Category Archives: pvp

EVE Evolved: Have the Drifters conquered the Jove Empire?

EVE Online‘s Carnyx release is right around the corner on June 2nd, and it’s going to be a big update! The Caldari will finally get their tech 3 tactical destroyer with the release of the Jackdaw, a tough little ship that specialises in light missiles and rockets. We’re also getting some graphical tweaks, more cruiser-sized burner missions, and the long-awaited rebalance of afterburners, microwarpdrives, shield extenders, and armour plates. This release will also add the Entosis mechanic I’ve discussed in previous articles, though players will be able to use it only in a limited capacity to disable station services. While it’ll be good to see all of the above implemented, the thing that I’m most looking forward to is the opening of five more mysterious new wormhole systems as part of the advancing Drifter storyline. The new star systems can be reached via unidentified wormholes that appear in systems with Jove Observatories and appear to lead directly to Drifter space, where new group PvE challenges lie. This next step in EVE‘s storyline also seems set to tie everything new in the game together, from the upcoming structures and new capture mechanics to new PvE types and maybe even plans to eventually give players control over empire space. In this lore-filled edition of EVE Evolved, I delve into the story surrounding the Drifter menace, speculate on where the Jove fit into the picture, and look at how an in-character YouTube series is really bringing EVE‘s patches to life.

drifterpewpewDrifter wormholes

When unstable wormholes first began appearing across EVE in 2009, players stepped cautiously through into a completely alien star cluster that played by a very different set of rules. It took months for players to fully figure out the workings of wormhole space and the mechanics behind the new Sleeper NPCs and exploration sites. Players faced the challenge of setting up permanent homes in the void, learned all there was to be learned about the Sleepers, and spent years concocting strategies for fighting in this new environment. CCP has been trying to recapture this sense of exploration with additions like the shattered wormhole systems and Thera wormhole hub, and it looks as if the new Drifter wormholes will really help rekindle that same explorer’s curiosity. While the original wormhole systems were full of decaying ruins and the destroyed remains of the ancient Sleeper empire, the five new Drifter wormholes contain shiny new structures of such massive scales that they put titans and existing space stations completely to shame. The Drifter systems are named Sentinel, Barbican, Vidette, Redoubt, and Conflux, and each one contains five unique unidentified anomalies to tackle. Each system also contains one main PvE complex that requires a group of players to complete as there are multiple objectives that must be tackled simulataneously to progress. Your fleet will have to split up and go down two separate paths to complete these objectives, then join back together for the final room. It’s not yet known what kind of loot we can expect from these systems or how difficult the Drifters will be to take down.

drifterheadsWhat do we know about the Drifters?

Drifter battleships showed up just a few months ago, shortly after the Circadian Seekers appeared in empire space and began scanning everything in sight. The steady flow of news pieces and videos on the Drifters has since revealed some startling information on their origins, and the forum and EVEblogs have been alive with speculation for months. It now seems that the Drifters were originally confined to within the Sleeper virtual environment and used the Circadian Seekers to reach out and explore the galaxy. The Seekers are definitely of Sleeper origin, and their arrival was followed by cloaked Jove observatories appearing throughout known space. We later discovered that the Circadian Seekers were harvesting our corpses to rebuild their bodies and leave Sleeper constructs as Drifters. Powerful Drifter battleships then appeared on the scene with technology far in excess of what the Sleepers should be capable of. They began forcibly dismantling the Jove observatories and transporting an unusual material called Antikythera back through unidentified wormholes that players currently can’t enter. We’ll be able to go through those wormholes into the five core Drifter systems once the patch lands on Tuesday, but players on the test server have already visited a few of them and begun filling in some of the gaps in our knowledge. The biggest and most recent plot twist was the discovery of both Sleeper wreckage and Jove corpses near the massive Drifter structures, leading to wild speculation on how the powerful but elusive Jove Empire ties in with the Drifter storyline.

