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EVE Online Enemies Are Working Together To Encourage More War

EVE Online has been made famous by its players doing outrageous things in their shared sandbox. Recently, a group of players on opposing factions came together to shut down the ability for players to make money in the game, so that they can focus on war instead.

EVE’s Faction Warfare mechanic allows players to swear allegiance to one of the four main NPC empires in the game’s lore. Once sworn, these newly-inducted militia members are able to fight for control of areas in the game’s lightly policed low security space. As a reward for taking control of this territory, militia members are rewarded with reputation to their chosen militia, as well as loyalty points. The loyalty points can be cashed in to access special items. Control of certain systems within the warzone also enables access to special mission agents that give PVE quests that reward massive amounts of the faction war loyalty point currency. These mission-giving NPCs are the target of the current faction warfare blockade.


Some players take advantage of the loyalty points structure, which is what the blockade focuses on. Player militia corporations aligned with the Amarrian 24th Imperial Crusade and the Minmatar Tribal Liberation Force, bitter enemies in the game’s lore, have come together to cut off access to the NPCs who give loyalty points quests. As one faction attains higher levels of success inside the warzone, loyalty point rewards increase for everything they do. Loyalty point farmers run the missions to reap the militia’s hard work, avoiding combat and instead completing the missions to cash in on the massively inflated rewards. By doing this, they end up inflating the amount of loyalty points being rewarded and impacting other players’ ability to make an in-game living just participating in the warzone.

The Faction Warfare blockade began on October 1st and is set to last until the first of January. According to a post on Reddit, players, corporations and alliances on both sides have come together to organize a trade of control of key systems within their own territories. The two groups are seeking to cut off access to the top tiers of the mission-running NPCs, effectively removing them from the game.

In effect, the blockade works like this: players in the Minmatar aligned faction have ceded control of the territories that contain their faction’s mission agents, allowing the Amarrian militia members to conquer them. Since factions can’t access their opponents’ stations and quest-givers, this renders the quest-givers off limits. On the other side of the war zone, Amarrian pilots have likewise ceded key mission agent systems to the Minmatar pilots, creating a symmetrical blockade extending to both sides of the conflict.


This trade effectively removes high level faction warfare missions from the game. In theory, it completely cuts off the flow of loyalty points from quests, making the only source of the currency actively fighting other players. Without these missions, there will be no reason for players who only want to farm the game’s currency to be in Faction Warfare space. Without these farmers, the effective value of the loyalty points awarded for participating in the war will increase.


Blockading the mission-running systems and removing the ability to earn money in this way is not without cost to the militia members, and is not being done lightly. Months of discussion, diplomacy and deal making have come together to culminate in this action. The decision is also not unanimous; several player factions within the militias have chosen to not go along with the agreement and are in some cases actively fighting to break the blockade and re-enable access to the mission NPCs. Signatories of the treaty are working to jointly enforce the blockade and keep the systems in lockdown.

Part of the experiment’s goal is to draw attention to faction warfare, both for other players in EVE and for the games’ developer, CCP. Faction warfare players have long been crying out for an overhaul to their style of gameplay, but over the last few years, only very minor tweaks have been made. These players hope that by demonstrating their dedication to improving their small corner of the game and taking things into their own hands, they will attract some positive attention.


This radical action by the players of the faction warfare militias certainly seems to fit the current “Chaos Era” theme that EVE’s developers have been talking about lately. The goal of the Chaos Era is to shake up the sandbox of EVE and break up some of the areas of gameplay that have stagnated. Will this attempt to change the cycle of rewards in Faction Warfare work to increase activity and health in the warzone? Only time will tell.

Source: Kotaku.com

It’s Now Easier To Create Ships In EVE Online

Practically every new EVE Online player is confused by the game’s user interface, endless menus, and difficult systems. During a recent player conference, developer CCP pointed out that the new player retention rate is abysmally low, with almost 90% of new players quitting within the first seven days. One of the main goals of the current era of EVE is to make the game easier and more streamlined for new players. The community ship fittings system, released with the game’s most recent update, is an attempt to do just that.

