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World of Warcraft
EVE Evolved: Freeform professions

Filed under: EVE Online, Economy, Professions, PvE, EVE Evolved


EVE Online is a game often lauded for its sandbox style open-ended gameplay. Some of the best parts of the game have been entirely developed by the players and this trend continues in the field of professions. At launch, CCP advertised the professions miner, trader, bounty hunter and pirate. Little did they know that players would add double-agent, stock broker, artist and many others to that list.

What makes a profession freeform?:
Put simply, a freeform profession is any job a person can fill that wasn't explicitly created by the game's developers. While mining and mission-running were deliberately created by CCP, there are plenty of professions that the players themselves came up with. In EVE's hyper-capitalistic world, everything and everyone has a price and if there's a demand for something, you can make a career out of it.

In my early days in EVE, I noticed a shortage of research labs in the game and decided to capitalise on it. I flew around the fringes of empire space renting all the available labs and then sold them on to players for a huge profit. Going from a run-of-the-mill miner to a self-made real estate agent made me realise that EVE was something really special.

Find out what innovative professions the players of EVE Online have come up with over the years.

Continue reading EVE Evolved: Freeform professions


World of Warcraft
EVE Evolved: Mining, the forgotten profession

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Professions, PvE, Opinion, EVE Evolved


Five years since launch, space-faring MMO EVE Online is still going strong. Over the years, the game has evolved from its simple roots into a complex game packed full of content. Virtually every element of the game has drastically changed since launch to keep it new and interesting. Every free expansion brings new ships, modules and missions for all players. Some expansions have even brought us impressive new gameplay elements like the faction warfare system. One thing that unfortunately hasn't changed significantly over the years is the Mining profession. But why hasn't it been updated?

Nostalgia:
Back in 2004, EVE was a very different place. The universe was sparsely populated and the cost of new ships meant most players avoided war like the plague. Mining was the primary moneymaking profession and dedicated mining corps were commonplace. While mining was just as boring then as it is today, it was the easiest and fastest way of gathering minerals for production. Today, mining is one of the least profitable professions and isn't even close to being the best way of gathering minerals for production.

What happened over the years that has ruined the mining profession? I'll tell you what happened...

Continue reading EVE Evolved: Mining, the forgotten profession


World of Warcraft
EVE Evolved: State of the war

Filed under: Sci-fi, EVE Online, Events, in-game, PvP, Grouping, EVE Evolved


Two weeks on from my initial foray into EVE Online's new faction warfare system, the state of the war has changed considerably. Interesting developments have cropped up on all sides as the tides of war have pushed players into action. Pilot numbers on all sides have swelled, several high profile engagements have occurred and new fleet tactics have emerged. The four militias are beginning to find their feet and the face of war in EVE Online is evolving at pace. In this article, I examine the state of the war and how it has changed in the past two weeks.

High profile battles:
In the early days of faction warfare, several high profile engagements and epic fleet battles occurred. Since then, the border zones have continued to heat up and news of further high profile combat has surfaced. Under the expert command of Caldari fleet commander Boromos, a Gallente militia carrier was killed in Heydieles star system. Co-ordinating with a large nearby fleet, Boromos managed to trap the Gallente militia fleet in a classic pincer manoeuvre. The Gallente carrier was called as a primary target the moment it entered the fray and was killed as its support fleet crumbled.

Enraged, the Gallente militia got revenge for their carrier loss six-fold.

Continue reading EVE Evolved: State of the war


World of Warcraft
EVE Evolved: Stellar council - one month on

Filed under: Sci-fi, EVE Online, Forums, Opinion, Politics, EVE Evolved


Yesterday marked the one month anniversary of EVE Online's democratically elected Council of Stellar Management. The council was created as a way for the players to democratically decide which game issues are important enough to bring to CCP's attention. Since CCP are unable to sift through the forum for important topics, this gives a way for players to put forward their problems in a constructive manner. The council vote on whether each issue is important or not and compile a list to present to CCP. CCP have the final say in what issues from the list they think need to be addressed and will essentially be using the CSM to focus player feedback into a constructive form they can use.

