inferno

Latest

  • EVE Evolved: Expansion names are important!

    by 
    Brendan Drain
    Brendan Drain
    05.25.2014

    Since its launch in 2003, EVE Online has adhered to a rough schedule of releasing two free expansions per year, one at the game's peak play time in the summer and one to tide players over during the long winter lull in activity. Each expansion has had a particular theme and a descriptive name, launching with several major features and then being followed up with a series of smaller sub-releases. At EVE Fanfest 2014 we discovered that CCP plans to change that strategy and instead produce around ten smaller releases each year, aiming to release one every six weeks. Putting aside the mathematical impossibility of meeting that target with only 52 weeks in the year, the plan for smaller but more regular releases has been generally well-received. Players were very happy to hear that unfinished features will no longer be pushed out the door before they're ready just to meet an arbitrary expansion deadline, and it's great news that completed features and fixes will now wait a maximum of six weeks before deployment. There's no doubt that it's a great development strategy, but the more I think about it, the less sense it makes as a media strategy. In this EVE Evolved opinion piece, I look at why expansion names are important, the problems with CCP's new development schedule, and what can be done to fix them.

  • EVE Evolved: EVE needs real colonisation now

    by 
    Brendan Drain
    Brendan Drain
    01.26.2014

    MMOs have absolutely exploded in popularity over the past decade, with online gaming growing from a niche hobby to a global market worth billions of dollars each year. Once dominated by subscription games like EverQuest and World of Warcraft, recent years have seen free-to-play games take centre stage. Global MMO subscriptions have been reportedly shrinking since 2010, and EVE doesn't appear to be immune to this industry-wide trend. Though February 2013's figures showed EVE subscriptions have technically grown year-on-year, those numbers were published just after the Chinese server relaunch, and CCP hasn't released any new figures since. Developers have done a good job of catering to current subscribers and polishing existing gameplay with the past few expansions, but the average daily login numbers are still the same as they were over four years ago. EVE will undoubtedly hook in plenty of new and returning subscribers when its deep space colonisation gameplay with player-built stargates and new hidden solar systems is implemented, but time could be running out on these features. Hefty competition is due in the next few years from upcoming sandbox games such as Star Citizen, EverQuest Next, Camelot Unchained, and Elite: Dangerous, and CCP will have to release something big soon to bring in some fresh blood. In this week's EVE Evolved, I ask whether CCP should focus on new players and suggest plans for two relatively simple colonisation-based expansions that could get EVE a significant part of the way toward its five-year goal in just one year.

  • EVE Evolved: Rubicon 1.1's new deployables

    by 
    Brendan Drain
    Brendan Drain
    01.12.2014

    Of all the major changes to EVE Online in the past few years, it's the introduction of personal deployable structures that has had me most excited. I've always been of the opinion that a true sandbox should let individual players and larger organisations build their own personal empires in empty wilderness. If it were up to me, everything from mining and manufacturing to research in EVE would take place in destructible structures and possibly even player-built deadspace dungeons. The Rubicon expansion took an important first step toward this brand of sandbox-style gameplay with the introduction of several new personal deployable structures, including an item hangar and refitting service that can be deployed anywhere in space. Four more structures were initially planned for the Rubicon 1.1 point release to expand the game's tactical possibilities, and this week two of those structures were confirmed. The Mobile micro Jump Unit is a game-changing strategic device that allows players any nearby players to jump their ships 100km forward, and the highly requested Mobile Scan Inhibitor physically hides nearby ships from probes and the directional scanner. Players on the test server have also discovered overview filter options for Mobile Jump Disruptor and Mobile Decoy Unit deployable structures, but developers were unable to confirm whether these would be part of Rubicon 1.1 or even if they'd definitely make it into the game. In this week's EVE Evolved, I look into the tactical possibilities of the Mobile Micro Jump Unit and Mobile Scan Inhibitor and why some players have reservations about these game-changing strategic structures.

  • 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.

  • The Soapbox: Diablo III's auction house ruined the game

    by 
    Brendan Drain
    Brendan Drain
    05.21.2013

    After his departure from the Diablo III development team, Game Director Jay Wilson released a statement that the introduction of an auction house "really hurt the game." While players predicted doom the moment the Real Money Auction House was announced, Jay argued that the gold auction house was equally to blame for the game's fall from grace following its absolutely stellar launch sales. I don't normally agree with what Jay has to say on Diablo III, but in this case he does have a very valid point. Diablo II was consistently popular for over a decade thanks to its immense replayability. At its core, D2 was a game about building new characters and gearing them up by any means necessary. Every enemy in the game was a loot pinata just waiting to be popped, and players farmed endlessly for a few sought-after unique items. You almost never found an item that was ideal for your particular class and build, but you could usually trade for what you needed via trade channels and forums. Blizzard claimed that the auction house was intended just to streamline this process, but when Diablo III launched, it was clear that the entire game had been designed to make the auction house almost necessary for progress. The fault here lies not just with the concept of an auction house but with the game designers. That's right: I'm here to argue not only that Jay Wilson was right about the auction house ruining Diablo III but also that it was his own damn fault.

