In Andrew’s hands-on with Worlds Adrift published Monday, he expressed some serious concerns over the title’s approach to PvP. Even as a hardened sandbox PvP player, he found that the early game is overwhelmingly set up in favor of medium-tier players who are free to grief newbies all day long – and do. Worse, he worried that it would turn traditional MMORPG players off from the game, and that it might not be fixable thanks to the physics system that underpins the entire experience.
The good news is that Bossa Studios has been listening to concerns like Andrew’s and is promising to do something about it. The studio notes that the game is in early access and that the PvP system will see a big revisit.
Worlds Adrift has been one of those games I’ve been closely watching but trying not to jump into until it was ready. I tried one of the alpha weekends, and while it was playable, I could tell I needed to wait, and wait I did. I had faith that once the game would hit Steam (“early access” shield be damned if you ask for cash to play your game), it’d be something that’d move me. In fact, I called it out by name when discussing possible future MMOs that could tackle griefing with a moral system.
Today, I’m here to eat my hat, good sirs and madams.
While Improbable has been trying to “save MMOs” with SpatialOS, this being the first big MMO that uses it doesn’t wholly impress me. Some things work well, and yes, there are some good ideas, but as a PvP fan, I think there are some glaring mistakes that are going to send a lot of MMORPG players heading for the hills. Let’s dig in.
is renowned for its cold, harsh universe and relatively few rules, and we’ve all heard the horror stories over the years of players losing everything they own to one ill-fated encounter with pirates or suicide gankers. There are whole corporations dedicated to ganking miners minding their own business, and the trade hub station in Jita is a hotbed for suicide attacks. If you’re planning to give EVE
a try when the new free-to-play upgrades arrive on December 5th
, or if you’ve already signed up to get a head-start on the competition, you might be worried about this happening to you.
The fact is that most players will never experience a suicide gank, and it’s relatively easy to avoid becoming the target of one. Bookmarks can be used creatively to give even the most persistent gankers the slip, for example, and the Weapon Safety system can prevent you from accidentally committing a crime and opening yourself up to attack from ordinary players. Remember, though, that managing risk is a core part of EVE, and with that in mind there are some common sense rules that can help you to minimise the risk of attack or the degree of loss should an attack occur.
In this edition of EVE Evolved, I give three top tips for staying safe in EVE Online that should help even if you’re completely new to the game.
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.
When EVE Online
added its free-to-play alpha clone account option
, it felt more like an infinite trial than a truly viable free tier. Alpha clone players are currently limited to a single faction’s ships, can only fly tech 1 cruiser sized ships and below, train skills at half the normal speed, and have access to only about 5 million skill points worth of skills. CCP Games
initially expected there to be a section of the playerbase who would play alphas exclusively and never upgrade to a full account, but the options proved to be far too limiting and internal stats showed that most people upgraded to Omega quickly or quit.
At EVE Vegas 2017, CCP announced that EVE Online‘s free option is getting a massive boost this December after the Lifeblood expansion. Alpha clones will soon be able to fly battlecruisers and use tech 2 small and medium guns, allowing them to fly many of the common ships used in nullsec fleets and removing most of the power gap between alpha and omega pilots in those roles. They’ll also be able to fly battleships and train for all 4 races of ships, which has the side effect of allowing powerful pirate faction and cross-faction ships such as the Machariel and Stratios.
Read on for a brief breakdown how the new system will work for new and current players.
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?