EVE Online: The Empyrean Age Preview
Setting worlds on fire.
The latest update to the EVE universe has arrived in a blaze of in-game fiction and an ensuing bout of carnage that put the player-versus-player realms of other games to shame. The big change for this expansion is the faction warfare, which creates zones of conflicts between the four main non-player races, and allows players to fight across the border regions via new "militia" missions.
This is a patch for the framework of the game world, as much as anything else, and lacks the big New Stuff content additions of previous patches. There are only a couple of new ships, lots of fixes, and not much in the way of new toys. This is, however, one of the biggest alterations to how we play EVE that's been seen since Day One, and it's a great time for habitual players to change their habits, or lapsed players to return. Before we get to that, however, I want to do a little recap of EVE's PVP play, and talk about why the Empyrean age is an important step in rounding out that impossibly challenging aspect of the game.
It took me the best part of a year to get into EVE's combat, but I now struggle to find the same kick in any other game. For complexity it's on par with any other MMO, but for speed and action only FPS games really have any equivalence. I enjoy it almost because it is so demanding, so frustrating to lose and so satisfying to win. However, knowing how inaccessible EVE can be, I'm also acutely aware of just how daunting the journey is for new and inexperienced players

EVE sure has become a lot better at producing shiny screenshots since the DX10 patch...
PVP is an aspect of EVE that really emphasizes how much this is a multiplayer game: you can't hope to learn the ins and outs of combat on your own, and figuring out how best to fly with a gang of other players is where some of the greatest pleasures in EVE lie. Many players, especially ex-players, tell tales of being killed without even an idea of how they might have escaped, and the game does little to explain this to its denizens. It has fallen to the player corporations, and organisations such as Eve Ivy, to try and teach new players what they're up against. What the Empyrean Age is supposed to do is provide another way in to PVP play, giving players who want to indulge in the safety of Empire play most of the time some way to explore the PVP side of the game.
At the very far end of the PVP scale from Empyrean age's tentative steps there are the vast fleet battles involving hundreds, even thousands, of pilots. These have been taking place since the early months of the game, and have now entered a mature phase in which only the major players can expect to compete. Worse, this spectacular endgame of territorial alliance warfare is both tricky to access and laborious, even for hardened players. Getting involved means making a big commitment to the player-run corporations, and demands on time and patience that many players simply can't afford. CCP realises this, and knows that the only way many gamers are going to feel comfortable with player-versus- player combat - which they regard as the spirit of their game - is if it's mediated in some way through the game architecture. That architecture is the missions provided by agents.

This kind of thing never actually happens in the game, of course.
Previously, the missions dispensed by agents were "player versus environment" type stuff, fighting AI drones, or shipping stuff around the galaxy. Now, however, the militia agents in two hot-spot parts of the galaxy are providing tasks which will lead to players coming into conflict with each other, without the penalties normally associated with combat in these low security regions of space. The two regions (between Caldari and Gallente space, and between Minmatar and Amarr space) have solar systems that are "up for grabs", and the actions of the players in these regions will see the NPC sovereignty shift from one nation to another. If players are able to do enough to open up a system's "final mission", and the defenders fail to keep it from being overrun, the system changes hands at the next downtime - and the winning Empire gets a little bigger.
As in the normal agent missions, the objectives are in closed "deadspace" arenas, which only certain ships may enter. There are four mission tiers, and at each tier different classes of ship are able to enter the objective. This means that the people running the missions have a rough idea of the kind of ships they might need to fight off. And fight they will have to, because these new objectives need to be completed without interference from enemy pilots. The problem is that everyone can see your mission beacon as it begins, and once you're in there, you'll have to expect a rumble. (Normal mission difficulty has been reduced of course, as have the rewards.)
In addition to the missions there are also "combat sites", which aren't spawned in the same way as missions, and can be discovered via the ship's scanner. These allow similar kinds of ships to enter, as in the missions, but are permanent, so they can be fought over across a long period of time - a little like the capture points in a permanent game of Battlefield. These sites, combined with the fact that the mission sites move all over the region, are intended to make the war as dynamic as possible, and so far it seems to be working.
Some of the battle reports that have found their way onto forums (and killboards) seem surprisingly positive for the generally moan-prone EVE population. Unexpected fights - such as a certain Russian alliance losing capital ships to the Caldari Militia players - mean there have been some excellent war stories to tell, even from the first week after the patch.
