Eve Online

Coldbeard

Part of the furniture
Joined
Jun 14, 2004
Messages
5,183
Warp drive active! I've finally brushed the dust off my Drake and enjoying life so far. Teamed up with a friend and had massive fun doing missions.

No idea what to train for or spec though, shields and missilies is what I'm "specialized" in atm. I'd really want to aim for something gigantic like a carrier or something eventually. Drones are fun :D
 

Raven

Fuck the Tories!
Joined
Dec 27, 2003
Messages
44,834
Eve is a game I really want to like. I play it every few months but just get so fed up with it. It's really depressing when you see that your next skill will unlock on 40 days or some shit and even worse when you put it into a planner and see that you won't be able to finish your "spec" for another year.

I'm half tempted to just keep the sub running and log in every once in a while to queue skills...but that just seems really daft. It might help with the times I do feel like playing though.
 

Aada

Part of the furniture
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Mar 12, 2004
Messages
6,716
Eve is a game I really want to like. I play it every few months but just get so fed up with it. It's really depressing when you see that your next skill will unlock on 40 days or some shit and even worse when you put it into a planner and see that you won't be able to finish your "spec" for another year.

I'm half tempted to just keep the sub running and log in every once in a while to queue skills...but that just seems really daft. It might help with the times I do feel like playing though.

Yep this is the reason why new people leave EvE, the skill system is both fraustrating and a blessing at the same time, going to stick with it though as the skill system actually suits my needs right now and I'm also enjoying it a lot.
 

Shagrat

I am a FH squatter
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Dec 23, 2003
Messages
6,945
Totally agree with Aada, it fits perfectly with my gaming time atm. I can drop on, do a couple of missions and queue up some training in the bit of time I get to play in the evenings.
 

Raven

Fuck the Tories!
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Dec 27, 2003
Messages
44,834
Yeah, that's pretty much what I think I should do. It just seems silly to me that you could (for example) spend a year farming crappy asteroids in high sec space but come out with decent combat abilities.

I am not saying it's totally bad, the game itself is fantastic but it really is the epitome of time spent = reward. Not really effort though. Obviously once you get those skills you need to learn how to use them properly!
 

SilverHood

FH is my second home
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Dec 23, 2003
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2,302
what would you class as a ship capable of exploration?

Here's a decent advanced guide.
http://wiki.eveonline.com/en/wiki/High_sec_exploration_(advanced)

For low sec, any BC will do. You will need a frig with + scan bonus to find the sites though. For high sec, a decent cruiser such as Maller, Omen, Thorax, etc will do just fine.

Some good tips - align the probes first, then hold shift down to drag them while keeping them in formation. Hold ALT down to increase / decrease the distance between them.
 

Ctuchik

FH is my second home
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Dec 23, 2003
Messages
10,466
I'm half tempted to just keep the sub running and log in every once in a while to queue skills...

It's what i did for a year and a half before i said fuck it.

And i still had roughly 2 years left to get the "optimal" spec.... No amount of fun can compensate for that much fail.
 

Aada

Part of the furniture
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Mar 12, 2004
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It's what i did for a year and a half before i said fuck it.

And i still had roughly 2 years left to get the "optimal" spec.... No amount of fun can compensate for that much fail.

A year and a half? My toon is a week old and Tuesday ill be flying round in my Rupture pretty comfortably and be on my way for a Battlecruiser.

From what I've been told it takes about a month before your character starts benefiting from the skills learned, the problem I'm told is when new players start experimenting with different career choices and waste valuable skill time on a very bad jack of all trades character and a month down the line quit because there toon isn't good at anything.

Again it all comes down to that skill system in EvE both a blessing and sheer frustration all in one, any other MMO you could grind a new class out very quickly.
 

rynnor

Rockhound
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Aada said:
A year and a half? My toon is a week old and Tuesday ill be flying round in my Rupture pretty comfortably and be on my way for a Battlecruiser.

Are you just learning the ship piloting skills?
 

Aada

Part of the furniture
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Mar 12, 2004
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I trained the ship skills that I need after that it has been a case of building up the core skills I need to be able to use the tech 2 auto cannons and mods.

Tuesday I'll be smashing up the T2 missions in my Rupture kitted out with tech 2 mods, the skills are starting to take 1 day to finish now though.

Once im rolling T2 missions i have a nice plan for a Hurricane and I'll be in that in a couple of weeks then it is looking like a month or two until that ship is fully kitted out.

