factional-warfare

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  • EVE Evolved: The top five most dangerous solar systems

    by 
    Brendan Drain
    Brendan Drain
    02.09.2014

    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.

  • DUST 514: Uprising upgrades factional warfare, vehicles, and more

    by 
    MJ Guthrie
    MJ Guthrie
    12.10.2013

    The Uprising has begun. Today, CCP rolls out DUST 514's 1.7 update, dubbed Uprising, which includes new weapons, a new volcano-themed battleground, and an overhauled vehicle system. On top of that, the studio is strengthening the link between the ground game and EVE Online. Oh, and you can shoot your comrades now, too! Two new rifles join the game's arsenal: the Minmatar Combat Rifle (short and medium ranges) and the Caldari Rifle (for long range). The vehicle changes, while streamlining vehicle fitting and laying a foundation for future vehicle variations, also address some players requests; temporary lock-timers will prevent anyone other than vehicle owners and squadmates from hopping in a vehicle (for five and 15 seconds, respectively) after it is deployed. If you want higher stakes in factional warfare, you've got it, as friendly fire has been enabled. Additionally, players participating in factional contracts will receive loyalty point that can buy exclusive faction-aligned weapons. And those orbital strikes? Those have to be earned by capsuleers in EVE Online by securing orbiting satellites. More details are available on the official site. [Source: CCP press release]

  • What to expect from EVE Fanfest today: World of Darkness, EVE Keynote, and an interview with Jon Lander

    by 
    Brendan Drain
    Brendan Drain
    04.26.2013

    The second day of EVE Fanfest 2013 is now underway, and the schedule is packed! Today kicks off with a highly anticipated talk on World of Darkness at 7:00 a.m. EDT, and continues with the CSM Panel at 8:00 a.m. EDT, Alliance Panel at 9:00 a.m. EDT and Art Panel at 10:00 a.m. EDT. The CSM and Alliance panels are usually filled with hilarious banter, but this year the CSM Panel happens at the same time as the Faction Warfare roundtable and a talk on DUST 514 planet conquering in lowsec. The big event today is of course the EVE Online Keynote at 1:00 p.m. EDT, where we'll find out details of the upcoming Odyssey expansion. World of Darkness is still pretty early in development, so the presentation will be talking mostly about the tools being used to build it. We're unlikely to get a release schedule or any solid gameplay demos, but with developers raving about their internal play-tests I expect to see some serious progress compared to last year. Since the CSM panel is likely being streamed, I'll try to hit up the Faction Warfare roundtable and see what CCP's current thoughts are on how to improve this aging game system.

  • EVE Evolved: Retribution expansion highlights

    by 
    Brendan Drain
    Brendan Drain
    12.02.2012

    EVE Online's PvP-focused Retribution expansion goes live in just a few days on December 4th, bringing with it a whole series of balance changes, UI updates, and new features. In addition to a whole new bounty hunting mechanic, we can look forward to a new combat UI, some serious ship rebalancing, and a new crimewatch system that puts players in the driving seat of antipiracy. Faction warfare is also due for a bit of a revamp, and a new safety system will help newer players stay within the bounds of the law. CCP has been releasing torrents of information on the expansion this month in the run-up to release, covering everything from the new UI updates and ship balancing to kill rights and corp hangars. There are some interesting changes on the way that might affect your everyday life in EVE. If you haul ships and items around EVE inside an Orca's ship and corp hangars, be aware that the hangars will no longer be immune to cargo scans and their contents will now drop as loot when you're destroyed. Expect suicide attacks on Orcas to spike immediately following the expansion's release, and keep your expensive toy out of harm's way. In this week's EVE Evolved, we'll dig into this week's Retribution expansion and look at a few of the highlights in depth.

  • 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.

