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Filed under: EVE Evolved

EVE Evolved: The development of Incarna

Filed under: Sci-fi, EVE Online, Culture, Expansions, MMO industry, Virtual worlds, EVE Evolved

One of the biggest differences between EVE Online and most other MMOs is the lack of a humanoid avatar. Even when you're docked up in a station, you can't leave your ship and walk around. The detailed avatars we create on starting the game are not so much avatars as passport photos; seen only as little square mug shots in chat channels and the official forums. In their never-ending quest to make EVE the definitive Sci-Fi simulation, this is something the game's developers CCP have always endeavoured to change. The introduction of a full body avatar feature, code-named "Walking in Stations", "Ambulation" and now known as "Incarna", has been undeniably the most anticipated feature since EVE went live. It's been in development since 2006 but has proven a much larger task than CCP originally anticipated. With the expansion tentatively slated for winter this year, new information on it is still harder to find than a sober Icelandic game developer.

In this week's EVE Evolved, I take a look at Incarna's development so far and why it hasn't been released yet.

EVE Evolved: Trade hubs of New Eden - Amarr and Gallente

Filed under: At a glance, Sci-fi, EVE Online, Culture, Economy, Guides, Lore, EVE Evolved

Last week, I took a look at a few of the biggest Caldari and Minmatar trade hubs in EVE Online and how to best put them to use. I examined the phenomenon that is Jita and how Motsu persists as a trade hub due to the presence of mission-runners. I went on to look at Hek and Rens, trade hubs which service the two most populated Minmatar regions and provide a handy trade route for pilots to make a profit on. This week, I complete the picture with a look at four of the biggest Gallente and Amarr trade hubs.

Knowing all of the major trading stations can be of benefit to any pilot, whether you're just looking for a good deal on a new ship or trying to forge profitable trade routes. For traders, listing products in an alternate hub needn't take much extra time or effort. With good trade skills, you can adjust market orders remotely from several jumps away. You can make a short autopilot route that goes close enough to each station you're trading in and adjust your prices frequently.

In this final part of a two-part series on EVE's biggest trade hubs, I look at the biggest Amarr and Gallente trade hubs, what can be found there and how to use them to your advantage as a trader.

EVE Evolved: Trade hubs of New Eden - Caldari and Minmatar

Filed under: At a glance, Sci-fi, EVE Online, Culture, Economy, Guides, Lore, EVE Evolved

A natural consequence of EVE Online's sandbox style market system is that eventually the players will form trade hubs around the most heavily used areas. Before the four empires began gearing up for war, the main trade hub of New Eden was in Yulai, the CONCORD headquarters system with super-highway stargates into the heart of each empire's space. When the super-highways were dismantled, Yulai became more difficult to get to and its popularity as a trade hub dissolved. It was eventually superceded by Jita, a Caldari system in The Forge region. But while Jita is EVE's biggest and most notable trade hub, it's not the only one by a long shot. Smaller hubs have always tended to erupt around centres of population and activity such as popular mission-running systems or the borders of warzones. Understandably, it's traders who reap the largest benefit from knowing all the best trade hubs. Trading in multiple regions can reduce the risk of competition and increase the volume of their sales.

In this two-part series, I look at some of EVE's biggest trade hubs, what can be found there and how to use them to your advantage as a trader. In today's first part I look at a few of the biggest Caldari and Minmatar trade hubs.

Massively Speaking Episode 85

Filed under: Podcasts, Culture, Opinion, Massively Speaking, EVE Evolved

Massively Speaking Episode 85 is back as Shawn and Rubi discuss the week in news. Topics include the return of Hellgate: London, game companies and the Haitian disaster relief, Star Trek Online's lifetime subs and more!

Have a comment for the podcasters? Shoot us an email to podcast AT massively DOT com. Maybe we'll read your letter on the air!

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Read below the cut for the full show notes.

EVE Evolved: When social and market values collide

Filed under: Sci-fi, EVE Online, Culture, Economy, PvP, Endgame, PvE, Academic, EVE Evolved

Research into the social sciences suggests that people interact with each other in two separate modes. One mode is governed by primarily social influences and the other by basic market forces. Which one we choose in any given interaction has a profound impact on the way we interact with each other. Perhaps nowhere in the gaming world are these forces played out as strongly as in EVE Online, with its lack of economic regulation and tight-knit social structures. EVE players routinely form social relationships with other pilots, their corporation leaders and corpmates. On the flip-side, we interact with hundreds of players we don't know using more selfish market-driven rules as we trade, haggle over prices or even just buy something from the market. But how do these two types of player-to-player interaction coexist in the same universe and what problems can arise when they collide?