Before undocking one of EVE’s hundreds of unique spaceships from the space station housing it, you have to fit it. Each ship has between 12 and 35 different “equipment” slots, broken down into four separate categories into which you can fit hundreds if not thousands of different modules, all offering different offensive, defensive and utilitarian bonuses. The process of fitting ships can be daunting even to EVE veterans. Getting a ship perfectly optimized can take hours, and many players use third-party programs to make the process easier.


The new Community Fittings tool is an attempt to help players make more effective ships faster. Last October, players were invited to share their favorite fittings for five different ships: the four basic exploration vessels and the most basic mining vessel. These ships were chosen because they open the door to some of the most effective and easy ways for new players to earn money in EVE.

Simulated Fitting Window – Heron

After the fits were collected, compared, and analyzed by CCP, the ten best (two for each chosen hull) were added to the in-game fitting window under a new section, called “community fittings.” Players can navigate to this new page in the UI, select the ship they want to fly, and use the fitting window as a guide to properly equip their ships. Over the years, player-run corporations have seen that taking a lot of the guesswork, research, and stress out of the early days of a player’s EVE career can help those players stick around the game and skip straight to the fun.

According to CCP, the community fitting program will continue to expand beyond early exploration vessels. Forum threads have already been made to gather example fittings for entry level PvP focused vessels. The system will also soon expand to larger PvE focused ships, to assist players in navigating one of EVE’s galaxy-spanning epic arcs.


Any player with an active EVE Online account can submit a community fitting suggestion to the appropriate forum thread. If their submission is chosen by the game developers and selected player volunteers, the fitting will carry their name inside of its tooltip as a thank you for contributing to the game.

The community fittings feature is very much in its infancy. Hopefully, in the coming months, it will become a tool that players can use to overcome EVE’s infamously steep learning curve. 

Source: Kotaku.com

Two Months After Turning Off Local Chat And Angering Players, EVE Online Is Back To Normal

After 66 days in darkness, EVE Online is turning the lights back on: The infamous Nullsec blackout came to an end on Monday, enabling players to once again use the “local” chat channel to see other nearby players. The blackout was one of the first changes implemented in the game’s so-called “Chaos Era,” a time when its creators have promised to bring extensive change and turmoil to the aging MMORPG.

In a conversation with several fans on Twitter, Hilmar Veigar, the CEO of EVE developer CCP, revealed that “[the blackout] was always planned as a temporary event.” Veigar has been very vocal lately about feeling that EVE is stagnating, with its sandbox playstyle solidifying, into something rigid and non-reactive.

“Operating on the current stagnation that has set in over the years will require different tools and approaches than what created them in the first place,” Veigar commented on Twitter, offering a reason behind the blackout. “It’s [the blackout] a bit of a crude instrument and now we clearly know and understand what the value of a more sophisticated one is.” 

Player reaction to the removal of blackout conditions has been as varied. Some players welcomed and quickly became accustomed to the challenge of not being given the exact number and name of the people inhabiting their star system. These changes made sneaking up on players to attempt to destroy their ships easier, since targets couldn’t use the local chat channels to warn each other. Prior to the blackout, organized groups of players would be able to see enemy ships moving through their territory and relay that information into intelligence-sharing chat channels, providing a sort of herd immunity to roving gangs of pirates.

The intended victims of these pirate gangs, however, did not seem to enjoy the blackout nearly as much and have applauded its repeal on Reddit and social media. Over the 66-day blackout period, many of them seemed to stop logging into the game at all, rather than adapt to the changes. The website EVE-Offline.net tracks the status of the EVE Online servers, polling them every few minutes to gather vital server information, including the count of players currently connected to the game server. According to this website, the 66 days of blackout coincide with some of the game’s lowest activity levels since 2006.

Time will tell if these player counts were truly an effect of the blackout or if they were just the natural “summer slump” that EVE Online seems to go through. Many of the game’s more statistics-minded players have put a lot of thought and effort into analyzing the complete effects of the blackout on EVE. Twitter user Noizygamer published a blog post where he analyzed at length many points of data surrounding the event, mainly focusing on player count and the game’s economy. According to his data, the overall economy of the game shrunk in a noticeably larger way than in previous years during the same time period.