  • CCP addresses EVE faction warfare exploit, players punished

    by 
    Brendan Drain
    Brendan Drain
    06.28.2012

    Last week we brought you the story of five EVE Online players who gamed the new faction warfare mechanics to produce trillions of ISK worth a total of $175,000 US. The players who found the exploit did report it for developers to fix, but not before abusing it for a full two weeks. CCP Games spent the week deliberating and today released its official statement on the exploit and the punishments those involved will face. As market manipulation has always been a legal part of EVE's sandbox gameplay, the lines between exploit and gameplay were not as clear in this case as they could have been. The accounts of those involved will remain in good standing, but all of their ill-gotten gains will be completely removed. The five offenders will essentially be rolled back to where they were before the exploit happened. CCP reminded players that there are rewards for reporting an exploit to developers and that abusing an exploit before reporting it is not considered responsible disclosure.

  • EVE players abuse faction warfare to produce trillions of ISK

    by 
    Brendan Drain
    Brendan Drain
    06.22.2012

    If there's one constant in the EVE Online universe, it's that the players can never be underestimated and every care must be taken to make sure systems can't be abused in unintended ways. In 2009, a handful of players figured out how to artificially boost the number of valuable faction warfare loyalty points rewarded for completing missions and farmed enough ISK to build a titan. That record was completely blown out of the water today as five EVE players revealed how they'd generated five trillion ISK using game mechanics introduced in the Inferno expansion. Inferno added a new reward system for faction warfare that gave players loyalty points for enemy ship kills based on the value of the destroyed ship and cargo. A bug was found that rewarded players for both the destroyed and surviving cargo, even though surviving cargo could be recovered. GoonWaffe pilot Aryth and four friends began destroying their own freighters full of minerals to cash the minerals out into loyalty points, which were then used to buy items for sale. When CCP discovered this bug and fixed it, the group manipulated the market price of one of the game's least-purchased items up to a huge number. When the price index for the value of that item updated, the players began destroying haulers full of them to generate billions of loyalty points for almost nothing. The points were cashed out into items for sale on the market, producing a total profit of over five trillion ISK. The abuse has not yet been declared an exploit, but CCP has fixed the issue and is still investigating it. At current market prices, five trillion ISK is enough to buy around 10,000 30-day game time codes worth a total of $175,000 US.

  • E3 2012: Origins of Malu brings player-created factions, housing, and exploration to the sandbox

    by 
    Jef Reahard
    Jef Reahard
    06.07.2012

    It's hard to remain completely objective about Origins of Malu. The sci-fantasy title from Burning Dog Media is a project I've been watching personally for quite a while now, both because of its ambitious design goals and because of the sandbox affinity displayed by the dev team. At this week's E3, I finally got to put names with faces when I met with senior developer Jason Mitchell and programmer Chris Shaw. The pair had plenty of interesting tidbits to share, and despite the fact that I haven't put my hands on an Origins build yet, it remains very near the top of my most-anticipated-MMOs list. Join me after the cut for some chit-chat about action combat, player-created factions, PvP (yes there are safe zones), and more.

  • EVE Online overhauls factional warfare for cleaner systems and bigger consequences

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.09.2012

    Factional warfare isn't a part of EVE Online you hear about very often, and according to the latest design blog, that's partly because the system itself was a mess. The developers are hard at work overhauling the warfare system so that it will be easier to understand, will be more intuitive to use, and will have more substantial bonuses and penalties for factions actively participating in the war. The usability changes are small but significant, mostly centering around consolidating the system's important details under a unified naming schematic. Turnaround time for system control is being lengthened to roughly 30 hours, but the penalties for enemy factions are also becoming more severe. Enemy factions cannot dock at stations in occupied systems, and the faction in control will be able to spend Loyalty Points to gain special upgrades so long as the system is controlled. If you like going to war in your internet spaceship but aren't really a fan of the wild frontier devoid of security, it might be worth taking a look at the newest design entry.