  • EVE Evolved: Ten years of EVE Online

    by 
    Brendan Drain
    Brendan Drain
    05.05.2013

    Tomorrow marks a huge milestone in MMO history as sci-fi sandbox EVE Online officially turns ten years old. Released by a tiny icelandic development studio whose only previous release was a board game featuring Reykjavik's favourite cross-dressing mayor, EVE has slowly grown over the past decade to become one of the industry's biggest and most stable subscription titles. Following 2011's monoclegate scandal that led to around 8% of players quitting and CCP Games shedding 20% of its employees, this year saw EVE Online climb to new heights as it regained the playerbase's confidence and smashed the 500,000 subscriber barrier. As a special side-note, the EVE Evolved column also turned five years old last week; it has now officially been running for over half of EVE's lifetime. The past year has been remarkably successful for CCP, with both of the year's EVE expansions being extremely well received and console MMOFPS DUST 514 finally starting to take shape. The Inferno and Retribution expansions fixed a staggering number of small issues that were broken in the game while also making big changes to bounty-hunting, piracy, and PvP across the board. We also saw huge emergent events like the Battle of Asakai, a $6,000 ship kill, and the five trillion ISK faction warfare exploit this year. With DUST 514 officially launching in just over a week on May 14th and players fired up about the upcoming Odyssey expansion, the future's looking bright for EVE Online as it heads into its second decade. In this week's EVE Evolved, I look back at some of year's top EVE stories, stories that touched real life, and what the future holds for EVE's second decade.

  • EVE Evolved: Five years of EVE Evolved

    by 
    Brendan Drain
    Brendan Drain
    04.21.2013

    About five years ago, on April 27th, 2008, I joined the Massively team and wrote the very first issue of the EVE Evolved column. Five years later, the column is still going strong and delivering its weekly dose of EVE Online to thousands of readers. I used to worry about running out of ideas to write about, but regular game updates and hilarious player shenanigans mean there's always something interesting going on in New Eden. When EVE hits its 10th anniversary in May, this column will have been running for just over half of the game's lifetime. In that time, I've written over 250 in-depth articles, guides, in-game stories and opinion pieces on EVE Online and a few on DUST 514. As usual, I'll be celebrating this anniversary by rounding up this year's column highlights and giving away two 30-day Pilot's License Extensions to two lucky readers. To enter the competition, write a comment explaining which EVE Evolved articles from this year you liked best and what topics you'd like to see covered in the coming year. You will need an active EVE account to claim the prize, so be sure to include your character name in your comment if you want to be in with a chance. If you'd rather not give out your character name or don't have an EVE account but would like to give the game a go, you can sign up a new trial account and use the name of your new character. In this week's EVE Evolved, I look back at the highlights from the column's fifth year!

  • EVE Evolved: Retribution 1.1 and armour tanking

    by 
    Brendan Drain
    Brendan Drain
    02.17.2013

    While MMO characters typically fall into specialised tank, healer, and damage-dealing roles, most ships in EVE Online are a combination of all three. Fitting a ship for PvP is a careful balancing act between survivability and damage, as it doesn't matter how much damage you can deal if you don't stay alive long enough to apply it. Active tanking setups that focus on repairing damage have unfortunately seen very limited use in PvP, being effective only in solo fights and very small-scale gang warfare. In most fights, a passive buffer tank that just maximises effective hitpoints will last longer than any active setup. The Inferno expansion helped to solve this problem with its new Ancillary Shield Boosters that consume cap booster charges for a huge burst of shield hitpoints. Tuesday's Retribution 1.1 patch now aims to level the playing field for armour users with the introduction of new Ancillary Armor Repairers and a series of balance changes to armour plates, rigs, and standard repairers. The patch should hopefully give gank battlecruisers and tech 2 cruisers the speed they need to compete in PvP and may even make some interesting active armour tanking setups viable. In this week's EVE Evolved, I look at the role of tanking in PvP today and the tanking changes coming in Tuesday's Retribution 1.1 patch.

