highsec

Latest

  • EVE Evolved: Anatomy of a mining op

    by 
    Brendan Drain
    Brendan Drain
    04.13.2014

    When EVE Online was first released in 2003, it was designed as a massive universe of competition and conflict between space-faring megacorporations in the distant future. Players bought into the premise completely and soon set about building their own empires and waging wars with neighbours. Corporations ran regular mining operations for resources to build frigates and cruisers for their members, and some of the larger corps co-operatively mined to build the first ever battleships in the game. The mining op has been a staple activity in the game ever since, providing a way for groups to work together on large manufacturing projects or just make some ISK during their down-time. Mining gets a lot of flak for being one of the most boring and least profitable professions in the game, but that's not exactly true. Solo mining can be a great way to spend your downtime while doing other activities, and it ensures that you're online when something exciting happens like a live event, your wormhole system being invaded, or a titan being tackled by your alliance. Co-operative mining ops also offer the social value of bonding with your corpmates when there's nothing else going on. Some players even run dozens of accounts at the same time to turn this ordinarily placid activity into an intensive profit-making activity focused on efficiency and organisation skills. With mining due to make a resurgence in the summer expansion, this edition of EVE Evolved is dedicated to the humble mining operation. I'll take a look at the various options for mining ships, the different haulers available, and the four different areas you can mine in.

  • 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.

  • EVE Evolved: Lowsec isn't impenetrable

    by 
    Brendan Drain
    Brendan Drain
    12.08.2013

    When EVE Online was created, one of its core design philosophies was the idea of risk vs. reward -- that higher-value activities should expose the player to greater risk of loss. This rule naturally follows from how the world of business and competition works in real life, and I think it will always arise organically from sandbox MMOs with limited resources. If something's risk-free and easy to do, you can bet there are countless other people already doing it and squeezing the profit margins. This idea was also built into EVE at a fundamental level, with the galaxy split into police-protected high-security systems, the pirate-infested low-security borders between nations, and the chaotic uncolonised wilderness of nullsec. The steep step up in risk when transitioning from high- to low-security space has always been a major point of contention with gamers, as those who don't know any better often charge straight into deep space to their deaths. The story of the newbie working his way up to get his first cruiser or battlecruiser and then losing it to pirates is repeated so often on forums and in the comments sections of articles that it's almost become a cliche. While the idea that pirates wait around every corner lingers on, this impenetrable barrier hiding all the best content from new players no longer really exists. Through the addition of wormholes and the changes made in Rubicon, no star system is now off limits to a pilot with just a few months of skill training under his belt. In this week's EVE Evolved, I look at what you can do to safely travel and operate in EVE's dangerous areas, why the barrier into low-security space needs to remain low for new players, and how CCP has expanded the EVE universe through the introduction of riskier areas of space.

  • EVE Evolved: Strategic resources for everyone!

    by 
    Brendan Drain
    Brendan Drain
    08.04.2013

    The past four EVE Online expansions have mostly focused on adding small features and overhauling old game mechanics and content that were beginning to show their age. Crucible delivered dozens of small but highly-requested features and gameplay improvements, and Inferno and Retribution continued with overhauls of several aging PvP systems. Even Odyssey contained mostly small features and revamps, its biggest gameplay features being a new hacking minigame and a streamlined scanning interface. It's been several years since EVE has received a truly massive and game-changing feature like wormholes or a sovereignty revamp, but that may all be about to change! CCP recently announced its intention to start reaching for big ideas again, but this time set over a more realistic timeframe. If everything goes according to plan, the next five years could see the introduction of player-built stargates and true deep space colonisation. I wrote about the potential of this concept last week and looked at some of the big features we'd need to make it a reality, but I didn't really delve into my personal favourite idea for a potential future expansion: New strategic resources and player-created deadspace complexes. In this week's EVE Evolved, I look at how strategic resources could be used to get even individual players invested in something worth fighting for, and how player-created deadspace dungeons could be a great way to introduce them.