Since its inception, the CSM has been plagued with problems and disputes. From the beginning, it was clear that a surprisingly small proportion of the playerbase were interested in the whole thing. Only 11% of players voted and of those even fewer actively participate in presenting issues to the council. With such a low voting turnout from the general EVE populace, it was argued that organised alliance voting made up the majority of the votes. Disputes escalated to new heights with the conclusion of the third official CSM meeting but recent meetings have seen vast improvements across the board.

At this one month anniversary, I look back on the problems that have plagued the council of stellar management and how they've been handled.

Continue reading EVE Evolved: Stellar council - one month on


World of Warcraft
EVE Evolved: Faction warfare unleashed

Filed under: Sci-fi, EVE Online, Expansions, Game mechanics, Patches, PvP, Reviews, Hands-on, EVE Evolved

When talk of how Faction Warfare was going to work began, the goals it hoped to achieve were laid bare for all to see. EVE Online developers CCP wanted to encourage small-scale PvP combat and make the experience easy for even new players to get involved in. Now that Faction Warfare has been live for several days, the dust is beginning to settle and the question of whether or not those goals have been achieved can be examined. In this article, I will examine faction warfare based on my experiences of it since launch.

The early days:
The first two days of the Empyrean Age saw a flood of news posts and some in-game events, carrying on with the momentum generated by the trailers and build-up news stories. Early reports showed that the Caldari militia organised itself well to begin with, leading fleets of over 100 ships. Since then, comparable fleets have been organised by the Gallente and Minmatar militias, with multiple gangs of over 80 ships being a daily occurrence. The Caldari faction retains its size advantage for now but statistics show that the Gallente militia is the most deadly, having over twice the number of confirmed kills per pilot. Epic fleet battles and tactical manoeuvres that were once the sole domain of 0.0 alliance warfare now rage across EVE in the border zones between faction territories.

Read on as I discuss the state of faction warfare and examine whether or not the goals announced earlier have been met.

Continue reading EVE Evolved: Faction warfare unleashed


World of Warcraft
EVE Evolved: EVE Online PvP vs Age of Conan PvP

Filed under: Fantasy, Sci-fi, Age of Conan, EVE Online, Game mechanics, PvP, Opinion, EVE Evolved


Before I started playing Age of Conan, I had a very strict mindset on how a PvP MMO should and shouldn't work. From my experiences in EVE Online, I was convinced that good open world PvP was not possible with a level system or exotic gear. I was pleasantly surprised to find that although these games are worlds apart, their PvP styles both work and are both fun. In this article, I compare and contrast my PvP experiences so far in Age of Conan with those in EVE Online.

Open world PvP:
One of the main features of both EVE and Age of Conan is an open world PvP scheme that allows players to attack each other anywhere within reason. Age of Conan achieves this scheme by designating certain zones as PvP areas. These areas contain the monsters and quest targets required to level up, making players to put themselves at risk to reap the rewards of levelling up quickly. Towns and the areas around them are designated safe areas where PvP is physically impossible.

Read on as I discuss important PvP issues ranging from death penalty and group gameplay to equipment types and game server model.

Continue reading EVE Evolved: EVE Online PvP vs Age of Conan PvP


World of Warcraft
EVE Evolved: Preparing for the Empyrean Age

Filed under: Sci-fi, EVE Online, Economy, Expansions, Guides, Patches, PvP, EVE Evolved


With EVE Online's Empyrean Age patch just over a week away, it's time for those getting involved to start preparing for the patch. Aside from following the patch day mantra of "set a long skill training" and getting a nice book to read while the server is down, there are always things you can do beforehand to get ready for the post-patch festivities. Whether you're a veteran corp CEO forming a PvP militia or a new player starting out on a 14 day trial to take part in the action, there are important preparations to make by June 10th. In this guide, I will cover the main points on what you can do in the coming week to make the most of the patch.