It has been a case of getting evemon looking at what ships I want to fly and what fittings I want then let evemon make a plan for me and stick with it.

The other times i have played my characters have just been a complete mess, not this time.
 

Raven

Fuck the Tories!
Joined
Dec 27, 2003
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44,834
I have a Hurricane, very nice ship but now I am looking at some of the advanced weapons I am looking at months of queues. I think it worked out at about 11 months when my sub ran out. I think in that plan there was another advanced ship though! Currently good enough to do most level 4 missions now though.

My other account was doing ok on the mining front though, again it just needs the advanced ship skills.
 

Adari

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Dec 23, 2003
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1,648
I agree with Raven. This is a game I'd like to like. I find it too complicated for the time I have available...
 

LordjOX

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Dec 22, 2003
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I have four accounts with four characters that combined have about 250m SP.

The reason I quit EVE is not because of complexity but because of the extremely slow pace in gameplay. Roaming around for an evening, you can find maybe a handful skirmishes. If you die during one, you have to spend 30mins - 1 hour to get back. Same thing goes with fleet ops, there is just too much waiting. There were countless time sitting at gates, at POS and in outposts when attending fleet ops.

EVE is amazing, deep and has loads of meta games. But for someone that is working full time, spending 90% of an evening moving from A to B, 5% on logistics (ship fitting, purchasing) and 5% on actual combat is not very fun.
 

Ctuchik

FH is my second home
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Dec 23, 2003
Messages
10,466
A year and a half? My toon is a week old and Tuesday ill be flying round in my Rupture pretty comfortably and be on my way for a Battlecruiser.

Remember that i played before the skill revamp. Just getting all 6 learning skills to level 5 took 6 or 7 months iirc.

It took me almost to 2 years just to be able to fit my battleship correctly.

In comparison, you're basically playing EvE's version of what DAoC's leveling is now.
 

Aada

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Ah yep I remember training for the attribute skills back in the old days.

So how long before a new player can expect to do a bit of solo pirate pvp?
 

svartalf

Can't get enough of FH
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As a casual Eve news observer, this is particularly interesting to me. I highlighted the relevant point in yellow.
massively.com said:
EVE Evolved: Is EVE becoming a spectator sport?
by Brendan Drain on Feb 3rd 2013 6:00PMSci-fi, Video, EVE Online, Culture, Events, in-game, Game mechanics, Guilds, Lore, MMO industry, PvP, Endgame, News items, Opinion, EVE Evolved, Sandbox0


This week saw another landmark event in EVE Online grab the gaming community's attention as over 3,000 players from dozens of alliances battled it out in the lowsec system of Asakai on the Caldari border. The battle reached 2,800 concurrent players at peak, falling just short of 2011's record-breaking siege of LXQ2-T which hit 3,110 simultaneous combatants at its peak. There were livestreams, tons of after-action reports, and the story of this immense battle started by one man clicking the wrong button really captured our imaginations.

EVE is one of those rare cases in which a lot of people find the media that surrounds the game more fun than the game itself. News of big in-game events like scams, heists, and huge battles spreads across the internet like wildfire, even among people who hate the game or have never tried it. When news of the Asakai battle emerged, someone on Reddit suggested that people should play EVE for only a few months to get some background and then quit and just read the stories. I've seen a lot of similar comments over the years saying that EVE is more fun to watch and read about than play, and it makes me wonder if the game is becoming a bit of a spectator sport.

In this week's EVE Evolved, I look at why stories like the Battle of Asakai are so pervasive and explain why I think EVE should embrace its role as a spectator sport.

The battle of Asakai

The Battle of Asakai started out as a starbase siege in the Caldari faction warfare border region of Black Rise. GoonSwarm assembled a fleet of subcapital ships and planned to use a titan's jump bridge to send them into the fight, but the titan pilot accidentally clicked the "Jump" button instead of "Jump Bridge" and found himself in the middle of the battle on his own. The battle quickly escalated, with ships on one side scrambling to kill the titan and reinforcements on the other side trying to save it. The entire battle essentially happened because one titan pilot clicked the wrong button.

The Battle of Asakai got so out of control because of the immense lure of killing a titan. Titans cost over 60 billion ISK and take three months to build, so just being part of a battle in which one dies is extremely enticing. Large-scale PvP is a game of strategy in which opponents bait each other to show their hands first and commit resources to a fight only when the odds are in their favour. When that first unprotected titan mistakenly jumped right into Asakai, it was too good an opportunity to pass up. It forced both sides to immediately show their hands, raise the alarm, and get everyone they could into the fight.