There have been a few teething problems of course, and the largest of those comes with the sheer number of people who have run missions for - and therefore had faction standings with - the Caldari. It's a bit like everyone joining the Alliance side on World Of Warcraft servers; the poor old Gallente on the other side of the conflict really don't have much to offer. It also means that the players who have joined the Caldari militia are going to be a little hungry for kills: there simply aren't enough Gallente players to make it worthwhile. The conflict between the Amarr and Minmatar meanwhile has always looked a little more evenly matched, albeit smaller, and it's fun to see the role-playing alliances, CVA and Ushra Khan, taking things even further than the faction warfare, and duking it out in the contested areas of space.

Is the Taranis the best inteceptor? Maybe. More on that next month.
Overall, The Empyrean Age, and its first steps into faction warfare, look like a mixed bag. It's certainly providing some entertainment for people who wanted something other than the tried-and-exhausted low sec fighting or piracy options, but it's always going to be dominated by the players with more experience, deeper pockets, and larger range of highly trained skills. It does, however, add another much-needed facet to EVE and makes the experience of the game deeper still. Being able to feel like you're leaving your mark on the fiction of the game is an interesting experience, and if CCP is able to mesh this with real changes to the EVE universe over time, then this will be a fascinating ongoing project.
Best of all, this the first time that we've really seen the fiction of EVE properly tied into the larger game mechanics (aside from the various archetypes and characteristics of the ships), and it delivers the game back to the players, rather than relying on news that has no real in-game impact, or dev-run role-playing events which sound fun but have no real consequence. That's pleasing because CCP's efforts in creating a game universe always seemed to be blotted out by the crazy antics of their players. Perhaps, if enough people decide to take up faction warfare, the full depth of the fiction that CCP conjured up can be exploited, one day.
You may also like...
-
Street Fighter X Tekken Preview: Year of the Dragon Punch?
-
Spec Ops: The Line Preview: A Shock Shooter
-
Dear Esther Review
-
Motorola Xoom 2 Tablet Reviews
-
Total War: Shogun 2: Fall of the Samurai gameplay
-
Assassin's Creed 3, Splinter Cell: Retribution coming this year?
-
PlayStation Vita trailer launches new Sony campaign
-
App of the Day: Candy Train
-
Girl Vader stars in Kinect Star Wars trailer
-
Happy Action Theater Review
-
Resistance: Burning Skies PS Vita release date
-
Wii RPG Pandora's Tower release date
-
If I Were in a Sealed Room With a Girl, I'd Probably XXX trailer
-
Why Can't Videogames Do Sex?
-
Infinity Blade's Chair: "we're in the golden age of gaming"
-
Project Draco's final name is Crimson Dragon
-
Why Devs Owe You Nothing
-
ModNation Racers: Road Trip Review
-
Mojang won't sue FortressCraft dev, "bored" by Minecraft clones
-
Sony explains PlayStation Vita game price strategy
-
Latest SSX footage shows off Moby
-
Rockstar mulling LA Noire 2 development
-
DICE working on multiple Battlefield 3 fixes
-
Who Killed Rare?
-
Face-Off: Final Fantasy 13-2









Comments (23) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Coupled that with nearly everyones paying for ISK via Game time cards just to PVP its just not worth it to spend time when others who may have loads of money in real life are allowed to buy in game isk to fund things.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I've been playing EVE since beta (a mere 5 years ago =\ ) and player ability plays a huge part in the gameplay. The skills you train in EVE are there to enable you to access/fly/use certain parts of the universe, ships and modules etc (including player controlled structures...stations/outposts etc). The skills are set by multiples of a level, a maximum of 5 levels, level 1 taking anything from seconds to minutes (depending on your characters strengths in certain 'mind' attributes - which can be increased by implants).
Your abilities help you in terms of tactics in both player vs player environments and player vs NPC (non player controlled characters). The skills just help you do what you wish - the higher the skill level in each area the more you can access as a reward/specialisation. Think of EVE as a real time strategy/role playing game. You fly the one ship (plus drones/fighters if enabled) and with that one ship you can do a varying amount...different classes of ship are used for different professions - miners, reconnaissance, damage dealers and so on...but each is varied for the solo player to enjoy to. Its such an advanced game it would take a book to explain it all...which can be a good thing or bad, depending on your viewpoint - hence some people saying it is like having another job
With a game like EVE, as in depth as it is, it never gets to the point where you've done everything...