  • EVE Evolved: Get ready for Odyssey

    by 
    Brendan Drain
    Brendan Drain
    06.02.2013

    With just two days to go until EVE Online's exploration-focused Odyssey expansion goes live, players have been scouring the test server for information that can give them an edge. Some have been practicing moon surveying techniques for the upcoming redistribution of tech 2 minerals, and others are hoping to get rich quick by speculating on battleship price changes. Explorers are kitting out new exploration ships, theorycrafters are working on new setups for rebalanced ships, and pirates are setting up base in lowsec areas that are about to become fertile hunting grounds. Odyssey isn't quite the Apocrypha-level expansion I've been hoping for, but it certainly seems set to shake things up. Changes to moon minerals will throw nullsec into chaos and hopefully ignite some big territorial wars, and battleship buffs may change EVE's popular fleet compositions. The Discovery Scanner Overlay will make exploration much easier for new players to get into, but will also give pirates another tool with which to hunt down explorers. A new co-operative hacking minigame will also make exploration more of a team sport. But how can you make the most of the expansion from day one, and what can you do today to prepare for it? In this week's EVE Evolved, I look at the new exploration system and other changes you can expect when you log in on Tuesday, and what you can do now to make the most of them.

  • EVE Evolved: Retribution is freaking awesome!

    by 
    Brendan Drain
    Brendan Drain
    12.09.2012

    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.

  • EVE Evolved: Player justice in Retribution

    by 
    Brendan Drain
    Brendan Drain
    10.07.2012

    This week CCP released a new devblog on upcoming piracy and PvP changes heading to EVE Online with this winter's Retribution expansion. In addition to new ships and an as-yet unrevealed bounty hunter revamp, Retribution completely redesigns the Crimewatch system that decides whom you can legally shoot and stops players from docking or jumping out of the system in the middle of combat. EVE's aggression mechanics are notoriously complicated and buggy, but Retribution aims to simplify the system and put players in the driving seat of criminal justice. The new Crimewatch system not only gets rid of old, undocumented code that was written when dinosaurs roamed the earth but also has far-reaching consequences for pirates, people engaging in PvE and the upcoming bounty hunting revamp. Pirates will now be able to escape into high-security space without police intervention, loot thieves will be subjected to mob justice, nullsec ratters won't be as safe as they think, and neutral remote repairing will be a thing of the past. In this week's EVE Evolved, I delve into Crimewatch 2.0 and how the Retribution expansion will change the game for pirates, ratters, and people engaging in PvP across New Eden.

  • 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: 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: Risk vs. reward in lowsec

    by 
    Brendan Drain
    Brendan Drain
    05.13.2012

    In EVE Online's early years, one of its core design philosophies was adherence to a strict risk vs. reward balance scheme. There were riches out there to be found, but to get them, you had to put yourself in the firing line. Police ships patrolled high-security space to keep players safe from piracy, but the only resources available there were low-bounty frigate NPCs and inexpensive ores like Veldspar, Scordite and Omber. In the lawless far-reaches of nullsec, huge NPC bounties and rare ores containing Megacyte and Zydrine tempted hundreds of pilots to head out and make their fortunes. Nullsec offered absolutely no protection against player attacks, and the only safety to be found was in sheer military force. The biggest and best corporations hoarded these gold mines for themselves, locking down the few entrances into the regions and patrolling the skies for unwanted visitors. Low-security space offered a middle-ground between these two extremes, a place where the everyday pilot could enjoy increased income and pirates were easier to spot. At some time in the past nine years, lowsec lost its place in the game and became simply not worth the effort. But how did that happen, and what can be done to fix it? In this week's EVE Evolved, I look at why lowsec systems are now ghost towns and suggest an alternative design philosophy that I think could revitalise these under-used areas.

  • EVE Evolved: Touring a galaxy reborn

    by 
    Brendan Drain
    Brendan Drain
    12.11.2011

    EVE Online recently celebrated the release of its incredible Crucible expansion, noted as one of the most feature-heavy expansions in the game's history despite the majority of its features being produced in a period of just a few weeks. Two years' worth of graphical upgrades, features, balance upgrades and quality-of-life fixes hit Tranquility all at once, and the response from players has been incredibly positive. Last week I rounded up all the information there is to know about the Crucible expansion, but reading articles and news posts is no substitute for hands-on experience. This week I took a tour around parts of New Eden to explore the incredible new graphics Crucible delivered. As I have a background in graphics programming, the graphical upgrades are obviously the most exciting change for me. The astounding background nebulae are even more impressive when you know just how difficult it would be to build a nebula system that looks this incredible from any location. In this week's EVE Evolved, I explore a reborn galaxy and catalogue my adventures in a massive HD gallery.

