Last week we broke the story that EVE Online
developer CCP Games is backing out of the virtual reality games market
, closing its Altanta office and selling its VR-focused Newcastle studio. The long-held Atlanta office was acquired in the merger with White Wolf in 2006 and has been hit with several rounds of layoffs over the years, with a major hit in 2011
after the Monoclegate disaster and another 2014 when the World of Darkness MMO was cancelled
. The Newcastle studio was the development house responsible for CCP’s VR dogfighter EVE: Valkyrie
, and both Valkyrie
and CCP’s new VR game Sparc
will now be maintained by the London office.
Around 100 staff were laid off in the restructuring, roughly 30 of whom worked in CCP’s headquarters in Reykjavik, Iceland. Though we were informed at the time that these changes would not impact the development of EVE Online, it since became apparent that more than a few non-development staff were cut. In addition to the EVE PR staff and others that were stationed in Atlanta, all but two members of the EVE community team in Reykjavik have also been let go. There are reports that several GMs and the localisation manager for EVE have departed too, and the mood on twitter from staff in Reykjavik recently is best described as sombre and a little shaken.
In this extra edition of EVE Evolved, I dig into CCP Games’s history of taking risks with staff’s jobs, look at some of those affected by the layoffs, and ask whether there is more fallout to come.
Though EVE Online
has a reputation as a cut-throat PvP sandbox where anything goes, the fuel that fires its conflict engine has always been PvE. Players collectively pump over 100 trillion ISK into the EVE
economy each month by hunting NPCs all across the game, and at the same time they mine around 40 trillion ISK’s worth of ore for ship and module production. Over 90% of NPC bounties predictably come from people farming in the player-owned nullsec regions where some of the largest PvE rewards can be found, but data released earlier this year showed that 7.2% of bounties actually come from high-security space
It’s unsurprising, then, that CCP chose high-security space as the test-bed for an entirely new casual PvE format with the release of Resource Wars in the recent Lifeblood expansion. The expansion also saw the return of the Crimson Harvest event and the release of a new tool named The Agency that helps players find nearby PvE content. I’ve been getting stuck into all three of these this week and seeing how it all ties together, and I’m now more convinced than ever that we could be heading for a full-scale PvE revolution.
In this edition of EVE Evolved, I discuss Resource Wars as a new model for PvE and consider how The Agency could be expanded to help promote casual pick-up PvE groups in EVE.
You’ve probably heard by now that EVE Online
is giving its free-to-play alpha clone characters a massive boost in power in December about a month after the launch of the Lifeblood
expansion. The news has been spreading through the gaming media
since it was announced last week at EVE Vegas 2017
and the reception online has been generally positive. Some existing players are worried that the change might even be too
generous, with fears that veteran players may let their subscriptions lapse and play for free, or that the new skills might be abused to create an endless army of ganking alts.
There’s no doubt that the changes will help to close the power gap between subscribers and free players and will open up new avenues of gameplay. Free players will finally be able to fly tech 1 battlecruisers and even battleships, and cross-training for multiple races will unlock multi-faction ships such as the Sisters of EVE exploration ships. Alpha clone players will also finally be able to use tech 2 weapons and fly many of the ship setups flown in massive nullsec wars, though the way that the new skill limit is being implemented may actually benefit old and returning players more than new ones.
In this edition of EVE Evolved, I dig into the free-to-play changes, briefly examine the power gap between free and subscribed players, and look at who will benefit most from the change.
CCP Games’ annual EVE Vegas event kicks off in less than a week on October 6th, and once again MassivelyOP will be on the ground to get the latest on the future of EVE Online, EVE: Valkyrie, Sparc, and more. This year’s event is shaping up to be the biggest one yet, having sold out weeks in advance despite moving to a larger venue in The Linq Hotel and Casino. EVE Vegas is the largest community event for players in North America and serves almost as a mini-Fanfest for those who may not be able to make it to Iceland.
While the event is mostly a social gathering and an excuse to get drunk, it will also give CCP an opportunity to get critical feedback ahead of EVE Online‘s Lifeblood expansion on October 24th. We’ll hear more about the upcoming Resource Wars dynamic PvE gameplay, get an update on the development roadmap for EVE, and see a variety of player talks and presentations. We’ve also been told to expect some cool surprises this year, and we may get an opportunity to follow up on the recent record-breaking heist and betrayal that happened in-game.
In this edition of EVE Evolved, I look at what we can expect from next week’s EVE Vegas 2017. If you have any questions you’d like me to ask players or developers, post them in the comments!
The EVE Online
community is aflame this week after alliance leader gigX was permanently banned
for making threats of real-life violence against another player following possibly the biggest betrayal in EVE history
. Some players don’t want to accept that gigX crossed a serious line and deserves his ban, and others have been asking why The Mittani’s similar actions in 2012 resulted in only a temporary ban. CCP’s official stance
is that its policies have become stricter since 2012, but it’s still not entirely clear exactly where the line is drawn.