In this complex and in-depth article, I examine the relationships we form with other players, why they're important and what can happen when we inadvertently cross the line from an implied social contract to a market-based business one.

EVE Evolved: Five interesting combat tactics

Filed under: Sci-fi, EVE Online, Game mechanics, PvP, Tips and tricks, PvE, EVE Evolved

Although EVE Online's combat isn't twitch-based, the outcome is often swayed by strong tactical and strategic influences. Whether you're running missions, battling Sleeper AI in a wormhole site or engaging other players in PvP, chances are you've pulled off a few fancy tactical maneuvers. Over the years, we learn these little tricks and teach them to each other. From mundane ways to avoid damage from NPCs to the cat and mouse games we play with other players, tactical maneuvers are a big part of EVE's gameplay. In this short article, I look at a few of the tips and tactics players use to gain an edge in combat.

Angular velocity:
If you've ever used a turret-based ship and found yourself missing enemies a lot, there are a few tricks you can do to even the score. Open the overview settings menu and under "column" select "Angular Velocity". This shows the transverse velocity of enemy ships relative to your own in radians per second, which is the same measurement your turret tracking score uses. By checking the show-info pane on your guns, you can look up the maximum tracking speed of your guns. Ships with an angular velocity greater than your turret's tracking speed will be practically impossible to hit so having this information on-hand means you can avoid picking targets that will just waste your time and ammo. Another useful trick to do is to match your course and speed as closely as you can with an enemy ship rather than just approaching it. This will decrease their angular velocity relative to your ship, allowing you to hit some fast ships you otherwise wouldn't be able to.

Skip past the cut for four more interesting tactics and tips. Do you have a particularly useful tip or a clever tactical maneuver you use a lot? Leave a comment and let us know what it is.

EVE Evolved: Research: Five top tips

Filed under: Sci-fi, EVE Online, Economy, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, Opinion, EVE Evolved

In the past three weeks, I've covered the ins and outs of research in EVE Online, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing EVE, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the EVE Evolved guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry.

#5 - Chasing profit:
To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In EVE's highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several freely available applications and websites that can help with practically every industry but I've always found it useful to make my own spreadsheets.

Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.

Massively's top 5 original features for 2009

Filed under: Culture, Opinion, The Digital Continuum, Massively highlights, Virtual worlds, Anti-Aliased, EVE Evolved, Choose my Adventure

Not only are we here at Massively passionate about covering the news, but we also deliver on unique and original content. We're out in the trenches interviewing developers, talking about our favorite games, getting inside our games and meeting the community, and giving you our perspectives on the MMO industry. Sometimes you agree with us, sometimes you don't, but we'll keep writing as long as you guys lend us your support and keep reading.

This year was a real breakout year for our original content as we had a bunch of our features rock the traffic charts higher than our news. So, in the spirit of a banner year, it's time to run down the list and name our top five features for 2009.

Once again, we're presenting the article in gallery-vision (TM), so be sure to jump on in by clicking the link below or clicking the first image in the gallery below that. If you wish to comment, drop back by this post (not the gallery) and leave your comment in the white comment box below.


EVE Evolved: Research: Reverse Engineering and Tech 3

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, EVE Evolved

In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point.

In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

EVE Evolved: Research: Invention and Tech 2

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, Crafting, Professions, Making money, PvE, EVE Evolved

In last week's first part to this multi-part guide to research in EVE Online, I covered the basics of Tech 1 blueprint research. Tech 2 blueprints are an entirely different animal and the way players get their hands on them has changed vastly over the years. The first system put in place was an agent-based lottery system. Players would set up research contracts with the various NPC R&D agents in EVE, who would then generate a certain number of research points per day. Whenever new Tech 2 items were released into the game, original blueprints were passed out via these agents.

Each research point you had became a ticket in an on-going lottery and the prize was essentially a license to print money. After many player-run cartels, rampant price gouging and one incident of developer misconduct, CCP replaced the blueprint lottery with the "Invention" system. Although the invention system contains no way to get an original Tech 2 blueprint, it does allow players to upgrade Tech 1 blueprint copies into limited-run Tech 2 versions.

In this second part of my guide to research in EVE, I look into Tech 2 blueprints. I delve into the invention system, explain how to make your own Tech 2 blueprints and look at all the variables that could help you get an edge in a competitive marketplace.