Why do we love the stories so much?

It can't have escaped anyone's attention that in recent years the gaming media has moved from publishing mostly news and reviews to including a lot more opinion, shocking stories, and inside looks at game development. Gaming has just become so huge in recent years that it's developed the same voyeuristic draw as every other form of media. We're no longer content to just play games; now we want to consume the stories and personalities behind them and identify as being part of game communities.

This is part of the reason that Kickstarter is so popular: It not only gives us a peek behind the curtain of game development but invites us back there. In the same way, these crazy EVE stories give the average gamer a peek behind the curtain of EVE's ordinarily difficult-to-pierce exterior. It's precisely because EVE is difficult to get into that stories about it are so pervasive, particularly if they can be made more relatable by a compelling narrative or real-world comparison.

Watching a train wreck

A huge 3,000-man battle is interesting news in itself, but the real draw for Asakai was that it happened by accident and there were screenshots and video streams. Pretty much every big EVE story follows that same loose narrative: "There's a huge trainwreck happening and we have pictures!" Readers are simultaneously in awe at the scale of these events and glad that they weren't the victim, both of which are made more poignant by roughly converting the in-game damage into real-world dollars. For example, over $22,800 US worth of ships were destroyed in the Battle of Asakai.

In the context of events like this, EVE's much-mocked "I was there" marketing campaign is actually pretty damn clever. It tells people that these awesome events they're reading about are even more awesome if you're there in person. Whether you survived the trainwreck or caused it, you'll have a unique experience and a story to tell that you won't soon forget. Unfortunately, it's not always clear to onlookers how exactly they can get involved in these kinds of events once they sign up.

dust514-eve-3.jpg
Becoming a spectator sport

Now that we've had a major battle with Time Dilation active, we know that the servers will hold up in fights of this scale. It occurs to me, though, that CCP could use Time Dilation to its advantage by livestreaming big battles in slow motion as they occur. With Time Dilation fully active in the largest scale of battles, six minutes of actual combat will expand into up to an hour of real time. That gives an hour-long opportunity to publicise an epic battle that would ordinarily not last long enough to gather an audience. All that's left is to give people something to watch by adding a few livestreams.

EVE News 24 does a fantastic job of covering all of the big events, political movements, and alliance warfare in EVE, and the site even embeds livestreams of some battles. The community quickly makes these fights public knowledge already when they happen and people are already trying to stream them, so I think it's time CCP stepped in to provide official coverage. CCP can easily inject a GM in a cloaked camera ship into any system and has a vast social network through which to publicise big fights, so why not leverage those abilities and embrace EVE's slowly growing role as a spectator sport?


There's something about huge ship kills, heists, and scams that just draws the gaming public's attention, whether it's the appeal of getting to peek behind the curtain at EVE's normally impenetrable community or just the draw of watching a train wreck in slow motion. The gaming public and media have shown that big events like this catch people's attention, and the EVE community does its best to document and promote big fights like the Battle of Asakai.

I think it's time that CCP stepped in with some official support for publicising awesome events like this. It would be incredible if some day every major battle were a live public spectacle and those battles could be recorded, replayed and analysed by the community. Isn't it time that EVE embraced its role as a spectator sport?

bdrain-biopic-02.jpg
Brendan "Nyphur" Drain is an early veteran of EVE Online and writer of the weekly EVE Evolved column here at Massively. The column covers anything and everything relating to EVE Online, from in-depth guides to speculative opinion pieces. If you have an idea for a column or guide, or you just want to message him, send an email to brendan@massively.com.



Tags: alliance-warfare, asakai, avatar, billion, capital-ships, carrier, ccp, ccp-games, dreadnought, eve, eve-evolved, eve-online, event, events, featured, isk, livestream, LiveStreaming, lore, nyx, opinion, pvp, sandbox, sci-fi, spectating, spectator, spectator-sport, sport, stories, story, storytelling, stream, streaming, supercarrier, supercarriers, titan, titans, video
 

Shagrat

I am a FH squatter
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haha I didn't realise it all kicked off because one titan pilot jumped in by accident. I bet he felt like a right bellend.
 

Ctuchik

FH is my second home
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Ah yep I remember training for the attribute skills back in the old days.

So how long before a new player can expect to do a bit of solo pirate pvp?

Now? Probably within the first month or so depending on how fast you learn the game mechanics. But even then you'll probably lose more then you win unless all you're gonna be doing is gank AFK/bot miners.
 

