eve-evolved

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  • EVE Evolved: State of the war

    by 
    Brendan Drain
    Brendan Drain
    06.29.2008

    Two weeks on from my initial foray into EVE Online's new faction warfare system, the state of the war has changed considerably. Interesting developments have cropped up on all sides as the tides of war have pushed players into action. Pilot numbers on all sides have swelled, several high profile engagements have occurred and new fleet tactics have emerged. The four militias are beginning to find their feet and the face of war in EVE Online is evolving at pace. In this article, I examine the state of the war and how it has changed in the past two weeks.High profile battles:In the early days of faction warfare, several high profile engagements and epic fleet battles occurred. Since then, the border zones have continued to heat up and news of further high profile combat has surfaced. Under the expert command of Caldari fleet commander Boromos, a Gallente militia carrier was killed in Heydieles star system. Co-ordinating with a large nearby fleet, Boromos managed to trap the Gallente militia fleet in a classic pincer manoeuvre. The Gallente carrier was called as a primary target the moment it entered the fray and was killed as its support fleet crumbled.Enraged, the Gallente militia got revenge for their carrier loss six-fold.

  • EVE Evolved: Stellar council - one month on

    by 
    Brendan Drain
    Brendan Drain
    06.23.2008

    Yesterday marked the one month anniversary of EVE Online's democratically elected Council of Stellar Management. The council was created as a way for the players to democratically decide which game issues are important enough to bring to CCP's attention. Since CCP are unable to sift through the forum for important topics, this gives a way for players to put forward their problems in a constructive manner. The council vote on whether each issue is important or not and compile a list to present to CCP. CCP have the final say in what issues from the list they think need to be addressed and will essentially be using the CSM to focus player feedback into a constructive form they can use.Since its inception, the CSM has been plagued with problems and disputes. From the beginning, it was clear that a surprisingly small proportion of the playerbase were interested in the whole thing. Only 11% of players voted and of those even fewer actively participate in presenting issues to the council. With such a low voting turnout from the general EVE populace, it was argued that organised alliance voting made up the majority of the votes. Disputes escalated to new heights with the conclusion of the third official CSM meeting but recent meetings have seen vast improvements across the board.At this one month anniversary, I look back on the problems that have plagued the council of stellar management and how they've been handled.

  • EVE Online blazes into The Empyrean Age

    by 
    James Egan
    James Egan
    06.10.2008

    Massively has been beating the war drums as EVE Online enters a new era in PvP: The Empyrean Age expansion. This time of factional warfare will sweep players of all four races in New Eden into a whirl of conflict never seen before in the game. PvP will no longer be limited to low sec ganks, 0.0 alliance warfare, or Empire war decs. For the first time, it will be integrated with the storyline on a massive scale. And all the while, embedded reporters loyal to their respective factions will be conveying news and swaying the masses of New Eden to their cause. With all of this build-up to the expansion's release, there's a great deal of information to absorb. So we've written about what exactly The Empyrean Age is, and what it is not. Our columnists at Massively have written on the background of the conflict between EVE's races, and torn through some of the complexities of EVE's factional warfare for you as well. Although factional warfare has been tested extensively, these radical changes to the universe of EVE Online require a hefty amount of downtime to deploy. But after the full day's downtime, the shardless galaxy of New Eden will be set ablaze at 02:00 GMT on June 11. While you're rocking back and forth in your chair waiting for the server reboot, check out Massively's ramped up coverage of the sci-fi MMO and get yourself into the mood for tearing into the hulls of your rival faction. We suspect that a number of EVE vets are going through booster-level withdrawal symptoms today; so for the truly hardcore, CCP posted the full patch notes in all its 18-page glory on their provisional 'downtime site'. And of course, there's always time to watch Clear Skies a few more times while you wait for New Eden to ignite once again. %Gallery-24797%

  • EVE Evolved: To blob or not to blob

    by 
    Brendan Drain
    Brendan Drain
    05.26.2008

    To blob or not to blob, that is the question. Blobbing in EVE Online has always been a hot topic for debate on the forums and a tough issue to tackle for developers. At its simplest, blobbing is a PvP strategy in which massive fleets are used to completely overwhelm the enemy. Although the term blob usually has negative connotations, fleet warfare is a strongly advertised aspect of EVE and is required for 0.0 alliances to take and hold space. When two or more sides in a conflict can field massive numbers, huge fleet battles can ensue. What is a blob and why is it undesirable?The word "blob" is one of the most widely misused terms in EVE and it's one that few people agree on a definition of. To some, a fleet is only a blob if it has hundreds of ships in it. To others, a gang of 15 battleships hunting their lone frigate would be considered a blob. For the purposes of game mechanic discussion, a blob is really just a fleet that's so large it causes normal fleet warfare to break or encounter problems that make it a lot less fun for those involved.The basis of the blob is the universal constant in EVE warfare that more ships is always better no matter what your target is. If you have a choice between fielding a small gang or a large one, the larger gang is almost always the better choice because it gives a higher chance of victory with fewer losses. What makes a blob undesirable is that once fleets get above a certain size, fleet warfare is not nearly as fun as it should be.Do you hate blob warfare? Read on to find out why blob warfare isn't as fun as it should be and how the blob problem could possibly be solved.