Right now, it’s hard to tell what the lasting effect of the blackout, if any, will be. In addition to massive changes to EVE Online during a time when the game traditionally sees a downturn in activity, other factors could have contributed to the player and economic downturn. It may be especially telling that the decline dramatically increased in September, when the juggernaut of the MMORPG world launched its latest salvo, World of Warcraft Classic. EVE players and CCP will be watching the monthly economic reports and the concurrent player count closely over the next few months, hoping to see them recover to previous levels.

Source: Kotaku.com

EVE Online Hosted A Fan Festival At One Player’s House

Player meetups for EVE Online are as much a part of the game’s culture as its spaceships. These gatherings run the gamut of size and spectacle, from small groups drinking with friends at their local bar to the massive annual Fanfest gathering in Reykjavik, Iceland organized by the game’s publisher, CCP. This year saw something unique: CCP took Fanfest on the road. Rather than doing one massive event in Iceland, eight different locations around the world received the full Fanfest treatment. Locations all around the world were chosen: St Petersburg, Russia; Sydney, Australia; Toronto, Canada; and some random EVE player’s house in Kemiönsaari, Finland.

Fanfest at Home was announced during Fanfest Iceland in 2018. CCP said it would deliver the full Fanfest experience—complete with a keynote and a visit by CCP’s CEO—directly to one player’s house. A contest was held last September, inviting players to make sizzle reels of their house to explain why their crib would be the perfect place to host a customized EVE gathering. Submissions to the contest were screened at EVE Vegas 2018. The chosen winner was Lauri, from Finland.

The video, produced by a group of EVE players from Finland, showed off Lauri’s house and advertised that there would be good food, plenty of space in the saunas, and that the event would feature a probably unnecessary amount of nudity. Naked Finnish butts aside, Kemiönsaari, Finland was selected as the host city for Fanfest at Home.

CCP Dopamine, overseeing the opening ceremony
Photo: CCP Games (Twitter)

During the event’s opening ceremony, which was streamed on Twitch, CCP Dopamine and CCP Convict introduced those watching at home to Lauri, and the rest of the in-person audience, comprised of a few of Lauri’s closest EVE buddies, a few more CCP staff, and a journalist there to document the event. They took a tour of his house, his backyard, and his sauna, where all of the weekend’s activities would be taking place. The majority of the content delivered from Fanfest at Home took the form of a four hour fireside conversation between CCP’s CEO Hilmar Veigar and EVE Online creative director Bergur Finnbogason.

During the conversation, the duo spoke about many of the core concepts of EVE’s identity. They touched on the importance of death having meaning in EVE, CCP’s renewed focus on introducing new players to the game in a more approachable manner, and the wild economy that EVE is famous for. They occasionally paused to take questions from Twitch chat or the live audience, made up of the local Finnish EVE community. Reddit user vhdblood compiled a summary of the four hour conversation, which is also on Twitch in its entirety.

Graphic: EVE Portal App (CCP Games)

During the fireside, Veigar and Finnbogason also announced a new version of the EVE Portal app, which will be released in the coming week. It will allow players to not only see their in-game skill queue, but edit it in real time from their mobile phones. Players will be able to purchase certain skillbook items off of the in-game market so they can begin training on a new skill while away from their computer. This may seem small, but being able to truly interact with the game world from a mobile device is something a lot of EVE players have asked for for a long time.

After the conclusion of the fireside discussion, the cameras continued to roll for a few more hours as the group of EVE Developers and fans chatted with each other, had a few beers, and cooked dinner together. While there was not a lot of new EVE content presented during Fanfest at Home, viewers were able to experience a great deal of EVE’s history and the philosophy behind the game’s design.

Fanfest at Home came to its public end with Finnbogason, known as CCP Burger to the EVE community, grilling hamburgers on stream for their host. Fanfest at Home is one of the most unique and frankly odd events I have ever seen hosted by a video game publisher, but, as an EVE player, it doesn’t surprise me. The relationship CCP has with its players is very unique; developers, graphic artists, and even the CEO are incredibly approachable to players. It’s very common at the various Fanfest events to see large groups of players sharing drinks and discussing the game into the wee hours of the morning. Events like Fanfest at Home serve to underline this relationship and challenge the boundaries between developers and fans.