jovestationDigging into the Jove mystery

When the other races technologically regressed with the collapse of the EVE Gate, the Jove used cloning and genetic engineering to adapt to their environments and survive. As an unintended side-effect of meddling with their own genome, all Jove eventually die of an incurable genetic condition calledThe Jovian Disease that makes them go insane and kill themselves. The Sleepers broke away from the Jove Empire millennia ago and went into suspended animation to avoid the disease, while the remaining Jove continued advancing in technology in the hopes of finding a cure. To survive as a species, the Jove eventually placed most of their population into cryogenic stasis aboard three motherships and sent them off to find a more suitable home. Though they eventually left the motherships and settled Jove Prime, the ships themselves and the stasis technology were retained. When Sansha’s Nation managed to conquer a Jove station a few years back, players speculated that the Jove race must have died out or gone back into stasis. It’s possible then that the Circadian Seekers may have got a hold of a mothership filled with sleeping Jove and probed its inhabitants’ minds for information. That would explain how they knew where to find the Jove Observatories, where they got the corpses to create all of their soldiers, and where they got their impressive new technology. Drifter ships fire a green beam weapon that bears a striking similarity to the Jove beam weapons from the The Battle of Vak’Atioth, and the recent Drifter autopsy showed that they are similar to the Jove. It looks as if the Drifters have essentially inherited the Jove’s technology, built colossal structures inside five shattered wormhole systems, and are now churning out ships in possible preparation for war with New Eden.

shieldgenBringing patches to life through lore

If you’ve been paying attention to the EVE Onlinechannel on YouTube, you’ve probably caught a glimpse of the recent video series from in-game news channel The Scope. The channel has released a few videos on the capsuleer fighting in New Eden, but its primary purpose is to introduce new content and technology in a fully immersive in-game way. When we got the SKIN technology that lets us change ship skins while in space, The Scope ran a story on a notorious narcotics smuggler using a new prototype camoflage system to paint his ship and pretend it was a different ship. With the impending release of the Caldari Jackdaw, the channel similarly put together a story onthe Caldari Navy pressing the ship into service and the Gallente joining the arms race with its own tactical destroyer due later this year. The latest video is an announcement from Empress Jamyl Sarum of the Amarr empire, and it paves the way for all the tasty new structures we’ll be getting in the coming months. Jamyl has somehow obtained and publicly released the specifications for the classified DED shield technology that makes NPC stations and stargates invulnerable to attack. While the technology isn’t compatible with ships, it can reportedly be installed on a range of structure sizes. The lore reason for the reveal is that capsuleers will need the technology to fight the Drifters, but it’s basically an excuse for why we will no longer shoot at structures and why the Entosis link will be neccessary to capture or destroy them. Another interesting possibility is that this opens up a way for CCP to let players take over stations and structures in empire space in the future. drifterfinalEVE Online has always been known as a game in which the players create the story, but the past few months have really flipped that on its head. The Drifter storyline is advancing at a rapid pace and is being used to cleverly explain many major gameplay changes in an in-character form. It gives me the impression that everything we’ve seen to date in wormholes has been just the tip of a very scary iceberg, as the Sleepers we’ve been hapilly farming for years are now finally free from their virtual environments and have technology lightyears ahead of our own. There are still plenty of unanswered questions, such as why the Drifters are massing ships for war and what their collossal new structures are for. Some also believe that the Drifters are actually the Talocan race, ancient Jovians, rogue drones taking over human bodies, or a terrible AI consciousness born within the Sleeper virtual environment. The action kicks off in just a few days when the Carnyx release goes live and explorers scramble to be the first to kick down the Drifter’s front door and unearth their secrets.
EVE Online expert Brendan ‘Nyphur’ Drain has been playing EVE for over a decade and writing the regular EVE Evolved column since 2008. The column covers everything from in-depth EVE guides and news breakdowns to game design discussions and opinion pieces. If there’s a topic you’d love to see covered, drop him a comment or send mail to brendan@massivelyop.com!

Xsyon’s trade update is now live

Xsyon players are enjoying their second major update this month, thanks to the recent trade patch, which follows on the heels of the architecture update from May 8th. The trade patch adds the trading post, from which players may obtain “valuable patterns, schemes, and blueprints for crafting and building.” The update also lays the groundwork for various building uses including taverns, toll gates, workshops, welcome stations, and infirmaries, according to Notorious Games‘ announcement post. You can view the full patch notes on Xsyon’s website.
Source: Announcement; thanks Richard!
http://massivelyop.com/2015/05/26/xsyons-trade-update-is-now-live/

ArcheAge outlines the battles in the Sea of Graves

So what sort of nautical nonsense can you get up to in the most recent ArcheAge update? How about beating back a leviathan of the deep and then starting up a three-way war? The battles in the Sea of Graves – a twisted collection of oceanic flotsam overlooked by the statue known as Ezri’s Light – start when the Abyssal [...]