Another side to the debate is that the internet itself has evolved over EVE‘s 14-year lifespan, and a lot of toxic behaviour that was accepted or commonly overlooked on the early internet is now considered totally unacceptable. Many of us have grown from a bunch of anonymous actors playing roles in fantasy game worlds to real people sharing our lives and an online hobby with each other, and antisocial behaviour is an issue that all online games now need to take seriously. The lawless wild west of EVE‘s early years is gone, and I don’t think it’s ever coming back.
So what’s the deal? Does EVE Online tolerate less toxic behaviour today, has the internet started to outgrow its lawless roots, and what does it mean for the future of sandboxes?
‘s upcoming Lifeblood
expansion was officially announced last week
, and it’s landing a lot earlier than expected. Though it appears that Lifeblood
is the winter expansion CCP Games has been talking about since EVE Fanfest 2017
, it’s actually launching next month on October 24th. It includes the new Upwell Refinery structures, a total overhaul of moon-mining and advanced material reactions, a full balance pass for the ships used by free-to-play alpha clone characters, and some all-new PvE gameplay in high-security space.
We talked to EVE‘s Executive Producer Andie “CCP Seagull” Nordgren about the plans for new highsec gameplay back in April, and it sounded pretty damn exciting. CCP plans to use the new advanced AI that powers the roaming NPC mining operations to create an ever-evolving landscape of AI-driven conflict that players can affect. The first steps in that plan are arriving with Lifeblood in the form of Pirate Forward Operating Bases and Resource Wars, which ask players to help local factions fight back against the encroachment of pirates. This should make life a hell of a lot more interesting for players in high-security space, while the new moon mining gameplay is expected to set nullsec on fire.
In this edition of EVE Evolved, I dig into the Lifeblood announcement and feature list, and ask how players can get ready to make the most of next month’s expansion.
At the start of this month, we reported on a massive new war that was kicking off in the north
of EVE Online
. The words “The Imperium Strikes Back!” rang across the game as one of the game’s largest military coalitions moved thousands of capital ships north in preparation for what it called a “dirty war.” The group planned to dump hordes of capital ships on the enemy aggressively and with little regard of the financial cost, using its vast economic wealth to spread pain and misery. This was going to be The Imperium’s great return to nullsec warfare after a year of farming ISK and building up resources, and that narrative was used to get thousands of players on board.
The reality hasn’t been quite so dramatic, but it’s been very interesting on a strategic level. We’ve seen the narrative of this war change substantially over the past few weeks and watched as every victory or loss is quickly spun into propaganda. The Imperium has lost several key battles and appears totally outmatched by the combined supercapital forces of the north, but has also destroyed a few enemy citadels and is already claiming victory over its primary strategic objective. TEST Alliance has seen its own share of victories and defeats in the region against Northern Coalition and Pandemic Legion too, but is now in the process of packing up to go home.
In this edition of EVE Evolved, I examine the major strategic goals during this war, the apparent change in The Imperium’s narrative, and the effect on the average alliance line member.
Just over a year ago, the largest PvP conflict in gaming history kicked off
in EVE Online
as war erupted between the game’s most prominent territorial alliances. Over 60,000 pilots were initially drawn into the interstellar war that came to be known as World War Bee
or The Casino War, and thousands of ex-players and newbies signed up during the war just to get involved. We followed the landmark battles and political twists
of World War Bee intently for several months as it unfolded like a living work of science fiction. Our coverage ended with The Imperium, a large military coalition led by alliance Goonswarm Federation, being kicked out of its territory in the north of EVE
and losing thousands of members and allies.
The story could have ended there as alliances often collapse following a major defeat (in what players affectionately refer to as a “failure cascade”), but the core of The Imperium stuck together and vowed to one day get revenge. The group has since managed to conquer and hold the lucrative Delve region in the south of EVE and has been farming resources en masse for months, rebuilding its war chest and waiting for an opportunity for revenge. It looks like that moment has now arrived, as the group has reportedly moved a huge fleet up north to a staging system within striking distance of its former home.
In this edition of EVE Evolved, I look at how the war brewing in the north of EVE got started and what shape it might take over the coming weeks.
A new event named The Agency kicked off this week
in EVE Online
, and it looks a bit like the daily quest systems you can find in many other MMOs. When you log in, you’ll be presented with a list of challenges that will each earn you points on a reward track, with prizes available when you reach various point thresholds. The challenges are all casual PvE activities that you might be doing anyway, such as killing 25 pirate NPCs or collecting a million ISK in NPC bounties, and they refresh every 24 hours so you can grind up the points you need throughout the two-week long event period.
It’s no coincidence that the reward track sounds suspiciously like last year’s botched Shadow of the Serpent event, as this event is built on the same event system and even uses the same user interface. The 24 hour refresh on challenges also makes it similar to a daily login reward system, something that CCP trialled last year with Recurring Opportunities but discontinued as it didn’t increase login numbers. Developers do seem to have learned lessons from both of these examples when putting together The Agency, and now I can’t help but wonder if this could be modified into a fantastic daily reward system.
