eve-evolved

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  • EVE Evolved: The $10,000 New Eden Open

    by 
    Brendan Drain
    Brendan Drain
    09.30.2012

    Competitive tournaments are nothing new to gaming, but the past few years have seen an an absolute e-sports explosion. The rise of the MOBA genre is partly responsible, with new games taking DotA's tradition of industry-sponsored tournaments to new heights. Both Dota 2 and League of Legends have world championship top prizes of over a million dollars, and smaller MOBAs regularly hand out tens of thousands to winners. The recent surge in livestreaming has had an equally big part to play, with some games netting more home viewers than real televised sports. There's no doubt about it: This is the year that e-sports takes over. EVE Online has always had a tradition of in-game tournaments, with thousands of people tuning in every year to watch its annual Alliance Tournament. The tournament turns EVE's normally asymmetric PvP on its head by putting everyone on a roughly level playing field to compete for huge in-game prizes. Players were excited this week to learn that CCP Games is launching its very first competitive tournament with a real cash prize. The $10,000 New Eden Open could be the start of something really big, but will EVE's famous political and spying metagame get in the way? In this week's EVE Evolved, I investigate the details of EVE's $10,000 tournament, the source of the money pouring into e-sports, the potential of a big EVE e-sports scene, and how EVE's metagame could interfere with the New Eden Open.

  • EVE Evolved: Four great new EVE videos

    by 
    Brendan Drain
    Brendan Drain
    09.23.2012

    If there's one thing the EVE Online community is well known for (apart from the occasional colossal scam or game-breaking exploit), it's producing great videos. In its nine-year history, EVE has birthed some very talented video editors who have produced everything from political propaganda and instructional videos to amazing cinematic stories and machinima. The official game trailers have always turned heads, but I'd bet a significant number of current players were first introduced to EVE through player-made works of art like Kyoko Sakoda's War Has Come or Mercenary Coalition's Lacrimosa Tortuga. It's easy to fixate on only the best EVE videos ever made, but in reality, dozens of new videos are released every month. Some are cinematic story pieces or alliance propaganda videos designed to motivate the troops, but most are just compilations of good PvP fights. While PvP videos are unlikely to grab the universal acclaim of incredible films like Clear Skies or Future Proof, they arguably show the very core of EVE at its best: good fights, solid strategy, and pretty explosions. In this week's EVE Evolved, I look at four great new EVE Online videos produced just in the past few months.

  • EVE Evolved: Four ways Guild Wars 2 is like EVE Online

    by 
    Brendan Drain
    Brendan Drain
    09.16.2012

    With its single-shard server structure and sandbox ruleset, EVE Online seems to have little in common with a sharded fantasy themepark like Guild Wars 2. But dig a little deeper past GW2's fluffy exterior and you'll find it shares some core game mechanics and ideas with the world's biggest PvP sandbox. GW2's Trading Post bears a striking resemblance to EVE's Jita 4-4 market, and many of the same market tricks that work in New Eden have proven just as effective in the land of Tyria. EVE's PLEX system lets people buy game time for in-game ISK and undercuts illicit RMT by giving players a legitimate way to buy ISK, a system that's very closely mirrored in GW2's gem trade. GW2's Karma system resembles a heavily restricted version of EVE's loyalty point mechanic, and PvP in both games may be more similar than it appears. The same strategies that work for faction warfare fleets in the depths of space are currently helping guilds win World vs. World vs. World PvP. In this week's EVE Evolved, I look at four Guild Wars 2 game mechanics that are similar to those in EVE Online and how lessons from EVE can be applied to GW2.

  • EVE Evolved: Has EVE Online boxed itself in?

    by 
    Brendan Drain
    Brendan Drain
    09.09.2012

    When I was first introduced to EVE Online in 2004, it was an empty shell of a game. There were only three classes of ship, no alliances or starbases, and neither exploration complexes nor level 4 missions existed yet. EVE consisted of 5,000 systems of almost completely empty space populated by less than 50,000 players. The user interface was an order of magnitude worse than it is today (if you can imagine that), and the tutorial just dropped you in the middle of space with the ship equivalent of a pea shooter and a less-than-enthusiastic "good luck!" Though much of the game was empty, it sat before players like a blank galactic canvas. Not only could players paint their own stories into the game world, but EVE's highly active development team was updating the game at lightning speed. Players instinctively filled the voids in the game with their hopes and dreams, projecting all the things that EVE could be into the gaps. People shared ideas on the forum directly with the developers, and practically anything was possible. Things aren't quite the same today, as new ideas have to be compatible with over nine years' worth of updates, and developer CCP Games really can't afford to rock the boat and potentially lose subscriptions. In this week's EVE Evolved, I consider whether the past nine years of development has boxed EVE in, forcing the gameplay down an ever-narrowing branch of choices.

