Gankboxes are sandboxes that place such an emphasis on unrestricted free-for-all PvP that ganking comes to dominate the entire game, to the detriment of the rest of the world design.
In preparing tomorrow’s birthday piece for Ultima Online, I confidently wrote that Ultima Online was not going free-to-play because that’s what the devs always say, so stop asking. Turns out that’s not quite accurate, as during the game’s real-life 20th anniversary celebration yesterday, the Broadsword team announced that Ultima Online is getting a free-to-play mode.
The mode is called The Endless Journey, and according to players in attendance, players who take advantage of it will find it’s somewhat similar to the existing trial for the game, only it’s usable on existing accounts. You’ll have a (extremely) limited trial-only banking inventory with no access to your “real” bank, no access to housing placement, and several other limitations, including not being able to use ghosts to spy in certain high-PvP areas and being forbidden to multi-box. It is not clear how vendor purchases will affect freebie players.
It does seem players who decide to upgrade their accounts will still be expected to subscribe (and presumably purchase future expansions), just as the game is played right now, which makes it F2P only in the limited style of EVE Online. As one UOSS moderator put it, it looks like “the equivalent of a very limited F2P, but probably wouldn’t meet the standard definition of a ‘real’ F2P+purchases game,” chiefly because you can’t do much in the game without both a home and full bank access. (I tend to agree – it’s actually worse than the existing free trial accounts, only it also works on existing accounts.)
Have you heard in passing this “Project Discovery
” thing in EVE Online
and wondered what it is all about? CCP put together a new tutorial video that explains the purpose behind Project Discovery, how players can help, and what they will earn for their troubles.
Project Discovery is a collaborative, crowdsourced effort to reward players in-game for helping out on what are effectively “citizen science” projects. Last year’s program tasked players with identifying cell structures to assist the Human Genome Project. This particular leg of the program, first revealed at last spring’s EVE Fanfest in Iceland, sets players to work hunting for exoplanets in other solar systems. Players have the option of analyzing a star’s luminosity to see if there are any dips, signifying that a planet has crossed between the star and the telescope. The more accurate a player is in his or her analysis (compared to the rest of the EVE community), the more experience points will be doled out for a special reward track.
Epic Games announced this morning that Fortnite’s upcoming PvP mode will essentially be free-to-play.
The game was originally touted by Epic as a PvE survival title without direct PvP and has taken heavy criticism over its punishing business model and progression system. Nevertheless, Epic announced earlier this month that its next patch will introduce PvP in the form of a battle royal-style mode, rather upsetting its early buyers. That update is due out on September 26th, and today, the studio’s issued an addendum: While the original “Save the World” PvE part of the game will remain in “paid early access,” the PvP-oriented, 100-man “Fortnite Battle Royale” map will instead be “free for everyone on PC, PlayStation 4, Xbox One and Mac.”
PvE players on Reddit, who bought the game in early access when it launched just a few months ago based on its PvE-centricity, are not pleased at all, arguing that it will split the playerbase as well as distract from the original PvE goals of the game. “It’s now a free PvP game with a $40 PvE mode,” one noted. “I continue to be concerned for the state of PvE in this game.” (They may not even be wrong. Just ask H1Z1: Just Survive players how this story goes.)
On this week’s show, Justin and Bree saddle up for discussion on Wild West Online’s alpha, Star Citizen’s back-backlash on schedules, the miserable state of Phantasy Star Online 2, and more!
It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.
Listen to the show right now:
If betrayals, heists, coups d’état, and threats aren’t enough to pique your interest in EVE Online’s
metagame, maybe memes will do the trick.
As PCGN points out, EVE Online players are rushing to fill the vacuum left by last week’s theft of in-game property worth $20,000 (and subsequent banning by CCP of one of the victims for issuing multiple real-life threats to maim the perpetrator). Indeed, the winning cohort, if you want to call any of this “winning,” has now produced a taunting propaganda video set to Johnny Cash’s God’s Gonna Cut You Down and begun auctioning off some of the in-game property its members stole. I’d link to the pun thread as well, but as of press time, there are racist comments in it, so suffice it to say that EVE’s Reddit community has squeezed every imaginable hand- and mittens-related pun out of the whole mess.
Massively OP’s Brendan “Nyphur” Drain, who’s been covering the EVE universe for over a decade, has written extensively on this topic over the last week, discussing the particulars of this arm of the war, the fallout over the real-life threat, and most recently, the shift in what’s considered acceptable toxicity inside the game since its launch in 2003.
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?
Earlier this week, we wrote about Black Desert developer Pearl Abyss’ IPO and its grand plans for the future – among them, four additional MMOs. Sounds great, right? Except that the suspicion, at least in our comments, is that Pearl Abyss will just follow in the footsteps of Nexon, NCsoft, and Netmarble in that the games will mobile MMOs and not “real” MMORPGs at all. That may or may not be true; the games have fairly fast turnaround for a full-scale MMORPG, but then the company talked up the BDO engine for future games and expressed great ambition in the MMORPG market in the west and on console.