Source: Kotaku.com

EVE Online’s Developers Want A ‘Chaos Era’ For The Game

EVE Online’s developers have talked a lot recently about bringing some changes to the game. On a recent episode of player-created podcast Talking in Stations, CEO of CCP Games Hilmar Pétursson called for a “chaos era” to be ushered in for EVE Online and warned players to brace for impact. If other changes from this summer are any indication, players are in for a bumpy ride.

At the end of June, unprecedented attacks began to occur on player structures and space ships all over EVE’s galactic map. An army of devastating NPC vessels called Drifters began doing everything in their power to destroy players’ empires. These NPCs caused mass confusion and altered the plans of some of the game’s largest entities, forcing them to retreat from active battle lines to defend their home territory. The Drifter assault seems to have stopped, at least for now, but it’s still caused widespread panic by destroying player-owned space stations and changing EVE Online’s lore.

After the Drifter attacks slowed, CCP games started releasing in-game lore tidbits that hinted at problems with in-game communication networks and suggested they were on the verge of collapse. These lore posts segued into a developer blog stating that the “local” channels, which players have long used to see who else was in space with them, would be altered to no longer give risk-free reconnaissance information on a star system. This update made EVE’s space more dangerous and altered the game for thousands of players.

Over the course of the podcast interview, Pétursson responded to the recent events, saying “the chaos of EVE Online has slowly been drained into order, and everyone is slowly reaching a consensus on exactly how things should be.” This so-called “order” is not something that he or his team wants for EVE Online. Their goal, Pétursson said, is to shake things up with more “experiments” over the coming months.

Over the past three years, EVE’s economy has been radically changing. Monthly economic reports put out by CCP have shown a drastic uptick in the amount of ISK, the in-game currency, generated by players every month, with very little of that ISK being absorbed by the game’s current currency sinks. Currency sinks, more commonly known as gold sinks, are a long-running tradition in MMORPGs that remove excess currency from the game world. They help make sure that all currency has value in a world where it is generated in an effectively infinite amount. EVE’s current currency sinks are proving to not be enough. The amount of ISK being generated by players is a great deal more than the current sinks remove, which has caused the value of ISK to plummet and the price of nearly everything in the game to skyrocket.

Inflation on such a massive scale is not good. A developer blog this week alerted players that a tax hike is coming to EVE. The changes will increase the cost of both listing items for sale and buying things from EVE’s robust marketplace. The changes are more heavily weighted to affect the NPC-controlled space stations, which in theory will drive market traffic away from them and into the player-owned and operated market structures. The hope is that the taxes levied by these changes will provide a stronger baseline currency sink for the economy, removing some ISK from the market permanently and combatting the rampant inflation.

CCP has mentioned other possible changes to come on the official forums, Twitter, and Reddit, such as extending the duration of the Nullsec blackout, curtailing the availability of intelligence data gathered by the game’s robust API integrations—a set of tools provided by CCP to download data from the EVE client and use it in other applications—and eliminating the “asset safety” system associated with player-owned structures. Asset safety guarantees that if a player-owned space station is destroyed, items held inside that structure are bundled together by the game and sent to nearby space stations for their owners to collect. The process takes some time and is not free, but it is much less of a loss to players than seeing their hard-earned belongings destroyed.

There are places in EVE where asset safety doesn’t exist, such as in Wormhole space, where assets are either destroyed or ejected into space as spoils for the victor. This creates a very real risk for players living out of these structures and more of a drive to fight and defend the space station, rather than accept the loss and recover your stuff from asset safety in a few weeks.

CCP Falcon, the game’s lead community developer, has been an outspoken opponent of asset safety for a while now, saying that it is against the spirit of EVE Online and should be removed to bring some risk into the game. The debate around asset safety has raged since the system was instituted in early 2016. Now changes to or the removal of that system could be right around the corner: During the recent podcast interview, Pétursson and CCP Falcon mentioned asset safety as something that could potentially be removed to increase EVE’s chaos and risk.