Marc

FH is my second home
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haha I didn't realise it all kicked off because one titan pilot jumped in by accident. I bet he felt like a right bellend.

Thats DaBigRedBoat for you. He can make mistakes at time but in his defense, being a block level FC is the hardest thing to do in any MMORPG so you have to forgive him the odd mistake. There should have been another titan pilot doing the bridging, rather than the FC who would have had a thousand and one things to do at the same time.
 

Marc

FH is my second home
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11,094
Ah yep I remember training for the attribute skills back in the old days.

So how long before a new player can expect to do a bit of solo pirate pvp?

Out of a hundred engagements in losec, you will probably get one, 1 v 1 and that will be against someone experienced in game mechanics (see transversal). Every other engagement will be against someone with friends on stand by or he will have a Falcon alt. if you want to get into piracy, join a corp. Dont forget aswell, most engagements in lo sec occur on gates, meaning if you enagage first, you will have to tank gategun damage

If you want to do a bit of solo PVP, set up your own corp and war dec small industrial corps, although that said, with the new wardec mechanics, they may bring in help. This is the first bit of solo PvP i did and I had great fun. Lost a few, won a few but it gets you into PvP
 

svartalf

Can't get enough of FH
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Eve embraces the Alternative Vote.
massively.com said:
EVE Online makes big changes to CSM elections
by Justin Olivetti on Feb 21st 2013 3:00PMSci-fi, EVE Online, Culture, Dev Diaries, Sandbox0


EVE Online is laying the groundwork for the upcoming elections of the 8th Council of Stellar Management, and significant changes are in the stars for how the process will proceed this year.

Candidates now have to file an application to be considered, and these applications will be voted on with each account given a single vote. Twenty-eight of the top-voted candidates will then be placed on the official ballot. Players will rank their top 14 choices instead of voting for a single player. Finally, the newly elected CSM will vote for positions internally instead of being assigned according to the final tally.

The CSM is EVE Online's player council tasked with representing the playerbase to CCP.



Tags: ccp, ccp-games, council-of-stellar-management, csm, csm-8, csm8, dev-diary, eve, eve-online, internet-spaceships, player-council, sandbox, sci-fi, spreadsheets-online

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svartalf

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massively.com said:
EVE Evolved: New Ancillary Armor Repairers aren't up to the task
by Brendan Drain on Feb 24th 2013 6:00PMSci-fi, EVE Online, Expansions, Game mechanics, Patches, PvP, Opinion, EVE Evolved, Sandbox0


EVE Online's Retribution 1.1 patch went live this week, overhauling armour tanking and rebalancing some ships that traditionally fit armour tanks. Last week I looked at why people usually choose passive buffer tanks for PvP over active tanks and how the Ancillary Shield Boosters changed all that by giving shield users a huge free burst tank that can often outperform a front-loaded buffer tank. The new Ancillary Armor Repairers look similarly amazing on paper with their ability to consume nanite repair paste to triple repair output, but how do they stack up against their shield-based counterparts?

Now that the patch is out and I've finally got my hands on the Ancillary Armor Repairers, I'm not sure they're any good. They're limited to one per ship even though most active armour tanking ships use dual or triple repairer setups, and they can run for only eight repair cycles before running out of paste. They're also only 68.75% more effective than tech 2 repairers and still require the same amount of capacitor. Ancillary Shield Boosters may provide a slightly smaller 63.33% repair boost over tech 2 boosters, but they can cycle at double the rate of Ancillary Armor Repairers and don't require any capacitor.

In this week's EVE Evolved, I look at what makes Ancillary Shield Boosters a strong contender in PvP and show that the new Ancillary Armor Repairers just aren't up to the task.

Shield vs Armour:

Caldari and Minmatar ships are largely designed with shield tanking in mind, while Gallente and Amarr ships tend to focus on armour. While it's not necessary that both types of tanking be exactly equivalent, they do need to be balanced to avoid the risk of players being underpowered simply because they picked the "wrong" race of ships to train for. Passive shield tanked ships will typically have fewer effective hitpoints than an equivalent buffer-tanked armour ship, but shield tanks slowly recharge during a fight.

If you add the regenerated hitpoints to the ship's starting hitpoints, the total can potentially surpass the armour setup in a long fight. They're both different but balanced. The same disparity has similarly always existed between active shield and armour tanking, with shield tanks repairing damage much more quickly than armour setups at the cost of lower capacitor efficiency.