But the suspicion seems to turn off so many of us — the stigma is real. So for today’s Overthinking, I wanted to dig into that. Do you play mobile MMOs, especially any of the modern crop that are popular in East Asia and then ported here? What keeps you from playing mobile MMOs, and what would you want out of an MMO for a mobile device that would actually make you consider it a home MMORPG?
What is Chronicles of Elyria? We first learned about the game and its goal to redefine the MMORPG genre back in 2015. Since then, CoE has been developing steadily, especially after the huge influx of capital gained through Kickstarter and then on-site crowdfunding. Folks could follow the progress through numerous dev blogs, videos, and even the chance to test bits of gameplay at various PAXs. Some bits of that development, however, have raised questions; prospective players have voiced concerns about the pay-to-win and gankbox stigmas, the complex tribe system, and the admittedly broad scope of the game.
I sat down with Executive Producer Vye Alexander and CEO/Creative Director Jeromy Walsh at PAX West to discuss these issues and more.
The EVE Online
twitterverse exploded late last night with the news of a political twist so enormous that it’s become the largest recorded theft of in-game assets in the game’s history. In the middle of the night and without warning, major EVE
military alliance Circle of Two (or CO2 for short) was betrayed by its diplomatic officer
, a player with the ominous name of The Judge. In addition to cleaning out the alliance war funds and assets to the tune of over a trillion ISK, The Judge also transferred ownership of CO2’s 300 billion ISK keepstar citadel in its capital star system of 68FT-6 to a holding corporation, effectively stealing the alliance’s home space station.
News of The Judge’s betrayal trickled out of EVE all through the night, and it wasn’t long before the full extent of the incident was known. The 68FT-6 keepstar was sold to enemy alliance Goonswarm Federation, while CO2’s smaller citadels throughout Impass are now in the hands of TEST Alliance. The theft combined with the value of the citadels is estimated at over 1.5 trillion ISK, easily beating the 2011 trillion ISK Phaser Inc scam to become the highest-value theft in EVE‘s history. The actual damage done is even more extensive, injecting a huge dose of chaos into CO2 alliance and throwing fuel on the fire of the southern war.
Read on for a detailed breakdown of last night’s record-breaking theft, the reasons behind the betrayal, and the political situation that led us here.
Yes, you’ve read that headline correctly. It’s been an insane day for EVE Online
, as players awoke to the news that powerful military alliance Circle of Two had been betrayed by one of its top people. A player named The Judge stole over a trillion ISK worth of assets from the alliance and gave away all of its space stations to its enemies in one of the biggest political betrayals the game has ever seen. We’ll have a full report on the record-breaking theft and the current political situation in EVE
later tonight, but this story has already taken an unusual turn.
Circle of Two’s leader, a notorious player named gigX, was so furious to learn of The Judge’s betrayal that he went into full meltdown mode in the alliance chat channel. Not content to keep his rivalry in-game, gigX asked his alliance to give him The Judge’s real name and home address. He followed up the request by writing “The Judge feel free to use your hands by typing here” before adding “while you can” to make a pretty serious threat.
One of the things that players will notice when EVE Online: Lifeblood
arrives this October is a whole slew of balance changes for frigates, destroyers, and cruisers. This is because the team responsible for such tweaks feel that it is time to accelerate such efforts while still being as careful as possible not to throw the game out of whack.
“The Council of Stellar Management (CSM) has been advocating heavily for more rapid and consistent balance changes, and we agree that it’s a good time to put more focus on this area,” CCP said. “We are also allocating more time to experiment with totally new mechanics and concepts for ships and modules.”
The ships to receive an array of buffs, nerfs, and changes include the Rifter, the Dragoon, the Corax (no relation to the Lorax), the Arbitrator, the Bellicose, the Omen, the Stabber, the Tristan, and the Vexor. Past these, the balance team has its sights set on Tech I and Tech II tiers of ships like battlecruisers and assault frigates.
Wait long enough, and a class or build that you enjoy will most likely enjoy a renaissance as the developers give it some major love. For those testing out Gloria Victis, it’s a good time to be a tank. This past week, the developers beefed up its mobile juggernauts, increasing the effectiveness of heavy armor against slashing and piercing damage.
Another big change? Artificial intelligence improvements. “From now on the NPC enemies will do their best to reach your back and deal a painful strike using such advantage, as well as try to evade arrows while closing distance to archers and keep at the edge of your attack range in close quarters. More great changes to AI coming in the nearest future as well!”
Following this patch was a minor hotfix that further increased heavy armor’s capabilities (this time, against one-handed swords) and optimized the game so that it would perform better. Want a more in-depth look on the game? MOP’s Matt Daniel deep-dived it over the summer.
If you’ve been away from H1Z1 for a long time, you need to known that Daybreak’s been making it easier to get back into the game, both for former players and for newbies.
I spoke with Daybreak Lead Systems Designer Tony Morton at PAX West about the recent combat update, and he showed off the upcoming combat practice feature.
“What we’re doing is system by system and segment by segment,” he told me. “We’re kind of gutting it; we’re starting over from scratch in a more systematic standpoint.”