The “chaos era” may be the next big thing for EVE Online, especially with Pétursson seeming to be passionately in support of it. Player reactions to the changes already in place have been mixed so far, but according to Pétursson, player activity is on the rise. Daily and monthly active user counts are reportedly higher this month than in any July for the last five years. If this pattern continues, it will show that players support the shakeup of the status quo.

Source: Kotaku.com

This Month’s EVE Online Videos Showcase Expert Piloting

Every month, EVE Online players like to share their favorite moments with each other. Countless videos are produced by players, showcasing their skills and prowess in battle, the beauty of the EVE game world, propaganda pieces for their groups, and news reports attempting to keep others up to date on the game. Here are a few standout videos from the last month that highlight EVE players’ creativity.

EVE player Samoth Dassie is one of the most successful and prolific pilots of one of EVE’s newest ships, the Ikitursa. The Ikitursa is an expensive ship introduced in the Invasion expansion, and not many players have truly mastered piloting it yet. According to a third party website that attempts to track and display every ship lost in EVE, Samoth is the 11th most successful Ikitursa pilot in the game.

The video, originally posted on Reddit, focuses mainly on flying the Ikitursa alongside a small group of friends. Samoth adds on-screen prompts to help people understand what’s going through his head while he risks this incredibly expensive ship.

Abyssal PVP sites were introduced to EVE last year. They’re meant to serve as proving grounds for players in one-vs-one winner-take-all fights. Once a player chooses to go into the “arena,” they can’t leave until they defeat their opponent. For an additional level of danger, the arena itself is unstable and will collapse if too much time goes by without a winner, destroying both ships.

Player Gustav Mannfred posted this video showcasing his strategy in Abyssal brawls. His ships are configured as slow-moving, heavily-armed and armored behemoths, with weapons systems that can cover the majority of the arena space. Gustav’s on-screen comments during the video explain the tactics he uses during his encounters, as well as tell a story about the people he is fighting.

This video showcases the culture and attitude of one of EVE Online’s new player-friendly corporations, Karmafleet. Because of their policy to accept players regardless of the amount of their experience in the game, they have become one of the largest and most active corporations in the game. Karmafleet veterans take pride in sharing EVE with new players and helping them succeed.

The video, created by Karmafleet pilot, Aidana Forwell, was shared on Reddit with little comment by EVE player Zul Eto, but other players have flooded into the post to share their experience with Karmafleet, and their reactions to the video. As a member of Karmafleet myself, the video does a good job capturing its corporation’s spirit.

Former CSM member Jin’taan has a very unique point of view on EVE Online, by virtue of being a member of the player-elected council that interfaces directly with developers. In his “Jin Talks” video series he explores topics about the entire game from an overarching perspective.

In this post, Jin’taan goes into great detail about the current perception of a problem with the balance between EVE’s massive capital vessels and the smaller subcapital vessels in the game. The perception is that players in null security space are currently using massive amounts of capital and super capital sized vessels to overwhelm entire fleets of smaller ships, with little to no risk to themselves. The massive vessels are able to completely dominate smaller ships, almost to the point of making them irrelevant. The video and the post that go alongside it have generated a lot of discussion from both players and CCP employees, talking about both the problem, and potential solutions to it.

Source: Kotaku.com

EVE Online Feels Empty After In-Game Event Hides Players In Chat

Parts of EVE Online have changed radically in the last week, altering the way that some people play the game. Typically, when a player’s ship enters a star system, they’re added to a shared chat channel called “Local.” This channel provides a list of every player who is in the star system, as well as their relationship with one another. For years, players have been able to glance at local chat to see how many players are in space with them and whether they are friend or foe. Last week, that ability went away. EVE’s null security space is experiencing a blackout.

The blackout is part of the storyline of the game’s recent Invasion expansion. It was announced to players in the form of an in-universe news report from in-game news outlet The Scope.

