It’s been over a month since EVE Online deployed its new sovereignty and territorial warfare system, and the dust is only now beginning to settle. The Aegis update completely revamped sovereignty warfare, replacing the grind of shooting massive structures with massive fleets with a new system based around the Entosis Link module. It was hoped that the new system would lower the barrier to entry for sovereignty warfare and allow smaller but dedicated alliances to capture and hold space against larger opponents. While the old system made large fleets practically mandatory and led to ever-growing coalitions banding together, it was hoped that the new system would encourage a larger number of smaller fights. When fleets of any size can attempt to contest the ownership of a structure, it’s up to the owners to aggressively defend their space or lose it.
There has been considerable noise in the EVE community since the update went live, with plenty of critical feedback from nullsec alliances and even some backlash directed at its designer CCP Fozzie. Despite complaints, it’s clear that the sov system is achieving some of its stated goals: players have reported an increased number of smaller fights, a few small alliances are capturing space, and industrialists are being actively recruited into nullsec alliances again. The past month of warfare has nonetheless highlighted some pretty serious problems with the sovereignty mechanics that CCP will need to address, some of which it plans to tackle in Tuesday’s Galatea update.
In this edition of EVE Evolved, I delve into the player response to EVE‘s new territorial warfare mechanics, highlight a few remaining problems with the system, and look at the upcoming Galatea sovereignty update.
The recent announcement of arcade shooter EVE: Gunjack for the Samsung Gear VR has prompted some pretty interesting negative responses from gamers this week. There’s obviously still a lot of ill will in the air over the cancellation of the World of Darkness MMO, and people have been a bit skeptical of CCP‘s plans since Monoclegate and the underwhelming reception of DUST 514. Many of the comments on Massively Overpowered and other sites suggested that CCP should release Valkyrie before starting work on yet another title, or that the studio should stick to EVE Online and stop wasting money from EVE subscriptions on side projects. People are honestly suggesting that CCP should keep putting all of its eggs in one big (and slowly shrinking) basket, but that just doesn’t make business sense.
Nobody should be surprised that CCP wants to develop several new games or that it’s failed to replicate the success of EVE Online. EVE activity seems to be on a slow decline, and the truth is that very few independent game studios strike it big with even one game. Previous success is not necessarily an indicator of future success, and it’d be naive to think one game can support a large studio indefinitely, so CCP naturally has to keep working on new titles just like everyone else if it wants to survive. If we want EVE Online to still be around a decade from now, it may depend on experimentation with new games and emerging trends such as VR today. There may even come a time when CCP won’t revolve around EVE Online but around whole collection of titles spanning the EVE universe and beyond, and it won’t get there without taking some measured risks.
In this edition of EVE Evolved, I look at why CCP can’t just focus on EVE any more and why developing lots of small experimental games could benefit EVE Online in the long term.
The past few months have seen a flood of frequent updates hitting EVE Online, and among them we got a whole new class of ship with the Tech 3 Tactical Destroyer. Unlike their cruiser-sized bigger brothers, tech 3 destroyers can transform mid-battle to choose between three separate roles: Defense, Propulsion, and Sharpshooter. These versatile little ships have carved out a niche for themselves in small scale PvP such as Faction Warfare, each functioning as an effective tackler and brawler rolled into one. Tech 3 destroyers can also fit a combat probe launcher to get a warp-in on enemy fleets and have become a popular anti-tackle tool that can snipe from over 50km and track interdictors and interceptors.
I’ve previously written a guide on fitting the Amarr Confessor, the first of the new tech 3 destroyers to be released, but since then a balance patch has made those setups obsolete. Now that all four races have got their own tactical destroyers and the prices have come down to an affordable 35-60 million ISK, I’d like to take a look at how we can fit each of them for PvP. EVE has become a testing ground for dozens of experimental ship setups for each of the tech 3 destroyers as players compete to find out what fitting works best for a variety of situations. The dust has far from settled, but some pretty decent brawling and kiting fits have been gracing the killboards lately and I’ve put together four of my favourite brawling fits. All of the fittings in this article use only tech 2 and named items, but they require good fitting skills and sometimes a 2-3% CPU or powergrid from implants. They’ve been put together with the aid of the fantastic EVE Fitting Tool.