Comment below viewing threshold Show
Think of it as Excel in space. Understanding how to fit out your ship, which skills your character needs learn and how to operate in a team are the key points. Your reflexes (or lack of themn) will have almost no impact on your success as a PvPer.
Also be prepared for slideshow-like framerates and dropped connections when things get busy or in popular areas. Plenty of big fleet battles have been decided before one side has even finished loading the local system.
Comment below viewing threshold Show
Btw I remember when I was about 8 mill sp in a blaster Thorax and had my ass handed to me by some noob who jammed me to shit. So player ability isn't always paramount although the above scenario just wouldn't happen now, but on the opposite side of the coin, Ive seen a corp m8 solo a Vexor in a Hound stealth bomber.
work that out.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
By making the 'rules' of EVE's PvP combat discoverable only through intense trial and error or research, providing little in game explanation as to the concepts such as tanking, gate gamping, jamming, resists, and what all of the different particle effects and interface elements mean, the challenge comes only from the lack of a decent manual, or more accurately, a well designed game where things follow logically, like a well designed user interface.
Chess is an accessible and cereberal game, it's also faster paced than EVE's combat. You know that the bishops go diagonally and the pawns can't go fucking backward. EVE needlessly complicates things to make you feel stupid. It also makes PvP so sparse that you can't help but feel psyched up about PvP because finally you're about to fight someone interesting after blowing up haulers and ISK farmers for two weeks in a row, finally to get your ship toasted because you were outfitted to gank battlecruisers instead of battleships or whatever.
The battles are decided before they're fought. The so called 'depth' of EVE online lies in it's territorial control and it's involved economy. Shame then that wealth is mostly decided by how much real life cash you decided to spend trading GTCs thus completely bypassing EVEs gloriously complex economic simulation. The game is a grand pyramid scheme for a few who don't actually have a job, instead make money farming and trading in EVE.
If you were to take the raw gameplay elements of EVE and stick it in a WoW style battleground, it would be boring as shit. The whole reason for the geek-hype around EVE is that you spend so much time thinking about combat instead of actually doing anything in game, people start to roleplay just to stop themselves from going braindead after hearing 'Warp drive active' for the millionth time.
Comment below viewing threshold Show
Here are thing i like about eve 1. The player base is mature i believe that the avg age is in the high 30 so no or very few kiddy's in here and almost no L33t chat. 2. In this game it hurt when you loose you ships and property And that bring me to nr 3. You feel that it is fun to fight in this game because you have to spend time to get the ship you are risking in the fight 4. there are so many things to try in this game that when you have played for a few years you will start to forget how things work (that might also be because of the high age of the players
When you join do this
1. Find a small/ mid size corp at ones 20-to 100 ppl make sure that they will help you with your questions and some will help you with money (isk), DON'T fly around alone for to long. and don't beg
2. Tell the truth. That you are new and need help. but also that you want to try out stuff for youself. dont go out to low sec or 0.0 space to fast
3. If the corp you join is not helping you find another one fast
4. Be prepared for a game that you have to work for to get something out of and don't think that you can do it all in a few month
there are ppl that have played for years that have still not tried all the things in eve this is not WoW
If you like space games and a game were there are evil ppl and good ppl in and were there are Consequences for doing evil or good then welcome to you. if you just want to login and get a bit of action here and now then you will be disappointed with eve
runn
Comment below viewing threshold Show
You.
Have.
Got.
To.
Be.
F**king.
Kidding.
This must have the lowest girlfriend/deodorant to player ratio in the history of games.
Comment below viewing threshold Show
Comment below viewing threshold Show
I love the economics.
I love the ships.
I love the skill's training.
I love the politics.
I love the equipment.
I just can't stand playing it.
Comment below viewing threshold Show
And then all you get in the article is spaceships. Frustrating.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Agreed.
It's such a deeply and gorgeously designed game and universe, but as I spent a couple of weeks playing it, I think I actually felt part of my soul dying.
Comment below viewing threshold Show
Now i thourgouhly enjoy it and i dont ever intend on quitting, you just cant play it "normally" its hard to describe.
Comment below viewing threshold Show
I don't know why, but you gave me the mental image of EVE players being like hardcore flight sim enthusiasts. With time tables for all of the planets, stars and space ships that they might meet, and hundreds of checklists that they "have" to perform before going into warp.
Comment below viewing threshold Show
Female or gay? Anyway, get over yourself.