According to The Scope, in the wake of the NPC Drifter assaults against player structures in the null security regions of EVE’s space, the communications networks got overtaxed and had to be shut down to prevent further system degradation. These shutdowns resulted in local chat being switched into “delayed mode,” meaning that pilots don’t appear in the channel until they speak in chat.

Players not appearing in a chat window until they type a message may seem like a small thing, but it has ramifications for EVE. Prior to the blackout, players in a system could see everyone who was there with them. It’s a small amount of information, but it’s powerful. At a glance, players looking to hunt down other players could use Local to determine if their targets were in the area. They could also use third-party tools to learn what kind of ships that person might use, which could help form a plan of attack or narrow down locations where the target might be. If a player is recorded as flying mostly mining ships, for instance, the hunter could start by looking at the asteroid belts in the system.

Local chat also functioned as an early warning system. A sudden influx of new players to a system might indicate a hunted player’s allies were coming to rescue them. This allowed for the hunters to disengage and flee from unwinnable combats. Local chat could also warn potential targets that a hunter had entered their area. They could flee, or, using intelligence networks, warn others, even those in different systems.

After the blackout, null security space is a much more lonely, scary place. Now, when players enter a system, they are not treated to this massive amount of free intelligence. There’s no way to instantly tell if you are alone in the system or if there’s a massive fleet of hundreds of players lying in wait just outside of your visual range, refraining from chatting to keep their location hidden.

Player reactions to the blackout have been mixed. Some players have embraced the changes. Others have threatened to not log in or even that they’ll cancel their accounts until the change is reversed. According to the EVE Offline website, which tracks the number of players logged into the game server, there seems to have been a slight decline in overall players logged in since the introduction of the blackout, but since only around a week has passed, those numbers are far from conclusive.

For my own part, jumping from system to system without knowing what lies in wait has been exciting, but the sense of emptiness is very real. Before the change, it wasn’t uncommon to travel between a few systems without running into another player. Now, some nights, it can feel like you’re the only one in the game.

Source: Kotaku.com

EVE Online Developers Discuss Ways To Stop New Players From Leaving The Game

EVE Online fans gathered in Toronto, Canada last weekend to celebrate the midpoint of the EVE Online Invasion world tour. EVE North, the name given to this leg of the series of fan gatherings, was the first official EVE Online gathering to be hosted on Canadian soil. The event drew over 500 players from all over Canada, as well as the rest of the world.

The Invasion world tour was announced last year as a replacement for the 2019 iteration of the traditional Fanfest celebration in Reykjavik, Iceland. The tour has already made stops in Amsterdam, the Netherlands, St Petersburg, and Sydney, with plans to visit Las Vegas, London, and Berlin later in the year. The tour will also land for one day in Kemiönsaari, Finland, when it invades the home of an EVE player who won of the Fanfest home video competition.

During the opening ceremonies of EVE North, the CCP Community team announced the members of the 14th Council of Stellar Management. The CSM is a group of democratically elected players chosen to represent the will of the player base directly to developer CCP via weekly meetings. CSM members are invited to CCP’s headquarters in Iceland twice during the year for an in-person summit.

After calculating the results of 32,994 votes, a 12% increase from the votes gathered for the last CSM, CCP Dopamine announced the results of the election live at EVE North. Of the members, five were incumbents from the previous version of the council, and five were members who were joining the CSM for the first time.

Top Row: Re-elected Incumbents. Bottom Row: First time CSM Representatives.
Image: CCP Games (EVE North Presentation)

CSM14 will now go through a rigorous on-boarding and briefing process, including signing a non-disclosure agreement, which will allow CCP to share confidential information with them to help decide the future of EVE Online. 

One problem that the CSM will no doubt seek to help CCP solve was brought up in the EVE North keynote address, delivered by EVE’s Creative Director, CCP Burger. EVE Online is a famously difficult game to start, play, and master. Data shared during the keynote revealed that EVE’s player retention rate over the first week a player joins the game is only around 10%. A full 89.74% of new players who sign up for EVE Online quit within the first seven days.