Armour repairers are typically run continuously for a slow but sustainable tank, and oversized shield boosters are activated manually to repair damage as required. The core design philosophy here is that shield boosters are limited more by available capacitor resources and armour repairers are limited more by their slow cycle times. Though they're both different in gameplay style, standard shield and armour tanking are arguably balanced and fulfill the same role. But can the same be said of the Ancillary Shield Boosters and Ancillary Armor Repairers? The setups below are very different to each other and aren't intended for direct comparison, but they do shed some light on that question.


The Ancillary Shield Boosters took the shield design philosophy one step further by letting players temporarily suppress the shield booster's huge capacitor limitation. PvP shield tankers can now repair a huge amount of damage as it comes in for free, but only for seven to nine cycles until the cap booster charges run out. This is almost equivalent to starting the fight with extra hitpoints equal to nine cycles of your shield booster; you can rapidly replace a total of nine cycles worth of hitpoints at any time for free. Because it acts as a limited hitpoint pool that you can dip into for free as required, the ASB helps to fix the disparity between active tanking and front-loaded buffer tank setups.

Each overloaded ASB on the Dominix setup above will repair 9702 raw hitpoints before running out of charges, so the setup can rapidly repair its first 19404 shield damage during a fight for free. With resistances, this is an additional 51,537 free effective hitpoints, which we can add to the ship's base 51,299 for a total of 102,836 effective hitpoints. Assuming that you aren't killed before getting all nine ASB cycles out, this is essentially equivalent to a passive shield tank that starts with 102,836 EHP front-loaded at the start of the fight.

The ASB outperforms a comparative passive tank, which in this instance can only reach about 85,000 EHP without sacrificing damage or the utility of the warp disruptor. The ASB setup also has the bonus option of adding more hitpoints on top once the charges run out if you have capacitor to spare, and clever timing strategies like using one ASB flat-out while the other reloads can add extra charges and so extra effective hitpoints.


The new Ancillary Armor Repairers were supposed to take that same design philosophy over to the world of armour tanking, but they clearly don't fulfill the same role of fixing the disparity between active and passive tanking. The shield Dominix can output its hitpoints in as little as 32.5 seconds, while the armour version requires 65. As game designer CCP Fozzie pointed out on a recent podcast, this means the paste will run out half as quickly as an ASB's cap charges. That's actually not a benefit, though; it's just a side-effect of the fact that it repairs at half the speed of an ASB. If you're taking enough damage to kill you within that 65 seconds, you won't get all eight cycles out before you die and will have wasted effective hitpoints.

Even if we were able to use two overloaded AARs in the setup above, it would repair a total of only 29,680 HP before running out of paste. Multiplied by this setup's very high resistances, that's 121,451 extra effective hitpoints on top of the ship's normal 63,302 for a total of 184,753 EHP. An equivalent passive tank can deliver a close ~170,000 EHP with higher damage and two extra mid slots for tackle gear, so the AAR isn't any better than a passive tank. The hitpoints from the repairer are also not even equivalent to the free front-loaded hitpoints in a buffer tank because they cost capacitor to acquire, and that usually means mid slots wasted on a capacitor injector or two.

What happened to the Nanobot Overcharger?

When CCP announced the AARs, it also revealed details of a new Nanobot Overcharger rig designed to work with them. The rig greatly increased the bonuses from overheating a repairer, which is a no-brainer for the Ancillary Armor Repairers as the paste doesn't last long enough to burn the repairer out in one go anyway. You're also guaranteed to have nanite repair paste on hand to repair heat damage, and AARs produce less heat than tech 2 repairers when overloaded. This rig was ultimately pulled from the expansion, and I can make an educated guess as to why.

A little-known fact about overloading armour repairers is that the repair amount bonus from overloading is stacking penalised with the bonus from Auxilary Nano Pump rigs, but the cycle time bonus isn't stacking penalised with Nanobot Injector rigs. If you use a nano pump rig, you get a bit less effectiveness out of overloading repairers, and if you use nanobots, you'll get a compounded effect. It's not enough to make a difference to most normal setups, but could become a big deal if you're multiplying the overloading bonus with a Nanobot Overcharger and trying to balance it with other rigs. This rig might go a long way to making AARs more competitive if it's implemented, but there's no indication of when that might happen.


I can't help thinking that CCP has missed the mark with the Ancillary Armor Repairers. While the shield versions maintain an equivalence with passive buffer tanks, all you're really getting with an AAR is a 68.75% bonus on one repairer for eight cycles and a penalty of 77.78% thereafter. Ancillary Shield Boosters have a similar 63.33% boost over their tech 2 counterparts, but that's a free bonus as their special ability is that they don't require capacitor while loaded with charges, eliminating the need for capacitor injectors.