In this edition of EVE Evolved, I look at PvP brawler fittings and strategies for the Amarr Confessor, Caldari Jackdaw, Minmatar Svipul, and Gallente Hecate.
Any time an in-depth discussion pops up about EVE Online, it’s never long before someone pipes up with the complaint that new players just can’t compete with veterans. EVE has been out for over 12 years now, and thanks to its realtime skill training mechanic, there are players who seem to have up to a 250 million skillpoint head start. Existing players have also had years to build up wealth, join together in huge alliances, learn how all the game mechanics work, figure out the best ship fittings, and get a lot of PvP practice. Actually catching up to the veterans in every way is next to impossible, but the truth is that you don’t need to. You can be very effective in PvE and PvP with just a few months of skill training and practice, and you can still contribute heavily to fleets with cheap tech 1 ships.
As EVE has been in constant development for 12 years, its history is full of moments when the rules of the game changed and the gulf between newbies and veterans suddenly shortened. When a new major feature comes out and changes the game in a significant way, new players and veterans alike must adapt and effectively have the same challenges and opportunities. We could be approaching one of those moments with Tuesday’s patch, which will turn sovereignty on its head by allowing small groups to potentially steal star systems from larger alliances. There’s a lot of theorycrafting left to be done on strategies and fleet compositions in the new system, and anyone who implements a good strategy before anyone else will get a significant advantage.
In this edition of EVE Evolved, I look at several moments in EVE‘s history when players found themselves suddenly competing on a more even playing field and ask what lesson older games can learn from them.
I’ve often heard it said that EVE Online is more fun to read about than to actually play, and for the vast majority of gamers I’m sure that statement would hold true. Some truly incredible stories of theft and politics have come out of EVE over the years, but most players will never get to be an integral part of events such as those. For every player who pulls off a massive scam or accidentally kick-starts a battle that makes its way into the record books, there are thousands just going about the everyday business of manufacturing, mining, and smashing spaceships together for fun and profit. The huge stories that hit the news are often months or years in the making, and represent EVE‘s highlight reel rather than its everyday reality. Nevertheless, the possibility of becoming part of one of those emergent stories is a huge part of the reason people sign up to the game.
When EVE launched back in 2003, a lot of players were hooked by the potential of a massive sandbox universe that was largely under player control. With barely any content to speak of and only a handful of ships and modules, EVE quickly became a game where motivated players could make a name for themselves. Corporations became known for particular strategies, pirates gained infamy, and certain star systems specialised into manufacturing centres, marketplaces, or pirate hotspots to be avoided. This was all completely emergent gameplay, unscripted and often unexpected by the game’s developers, and it’s what made EVE special. The past few years have introduced a ton of content and improved gameplay, but I’m beginning to think that it’s come at the cost of the game’s core emergent gameplay.
In this edition of EVE Evolved, I look at why emergence is such a big deal in EVE and ask whether the game has actually become less supportive of emergent gameplay over the years.
In the latest episode of EVE Online‘s livestreamed o7 Show, game designers CCP Fozzie and CCP Larrikin revealed some controversial changes that are on the way for the game’s fleet warp mechanics. A fleet commander can currently warp his entire fleet to the same location with one button press, but July’s Aegis patch will be severely limit this feature. We’ll still be able to fleet warp to other fleet members or celestial objects like planets and stargates, but we’ll no longer be able to fleet warp to things like bookmarks, missions, deadspace complexes, or scan probe results. Response to the news has been mixed, with some expecting it to breathe new life in PvP fleets and others bemoaning the loss of convenience. The only thing that seems certain right now is that this change will have far-reaching consequences for all group-based gameplay in EVE Online.
Wormhole citizens are rightly concerned about the proposal as wormholes and valuable sleeper sites aren’t on the approved fleet-warping list, though thankfully cosmic anomalies are. The inability to fleet warp to missions and bookmarks will also be an inconvenience to miners and PvE-focused players, while incursions and faction warfare farming should be relatively unaffected. The biggest impact will obviously be in PvP, where the nerf reduces the ability of fleet commanders to directly control their troops during a battle. Fleets will now need to issue more orders over voice chat, get cloaked ships next to the enemy before warping on top of them, and maybe even prepare tactical bookmark sets ahead of major engagements.
In this edition of EVE Evolved, I examine the incoming fleet warp nerf and ask whether the benefits outweigh the inconvenience.