  • EVE Evolved: Mining 101 -- Advanced mining

    by 
    Brendan Drain
    Brendan Drain
    01.23.2011

    Because it is stigmatised as a boring and inactive activity, mining is perhaps EVE Online's most overlooked profession. While it can be a repetitive and sedate affair, mining is a good way to make ISK during low points in your game time. A lot of miners use the profession to make a little ISK while they chat with friends in-game, read the forum or do some other activity. In the first two parts of this three-part guide to mining in EVE, I looked at some of the basics of solo or group mining and how to make the most ISK for your invested time. Over the years, I've learned a few tricks and strategies for mining that have come in handy. If the local asteroid belts are stripmined clean and you need somewhere nearby to mine, for example, it's possible to use the mission system to spawn a practically endless supply of low-end ore. If setting up camp in high-security space isn't your thing, it can also be very profitable to run a nomadic mining expedition. Using a starbase as a base of operations, you can set up ore depots and refining stations in either normal space or wormhole space. In this final part of the EVE Evolved guide to mining in EVE, I look at spawning asteroids using the mission system, using a starbase as a base of operations in outlying systems, and running a wormhole mining expedition for massive profit.

  • EVE Evolved: Preparing for Incursion

    by 
    Brendan Drain
    Brendan Drain
    11.21.2010

    Several months ago, pirate faction Sansha's Nation began invading the populated systems of New Eden in force and abducting colonists from the defenseless planets. Using a frightening new technology, Sansha's forces have been able to open controlled wormholes directly in orbit of their target planets. CONCORD and the local faction navies have been unable to defend against the incursions, leaving the fate of EVE Online's planets solely in the hands of capsuleers. EVE players immediately began to organise intelligence networks and corporations dedicated to detecting and fighting the Sansha threat. In the upcoming Incursion expansion, Sansha's Nation will be stepping up its attacks to full-scale invasions of entire constellations. Having converted the millions of colonists they've abducted to mindless drones of the Nation and even having moved a conquered Jovian space station into their hidden wormhole home, Sansha's forces have never been stronger. When the Incursion expansion's main feature goes live in January of next year, players will find themselves on the front-lines of a war. We'll group up in fleets of 5-10, 10-20 or 20-40 players to tackle the various incursion sites and ultimately destroy each invasion wave's mothership. With the first Incursion release scheduled for this month and less than two months to go until the constellation-wide Sansha attacks begin, now is the perfect time to prepare for the expansion. In this week's EVE Evolved, I look at some of the ways you can benefit from the upcoming expansion and what players can do to prepare for the war against Sansha's Nation.

  • EVE Evolved: Staying safe in high security space

    by 
    Brendan Drain
    Brendan Drain
    02.28.2010

    One of EVE Online's defining factors is the idea that you're not completely safe anywhere in the game. If you're not docked in a station or securely logged off, there's always a chance that someone will pick a fight with you. Many pilots opt to stay in the relative safety of high security space but even this isn't an absolutely safe area. Suicide attacks, corporate wars, can flippers and loot thieves are a common sight in New Eden and if you don't know how to handle them, you could find yourself on the business end of a 150mm railgun. In this guide for newer EVE players, I look at the main threats you could be exposed to in high security space and how to keep yourself safe in spite of them.

  • EVE Evolved: Research: Tech 1 blueprints, page 2

    by 
    Brendan Drain
    Brendan Drain
    12.13.2009

    Once you've been running your own research jobs for a while, you'll invariably notice that all the ME and copy slots in high security space tend to be packed, with queues over a month long. The only way to beat the queues is to make use of private labs not open to the general public. You don't get to access the labs directly and so you can't make use of copy facilities as there would be no way to retrieve the copies.

  • EVE Evolved: Research: Tech 1 blueprints

    by 
    Brendan Drain
    Brendan Drain
    12.13.2009

    While it's most often lauded for its PvP, not everything in EVE Online is about shooting people. Research and manufacturing are two of EVE's most popular PvE professions because of the small time commitments they require. A lot of things in EVE are built from blueprints and through research, you can be one of the people supplying those blueprints. Whether you want to improve your own blueprints to increase manufacturing profit margins or make blueprint copies for sale, it's worth looking into doing your own research. Jobs can be set up to run for days on end, taking you as little as a few minutes per week to manage. This can augment your income from active sources like mining, trading or mission-running. In this article, I look at the basics of tech 1 blueprint research, the skills required to make the most of your time and how you could run your own research labs in the relative safety of high security space.