Getting in on the action:
Once the Empyrean Age patch goes live on June 10th, you'll undoubtedly want to get stuck right in to the action. Details on the game mechanics that allow individuals and corps to sign up to factional warfare are plenty but advice on what to do after signing up is surprisingly scarce. Although fighting between warring factions can occur anywhere in EVE, most of the fighting and faction warfare missions will be concentrated into stretches of low security space around the borders between warring factions. According to CCP developer Greyscale, the Caldari will be defending the new Black Rise region and a few constellations in The Citadel against the Gallente. The Gallente will be initially poised in Placid region and some low security systems in Essence. The Amarr are defending The Bleak Lands region and the upper parts of Devoid while the Minmatar defend Metropolis and areas of Heimatar.

Read on for information on how to set up an effective player militia, where to set up your base of operations and how to profit off the coming war.

Continue reading EVE Evolved: Preparing for the Empyrean Age


World of Warcraft
EVE Evolved: To blob or not to blob

Filed under: Sci-fi, EVE Online, Forums, Game mechanics, PvP, Opinion, EVE Evolved


To blob or not to blob, that is the question. Blobbing in EVE Online has always been a hot topic for debate on the forums and a tough issue to tackle for developers. At its simplest, blobbing is a PvP strategy in which massive fleets are used to completely overwhelm the enemy. Although the term blob usually has negative connotations, fleet warfare is a strongly advertised aspect of EVE and is required for 0.0 alliances to take and hold space. When two or more sides in a conflict can field massive numbers, huge fleet battles can ensue.

What is a blob and why is it undesirable?
The word "blob" is one of the most widely misused terms in EVE and it's one that few people agree on a definition of. To some, a fleet is only a blob if it has hundreds of ships in it. To others, a gang of 15 battleships hunting their lone frigate would be considered a blob. For the purposes of game mechanic discussion, a blob is really just a fleet that's so large it causes normal fleet warfare to break or encounter problems that make it a lot less fun for those involved.

The basis of the blob is the universal constant in EVE warfare that more ships is always better no matter what your target is. If you have a choice between fielding a small gang or a large one, the larger gang is almost always the better choice because it gives a higher chance of victory with fewer losses. What makes a blob undesirable is that once fleets get above a certain size, fleet warfare is not nearly as fun as it should be.

Do you hate blob warfare? Read on to find out why blob warfare isn't as fun as it should be and how the blob problem could possibly be solved.

Continue reading EVE Evolved: To blob or not to blob


World of Warcraft
EVE Evolved: The nano problem

Filed under: Sci-fi, EVE Online, Forums, Game mechanics, PvP, Opinion, EVE Evolved


Whether certain tactics and ship setups are balanced is a topic that's been constantly debated on the EVE Online forums for as long as I can remember. The argument itself is as old as EVE and is repeated daily on the forums like some kind of popular EVE Online screen play. The script of this play doesn't always follow the same format but the same roles are always filled by the players participating. On one side, we have people who think a certain tactic is unbalanced and should be fixed by CCP in a balance patch. On the other side, we have people who rely on the tactic being discussed that are afraid it might be changed. Everyone else with an opinion falls somewhere on the spectrum between these two extremes.

Not so long ago, the arguments were about nosferatu used on a Dominix being unbalanced and remote sensor dampeners being too powerful. Discussions about of these led to some re-balancing to help level the PvP playing field. The latest argument is about nano-fit ships and nano-gangs. The "nano" craze is a PvP ship fitting style and fighting strategy that favours speed over all else. Ships like the Sacrilege and the Ishtar which might normally be fitted with heavy tanks are instead fitted for high speed and agility. Rather than resist and repair damage, a ship with high speed and agility can evade enemy fire altogether. A nano-fit ship can orbit an enemy so quickly that the enemy's turrets can't track them and missiles deal tiny amounts of damage.