  • EVE Evolved: Looking back at previous Fanfests

    by 
    Brendan Drain
    Brendan Drain
    02.10.2013

    The annual EVE Online Fanfest is a massive event that brings together players from across the world to discuss the serious business of internet spaceships. It's three days of in-depth developer talks, sneak previews of what's to come, and roundtable events that let players discuss their ideas and feedback directly with developers. The EVE communty may not be as large as the community of games like World of Warcraft, but thousands of players pay a considerable sum of money each year to fly to the Icelandic capital of Reykjavik for the event. Fanfest started out as a very small and personal affair with just a few dozen people in attendance, but it's grown to absolutely massive proportions in recent years. This year's event promises to be bigger than ever as it will be celebrating EVE Online's 10th anniversary and the impending release of CCP Games' MMOFPS DUST 514. It's a special milestone for CCP and EVE fans alike, and tickets for the event have already sold out! If you didn't manage to snag a ticket, you should still be able to enjoy parts of Fanfest as key talks and events will likely be streamed live as in previous years and videos will be uploaded after the convention. In this week's EVE Evolved, I look back at the highlights of the past two EVE Fanfests and the social aspect that makes it one of the best experiences and EVE player can have.

  • EVE Evolved: Bring on the big expansions!

    by 
    Brendan Drain
    Brendan Drain
    01.20.2013

    I don't normally jump out of my seat shouting "hell yes!" to an EVE Online dev blog, but this week's announcement on the direction of future expansions has me a little bit excited. In two somewhat dry and lengthy posts, Executive Producer Jon Lander and Senior Producer CCP Seagull detailed the approach they intend to take to ongoing development in 2013. Instead of announcing any big headline features or making vague promises, the developers looked back at the success of 2009's blockbuster Apocrypha expansion. Apocrypha was hands-down the best expansion EVE has ever had, adding 2500 hidden solar systems accessible only through shifting unstable wormholes. We saw a renaissance of exploration, collaborative research, and colonisation efforts that defied EVE's war-like reputation, and moreover, we saw a rebirth of small-scale PvP. The magic sauce that made Apocrypha work was lateral design: Rather than add one massive vertical feature, the expansion offered a little something for everyone. Apocrypha was EVE at its best, and hearing that developers are going back to that style of expansion honestly makes me a little giddy! In this week's EVE Evolved, I look at the future for EVE's expansions, why the Apocrypha model works, and why I'm optimistic for 2013 and beyond.

  • 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 devs struggle with factional warfare stagnation

    by 
    Justin Olivetti
    Justin Olivetti
    10.22.2012

    CCP Games isn't completely happy with the results brought on by EVE Online's most recent expansion, Inferno. In a frank dev blog, CCP Fozzie admits that its factional warfare system has fizzled in places and caused inflation in the market. So the team is preparing a new patch for tomorrow to combat these undesirable elements. "These are the problems that our retribution changes were designed to alleviate, but players have been telling us that the situation is degrading faster than we had expected," Fozzie writes. "Faced with the dual problems of factional warfare stagnation and PLEX inflation, we saw an opportunity to kill two birds with one stone." Inferno 1.3.2 will make significant changes to loyalty point acquisition and expenditure rates. The team's also patching in a fix to combat AFK plexing while continuing to work on improved NPCs for the factional warfare system for the future.

  • EVE Evolved: Three ways to break Retribution

    by 
    Brendan Drain
    Brendan Drain
    10.21.2012

    EVE Online's upcoming Retribution expansion is set to revolutionise PvP with its brand-new criminal and bounty hunting systems. Players will be able to hunt down criminals who show their faces in highsec, and bounty hunters will track not just individuals but also entire corporations and alliances. If past expansions are any indication, however, the first thing players invariably do with any new feature is to try to break it. Some people will undoubtedly find ways to bend the new gameplay into scams, others will trick players into getting themselves killed for a few laughs, and a few will hunt for borderline exploits. We now know enough about Retribution's new features to figure out some of the ways they can be potentially abused. The ability to sell kill rights opens up a whole new scam based on tempting players with a juicy target and then pulling the rug out from under their feet. The new Suspect flag that lets players dispense justice to criminals can also be used to bait innocent players into getting themselves killed. There may even be a way to get rid of bounties for free, undermining one of the expansion's core mechanics. In this week's EVE Evolved, I look at three potential pitfalls in the upcoming Retribution expansion, how they might work when the expansion goes live, and how to protect yourself from falling victim to them.

