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  • EVE Evolved: Features coming in Oceanus and beyond

    by 
    Brendan Drain
    Brendan Drain
    09.28.2014

    It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity. The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time. In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

  • EVE Evolved: Everything we know about Rubicon

    by 
    Brendan Drain
    Brendan Drain
    09.29.2013

    Back in April, EVE Online Senior Producer Andie Nordgren delivered an incredible long-term vision for the game's future that included deep space colonisation, player-built stargates, and players controlling practically everything that's currently run by NPC empires. This vision sets the tone and direction for development over the next ten expansions, each of which will introduce a small component of the overall goal. In a live interview session earlier this week, CCP revealed the first steps it will take toward space colonisation in its upcoming winter expansion. Named Rubicon, the expansion will be in players' hands on November 19th and promises to give individuals and small groups unprecedented control over the sandbox. It will let players fight over planetary customs offices in high security space, significantly buff the ability of small ships to participate in hit-and-run style warfare, and even introduce a new set of personal deployable structures that can be hidden anywhere in space. All this comes alongside two new Sisters of EVE ships, twitch livestream integration, and significant balance changes to Marauders, Interceptors, Interdictors, and Electronic Attack Frigates. In this week's EVE Evolved, I run down all of the new features and changes announced so far for EVE Online's Rubicon expansion.

  • 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.

  • Rogue Signal: Tackling tackling

    by 
    Phillip Manning
    Phillip Manning
    07.07.2008

    In Rogue Signal last month, we discussed some of the raw basics for fitting your ship for PvP in EVE Online. Today, we'll be discussing the most basic role in fleet combat, the tackler. Knowing your job, and the jobs of those around you, can make a big difference in which side ends up scooping the loot at the end of a fight, and Rogue Signal is here to help you understand those roles, starting this week.