speed-nerf

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  • Winterblink on EVE Online's Quantum Rise expansion

    by 
    James Egan
    James Egan
    11.25.2008

    Longtime players of EVE Online will be very familiar with the name 'Winterblink', or Michael Lastucka. He's the man behind years worth of contributions and commentaries linked to EVE, through the Warp Drive Active comic, the WDA podcast, and now he's a columnist at Massive Gamer Magazine as well.His latest column, "Quantum of Polish" looks at the recent EVE expansion deployment and how it's changed the game. Lastucka points out some of the user interface changes that he finds beneficial. Visual representation of module cycles provide greater understanding of what's happening and weapon grouping allows players to switch between ammo types, and have a single 'fire' icon as well. But there's clearly more work to be done in terms of weapon/turret effects and some aspects of the UI, in order to reduce lag and improve performance.

  • EVE's Quantum Rise expansion features page is live

    by 
    James Egan
    James Egan
    11.04.2008

    The feature page for the forthcoming EVE Online expansion, Quantum Rise, is now live. The ninth free expansion for EVE will officially launch on November 11th, and brings with it some new features we've been reporting on in recent weeks, such as the long-awaited Orca and industrial ship changes, not to mention the guaranteed-to-spark-forum-rage speed rebalancing, and alchemy -- which is invention applied to minerals used in Tech II manufacturing. According to the Quantum Rise expansion's feature page, there are also some previously unmentioned features like new additions to the RealX in-game soundtrack, new stargates, a host of improvements for industry players like assembly array upgrades, ammunition cost changes (namely for bombs), and a more flexible user interface. See the new Quantum Rise features page for more on what's in store for EVE Online players in the expansion geared towards the game's industrialists.[Via Winterblink]

  • EVE Community Spotlight: Winterblink

    by 
    James Egan
    James Egan
    10.15.2008

    Some players in EVE Online are known for a particular contribution to the community. Others for their presence on the forums or for their reputation as a pilot. EVE's players know Winterblink for all of these reasons, and more. While there are a number of celebrated players in EVE Online, few names are as recognizable in the game as Winterblink. Whether you're a fan of the Warp Drive Active comic, you listen to his podcast, or perhaps you just want to podkill him... most players agree that he's one of the friendliest people you're likely to meet in EVE, except for when he's got you in his sights. Massively recently caught up with Winterblink and spoke with him about how Warp Drive Active came to be, finding humor in a game that's taken so seriously by its players, and what it means to him to be a part of the EVE community.

  • Player and developer interaction in EVE Online

    by 
    James Egan
    James Egan
    08.09.2008

    MMOs are constantly evolving games, from their earliest days as they're conceptualized to their final days when the servers shut down, forever. They evolve throughout their lifespan because they must. Players naturally pick up on ways to use the ever-changing game mechanics to best suit them, prompting the devs to either brand these tactics as an exploit or targeting them for rebalancing in a future patch. A case in point is the impending speed nerf in EVE Online, which is one of the biggest issues currently debated by EVE pilots. But do players have the right to be this angry when the developers change the game? Jim Rossignol argues this point in "EVE Online and the Big Nerf": "EVE is basically a ongoing symbiotic process... perhaps this means the developer has to make some unpopular decisions for the good of the process as a whole. The relationship between player and developer is not one of equals, nor is it always at its best when it is entirely amiable." Do you agree with Rossignol on this -- and does paying that $15 a month entitle MMO players to pressure devs to change the game to fit their playstyle, or should MMO developers keep the game balanced as they see fit?