  • EVE Evolved Extra: Revamping PvP in Inferno

    by 
    Brendan Drain
    Brendan Drain
    03.25.2012

    When Inferno arrives on May 22nd, it will introduce a whole new wardec system, war UI improvements, and iteration on faction warfare. We'll also see a ton of new modules released over time to completely mix up how people currently fit ships for different roles. For those who started playing EVE Online after 2007, getting new modules and having to rethink all your ship setups will be a very unusual state of affairs. For older players, it signals a glorious return to the way things were before Empyrean Age expansion -- players will have to learn to adapt to a constantly changing PvP landscape or stagnate and die. The only people immune to wardecs will still be those in NPC corps, and all current loopholes like EVE University's infamous decshield will be removed. The number of wars the target corp is fighting will no longer be factored into the war cost, but the base cost is rising to 20 million and an additional 500,000 ISK will be added for every active member in the target corp. The number of wars the aggressor is fighting will still factor into cost, so you can sort of do a reverse-decshield by having alt corps wardec the target and waiting a week for his bill to recur. There are flaws with the system as presented, but those may have been at addressed at the roundtable, which was not streamed. In this special EVE Evolved Extra edition, I delve into the information revealed at Fanfest on revamping PvP as presented at those talks that were streamed live.

  • EVE Evolved: Resurrecting faction warfare

    by 
    Brendan Drain
    Brendan Drain
    01.15.2012

    I think it's safe to say that most EVE Online players have never tried their hands at faction warfare, the state-sponsored bloodbath that pits Minmatar and Gallente pilots against their Amarr and Caldari rivals. When the system launched almost four years ago during 2008's Empyrean Age expansion, it was an immediate and colossal success. CCP ran news stories leading up to the expansion to show the growing tensions between the four nations, with several videos highlighting major flashpoints like the Malkalen incident. The stage was set for the war to end all wars, and players were brought to the front lines to die for their nations. Faction warfare was originally designed to be a stepping stone for empire-dwellers who wanted to get into nullsec and to give fleet-based PvP to pilots without nullsec contacts. The first few months saw some spectacular action, with fleets of over a hundred rookie pilots happily smashing each other to bits. For over a year, faction warfare provided practically instant-action PvP on any scale you could want, from solo roaming and small gang warfare to full-on fleet battles with several capital ships. Unfortunately, CCP didn't iterate on the feature, so after a year with broken capture mechanics and no real purpose or reward for fighting, faction warfare began to grind to a halt. In this week's EVE Evolved, I speculate on how faction warfare could possibly be resurrected.

  • EVE Evolved: All there is to know about DUST 514

    by 
    Brendan Drain
    Brendan Drain
    01.01.2012

    Last week, EVE Online developer CCP Games officially started accepting beta signups for its upcoming MMOFPS DUST 514. This first phase of closed beta tests will be open only to active EVE Online subscribers, giving us an early opportunity to contribute feedback to the game's development ahead of console players. I think that's important because it's our universe that the game will take place in -- literally. DUST 514 players will be connecting to EVE Online's supercluster, so gameplay between the two titles will be intimately linked in realtime. With the new game's release date set for the summer 2012, EVE players can expect the next big expansion to focus heavily on planetary control and the DUST 514 link. The past month has been flush with new information on DUST's customisable vehicles, drop suits, infantry weapons and more. We've even had a look under the hood at the server architecture that will keep the planet-bound battles fast and furious without lagging out the EVE players smashing each other to bits in orbit. In this week's EVE Evolved, I gather together all the key information on DUST 514 released this month and discuss what it means for EVE Online players.

  • Fallen Earth's 2.27 patch introduces factional warfare

    by 
    Jef Reahard
    Jef Reahard
    12.13.2011

    GamersFirst has patched its post-apocalyptic sci-fi MMORPG Fallen Earth to version 2.27. There a slew of additions and tweaks, but the biggest is undoubtedly the addition of new faction territory control mechanics. According to the patch notes, alliances are for losers, as Fallen Earth's version of factional warfare is a no-holds barred six-way showdown. The factional control area is north of Blaine, and it consists of 13 flag-control points. Seven of these points feature keeps that players may capture and maintain, as well as partake of various perks contained within (like the new Death Toll gear). That's not all, but you'll need to head to the official Fallen Earth website to learn more.