EVE’s Mosaic update is now live

CCP has successfully upgraded EVE Online with today’s Mosaic patch. The new Opportunities tutorial system is now available for all newbs, and the patch also introduces cruiser-sized burner missions, new structure assembly effects, a Tech 3 destroyer rebalance, a balance pass on low- and nullsec ores, and more. You can read the full patch notes here, or peruse the new Updates site for the highlights! [Source: Announcement post]

Dev polls community about bringing back original Darkfall Online

Are you unsatisfied with the way that Darkfall Online has progressed after transforming into Unholy Wars? There may be a window of opportunity to undo all of that and bring the game or at least a copy of the game back to what it used to be — if that’s a concern of yours, of course. Aventurine’s Axilmar put out [...]     http://massivelyop.net/2015/04/28/dev-polls-community-about-bringing-back-original-darkfall-online/

Daybreak launches new site, triggers week of celebratory events

Daybreak Game Company now has a new home and logo to make its transition from Sony Online Entertainment complete. “We are so proud of our new company branding as it truly reflects who we are as an organization and captures our vision of approaching each new day as an opportunity to move gaming forward,” said Daybreak President John Smedley on [...] http://massivelyop.net/2015/04/27/daybreak-launches-new-site-triggers-week-of-celebratory-events/

CCP would like you to buy some EVE ship SKINS in its cash shop

CCP is ramping up the focus on its cash shop thanks to a new dev blog examining EVE Online’s ship SKIN system. Ship skins are purchased in CCP’s item mall and may be bought or sold for ISK on the in-game market prior to activation. SKINs are used by activating them on a character, which then grants that character permanent access [...] http://massivelyop.net/2015/04/21/ccp-would-like-you-to-buy-some-eve-ship-skins-in-its-cash-shop/

EVE Evolved: How many subscriptions does EVE have?

Two weeks ago, a mathemagician over at The Nosy Gamer published some interesting calculations showing that EVE Online‘s subscriptions may have dropped by around 18% in the past two years. CCP has always prided itself on the fact that EVE has grown year-on-year since release, but the last official number we heard was when it reached 500,000 subscriptions back in [...] http://massivelyop.net/2015/04/19/eve-evolved-how-many-subscriptions-does-eve-have/

Raph Koster explains Star Wars Galaxies’ TEF PvP system

A long time ago on a website far, far away, we were having a discussion about modern MMOs and their inability to make sandboxes more than thinly disguised FFA gankfests. I suggested that devs riff on Star Wars Galaxies and its early TEF (temporary enemy flagging) system as a way to incorporate optional FFA PvP into a PvE sandbox. As it turns out, the system was incredibly complex [...] http://massivelyop.net/2015/04/15/raph-koster-explains-swgs-tef-pvp-systems/

Gloria Victis upgrades to Unity 5 engine

Forget what you think you know of Gloria Victis’ looks, as the devs announced that they’ve switched up the game engine to Unity 5. This will improve not only the visuals (including the new trees as featured in the picture above) but client performance as well. “What does it mean for you?” the team posted. “FPS growth, better movement fluency, [...]

CCP recaps EVE Fanfest security presentation

CCP has published a quick post calling attention to its security and anti-cheat policies in EVE Online. The update is basically a recap of the 52-minute Team Security presentation at this month’s fanfest. Highlights include CCP’s strict stance on botting and ISK buying, both of which carry temporary bans for first-time offenders and permanent bans for second offenses. The firm [...] http://massivelyop.net/2015/04/13/ccp-recaps-eve-fanfest-security-presentation/

EVE Online fan calculates at least an 18% drop in subscriptions in the past two years

There used to be a time when CCP would eagerly release every new subscriber milestone that EVE Online hit, but that era has passed. For a while now, the studio has not publicly mentioned sub numbers, leaving the fanbase to wonder if the game’s population is declining. EVE player and blogger The Nosy Gamer engaged in a whirlwind of math [...] http://massivelyop.net/2015/04/07/eve-online-fan-calculates-at-least-an-18-drop-in-subscriptions-in-the-past-two-years/

EVE Evolved: Four lessons sandbox MMOs can learn from EVE

lessonsThe past few years have seen a resurgence of support for sandbox MMOs, both of the trying-to-be-minecraft creative kind and the hardcore nuke-it-from orbit PvP variety. We’ve partly got games like DayZ to thank for the latter, and with recently released survival MMO H1Z1 netting over a million sales while still in Early Access, that’s a trend that is sure [...] http://massivelyop.net/2015/04/05/eve-evolved-four-lessons-sandbox-mmos-can-learn-from-eve/