  • EVE Evolved: Fitting a brawler frigate for PvP

    by 
    Brendan Drain
    Brendan Drain
    09.02.2012

    EVE Online's PvP usually has more in common with a game of chess than a dogfight; it helps to have more pieces on the board than the other guys, and tactics usually play a more important role than the size or cost of your ship. You can't automatically win by bringing a gun to a knife fight in EVE, but you can win by being better with a knife than the other guy or by bringing a dozen knives and just flinging them all over the place. The lowly tech 1 frigate may not seem so ferocious on its own, but a hundred frigates can smash even capital ships to bits. Despite the advantage of bringing more pilots to a fight, the frigate is also one of the best ships for soliciting solo PvP. Its superior speed and maneuverability will help you avoid groups of enemy ships and pursue individual targets. It's most common to find lone players in faction warfare areas and the borders of nullsec, and there are even dedicated wardec corps that will let you find solo PvP in highsec. Frigate duels can provide a fun and much more twitch-based style of combat than you'll find elsewhere in EVE, and a well-designed frigate can punch far above its own weight. The Rifter has always been the ship of choice for close-range frigate PvP, but Inferno 1.1 gave all four races an equivalent option. In this week's EVE Evolved, I give close-range PvP setups for the Minmatar Rifter, Amarr Punisher, Gallente Incursus and Caldari Merlin that make full use of the Inferno 1.1 overhaul.

  • EVE Evolved: Making your first billion ISK

    by 
    Brendan Drain
    Brendan Drain
    08.26.2012

    A lot of the people I introduce to EVE Online ask about the possibility of playing for free by buying game time codes with in-game ISK. It's a legitimate way to turn EVE into a free-to-play game, but the rising price tag of a 30-day PLEX can make it seem as if only veteran players can afford to do it. New players typically scrape together just a few million ISK by the end of their free trial periods, making the 500 million per month required to pay via PLEX seem like a tall order. With the right guidance, a new player can actually pull in over a billion ISK in his first month or two of play and quickly become able to afford a PLEX each month. Farming missions requires a bit of time investment but can pull in 20-30 million ISK per hour once you're set up, and exploration and salvaging can lead to some unexpected big hauls. There are also plenty of newbie-friendly corps that run group activities, and those who aren't interested in grinding to their first billion ISK might try their hands at trading or turn to a life of crime. It's all possible in the sandbox. In this week's EVE Evolved, I give some practical tips on making your first billion ISK, from scraping together the seed capital to buy your first big ship to reliable farming methods and some more underhanded methods.

  • EVE Evolved: EVE Online's new tutorial

    by 
    Brendan Drain
    Brendan Drain
    08.19.2012

    If you've ever tried EVE Online and couldn't make it through the cumbersome tutorial, you might want to revisit it. The new player experience received a huge update with the recent Inferno 1.2 patch, which visually updated the starter tutorial and revamped the rookie ships and free frigates players are given. The new tutorial is fully up to date, even introducing recent gameplay updates like the "loot all" button on cargo containers and the new interface for accessing agent missions while in space. A lot of effort has been put into the updated tutorial, but has it really made a difference? This week I gave it a try to find out. Last night at around 6 p.m. EVE time (GMT), there were over 38,000 players online, and only 1,200 were marked as trial accounts. I logged in to find 2,800 players in Rookie Help, a mandatory help channel exclusively for characters under 30 days old. That means just over 7% of characters logged in at the time were either rookies or veterans starting new alternate characters. With only 1,200 of those characters being on trial accounts, a healthy number of the remaining 1,600 must have been recent signups on fully subscribed accounts. Even the most cynical player has to admit that these are encouraging numbers of new players. In this week's EVE Evolved, I give the new EVE tutorial a spin to find out whether now is a good time for new players to sign up.