  • Celebrating the holidays in EVE with snowball fights in space

    by 
    James Egan
    James Egan
    12.19.2008

    Space is cold. You wouldn't think 'holiday cheer' and EVE Online would be mentioned in the same context, but CCP Games has gotten in on the holiday action with the other MMO developers this season. Xiphos from the EVE blog "A Misguided Adventurer" had a holiday surprise from CCP when he logged into the game this morning: a snowball launcher and snowball ammo. Xiphos writes, "Happy Holidays from CCP! Everyone check your hangars and you'll find a nice little gift from CCP. 300 Snowballs and a Snowball Launcher. A High slot fitting, these deadly cold balls of ice do -10 Thermal Damage and are damn fun. Start launching some at your friends and enemies and let's get a massive snowball fight started in Jita, top station!" Every character in EVE Online automatically received these items today, even your lowly scouts and price-checking alts. Added to the fun is the initial surprise that seems to grip some highsec dwellers as they realize they're being fired upon and CONCORD (EVE's NPC police force) doesn't care. No less than five of them warped off in panic while I tried to get the accompanying image. Try it, you'll see.

  • EVE's 'Orca' mining vessel facilitates suicide ganks against miners

    by 
    James Egan
    James Egan
    12.02.2008

    Among the changes to EVE Online introduced with the Quantum Rise expansion is a new class of ship, the 'Orca' industrial command ship.The ship is intended to be a major asset to mining operations in New Eden, but it's a flexible ship -- and this writer has been waiting to see what clever uses players will have for it. It looks like that day has come... The Orca's substantial cargo capacity, a ship maintenance bay, and corp hangar have made it an ideal base of operations for criminals operating in highsec, with an aim to suicide gank T2 mining ships. In other words, use fully insurable Tech I ships to gank specialized, expensive, and largely uninsurable Tech II ships. Suicide ganking is nothing new, but one of the major changes CCP Games put into place to dissuade players from committing highsec suicide ganks was to substantially increase the security status penalties players are hit with when committing aggressive acts in high security (Empire) space. But no matter how low one's security status drops, all players can move about in highsec in their ship's capsule. It's only when a criminal enters a ship in highsec space that CONCORD takes action. That is where the Orca comes in. Criminals can board new ships housed within the Orca at a safespot and then warp in on their victims en masse, in multiple waves of suicide ganks. When their suicide gank ships are blasted apart by CONCORD, they can fly in their pods back to the Orca and gear up for the next wave.

  • Learning to pull the trigger in EVE Online

    by 
    James Egan
    James Egan
    10.25.2008

    Not a day goes by without someone in EVE Online being cut down by the guns, lasers, missiles or drones of another player, given how PvP-centric the game is. Only in EVE, you don't just respawn and all's well. There's often more... drama... involved. A ship lost, implants obliterated, screams of it being unfair or "Whyyyy?!" echo in Local or on the forums. This can be a brutal game at times, and most every player in EVE learns their lessons the hard way. Much of what's said on this is typically from the perspective of the victim. But what about the person behind those guns? Is it always easy for them to pull the trigger? EVE Online blogger Black Claw addresses that sense of regret that carebears go through when turning towards piracy in "Feeling guilty?" After all, many pirates were once the 'innocent' victims of someone else when they were starting out. Black Claw writes about what it's like to make the transition from a PvP victim to a killer.

  • EVE University explains benefits of cooperative mining

    by 
    James Egan
    James Egan
    10.24.2008

    Dee Carson is a Director at EVE University, a corporation in EVE Online devoted to showing newer players the ropes of the game. Budding industry-types in EVE (as well as players interested in other professions) will want to refer to Carson's recent post at the Miner with Fangs blog -- he's made his 'EVE University Co-Operative Mining Guide' available as a pdf, and is definitely worth a read.The guide walks a newer player through all aspects of mining in groups, from the skills required to the different ship choices and their relative merits. Most importantly, he lays out why players should mine cooperatively rather than it simply being a solo pursuit, namely that it's more profitable and adds a social dynamic to the activity. Of course there's safety in numbers, particularly when you've got a good mix of the different professions in EVE represented in the operation -- an ideal operation being comprised of miners, haulers, salvagers and 'top cover' damage dealers. Given that the guide was originally intended for EVE University students, the terminology and information imparted in the guide are accessible to most any pilot in the game, regardless of their familiarity with the industry side of EVE Online. It serves as an excellent introduction to the mining profession, and a stepping stone to more advanced guides like Halada's 'The Complete Mining Guide'. You can find the link to EVE University's guide in Carson's post over at Miner with Fangs.