EVE Evolved: Research: Tech 1 blueprints

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, Crafting, Professions, Making money, PvE, EVE Evolved

While it's most often lauded for its PvP, not everything in EVE Online is about shooting people. Research and manufacturing are two of EVE's most popular PvE professions because of the small time commitments they require. A lot of things in EVE are built from blueprints and through research, you can be one of the people supplying those blueprints. Whether you want to improve your own blueprints to increase manufacturing profit margins or make blueprint copies for sale, it's worth looking into doing your own research. Jobs can be set up to run for days on end, taking you as little as a few minutes per week to manage. This can augment your income from active sources like mining, trading or mission-running.

In this article, I look at the basics of tech 1 blueprint research, the skills required to make the most of your time and how you could run your own research labs in the relative safety of high security space.

EVE Evolved: The faction warfare mission debacle

Filed under: Sci-fi, EVE Online, Expansions, Exploits, Forums, Game mechanics, Professions, PvP, Making money, Opinion, Hands-on, EVE Evolved

When faction warfare went live with EVE Online's Empyrean Age expansion back in the summer of 2008, It was a magnificent success. It was intended as a way for newer players to get into PvP and as a stepping stone from the safe haven of empire to full-on sovereignty warfare. It wasn't long before large fleets were duking it out in low security space and for a time, it was great. Eventually, problems began to come to light that demanded developer attention. Capturing exploits and a lack of rewards were causing players to leave the war and after a year with no development, faction warfare was looking abandoned.

Rewards were eventually implemented in an attempt to revitalise the ageing faction warfare system and promote PvP. With the Dominion expansion came the most anticipated of those rewards - new tier 1 navy battleships available only from the faction warfare loyalty point store. Since the announcement that they were coming, mission-runners have been farming faction warfare missions like crazy for loyalty points. The promise of unique rewards from the missions was intended to revitalise the game and give pilots something to fight over. But did the rewards really improve faction warfare and promote PvP or was it a huge mistake?

In this three page exposé, I run down the history of faction warfare missions, from the development mistakes to the EVE corp that made almost enough ISK to build a titan. Did the mission buff revitalise faction warfare or did it put the final nail in its coffin? And just how did mission-runners make billions of ISK?

EVE Evolved: Trading: Tips and tricks

Filed under: Sci-fi, EVE Online, Culture, Economy, Game mechanics, Guides, Professions, PvP, Making money, Tips and tricks, PvE, Opinion, Hands-on, EVE Evolved

So far in this guide to trading in EVE Online, I've covered the jobs best suited to new players and some of the more advanced trading techniques like margin trading, market speculation and price manipulation. This is by no means the entirety of what can happen in EVE's marketplaces, but serves as a good foundation for those trying to break into the trading game. In the hyper-capitalistic world of New Eden, the markets are hugely competitive and any edge you can get will help. With that in mind, this final part of the guide will cover a few of the tips and tricks I've learned over the years that have given me an edge in the marketplace. Some are common sense rules that most traders will learn eventually and will be invaluable to newer players. Others are more closely-guarded secrets that I've gleaned from years of gameplay.

What is a cyclic product and what do you do when you spot a price manipulation? In this final part of the trading guide, I dish out some of my personal top tips for budding marketeers.

EVE Evolved: Trading: Advanced trading

Filed under: Sci-fi, EVE Online, Culture, Economy, Forums, Game mechanics, Guides, Professions, PvP, Making money, Tips and tricks, PvE, Hands-on, EVE Evolved

In the first part of this guide I covered the basics of trading in EVE Online and some of the jobs best suited to newer players. There's a lot more to trading than buying low and selling high and in this week's installment, I'll cover some of the more advanced trading and marketeering tactics that have proven themselves effective in EVE. From margin trading on the market to making a living off the contracts page, anyone with enough dedication can learn to rake in hundreds of millions of ISK per day without even leaving the station. For the gamblers and risk-takers among you, market speculation and price manipulation can produce incredible short-term profit but with significant risks attached.

In this second part of my concise guide on trading, I look at margin trading on the market, playing the contract pages, market speculation around patches and the dirty art of market manipulation.

EVE Evolved: Trading: The basics

Filed under: Sci-fi, EVE Online, Culture, Economy, Game mechanics, Guides, Professions, Making money, Tips and tricks, PvE, Hands-on, EVE Evolved

Of all the moneymaking endeavours you can take in EVE Online, trading is perhaps the one with the highest potential for profit. While mission-running profit tops out at a few tens of millions per hour and the profit margin from production isn't that big, trading is limited only by the amount of effort you're willing to put in and is much improved by inherent business talent. At the low end of the trading spectrum, beginners can make a healthy income ferrying items from A to B. At the other extreme, a market-savvy individual can pull billions per week out of the players in EVE's great conglomerated marketplaces.

In this first guide in a short series on trading, I look at the different types of trading options available to newer EVE players.

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