  • CCP unveils EVE Online: Retribution, coming this winter

    by 
    Mike Foster
    Mike Foster
    09.29.2012

    Earlier this evening at the VETO EVE fan gathering in London, CCP announced EVE Online's 18th expansion: EVE Online: Retribution. Due in December, this latest content overhaul promises to bring some of the biggest changes yet to the space-themed sandbox MMO, which is steadily ramping up for its 10th anniversary next May. We sat down with Jon Lander and Kristoffer Touborg, EVE's executive producer and lead designer respectively, to get a first-hand look at some of Retribution's key features as well as the enormous pile of tweaks, updates, and adjustments players might expect with any CCP-helmed update. One thing is certain: After Retribution, the world of internet spaceships will never again be the same.

  • Get EVE Online: Inferno for $5 this weekend only

    by 
    Justin Olivetti
    Justin Olivetti
    09.27.2012

    If you're thinking about dipping your toes into the warm, sunny waters of EVE Online, CCP Games has a limited-time offer just right for you. The studio partnered with Amazon to offer the newest expansion, all previous expansions, and 30 days of game time for just $4.99. Sweetening the deal, this offer is for the limited edition of Inferno, which means that savvy shoppers can also snag a special ship, a cerebral accelerator booster, and in-game shirts for both avatar genders. The fee will deliver a code that can be used only to upgrade new or trial accounts, so current or previous subscribers are not eligible.

  • The Soapbox: Diablo III's endgame is fundamentally flawed

    by 
    Brendan Drain
    Brendan Drain
    09.25.2012

    Diablo III was arguably the biggest online game release of the year, but its predecessor's decade of consistent popularity left some pretty big shoes to fill. Despite being the most pre-ordered PC game in history and selling more than 6.3 million units in its first week, Diablo III has started to seriously wane in popularity. I've seen over a dozen friends stop playing completely in the last few months, and Xfire's usage stats for D3 have dropped by around 90% since June. Guild Wars 2's timely release accounts for some of the drop, but there's a lot more going on than just competition. The Diablo III beta showed only the first few levels and part of the game's highly polished first act, and soon after release it became obvious that parts of the game weren't exactly finished. PvP was cut from release, the Auction House was a mess, and Inferno difficulty was a poor excuse for an endgame. Poor itemisation made the carrot on the end of the stick taste sour, and the runaway inflation on top-end items is crying out for some kind of ladder reset mechanic. But there is hope for improvement, with new legendary items, the Paragon level system, and the upcoming Uber boss mechanic taking a few steps in the right direction. In this opinion piece, I look at some of the fundamental flaws in Diablo III's endgame and suggest a few improvements that would make a world of difference.

  • 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.

  • Diablo 3 Inferno Difficulty monster damage balance tweaked

    by 
    Mike Schramm
    Mike Schramm
    09.18.2012

    Blizzard is making a few tweaks to Diablo 3's Inferno difficulty yet again. The developer added more high-level drops to the difficulty before, and this time it's effectively reducing the damage monsters will do in that mode. As Technical Game Designer Wyatt Cheng says, Blizzard is reducing the potency of player defense spells and reducing the monster damage, which means that monsters in Inferno won't hit as hard overall.Why? Some defensive skills, Cheng says, were made so effective that players consider them essential. Energy Armor, for example, is used by 83 percent of level 60 wizards, and War Cry's Impunity modifier is used by over 87 percent of barbarians. Nerfing the monster damage and the effectiveness of these spells is supposed to let players go to other options, rather than just walling up defense all of the time.Cheng says there are more changes coming: A new "monster power" option to up the difficulty for higher rewards; and a tweak to the monk's One With Everything skill. We'll stay tuned for those.

  • 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.

  • Building a Diablo III Wizard to solo Inferno difficulty

    by 
    Brendan Drain
    Brendan Drain
    09.08.2012

    With patch 1.04's new paragon level system, there's been a definite increase in the number of people getting back to playing Diablo III. Every class was buffed in the patch, and only a small handful of skills and items were nerfed, leaving everyone to pore over the skill windows and come up with new builds. Barbarians definitely made it out of the patch in the best shape, with huge buffs to Bash and Rend, buffs to two-handed weapons, and a whole host of new legendary weapons to aim for. Wizards, on the other hand, weren't so lucky. For all the buffs described in the 1.04 wizard preview devblog, not much has really changed. The Energy Twister nerf backfired hilariously, and all of the underpowered spells and runes that were buffed are still pretty useless. Energy Armor is still a mandatory skill, most Wizards are still running Critical Mass builds, and the new legendaries aimed at Wizards don't seem to make any sense from an itemisation standpoint. So how should you build a solo Wizard in 1.04? In this guide, I detail three highly effective Wizard builds and give tips on gearing for each of them following patch 1.04.