EVE Online‘s Carnyx release is right around the corner on June 2nd, and it’s going to be a big update! The Caldari will finally get their tech 3 tactical destroyer with the release of the Jackdaw, a tough little ship that specialises in light missiles and rockets. We’re also getting some graphical tweaks, more cruiser-sized burner missions, and the long-awaited rebalance of afterburners, microwarpdrives, shield extenders, and armour plates. This release will also add the Entosis mechanic I’ve discussed in previous articles, though players will be able to use it only in a limited capacity to disable station services.
While it’ll be good to see all of the above implemented, the thing that I’m most looking forward to is the opening of five more mysterious new wormhole systems as part of the advancing Drifter storyline. The new star systems can be reached via unidentified wormholes that appear in systems with Jove Observatories and appear to lead directly to Drifter space, where new group PvE challenges lie. This next step in EVE‘s storyline also seems set to tie everything new in the game together, from the upcoming structures and new capture mechanics to new PvE types and maybe even plans to eventually give players control over empire space.
In this lore-filled edition of EVE Evolved, I delve into the story surrounding the Drifter menace, speculate on where the Jove fit into the picture, and look at how an in-character YouTube series is really bringing EVE‘s patches to life.
When CCP announced its far-reaching plans to overhaul EVE Online‘s territorial warfare gameplay, players were cautiously optimistic but understandably guarded. EVE‘s old sovereignty system saw the game’s signature political rivalry and emergent warfare gradually morph into a stagnant universe in which a few massive coalitions held practically all of the power. What started out as alliances naturally joining forces against common enemies ended up with just a handful of groups controlling almost all of the lawless nullsec regions, a situation that nobody (not even the coalitions themselves) was happy with.
Independent alliances and individual corporations are still forced by neccessity to gain powerful allies or join an existing coalition if they want to play any part in EVE‘s territorial endgame. The jump fatigue feature introduced in November’s Phoebe release and the recent changes in Mosaic have helped force alliances contract into smaller territories and shattered many renter empires, but those are just the first steps in a much grander plan. EVE is heading into a golden age in which any corporation can build its own little empire and independent alliances may actually be able to defend their space from attack, and it all begins this summer.
In this edition of EVE Evolved, I look at the latest details of this summer’s sovereignty overhaul and the recently revealed Citadel structures that will let any corporation build its own little empire in the void of space.
When I started writing about EVE Online for Massively back in 2008, the MMO genre was really hitting its stride, and emerging sites like Massively were starting to attract quite a bit of traffic. I was a young Computer Science student and massive EVE fanatic with just a few magazine articles and an amateur blog under my belt, equal parts excited to expose my favourite game to a wider audience and apprehensive about screwing it up. I cautiously penned my first EVE Evolved piece on April 27th 2008, a critical think-piece that set the tone for much of the column’s tenure. Now seven years and over 320 articles later, I’m very glad that EVE Evolved is still here to dish out a regular dose of insight into the often impenetrable world of EVE Online.
I think it’s safe to say that this has been one of the most interesting years in the column’s lifetime, especially with Massively shutting down back in February and the staff striking out on our own as independent MMO news site MassivelyOP. It’s been an equally interesting year for the MMO genre, with indications of paid subscriptions dropping across the board and EVE Online showing its first year of non-consecutive growth. As EVE approaches its 12th birthday next week, it’s worth looking back on some of the year’s highlights. We’ve seen the impact of EVE switching from two major expansions per year to ten smaller releases, a ton of improvements for new players, the exciting resurgence of the 2009 Sleeper storyline, and there’s the promise of a complete nullsec overhaul just around the corner.
In this anniversary edition of EVE Evolved, I look back at the past year of the EVE Evolved column and highlights from EVE‘s 12th year!
Two weeks ago, a mathemagician over at The Nosy Gamer published some interesting calculations showing that EVE Online‘s subscriptions may have dropped by around 18% in the past two years. CCP has always prided itself on the fact that EVE has grown year-on-year since release, but the last official number we heard was when it reached 500,000 subscriptions back in February 2013. Players have taken the company’s silence since then on the matter of subscriptions as an admission that subs have been falling or at least not growing for the past two years.