Player Retention Graph
Image: CCP Games (EVE North Presentation)

CCP Burger said that CCP plans to dedicate additional developers to attempt to solve this issue for the remainder of the year and beyond. Improving a player’s first impression of the game will not be an easy task and will likely require a massive amount of coordination between game developers, the CSM, and even the average EVE player. CCP Burger said that even though we create the game, you guys make the game legendary. We owe it to you to bring more people in. More people equals more content, equals more fun!”

Another metric shared during the keynote involved the recent effort to combat players using automated scripts and programs, designed to play EVE Online with no human input around the clock to gain unfair advantages. “EVE is a cruel game,” CCP Burger told the audience, “but it should be a fair game. Cruel, but fair.” EVE players are encouraged to report bots when they see them, but players who report others generally don’t get updated on what, if any, action was taken against the players they reported. CCP Burger announced during the keynote that a new tool is being created internally at CCP to provide feedback to players when a bot they have flagged is punished or removed from the community.

Day two of EVE North began with another look at CCP’s plans to address player retention during a panel covering CCP’s Player Experience team, presented by CCP Falcon. Falcon explained that one of the defining moments that can change a player’s path in EVE is the loss of their first spaceship. In EVE, when a ship is destroyed by hostile NPCs, unfriendly players, or environmental effects, that ship is gone forever. This sense of loss is the backbone of EVE’s reputation as one of the most hardcore MMORPGs on the market.

Currently, CCP has a support program for new players through which Game Masters reach out to rookies to offer advice and explain the game’s systems. CCP Falcon said in the future this program will also include a sort of grief counseling for players’ first ship loss. Rather than allow the player to become confused and demoralized, a Game Master will help the player understand why and how their ship was destroyed and may even restore the ship as a one time favor.

New player retention was a core theme of EVE North, coming up in many other panels. Over Twitter, the official EVE forums, and other social media, EVE players around the world resonated with the talks of bringing more players into the community and helping them stay, because EVE is nothing without people. The next major stop on the Invasion world tour takes place in Germany in mid September.

Source: Kotaku.com

Another Alien Faction Is Waging War In EVE Online

EVE Online’s players are in a panic: All across the game, player controlled facilities are under siege by powerful NPCs known as Drifters. Drifter vessels have been in the game for years, but they’ve never attacked player structures in an organized force before. Developer CCP has not confirmed whether this is an intentional part of the recent Invasion expansion or an anomaly.

Drifters pilot battleships more powerful than almost anything that players have access to. Their battleships have incredible range, nearly impenetrable defenses, and weapons systems capable of shredding player ships in seconds. Normally, Drifter battleships are found in small groups in PvE focused areas, guarding treasure and precious materials. Occasionally a single Drifter battleship can be found roaming around, looking for unsuspecting players. The Drifters seen today are swarming in unheard numbers of 20 or 30 at a time. They’re roaming through player controlled space, engaging everything they find in their path.

Reports are still coming in, but so far nothing seems safe from the Drifter incursion. Player vessels are being destroyed on sight, and players are reporting that the Drifters are even shooting their escape pods, something that most NPCs in EVE Online are not capable of doing. The Drifter fleets are also engaging player controlled space stations all over Null Security space. Hundreds of structures across the EVE map have been attacked today, including some of the absolutely massive Keepstar-class battlestations, the largest structure able to be built by players.

Player response on Reddit, Twitter, and other social media platforms has varied widely. Some players welcome the AI threat to entrenched player empires, which they feel are too powerful for other player groups to overcome. Other players are angry that the Drifter NPC threat is interfering with actual players making war on one another. Initially, players were not certain whether or not this new erratic behavior presented by the Drifters would result in the destruction of player owned space stations or not. However, recent reports have come in that at least one structure has been completely destroyed by the Drifter menace.

Parody video posted to the EVE subreddit by XtraSquishy

In EVE, space stations have several “vulnerability cycles,” phases that players must go through to deal enough damage to destroy them completely. Each phase triggers an invulnerability timer for a certain period of time, which gives the owner of the station time to rally a defense around it. Initially, Drifters were only seen going through the first phase, triggering the initial reinforcement phase. Depending on the structure, this phase lasts between a few hours to a full week. In the case of the structure mentioned above, the reinforcement window was only a few hours. When the timer ran out, the Drifter fleet came back to finish the job. This suggests that players who are under attack by Drifters will have to be incredibly vigilant in defending their assets or risk losing everything.