Darkfall’s latest patch

DarkfallHere are the patch notes for today: Ultimates: Added Toxic Rain as earth Ultimate: Large Radius (smaller than blizzard), Poison damage (bypasses armor) Note that: It deals the least amount of damage from any (ultimate) aoe in the game, however it debuffs Infliction Protection (poison/bleeding etc), so that if synced with 2+ players it deals the most damage on medium/heavy armored players. Salvo: Slow movement debuff removed. Damaged reduced by ~10%. Added Piercing debuff penalty (about 6points) while you are under its effect. Blizzard: Movement Slow effect removed. Damage reduced by ~5% Lightning protection debuff halved. Added "Ice storm" SFX. This will create a "smokescreen" effect that can serve multiple purposes (for example: concealment while trying to escape) A screenshot while testing blizzard:Name:  DFUW 2015-03-16 16-16-41-27.jpg<br /> Views: 562<br /> Size:  19.4 KB Movement changes: These changes make movement more fluid and responsive, however there is a 'side-effect' that bunnyhopping needs tighter timing in order to pull off. We expect your overall feedback on this change, however it is something that needs to be given time in order to be evaluated better. We expect this to affect archery to a degree, but that was the reason the arrow speed/exploit weakness were increased in the first place. Strafing (top) Speed reduced by 5%. Note that strafing is much more "instant/responsive" now. Skill Changes Attunement to Air: Piercing debuff reduced by ~ 6 points. Mana/Stamina cost halved. Exploit Weakness: Piercing debuff reduced by ~ 5.5 points. Duration reduced by 2 sec. Flurry: Piercing debuff reduced by ~3.5 points. Cone angle halved, in order to promote more skillful play/targetting Melee slow effect greatly reduced. Roar: Cone angle greatly reduced in order to promote more skillful play/targetting (It has same angle as flurry now) Bastion: Cooldown reduced to 3.5 seconds (down from 7.5) Primal Surge: Cooldown reduced to 3.5 seconds (down from 7.5) Someone trying to buff his teammates will have an easier time doing so. Caustic Bolt: Acid debuff increased by ~1 damage. This means you will do 5more damage when having all 5 stacks up. Battle Rage: No longer consumes your health in order to cast it. Staff Bolt: Casting time increased by 0.2 sec. Soul Flay: Added moderate damage effect (To living targets). Virtuous Wrath: Now castable using 1 handed melee weapons. Lacerate: Range reduced (still bit longer than polearms) Roar: Cone angle greatly reduced in order to promote more skillful play/targeting (It has same angle as flurry now) Repel: Cooldown slightly reduced. Crushing Blow: Stamina drain slightly reduced. Blinding effect duration reduced by 1 sec. No longer slows casting/archery speed. Mounted Combat: Damage done by weapons while on mount increased by +10 more points of damage (flat).   Skill stat costs: Normalized the stat cost requirements in several skills: Salvo, Stoic Defense, Wall of Righteous Force, Bastion, Primal surge, Repel, Leap, Blizzard, Virtuous Wrath: Stat costs reduced. (in some cases like Salvo, the cost was greatly reduced. This was because it cost almost the same amount of stats as it did damage to a player) Maelstorm, Power attack, Crushing Bow: Stat costs slightly increased.   Misc: Spyglass range has been doubled (sea-scrappers beware!) Begone no longer damages structures. Portal Chambers summoning sickness reduced to 30 minutes. House Recall, now costs a teleportation shard (drop rates will be revisited) Dropped relic now spawns up from the ground to avoid cases where a player could get stuck in it. Fixed "Track 1 feat" feat not progressing Increased carrying weight from garmirs no longer stays on player if mount gets killed Fixed a bug where a player could start using his marked "Teleport Rune" and moving his "Teleportation Dust" out of his backpack thus teleporting without losing the dust. Fixed a bug where the lower tier garmir would occasionally spawn invisible   UI: - On-screen notifications can now be moved and re sized using HUD edit mode (note: placeholder icon in-use) - Added System > Clan > Crafting notifications category, moved all crafting related notifications there. - Rate limited clan workstation income notifications to once per hour (per workstation, per holding), containing all gold earned in the past hour.

H1Z1 is going ‘nuclear’ on hackers

h1z1 From the sound of it, the H1Z1 crew put in some serious overtime during this past weekend. SOE President John Smedley has been posting updates across Reddit, especially in reference to hackers and important patch fixes.

Smedley said that the team is "extremely on top of" any hacking going on in the game and will only get better as time goes by. "What we have is extremely robust in terms of detection and prevention," he posted. "Now that we started with detection, you'll be seeing the prevention go nuclear."

Patches that are coming soon to the game will cover many vital issues, according to Smedley. These fixes include more loot, frame rate fixes, the infamous G29 problem, the floating arrow bug, and a slower drain rate for hunger and thirst.

MassivelyH1Z1 is going 'nuclear' on hackers originally appeared on Massively on Mon, 19 Jan 2015 10:00:00 EST. Please see our terms for use of feeds.

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