  • EVE Evolved: Looking forward to the winter expansion

    by 
    Brendan Drain
    Brendan Drain
    10.09.2011

    Since EVE Online's release in 2003, CCP Games has been the center of one of the most interesting success stories in the games industry. Produced by a tiny indie development studio on a frozen volcanic rock, EVE was the perfect example of how to do things right. The game's publishing deal with Simon & Schuster allowed CCP to buy back the rights to the game several months after its initial release. With no publisher taking a cut of the profits, CCP ploughed subscriptions back into the game's development and grew the development team organically. As a one-game company, CCP worked closely with players to make EVE the best game possible for its loyal playerbase. In a recent letter to the players, CCP CEO Hilmar laments that somewhere along the line, things changed for the worse. The CCP of today bears little resemblance to the "little indie studio that could" of 2003, not just housing over 600 employees in offices around the world but also developing upcoming MMOs DUST 514 and World of Darkness. Resources are spread thin, and EVE Online has suffered for it. Last month I looked back at the blockbuster Apocrypha expansion and asked why every expansion since then has cut down on the in-space development players want. Hilmar's letter and its accompanying devblog answered that question this week with a solid plan for iteration on flying in space features during the winter development period. In this week's EVE Evolved, I look forward to the winter expansion and explain why each of the issues being tackled in the coming expansion is a big deal to players.

  • EVE Evolved: Upgrading to a PvP cruiser: Gallente and Amarr

    by 
    Brendan Drain
    Brendan Drain
    07.31.2011

    People come to EVE Online from many different gaming backgrounds, and for one reason or another, the game doesn't click with most people the first time they try it. Two weeks ago, I encouraged people who have tried EVE but never got it to click with them to approach the game from a new angle -- to grab a few friends and charge head-first into PvP with guns blazing from day one. In last week's EVE Evolved, I advised new players on getting into their first PvP frigate, preparing for PvP, and staying financially ahead of the inevitable ship losses. I also put together two frigate setups for each race that will fit and function well with only a few days worth of skills trained. While frigates are fantastically cheap ships in which to learn the basics of PvP, their effectiveness on the battlefield is limited. Most tech 1 frigates struggle to deal anywhere near 100 damage per second, and if caught by enemy tacklers they die quickly. While the next step up is the destroyer class, I strongly advise PvP-oriented players to skip it and move straight on to cruisers. Although cruisers have less mobility than frigates and are easier for large ships to hit, they pack a big punch for a relatively low cost and can take a bit of a beating. In this week's extra large EVE Evolved, I share effective and battle-tested setups for the Thorax, Vexor, Arbitrator, and Omen that new players can use with less than two weeks of skills trained. I also suggest skills to train and give a few tips for keeping costs down. If you're a fan of Minmatar or Caldari ships, tune in to next week's EVE Evolved for the continuation of this article.

  • Fallen Earth dev blog talks Alpha County, factional territory control, and more

    by 
    Jef Reahard
    Jef Reahard
    06.27.2011

    There's a new Fallen Earth dev blog in town, and it's so big that it requires the input of two devs. Producer Marie Croall outlines the game's upcoming development schedule and even drops a release date for the much-anticipated Alpha County/Progress Towns/combat changes patch. That date is July 6th, and Croall provides a recap for those of you who've forgotten about the fact that the update will raise the level cap to 55 and introduce new resources, gear, missions, and a town to fight over. Croall also hints at upcoming changes to Fallen Earth's fast travel system, and she's quick to point out that the team isn't "dumbing anything down -- just putting emphasis on the features that drive the game." Speaking of features, we learned that a world event system is coming, as is faction territory control. It sounds as if the details haven't been ironed out just yet, as Croall doesn't offer any specifics. She also invites players to ask plenty of questions "so [they] can explore all angles together." GamersFirst's Joseph "Linus" Willmon checks in to update players on the status of the PTS as well as the new monitoring tools that G1 is putting in place to isolate those pesky server performance issues. Finally, there's a quick blurb about skill and faction respec items that have been added to the Fallen Earth store. Catch up on all of this and more at the official Fallen Earth dev blog.

