Wednesday, May 16, 2012

The Theme Parker's Guide to EVE Online, Part 1

So, you've been playing theme park MMOs (World of Warcraft, Lord of the Rings Online, Star Wars: The Old Republic, Everquest, Star Trek Online, Rifts, Final Fantasy, plus many more) for most of your online gaming career. You want a change of pace; tired of that endless grind for new gear, that singular path through the game.

You've installed and logged in to EVE and you're completely confused. So little seems to correlate to your every experience with MMOs.

While EVE Online is definitely very much different than the theme park MMOS, it also shares quite a bit in common with them too. There are certain gaming tropes that even EVE cannot escape, though it does a fair job of obfuscating them.

Let's start from the beginning. (I'll toss in links for additional reading. This will not be an in-depth tutorial, but rather an overview and guide.)

Character Creation
First you'll choose a race for your character. This is purely an aesthetic choice. The various races offer no in-game advantage, other than a few starting skills (a savings of maybe three or four hours.) Choose Caldari, you'll start with Caldari Frigate. Choose Gallente, you'll start with Gallente Frigate. There are other skills you'll receive depending on which sub-race and school/discipline you choose. But again, nothing more than a few hours advantage versus skilling them from scratch.

Then it's on to the character creator. Spend some time here, for sure. It is definitely the best character creation system in any MMO currently on the market. The amount of customization you can do to your character is overwhelming; just fiddling with the different muscle groups alone will have you tweaking for quite awhile.

But there is an irony here. Create a gorgeous character, but it is likely the last time you'll see that character again, for at least the next year or two. There's the captain's quarters to be sure, but in a couple weeks you'll disable those and set your hangar to the default view while docked (I've only ever seen the Minmatar and Caldari quarters. I still have no idea what the Gallente and Amarr quarters look like.)

One day, CCP will get Walking in Stations right, and that beautiful character you created will see the light of a station.

Character Levelling
Unlike other MMOs, you don't gain experience points for killing stuff. You don't have points to expend on skills. You don't improve only while logged in and playing. EVE Online utilizes a very different system of character improvement. It revolves around the skill queue.

Basically, you add skills to your queue, and you learn them. The only function to learning is time, and you can affect the time it takes to learn a skill by altering your attribute scores. You alter your attributes by remapping them and through the use if implants.

The only use for attributes is to affect the time it takes to learn new skills.

The unique aspect of the skill queue is that you continue to learn, online or offline. Insert a skill onto the queue that takes 24 hours to learn. Log out. Log back into the game 24 hours later, the skill will have completed.

At this point, you're probably thinking, "If skill learning is all time based, then I can never catch up to the older players." That is true, but EVE Online is a game that goes well beyond the numbers. Being a successful player is more than just the skills you've learned, it's about experience, and tactics, and wherewithal. A player with 5M skill points, specialized in frigates, can quite easily beat a five year old player with 100M skill points who might be flying the same frigate. Whereas the skill points you have in various disciplines will play a factor, your personal aptitude playing the game, figuring out the weaknesses of your opponents, will play an even bigger factor.

Class Roles
You've come from the standard MMO field, where there are the classic roles: tank, damage dealer (DPS), healer, kiter, crowd control, and buffer. These tropes are not missing from EVE Online, though they are obfuscated and there is much bleed over between them.

Tanks are generally the big ships, like the battleships or the heavy assault ships, but these are also prime damage dealers. The true damage dealers are the ships with high alpha damage, such as the tier 3 battlecruisers, lots of fire power, not much defense. The healers are the logisitics cruisers, they specialize in remote armour and shield repping. Crowd control can be played with the fast frigates with their webifiers and warp scramblers, but also the destroyer-sized Interdictor with their warp disruption bubbles. Kiters are interceptors and Dramiels, though many other ships can be fit for speed. Buffers are usually the command ships, with gang link modules designed to boost certain statistics fleet wide, also leadership skills play another role in fleet buffing.

Other roles, perhaps more unique to EVE Online than other games are the scouts, played with the covert ops ships. And of course the bait, which are generally heavily armoured to survive long enough to get a warp in for your friendly fleet.

Character Classes
"Okay, " you're thinking. "You talked alot about class roles, but you never mentioned character classes only the ship we fly. What's up with that?" You're anxious to roll a Miner or a Bounty Hunter and start playing EVE Online. Keep reading, you're in for a bit of surprise.

Your standard theme park MMO is the log ride. You choose a class, and that's your role going forward. There is no deviation from that choice. You're on a single track. Once a tank, always a tank.