In this edition of EVE Evolved, I look at some of the positive and negative aspects of The Agency and suggest how it could make a great permanent daily reward system with a few tweaks.
Of all the terminology associated with EVE Online
, the one thing that’s always made me a bit uncomfortable is to hear players describe PvP as “generating content.” It’s an oddly sterile euphemism that seemed to surface years ago during the era of the blue donut when large alliances organised faux wars for the entertainment of their restless troops, and it doesn’t sit right with me. PvP in EVE
is supposed to be about real conflict for solid reasons, not generating content for its own sake. It’s about smashing a gang of battleships into a pirate blockade to get revenge, suicide ganking an idiot for transporting PLEX in a frigate, or forcibly dismantling another alliance’s station because you just hate them so much
EVE PvP can be visceral and highly personal, not just something fun to do or a game of strategy but a way to settle old grudges and punish people for whatever the hell you want. World War Bee was a brutal mix of Machiavellian politics and massive fleets of highly motivated players coming together, not just for some fun gameplay but to try and completely annihilate the goons. So what the hell happened? Why are so many people sitting in nullsec fortresses and farming ISK, building huge capital fleets and complaining about the “lack of content” in PvP today? Does EVE‘s conflict engine need a tune-up?
In this edition of EVE Evolved, I look at some of the factors limiting real conflict in EVE today and suggest three possibly controversial changes that would drive further conflict in New Eden.
Of all the headlines to come out of EVE Online
over the years, the biggest and most far-reaching have been the stories of massive thefts and underhanded scams. The MMO community has grown up hearing these tales, from the embezzlement of EVE‘s first public bank
in 2009 and the estimated $45,000 US Titans4U scam
in 2011 to the trillion ISK Phaser Inc scandal
and beyond. EVE
has been embedded with this narrative of mistrust and betrayal for most of its life, the most famous example still being the Guiding Hand Social Club heist
from all the way back in 2005.
Yet when a player recently stole three extremely rare ships using social engineering, the victims expressed only disappointment that they had lost a friendship they valued. The question for players and the wider MMO community today is simple: How much trust is too much to give someone in an MMO? To what degree should the game mechanics automatically protect your assets and privacy, and how much of that protection should you be able or expected to give up in order to make progress or join a group?
EVE Online players have been up in arms this week over sweeping nerfs that are about to hit to high-end farming gameplay styles in the player-owned nullsec territories. It started when CCP Games announced that the Excavator drones used by Rorqual capital industrial ships would be getting a sizeable mining yield reduction and that a respawn delay would be added to ore sites in nullsec. As players were still reeling from that unexpected news, developers then announced a surprise general nerf to fighter damage with the goal of making carriers and supercarriers less effective in PvE and PvP. This significant balance change was just announced on Friday 9th June and goes live on Tuesday 13th, prompting outcry from the community over the lack of feedback-gathering on such a significant change to capital ship balance.
These nerfs both seem to be reactions to the latest few Monthly Economic Reports, which showed that the total money supply in the game economy is over a quadrillion ISK and rising rapidly. The detailed breakdowns of economic activity in the reports tell a more complex story, with ISK supply from bounty prizes roughly doubling over the past year and mining in the Delve region shooting off the scale in the past few months. It seems that a large number of nullsec players are spending more time farming and building up resources, and it’s the scale and efficiency of the top-tier farming setups that has CCP worried.
In this edition of EVE Evolved, I discuss the upcoming Rorqual and fighter nerfs, look at the economics of farming, and explain why this trend could be a more serious indicator than CCP realises.
It’s a universally accepted fact in EVE Online
that you’re never truly safe from attack. Low-security space is littered with pirates looking for an easy kill, nullsec alliances respond to invasion of their territory with overwhelming force, and cloaked ships could lurk around every wormhole. Even in the friendliest parts of high-security space, you can still be blown up by a squad of suicide gankers or find yourself the target of a highsec war declaration
. Wardecs are intended to allow player-run corporations to fight with each other in highsec without interference from the police, but over EVE
‘s entire lifetime they’ve been almost exclusively used to grief and harass small corporations.
Some wardec alliances log literally thousands of wars per year, with almost all of them being against small industrial and social corporations whose members have no intention of fighting back. The aggressors typically just camp trade hub such as Jita 4-4 and declare war on any corp caught hauling valuables through the system, turning a potential sandbox content-generator into a boring pay-to-grief mechanic. With the landscape of EVE being transformed by player-owned citadels and a dynamic PvE revolution on the horizon, I think the time is right to revamp war declarations for the new citadel era. The current wardec system isn’t fit for purpose, and we deserve something more engaging.
In this edition of EVE Evolved, I give some thoughts on the wardec problem, a suggestion on how they could be revamped to fit the new citadel era, and an idea for how they could even provide a more immersive PvE experience.