So where did this 18% figure come from? It was extrapolated from estimates of player participation in the last two CSM elections, and the reasoning behind the number seems pretty good in the absence of any official announcement. It will probably not come as a shock to anyone if this calculation turns out to be accurate, as EVE‘s concurrent player numbers have also seen a roughly 20% drop since 2013. As development on EVE has been very well-received over the past two years, I’m inclined to believe that the drop in activity has more to do with trends in today’s gaming habits and purchasing choices. Online gaming seems to be going through an evolution, and the mandatory subscription model may be becoming obsolete.
In this edition of EVE Evolved, I run through a set of calculations to work out how many subscribers EVE really has, determine where the reported 18% drop is coming from, and ask whether this is a trend CCP can fight.
The past few years have seen a resurgence of support for sandbox MMOs, both of the trying-to-be-minecraft creative kind and the hardcore nuke-it-from orbit PvP variety. We’ve partly got games like DayZ to thank for the latter, and with recently released survival MMO H1Z1 netting over a million sales while still in Early Access, that’s a trend that is sure to continue. Fantasy PvP sandbox Crowfall also raked in nearly two million dollars in crowdfunding thanks in part to its plans for destructible campaign worlds with varying loot rules. With so much financial support, we’re undoubtedly in for a flood of new sandbox MMOs clamoring for a slice of the PvP pie.
EVE Online has a special pride of place in this particular subgenre, with over a decade of successful operation as one of the most hardcore PvP MMOs out there. EVE hit on some important principles that many other PvP-based MMOs have missed, such as its adherence to a risk-vs.-reward policy and the way items and ships are disposable. On the other hand, EVE‘s reputation for harsh death penalties and unforgiving free-for-all PvP rules have hindered efforts to make the game more accessible to new players. There are both positive and negative lessons to be learned from EVE‘s long history in the MMO space, and all other PvP sandboxes should learn from them.
In this edition of EVE Evolved, I look at what makes EVE fundamentally tick as a PvP-based sandbox and four big lessons other MMOs can learn from it.
I’ve been pretty critical of EVE Online‘s upcoming sovereignty and nullsec revamp, calling the constellation-wide battle fake and its use of reinforcement timers unnecessary. While I still believe that a multiple capture point mechanic without reinforcement timers would be the ideal system, being at EVE Fanfest 2015 this week has definitely given me cause for optimism. After spending the past few days sitting in on roundtable feedback gathering sessions and absorbing the enormity of CCP’s new plans for deployable structures, I can sort of see what the future looks like for nullsec, and it’s pretty awesome.
EVE is hurtling head-first into a future in which everyone from individuals and small corporations to the biggest megacoalitions can vie for control of a little corner of the galaxy. Territorial alliances will eventually be able to design everything about their star systems, building sprawling industrial hubs, employing NPC security and agents, and creating a space that reflects the alliance’s personality and style. Star systems that are heavily built up with infrastructure will become juicy targets for roaming fleets, and systems that aren’t actively used and defended should be more difficult to hold on to.
In this edition of EVE Evolved, I delve into the plans for new structures in EVE and talk to Executive Producer Andie Nordgren on her grand future vision for nullsec.
When CCP Games announced last year that a complete nullsec revamp was coming to EVE Online, the playerbase breathed a collective sigh of relief powerful enough to create its own tropical weather system. There’s no question that nullsec and territorial warfare in EVE are broken beyond belief, and players have been campaigning for a complete revamp for years. It’s been over five years since the Dominion expansion tried and failed to revamp nullsec for the better, and most of the changes since then have been small iterations and quality of life fixes. The situation came to a head late last year when players and CCP acknowedged that nullsec had become stagnant and something really had to be done.
The first phase of the revamp came last October, when developers made changes to jump drives and jump portals to stop people from deploying fleets across huge distances within minutes. This week CCP announced phase two of the ambitious plan: a complete overhaul of the sovereignty gameplay designed to allow smaller alliances to capture and hold space, among other goals. It’s the change I’m sure a lot of corps in EVE have been waiting for to finally try their hands at claiming their own little corner of New Eden, but discussion on sovereignty is far from over. Developers have reached out for feedback on the proposal ahead of this month’s fanfest, and the forum thread has reached nearly 200 pages.
In this edition of EVE Evolved, I look at EVE‘s upcoming sovereignty revamp and explain why I think the system needs a few design changes to work.