  • EVE Evolved: A game of cat and mouse

    by 
    Brendan Drain
    Brendan Drain
    08.12.2012

    Outside of the annual Alliance Tournament, it's rare to find a fair fight in EVE Online with both sides being evenly matched in numbers or odds of success. On the actual battlefields of EVE, lone pilots and fleets alike hunt for fights they can win and tend to shy away from fights that aren't stacked in their favour. A bold few will intentionally engage when they're outmatched or outgunned in the hopes of getting a lucky and impressive-looking kill, but most of the time, that kind of fight is the result of a poor judgment call or misreading the situation. Something new EVE players tend to have trouble accepting is that the outcome of a fight is often decided before the guns even start firing. EVE PvP is a massive game of tactics in which the goal is to catch weaker enemies at a disadvantage, so the fight could already be lost the moment you're caught by a superior foe. A lot of PvP is psychological; you trick enemies into thinking they have the upper hand, and you hide your true intentions and abilities until it's too late. Fleets of all sizes roam around EVE appraising the smaller fish while avoiding the sharks, and I wouldn't trade that cat-and-mouse gameplay for any level of pre-arranged fairness. But what motivates people to fight or flee, and how can we win the psychological battle to gain an upper hand? In this week's EVE Evolved, I look at three tricks you can use to catch targets off-guard.

  • EVE Evolved: Getting people to actually fight

    by 
    Brendan Drain
    Brendan Drain
    08.05.2012

    EVE Online has always been strongly focused on PvP, from the obvious activity of smashing ships together to the more subtle cutthroat nature of competitive market trading and corporate politics. EVE is testament to the fact that if you put enough people in one place and ask them to share and play nice, pretty soon they'll be tearing each other's eyes out. Though the lack of direct flight controls and steep death penalty turn a lot of people off trying EVE, I have to admit that I've yet to find a better PvP experience in any MMO -- when I can actually get a good fight, that is. Everyone who engages in PvP regularly will have stories to tell of some of the awesome fights he's had, but in truth they're few and far between. For every fight so spectacular that its story is retold for years, there are hundreds of quiet nights, failed roams, and encounters that end in disaster. Lowsec is particularly troublesome as the lack of warp disruption fields can make it hard to deprive enemies of an escape route and get them to actually fight. Warp bubbles bring their own problems, so what can be done to add more PvP opportunities to lowsec without allowing players to use area-effect warp disruption? In this week's EVE Evolved, I look at some of the factors that prevent good fights and stifle PvP in lowsec.

  • EVE Evolved: Sandboxes make the best stories

    by 
    Brendan Drain
    Brendan Drain
    07.29.2012

    Every MMO has stories to tell, some written by developers and told through quest content and others created by players through everyday gameplay. Themepark MMOs lead every player through the same fictional story and give no real control over the outcome, but I have to wonder whether the effort invested in that story is even worth it. MMOs are meant to have long-term replayability, and a linear story is new only the first time you play through it. After a while, players find themselves skipping dialogue, ignoring quest text, and grinding yet another character to the endgame. In contrast, sandbox MMOs tend to eschew their own storylines in favour of letting players make it up as they go along. Sandbox MMO EVE Online has spawned some incredible tales and videos over its lifetime, with stories of political goings-on, wars, and record heists hitting the news every year without fail. EVE stories usually also appeal to many people who don't even play the game, an effect uncommon in other MMOs. It's not often that the in-game exploits of a themepark MMO guild will reach the media or generate the same level of interest as a big EVE story, so what is the magic sauce that makes stories from EVE so appealing? In this week's EVE Evolved, I look at some of the best stories and videos from EVE Online and ask why EVE continues to grip us with its stories and themepark MMOs don't.

  • EVE Evolved: Adapt or die

    by 
    Brendan Drain
    Brendan Drain
    07.22.2012

    When EVE Online was first released in 2003, it sold mostly based on its future potential. Everyone I played with in those early years got into EVE in order to be on the ground floor of an awesome space game that was getting more awesome by the month. Features were undergoing continual revision, and new content was released regularly, making EVE a radically different game every six months. Players met this design strategy of continual iteration head on with an "adapt or die" attitude, and it kept the game interesting for years on end. Fast-forward to 2011 and the story looked very different. The Dominion, Tyrannis and Incursion expansions introduced new gameplay but didn't heavily iterate on any other features. By the time Incarna released, most of EVE's gameplay and content had been the same for two years and players had nothing new to adapt to. For the Crucible and Inferno expansions, CCP finally iterated on hundreds of small features and even introduced new modules to reboot EVE's "adapt or die" PvP ship design metagame. With a lot of the small things now covered, I think some of the game's big features are due for iteration. In this week's EVE Evolved opinion piece, I look at how EVE players adapt to new challenges and explore several areas of stale gameplay that are in dire need of iteration.