The obvious solution is to remove the capacitor usage from AARs while they're consuming nanite repair paste; this would make it essentially a free hitpoint pool equal to eight cycles of the repairer, establishing the same equivalence with buffer tank setups that the ASBs have. Personally, I'd like to see CCP get a little more creative than just copying the ASB mechanics. Perhaps the AAR could be turned into a replacement for dual repairers, repairing as much as two tech 2 repairers but with double the normal powergrid and CPU usage? This would essentially free up a low slot and some capacitor usage on dual repairer setups without allowing the addition of extra repairers to existing setups.

bdrain-biopic-02.jpg
Brendan "Nyphur" Drain is an early veteran of EVE Online and writer of the weekly EVE Evolved column here at Massively. The column covers anything and everything relating to EVE Online, from in-depth guides to speculative opinion pieces. If you have an idea for a column or guide, or you just want to message him, send an email to brendan@massively.com.



Tags: aar, ancillary-armor-repairers, ancillary-shield-boosters, armor, armor-tanking, armour, armour-tanking, asb, ccp, ccp-fozzie, ccp-games, dominix, eve, eve-evolved, eve-online, featured, game-design, maths, nanobot, nanobot-overcharger, opinion, patch, pvp, repairers, retribution, retribution-1.1, rig, rigs, sandbox, sci-fi, shield, shield-tanking, shields, stacking-penalty, tank, tanking, tanks, tech-2

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svartalf

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Income ~£5m/month?
massively.com said:
EVE Online hits 500,000 subscribers, heads into second decade
by Brendan Drain on Feb 28th 2013 6:00AMSci-fi, EVE Online, Culture, Events, real-world, Lore, MMO industry, New titles, News items, Free-to-play, MMOFPS, DUST 514, Dev Diaries, Sandbox0

evebots-title.jpg

Most modern MMOs launch to an initial flurry of sales followed by a steady decline in player activity, but sci-fi MMO EVE Online has lived life in reverse. The game initially failed to secure a large number of launch sales but has since grown organically into one of the most successful subscription MMOs on the planet. EVE developer CCP Games told Massively today that the game has now officially broken the 500,000 subscription barrier.

Subscription numbers hit the 450,000 mark following the relaunch of EVE's Chinese server Serenity in December of last year, and they have continued to climb ever since. This new subscription milestone is attributed to the success of EVE's recent Retribution expansion and the anticipation building over upcoming console MMOFPS DUST 514, which is set on actual planets in the EVE universe. EVE is due to hit its 10th anniversary this year on May 6th, and developers have been taking the opportunity to look forward at what the coming decade will bring to the game.

We caught up with CCP for a quick peek at the studio's plans for the future and to find out what kind of announcements we can expect from EVE Fanfest in April of this year.

Following the release of DUST 514, CCP aims to run regular evolving story arcs that play out across the battlefields of both EVE and DUST. The events will mirror the lore in the recent game novel Templar One and change the way that the NPC empires of EVE interact, but the story outcomes will rest largely in the hands of players. This strategy proved to be incredibly effective during the Sansha storyline leading up to EVE's Incursion expansion, so it will be very interesting to see how it plays out with DUST marines thrown into the mix.

Some big announcements are on the way for April's upcoming 10th anniversary Fanfest, which among other things will feature development plan reveals for the coming year and developer discussions with fans. This year's Fanfest will feature a competitive PvP tournament taking place across both EVE and DUST as an open story event. Developers also expect to announce new social tools for community-building and a new permanent visual record of EVE's rich and evolving player history. Details of the EVE summer expansion are due to be revealed at PAX East next month ahead of Fanfest 2013, so it won't be long until we find out what EVE's second decade will bring.



Tags: 10-year-anniversary, 10-year-old, 500000, announcement, ccp, ccp-games, china, chinese, console, decade, dust, dust-514, eve, eve-fanfest, eve-fanfest-2013, eve-online, fanfest, fps, incursion, mmofps, over-9000, pax, pax-east, pax-east-2013, playstation, playstation-3, ps3, retribution, sandbox, sci-fi, serenity, shooter, subs, subscription, subscriptions, ten-years, tranquility
 

Ctuchik

FH is my second home
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And half of those are probably alt accounts that isn't actually being played... :)
 

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