With some pilots claiming that viable counter-maneuvers exist to combat the nano craze and others calling it "easy mode for PvP", it's hard to know what to think. Read on while I delve into this controversial issue and draw some important conclusions.

Continue reading EVE Evolved: The nano problem


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World of Warcraft
EVE Evolved: EVE's skill system demystified, part 2

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, EVE Evolved

Something that's always bothered me about EVE Online's skill system is how often it's misunderstood by new and potential players. A few common myths and misconceptions surrounding the skill system are responsible for putting a lot of potential players off signing up. In this final part of the guide, I debunk two classic myths about the EVE skill system and go on to show you how to get the most out of your skill training time.

Myths debunked #1 - New players can't compete with old ones:
A common thought among new new EVE players and people thinking of signing up is that new players can't compete with old ones. In a world where open PvP reigns supreme, it does sound reasonable to assume that a new player in his lowly frigate has no chance of competing against a three year old veteran player in his tech 2 fitted battleship. This common mistake is usually caused by people misunderstanding how EVE's PvP works. In other MMOs, a lot of emphasis is put on the individual player's gear and abilities. You wouldn't invite a level 20 character along on your level 70 raid in World of Warcraft because they'd be useless. This doesn't really translate into EVE at all.

Read on to see this myth get busted along with another common misunderstanding people have with EVE's skill system.

Continue reading EVE Evolved: EVE's skill system demystified, part 2


World of Warcraft
EVE Evolved: EVE's skill system demystified, part 1

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, EVE Evolved


Most MMOs, among them the popular favorites World of Warcraft and Everquest, employ a level-based character progression system where your player accumulates levels during play. Killing enemies and completing quests reward the player with experience points toward their next level. As the player's level increases, they gain access to better skills and equipment. Alternative systems of accumulating points in various skills have been used successfully in games like Ultima Online and Runescape. These systems still share the familiar idea of your character progressing in their abilities by practicing.

The result is that players who put in more effort reap more reward as their time and effort spent playing their character directly translates into increased power. These tried and tested systems are what players have come to expect from MMOs today. CCP's EVE Online uses a different training system that doesn't reward players with increased abilities for playing the game. Given the MMO genre's tendency toward level-based character progression, it's not surprising that EVE's unique skill system seems foreign and inaccessible to a lot of MMO gamers. In part 1 of this article, I demystify the seemingly complex EVE skill system.

Read on for a condensed breakdown of the system for the typical MMO gamer.

Continue reading EVE Evolved: EVE's skill system demystified, part 1


World of Warcraft
EVE Evolved: Controversy brewing over removal of shuttles

Filed under: Sci-fi, EVE Online, Economy, Forums, Game mechanics, Patches, EVE Evolved


On February 20th 2008, EVE Online's economist Dr Eyjo published his fourth quarter economic newsletter for 2007. The newsletter discussed issues ranging from deflation to what ships players use and methods for estimating the total production of Eve. Among the pages of the economic newsletter was a small section commenting on the purchases of shuttles relative to tritanium prices and the ensuing discussion seemed to focus on this. In his more recent devblog, Dr Eyjo informed pilots that following a recent patch, the infinite NPC supply of shuttles was being removed from the market in order to alleviate what he calls "an artificial price cap of 3.6 ISK per unit".

It's no secret that shuttles and tritanium prices are linked. The effect that the supply of shuttles on the market has had on tritanium prices is a well-known and well-documented phenomenon that was even included in the second economist dev-blog back in September of 2007. If prices of tritanium ever increase above 3.6 per unit due to the laws of supply and demand in action, it becomes profitable to buy shuttles at 9000 ISK per unit and refine them into tritanium for sale or industry. The fact that there are people with perfect refine skills willing to do this for profit means that the price of tritanium can never rise any more than fractionally above 3.6 per unit before the shuttle-refiners push it back down.

Read on for a breakdown of the controversy and to find out how this change has affected the EVE markets.

Continue reading EVE Evolved: Controversy brewing over removal of shuttles


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