaway remote repair platform that uses speed to stay safe on the battlefield. In this week's EVE Evolved, I give PvP setups for the four recently revamped Minmatar tech 1 cruisers.
EVE Evolved: Fitting Amarr cruisers for PvP in Retribution
EVE Online's recent Retribution expansion overhauled many of the game's old PvP mechanics and rebalanced all of the tech 1 frigates and cruisers. These are the first ships new players get into when they start playing, and many found they just couldn't compete with more expensive ships in combat. In Retribution, the basic tech 1 cruisers have been buffed beyond all recognition and now stand a serious chance against battlecruisers and tech 2 ships. New players and veterans alike have found the updated tech 1 cruisers to be a lot more fun to fly and more effective in solo PvP and small fleet warfare. Two weeks ago, I started a new series of ship fitting guides with effective PvP setups for each of the four Gallente tech 1 cruisers. In between hilarious sessions of baiting gankers with my ECM Vexor, I've recently been been getting to grips with the updated Amarr cruisers. The Omen is now a fast tackler that can project damage over 25km, the Maller is a fantastic support DPS platform for fleet warfare, and the Arbitrator has become a great anti-frigate platform. Even the humble Augoror should now be a welcome sight in PvP fleets, repairing almost as much as a Guardian at only a fraction of the cost. In this week's EVE Evolved, I give new PvP ship setups for EVE's recently buffed Amarr tech 1 cruisers.
EVE Evolved: Baiting players is hilarious fun!
I originally planned to put together updated ship setups for EVE Online's newly revamped Caldari, Minmatar, and Amarr Tech 1 cruisers this week, but I've honestly been having far too much fun baiting people in highsec with last week's Vexor setup. I'm having such hilarious fun doing it that I just had to dedicate this week's column to the dirty art of the bait-and-gank! There's absolutely nothing more amusing in EVE than baiting a ship twice the size of yours into attacking you for an "easy kill" and then turning it into a very expensive smoking wreck. The basic idea of baiting is simple: Get yourself flagged as a suspect by committing a minor crime like theft, fly around waiting for someone to attack you, and then tear him to bits. Before Retribution, you were flagged as a valid target only to the individual people you stole from, but once they attacked, you were safe to engage. Now you're flagged to the whole of EVE, making it easier to get a bite but also a whole lot riskier to engage in a crowded area. It's hard to pick and choose your fights when the whole universe is gunning for you, but when you get a good bite, there are some insanely fun fights to be had. In this week's EVE Evolved, I give some top tips on how to safely bait players in high-security space, where to find the best targets, and what ships are most effective.
The Soapbox: Using MMOs to relax and unwind
Every now and then, everyone needs to take a break from the hustle and bustle of everyday life to relax and unwind. The outside world can be loud, and the stresses of work and home life can add up quickly, so it helps to be able to switch off for a while. Some of us find relaxation in sitting down in front of the TV, others in zoning out to their favourite music, and an increasing number of people now wind down with computer games. I've personally found MMOs to be incredibly effective refuges from stress and anxiety, but until now I've never really thought about why that might be. Any game can provide a few hours of escape from the daily grind, but there's something special about MMOs that seems to make them more comforting places to be. Certainly MMOs are manufactured to give a sense of solid progress as you play, a fairness that the unpredictability of real life often can't deliver, but there has to be more to it. Do the music and ambient sounds in EverQuest II's virtual forests and glens produce the same reaction as walking through a real life wood? Likewise, does EVE Online trick us into slowing down, and is spending time in a virtual world just more appealing than slogging along in the real one? In this opinion piece, I look at some of the most relaxing areas and activities I've found in MMOs and try to figure out what makes them tick.
EVE Evolved: Fitting Gallente cruisers for PvP in Retribution
In last week's article, I mentioned that one of my favourite parts of the Retribution expansion was the tech 1 cruiser revamp that buffed all of EVE Online's cruisers to the same rough power level. Before the update, cruisers were arranged in a tiered system that gave higher-tier ships extra stats and module slots. As a result, only a few cruisers were actually viable in PvP, and the others served very little purpose elsewhere in the game. The Caldari Caracal was too slow to tackle anyone, the Amarr Omen couldn't easily fit a rack of full-sized guns, and don't get me started on the state of the tech 1 remote repair cruisers. Retribution abolished those tiers, buffing every underpowered cruiser up to the same level of power as the previous top-tier version. The Caracal got that speed it always needed, and the Omen got enough powergrid to fit a full rack of guns, but what really impressed me was what CCP did to the Vexor. With its extra module slots and the recent addition of drone damage amplifier modules, the Vexor has been transformed from a poor man's Thorax to an absolute monster that can stand toe-to-toe with battlecruisers. The Exequror and Celestis have been similarly buffed but are still specialised into logistics and electronic warfare roles. In this week's EVE Evolved, I give new PvP ship setups for each of the Gallente tech 1 cruisers buffed in Retribution, including a setup that will make you think twice about engaging a lone Vexor.
'Casual content' might account for only a small part of gaming industry's revenue
Monetisation of online games has been a hot topic for the past few years, fueled by the rise of the free-to-play business model and the undeniable accessibility of mobile gaming. At the Digital Game Monetization Summit in San Francisco, developers shared insights into the source of their revenue and recent development trends in social gaming. Rumble Entertainment CEO Greg Richardson argued that only 10% of the $50 billion spent on games last year was spent on "casual content" like social and mobile games. He believes that the tricks early Facebook and mobile games used to spread themselves virally may no longer work and that as a result, the future profit lies with people who self-identify as gamers. Online gaming website Kongregate revealed a detailed breakdown of monetisation and performance stats from its games, noting that its top games get the majority of their revenue came from people who spend $500 or more. Commitment was noted as the key to having successful game, with 84% of revenue coming from dedicated fans who played a game 50 times or more. [Thanks to Segun Adewumi for the tip!]
EVE Evolved: Retribution is freaking awesome!
Shortly after the Retribution expansion's deployment, a thread popped up on the EVE Online forums that proved to me that the expansion had been a massive success. In the thread titled So that's what victory in this game feels like, miner Tiberius StarGazer explained that he has always felt like he had no way to get back at people who wronged him. After losing millions of ISK in ships to pirate attacks, he was almost ready to give up on EVE. But when Retribution landed, he was able to sell his kill rights to the public so that every player vigilante who crossed his attacker's path could try to take him down without warning. After just a few hours, Tiberius got a notification that put a smile on his face: He had his first taste of revenge. He'd dealt more damage back to his attacker by clicking a button than had ever been done to him, and the attacker wasn't happy about it. He threatened to find Tiberius and kill him again, and that simple miner's reply said all I needed to know about how successful Retribution has been: "I have deep pockets. Every kill you make on me, I will add as a bounty on your corp; every kill right, I will sell. I can't fight you but others can and you will have to lose five times my loss for wronging me." Retribution has finally given industrialists a reliable way to get revenge and use their wealth as a weapon! In this week's EVE Evolved, I look at the PvP that's springing up in empire space, how the new flagging mechanics affect baiting, and what the ship revamp means for new players.