  • Wings Over Atreia: Bribing for Balance

    by 
    MJ Guthrie
    MJ Guthrie
    06.27.2011

    Nope, this isn't a new game show on a cable network but rather the idea behind the latest program from NCsoft to help increase and balance the populations of the servers in Aion. In a game heralded for its PvPvE, keeping enough enemies around to ensure PvP is more than just a passing fancy -- it's vital to the welfare of the game. And of late, on some servers it almost seems as if Asmodians are just mythical creatures that Elyos tell stories about. Although I won't speculate (here at least) on the decline, Asmodian populations have dwindled across many servers as has their participation in PvP. Besides the universal events that celebrated the release of patch 2.5, Aion has aimed some new (or revamped) events specifically at reversing this population trend. The basic premise is this: If you bribe them, they will come. The plan, unveiled in May, would encourage players to return to their furry-backed roots or even try some claws on for the first time by offering special faction incentives. Couple this with the free trial and the hope was that servers would see an influx of Asmodians and a return to the days of faction warfare glory. Just what exactly are the incentives and -- more importantly -- how well are they working? Glide past the cut for details and to join in a discussion on the matter.

  • Wasteland Diaries: RP-PvP

    by 
    Edward Marshall
    Edward Marshall
    04.15.2011

    In Fallen Earth, I spend most of my time PvPing. Well, actually, I probably spend most of my time waiting or preparing to PvP. I engage in PvE content out of necessity. In order to be effective in PvP, one needs levels and chips and gear. If this stuff could be earned through PvP alone, then that's all I would ever do. The situation has gotten better with the FCP rewards and XP for PvP, but it still isn't really enough. The other prominent playstyle in Fallen Earth, one I usually shy away from, is roleplaying. Some people will never do it, and some people are always in character. Most of us fall somewhere in between. This week I dipped my toe into the RP field. I would normally never decide to attend a roleplaying event, but lately I've been trying to broaden my horizons. Knowing there was a possibility of some PvP action solidified my decision to head down to New Flagstaff for Rowdy's Bunker of Blues. This is an event held every Wednesday night at the bunker bar by the pond in the center of the city. There was a live DJ and free drinks (plus the aforementioned possibility of a fight), so why not? After the cut, I'll describe what happened there and how I did when I threw my hat into the RP arena.

  • Wasteland Diaries: The Nerfpocalypse

    by 
    Edward Marshall
    Edward Marshall
    03.04.2011

    I don't know about you, but when I think about a post-apocalyptic future, I think about bands of merciless raiders, anarchy and danger along every roadway. Does Fallen Earth have all of these things? Yes, but it is hardly the lawless, danger-ridden place (once you get acclimated to it) that you would expect to find when civilization has collapsed and there are mutants running amok. Fallen Earth is hardly the quintessential post-apocalyptic future. Games like Gamma World (a pen-and-paper RPG from days of yore) and Wasteland captured the bleakness of a destroyed world much more convincingly. But who knows. Maybe the folks at Icarus got it right. We'll never know until the earth is destroyed. And games won't be such a matter of import when almost everyone is gone. Anyway, what I am getting at is the setting. The setting looks fantastic; the art department has certainly captured a desolate wasteland. The writing is great, and the towns and encounters are well-designed. Fallen Earth has the ambiance nailed. But the wasteland just doesn't have that sense of danger about it. Not for me, at least. After the cut, I'll discuss what I thought FE was going to be like, what it is, and what I think it should be.

  • Wasteland Diaries: The battle of Haietta

    by 
    Edward Marshall
    Edward Marshall
    12.24.2010

    There are new PvP objectives in Fallen Earth. Well, the objectives are the same, but the means of achieving those objectives are now different. Conflict towns remain largely unchanged, but the taking and holding of one is now dramatically different because of a few subtle changes. No longer are the non-timed towns captured by doing repeatable missions. Timed conflict towns haven't changed at all. But the other towns had a silly mechanic: having the PvPers do PvE missions to control a town. The attackers and defenders would roam about doing missions and possibly run into one another and fight. More often than not, there was little fighting. The new system concentrates the action on a certain point -- actually, three points. The Faction Control Points (FCPs) are placed near or in the town. They are now the key to controlling the town. Of course you can still do it the old-fashioned way, but it's much quicker to control all three points at once. Controlling all three points will give the controlling faction a steady stream of faction points toward its cause. Each tower held contributes 2500 points to the controlling faction about every five minutes.If you've ever done the missions in a conflict town, you know this is a much faster method. PvP is rampant in Fallen Earth right now. Well, in Haietta, it is. After the cut, I'll give a first-hand account of what I've seen on the front lines.