  • EVE Evolved: Themepark quests in EVE

    by 
    Brendan Drain
    Brendan Drain
    07.15.2012

    EVE Online has always had a reputation as a hardcore sandbox MMO, a game in which the players build the world as they see fit. While developers build the core gameplay systems, it's what players do with that gameplay that makes EVE special. It's the political hijinks of nullsec alliances, the massive heists, and the stories of people forging their own directions that drive people to play EVE. I've often said that EVE is less a game and more a story about what players do when left alone with each other. It's a story of conflict driven by simply having so many players in one universe with limited resources. Not everyone likes that sandbox angle or plays an MMO primarily for the social interaction; some like to be presented with a fully crafted story that they can play through or be a part of. Most themepark MMOs cater exclusively to this type of player, with stories told in quests that send him across the landscape. In the summer of 2005, EVE Online almost started to cater to that type of player with its COSMOS constellations, areas filled with once-only missions and valuable rare items. The constellations were later practically abandoned to work on other new features, but I think they should make a return -- they could revolutionise EVE Online for themepark fans. In this week's EVE Evolved, I look back at the ancient COSMOS constellations and consider how they could be brought back to breathe new life into every area of EVE.

  • EVE Evolved: Four things MMOs can learn from EVE

    by 
    Brendan Drain
    Brendan Drain
    07.08.2012

    New MMOs are released every year, and we often see them repeating the same mistakes as previous games or releasing without tried-and-tested mechanics. It just seems like common sense to learn from the years of mistakes and successes of other companies and previous titles, but it isn't always clear how to apply game mechanics or lessons from dissimilar types of game. EVE Online is as dissimilar from the typical MMO as you can get, but there are lessons to be learned from its turbulent nine-year history that can be applied to all MMO development. EVE has helped prove that you can start small and grow rather than raking in huge launch sales and then fading away. The past year has also shown conclusively that iteration on existing features can trump big expansions. EVE's market system and single-shard server have both been commended countless times over the game's nine-year history, and yet in all that time, few games have tried to replicate those features. In this week's EVE Evolved, I look at four lessons learned from EVE Online that could easily be applied to other MMOs.

  • 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.

  • EVE Evolved: The great ship overhaul

    by 
    Brendan Drain
    Brendan Drain
    06.24.2012

    One of EVE Online's most important features is that the game is constantly updated to avoid falling behind the development curve and being overtaken by new titles. The EVE we have today bears little resemblance to the primitive sandbox released in 2003 thanks to major graphical overhauls every few years and iteration on gameplay systems. I think that's a big part of why people start playing EVE; they know that the game will still be alive and kicking years from now and will look as good as anything else on the market. EVE remained largely unchanged from March 2009's Apocrypha expansion until Crucible at the end of 2011, but since then, CCP has made huge leaps in iterating on ship graphics and gameplay. This week we saw an impressive new video of the revamped Drake model, and CCP announced details of a complete mining barge and frigate revamp due to hit the servers before this year's winter expansion. These changes seem set to put a sizeable dent in EVE's notoriously steep learning curve. In this week's EVE Evolved, I look at the recent graphical updates to EVE's ships and explore the upcoming ship overhauls in more detail.

  • EVE Evolved: Building stronger communities

    by 
    Brendan Drain
    Brendan Drain
    06.17.2012

    When I first started playing EVE Online at the start of 2004, only 40,000 players inhabited the game's 5,000 assorted solar systems. Despite having a peak concurrent user record of under 10,000 players, the game somehow didn't feel empty and desolate. Players built communities all across the map, and the purpose of the game became all about interacting with other players. I've played a lot of MMOs since then, but none has drawn me into its community as deeply as EVE has. I think that's because most MMOs today are aimed more at casual and solo play, and most guilds are glorified chat channels with shared bank space. There's plenty of room for solo players in EVE, but most of the gameplay is aimed at groups with purpose and ambitions larger than any individual can reasonably accomplish on his own. Holding territory and building supercapitals are jobs for large alliances, PvP is rarely a solo affair, and even grinding ISK is more fun in a group. This focus on group activities is usually seen as the driving force behind EVE's cohesive communities, but I think there's more to it. In this week's EVE Evolved opinion piece, I look at what drives EVE to create stronger in-game communities than you typically find in other MMOs.