  • EVE Evolved: The nano problem

    by 
    Brendan Drain
    Brendan Drain
    05.12.2008

    Whether certain tactics and ship setups are balanced is a topic that's been constantly debated on the EVE Online forums for as long as I can remember. The argument itself is as old as EVE and is repeated daily on the forums like some kind of popular EVE Online screen play. The script of this play doesn't always follow the same format but the same roles are always filled by the players participating. On one side, we have people who think a certain tactic is unbalanced and should be fixed by CCP in a balance patch. On the other side, we have people who rely on the tactic being discussed that are afraid it might be changed. Everyone else with an opinion falls somewhere on the spectrum between these two extremes.Not so long ago, the arguments were about nosferatu used on a Dominix being unbalanced and remote sensor dampeners being too powerful. Discussions about of these led to some re-balancing to help level the PvP playing field. The latest argument is about nano-fit ships and nano-gangs. The "nano" craze is a PvP ship fitting style and fighting strategy that favours speed over all else. Ships like the Sacrilege and the Ishtar which might normally be fitted with heavy tanks are instead fitted for high speed and agility. Rather than resist and repair damage, a ship with high speed and agility can evade enemy fire altogether. A nano-fit ship can orbit an enemy so quickly that the enemy's turrets can't track them and missiles deal tiny amounts of damage.With some pilots claiming that viable counter-maneuvers exist to combat the nano craze and others calling it "easy mode for PvP", it's hard to know what to think. Read on while I delve into this controversial issue and draw some important conclusions.

  • EVE Evolved: EVE's skill system demystified, part 2

    by 
    Brendan Drain
    Brendan Drain
    05.06.2008

    Something that's always bothered me about EVE Online's skill system is how often it's misunderstood by new and potential players. A few common myths and misconceptions surrounding the skill system are responsible for putting a lot of potential players off signing up. In this final part of the guide, I debunk two classic myths about the EVE skill system and go on to show you how to get the most out of your skill training time. Myths debunked #1 - New players can't compete with old ones:A common thought among new new EVE players and people thinking of signing up is that new players can't compete with old ones. In a world where open PvP reigns supreme, it does sound reasonable to assume that a new player in his lowly frigate has no chance of competing against a three year old veteran player in his tech 2 fitted battleship. This common mistake is usually caused by people misunderstanding how EVE's PvP works. In other MMOs, a lot of emphasis is put on the individual player's gear and abilities. You wouldn't invite a level 20 character along on your level 70 raid in World of Warcraft because they'd be useless. This doesn't really translate into EVE at all.Read on to see this myth get busted along with another common misunderstanding people have with EVE's skill system. Read Part 2, Skill myths exposed > ><< Back to Part 1, EVE's skill basics

  • EVE Evolved: EVE's skill system demystified, part 1

    by 
    Brendan Drain
    Brendan Drain
    05.05.2008

    Most MMOs, among them the popular favorites World of Warcraft and Everquest, employ a level-based character progression system where your player accumulates levels during play. Killing enemies and completing quests reward the player with experience points toward their next level. As the player's level increases, they gain access to better skills and equipment. Alternative systems of accumulating points in various skills have been used successfully in games like Ultima Online and Runescape. These systems still share the familiar idea of your character progressing in their abilities by practicing.The result is that players who put in more effort reap more reward as their time and effort spent playing their character directly translates into increased power. These tried and tested systems are what players have come to expect from MMOs today. CCP's EVE Online uses a different training system that doesn't reward players with increased abilities for playing the game. Given the MMO genre's tendency toward level-based character progression, it's not surprising that EVE's unique skill system seems foreign and inaccessible to a lot of MMO gamers. In part 1 of this article, I demystify the seemingly complex EVE skill system.Read on for a condensed breakdown of the system for the typical MMO gamer. Read Part 1, EVE's skill basics > > Skip to Part 2, Skill myths exposed > >

  • EVE Evolved: Controversy brewing over removal of shuttles

    by 
    Brendan Drain
    Brendan Drain
    04.27.2008

    On February 20th 2008, EVE Online's economist Dr Eyjo published his fourth quarter economic newsletter for 2007. The newsletter discussed issues ranging from deflation to what ships players use and methods for estimating the total production of Eve. Among the pages of the economic newsletter was a small section commenting on the purchases of shuttles relative to tritanium prices and the ensuing discussion seemed to focus on this. In his more recent devblog, Dr Eyjo informed pilots that following a recent patch, the infinite NPC supply of shuttles was being removed from the market in order to alleviate what he calls "an artificial price cap of 3.6 ISK per unit".It's no secret that shuttles and tritanium prices are linked. The effect that the supply of shuttles on the market has had on tritanium prices is a well-known and well-documented phenomenon that was even included in the second economist dev-blog back in September of 2007. If prices of tritanium ever increase above 3.6 per unit due to the laws of supply and demand in action, it becomes profitable to buy shuttles at 9000 ISK per unit and refine them into tritanium for sale or industry. The fact that there are people with perfect refine skills willing to do this for profit means that the price of tritanium can never rise any more than fractionally above 3.6 per unit before the shuttle-refiners push it back down. Read on for a breakdown of the controversy and to find out how this change has affected the EVE markets.