There was no warning issued to players leading up to this massive change in AI behaviour, leading to speculation about the nature of the Drifter incursions. Some players are wondering if this activity is an AI bug introduced during the Invasion expansion. EVE developer CCP has been vague, saying only that they are aware of what is happening and are eagerly watching the situation. The next few days will reveal whether or not EVE is seeing the dawn of a new era of NPCs fighting an active war against players.

Source: Kotaku.com

EVE Online’s Latest Expansion Brings An Alien Invasion

Alien forces have invaded EVE Online, and players across the galaxy are banding together to resist them. In the latest free expansion to EVE, a lost race of humans known as Triglavians have breached the walls of reality and are pouring out of the Abyss. Triglavian forces are currently laying siege to three different areas in the galaxy, and this is only the beginning.

Invasion’s update to The Agency make finding Triglavian invasions easy.

First introduced during the Into the Abyss expansion exactly one year ago, the Triglavians represent the next step for EVE’s non-player characters. They are smarter and stronger than the game’s other NPCs and fly their ships and react as real players would. Until now, they have been relegated to Abyssal Deadspace pockets, small PVE focused instances spawned by players, who could then conduct smash and grab runs on Triglavian holdings. In the year since their introduction countless incursions into the Abyss have been made by players across the globe. With this week’s Invasion expansion, it seems that the Triglavians are ready to fight back.

The system linked to this gate is under Triglavian control.

The Triglavian assaults seem to revolve around massive “World Ark” vessels, ships that dwarf even the largest of the Titan-class behemoths available to players. These World Arks serve as the conduit to bring Triglavian forces from the Abyss into the regular space. The invasion starts in a randomly determined primary system; for now developer CCP says they’re focused in High Security space, the ‘safer’ areas of EVE, but they’ll spread out over time as the Triglavians become more confident in their invasion technology. From the center point, the invasion spreads to connected star systems.

As a consequence of these incursions, effects from the Abyss are leaking into the surrounding areas, turning the entire skybox into a mass of roiling, blood red storm clouds. Any ships caught in this maelstrom are buffeted by Abyssal effects, causing massive changes to their base statistics and forcing players to have to rethink their strategies and loadouts before daring to venture too deep into the invaded territories.

A fleet attempts to fight of the Triglavian Invasion. Courtesy of @Julianus_Soter via Twitter

After entering a star system under Triglavian control, players are randomly attacked by roving gangs of Triglavian vessels. Small assault forces periodically warp on top of player ships and assault them. Systems inside the invasion are not welcoming places for the unprepared. Across the game yesterday, hundreds of players were destroyed by invading Triglavians while exploring the new feature or just while trying to go about their day to day EVE life.

Players have begun to resist, though. Groups of players have gathered in affected systems to form fleets to fight off the invaders, with the hope of reclaiming the territory and maybe turning a profit while doing so. The invading vessels seem to be the key to creating the new ships that were also introduced in the Invasion expansion. These ships are upgraded versions of the Triglavian ships made available to players during Into the Abyss, and they’re highly anticipated additions to the game.

The spoils of war.

From the wreckage of Triglavian fleets, players are able to find new skill books, resources and research components which allow them, via the game’s complex Industry system, to forge these new ships. Or they can sell their spoils to the highest bidder on the open market and turn their risk into massive profits.

There is a great deal that players do not know about the Triglavian invasions at this point. CCP Games has been very cryptic in response to questions about the event, challenging players to discover the intricacies of how the Triglavian ships are invading and how to stop them rather than laying every detail out in patch notes. The mystery seems to be as much of a driving factor for players as the contents of the event itself: public fleets, open to all, are forming in the affected systems, comprised of groups of players of all allegiances who want to unravel the mystery for themselves. If you don’t play EVE, you can experience some of the mystery and excitement of Invasion via a 40 hour straight streaming event from EVE’s streamfleet group here.

Source: Kotaku.com