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  • EVE Evolved: First impressions of Odyssey

    by 
    Brendan Drain
    Brendan Drain
    06.09.2013

    The Odyssey expansion has been live for a couple of days now, but it's already starting to have a massive impact on EVE Online. Traffic through low-security space has increased significantly for the first time in years thanks to explorers hunting data and relic sites, and some players are even hunting asteroid belt NPCs in lowsec for the new security tags. New wars have erupted in nullsec following the redistribution of moon wealth, mining has become a more valuable profession, and the rebalanced battleships feel powerful again. Unfortunately, Odyssey has seen its fair share of problems too. The new jump effect looks spectacular the first few times you see it, but long-term play is reportedly causing motion sickness in some players. Some players have also been objecting to the ice mining changes, and the revamped radial UI menu hasn't done much to fix the game's usability problems. Explorers in low-security space and nullsec are reporting incomes in the billions of ISK per day range thanks to the scan probe changes and new hacking minigame, but not everyone is happy with the new loot-scattering mechanic. In this week's EVE Evolved, I look at the early impact of Odyssey on the EVE Online universe and discover the secrets behind collecting all the valuable loot when hacking.

  • 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 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.