  • EVE Evolved: EVE Online's top selling points

    by 
    Brendan Drain
    Brendan Drain
    06.10.2012

    At E3 this year, EVE Online developer CCP Games said it wants the game to still be running decades from now, continuing its usual trend of steady growth. EVE has barely grown in subscriptions over the past year, and average concurrent logins have flatlined since 2010, but the Crucible and Inferno expansions helped start turning things around. Developers hope to get growth back on track and attract new people to the world of New Eden, but I have to wonder whether they're selling EVE to new people in the right way. EVE has always spread through word of mouth, with people being brought in by friends or starting fresh after hearing an epic story of in-game events or seeing an awesome video. More recently, existing online communities have been drawn to set up shop in the game and bring hundreds or thousands of members with them. People brought in by friends and people who join organisations in-game are more likely to stay in the game long-term, and it's this angle that I think CCP really needs to push. With its single-shard universe, awesome community, and massive scale PvP, EVE has some pretty huge selling points that no other MMO can match. In this week's EVE Evolved, I look at a few of EVE's biggest selling points and how CCP could use them to attract new players.

  • EVE Evolved: Hulk hunting in highsec

    by 
    Brendan Drain
    Brendan Drain
    06.03.2012

    As it's a sandbox game, a big part of what makes EVE Online special is the interesting things players make and do within the game world that developers didn't anticipate. It's ultimately the players who collectively shape the game world, in extreme cases even overturning some of the developed game mechanics. Most players think of high-security space as a safe place to mine and run missions, with CONCORD police keeping a watchful eye on players and destroying any ship that breaks the law. But in EVE you're never truly safe anywhere but inside a station. With the right ship setup, it's possible to kill a target in the few seconds before the police ships arrive to turn you into a smoking wreck. In 2008, GoonSwarm alliance launched its infamous JihadSwarm campaign aiming to suicide gank every mining barge in high-security space. The imaginary safety bubble that miners had lived in for years burst, and highsec mining temporarily became one of the game's most dangerous professions. When Helicity Boson later kicked off the first Hulkageddon event, pirates competed to see who could destroy the most mining barges, and miners in high-security space were prime targets. Hulkageddon went on to become a regular event, with achievements to be won and billions of ISK in sponsored prizes. Recently, Hulkageddon V took an interesting turn when Goonswarm Federation pledged to keep the event running permanently by paying players 100 million ISK for every 10 tech 2 mining barges they kill. In this week's EVE Evolved, I look at Hulkageddon from both sides of the fence, with tips on how to suicide gank mining barges and how to stay safe when mining.

  • EVE Evolved: Lessons from 38 Studios

    by 
    Brendan Drain
    Brendan Drain
    05.27.2012

    This week we heard the news that Kingdoms of Amalur developer 38 Studios shut down and let go all 379 full-time staff. It's always a tragedy when good developers are made jobless, especially if the job losses come out of nowhere and hit people who have only recently been hired. 38 Studios was still hiring people shortly before it collapsed, and some of those recent hires were ex-CCP developers who were part of the 20% of staff fired at the end of last year. The shutdown of 38 Studios is a sobering reminder of the problems in EVE Online's development that led to monoclegate. Both studios were mismanaged, with the jobs of hundreds of developers gambled on the outcome of poorly researched business decisions. EVE Online thankfully survived CCP's failed microtransaction gamble, but 38 Studios' Project Copernicus may never see the light of day. In this week's EVE Evolved opinion piece, I look into the similar circumstances that forced CCP Games and 38 Studios to fire staff, and draw some lessons from them for which I believe the industry should take heed.

  • EVE Evolved: Preparing for the Inferno expansion

    by 
    Brendan Drain
    Brendan Drain
    05.20.2012

    The Inferno expansion is set to launch on Tuesday May 22nd, promising a complete revamp of EVE Online's war declaration system and a whole host of new modules. If you're in a wardec corp, you'll need to make a few adjustments to the way you operate when the patch goes live. The minimum war fee will increase to 50 million ISK even if you're declaring war on a small corporation, making very small corps less-appealing targets. The fee increases based on the number of members in the target corp, but it doesn't start increasing until around the 130-member mark. If you want to get your money's worth, you'll be best off picking a target corp with 100-150 members or selecting very high-value small targets. Be very wary of wardeccing large alliances after the patch. While the previous war system swung in favour of the attacker, the new system has gone to the opposite extreme. Large corps and alliances are now significantly more costly and dangerous to declare war on, especially as the defender can now call mercenaries into the war at any time. Players have complained that the increasing war costs could be abused by getting all alliance members to add alts to the corp, but this would be a logistical nightmare to apply in practice and would increase fees by only a few hundred million ISK. If alt padding becomes a problem, CCP will undoubtedly step in and revise the fee structure. In this week's EVE Evolved, I look at the new modules and gameplay changes coming in Tuesday's Inferno expansion and give some tips on preparing for the patch.