EVE Online offers no such limitations. There is nothing so strict as character classes in EVE. When undocked, your class is determined by the ship you are flying and the modules you have fit to that ship. You can change you class as easily as jumping into a new and different ship. Your skills exist mostly to allow you to pilot a wider variety of ships and to fit a wider variety of modules to those ships. In essence, you have a few hundred character classes to choose from, and you can play them whenever the mood strikes you. Be the healer one hour in a logistics cruiser, and then damage dealing the next hour in a battlecruiser. After that, maybe playing crowd control in a fast agile frigate. The next day, you might be a miner in an exhumer.

This is why EVE Online is often referred to as a sandbox, the entire field of play is open to you.

The only limitation to the character classes (or roles) you may play are the skills you have currently learned, but there is no limitation on your choice of skills. The longer you play, the more skills you learn, the deeper and broader your choices.

Next Time . . .
In part two I'll discuss game content, how it very much differs from the theme parks, your role as a content creator as well as CCPs role. I'll then discuss why getting attached to stuff could very well lead to a great deal of frustration with the game, and why letting go will increase your enjoyment in EVE Online immeasurably.

If any readers have any topics they think should be discussed and/or covered in a future Theme Parker's segment, post it in a comment.

The Entire Series
Part One
Part Two
Part Three
Part Four
Part Five

14 comments :

  1. You might want to be more explicit about how there are no true "classes" in EVE, that what you can do is completely determined by what skills you have trained.

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    1. I've made some additional changes to the Character Class section, mostly expansions and clarifications.

      What might you suggest?

      Delete
    2. I think that the way you've written the Character Class section, you've used the character class terminology in a way that might be misleading to theme park players - phrases like "one aspect of your character class" and "the other aspect of character class" could be read to imply that character classes do exist as a mechanical thing in EVE, even if they're very flexible.

      If you'll forgive me for backseat driving a bit, I'd replace the first four sentences of your third paragraph, Character Class section, with the following:

      "EVE Online offers no such limitations. In fact, it doesn't have character classes at all; instead of picking the Miner or Bounty Hunter class and learning the skills and flying the ships associated with that class, you can select from all the available skills what to learn, and pick those skills that will let you become a better miner or bounty hunter and fly the ships appropriate for those roles. As you learn more skills, you will be able to pilot more kinds of ships and do more kinds of things."

      And then I'd delete the use of character classes from the section's final sentence and just go with "The only limitation to the roles you may play..."

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    3. Made changes based on Bel Amarr below. Thanks for the suggestions. Hav e to head off to work, may make additional small changes tonight.

      Delete
  2. "I'll then discuss why getting attached to stuff could very well lead to a great deal of frustration with the game, and why letting go will increase your enjoyment in EVE Online immeasurably." (Poetic Stanziel)

    ^^That.^^

    The most important statement of the whole article, right there.

    I always loved EVE, warts and all--although, after almost 3.5 years, the lustre is beginning to wear off, especially with the overall IQ-drop of the community in the last year.

    But I didn't really understand how to fully enjoy EVE, especially as a (somewhat-carebearish) PvP'er until I learnt to "let go" and take to heart that ultimately, it is just a video-game. Just pixels in a dBase in Reykjavik, maing...

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  3. Let me suggest a rewording...

    "EVE Online offers no such limitations. When undocked, your "class" is determined by the ship you are flying and how you have it fit and you can change your class simply by getting in to another ship. In this framework, your skills only exist largely to help you fly and fit these ships. As you learn more skills, more ships will be open to you for piloting, thus more choice. In essence, you have a few hundred character classes to choose from, and you can play them whenever the mood strikes you. Be the healer one hour in a logistics cruiser, and then damage dealing the next hour in a battlecruiser. After that, maybe playing crowd control in a fast agile frigate. The next day, you might be a miner in an exhumer.

    This is why EVE Online is often referred to as a sandbox, the entire field of play is open to you. It's also why catching up to the experienced players isn't as big an issue as you may believe. A long term player may be able to be a "space priest", a "scout", a "knight" and a "rogue", but he can be only one at a time. The new player may only be a "rogue", but in that role, he can be just as effective as the experienced player in a relatively short period of time

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    1. Thanks for the suggestions. Have to head off to work, may make additional small changes tonight. In a rush right now. Didn't use the second paragraph, because of time. Will look into utilizing it in 10 or so hours.

      Delete
    2. The main thing I was trying to do with the second paragraph was linking it back to the point you made earlier about lagging behind in skills. I think it's worth tying in your explanation of "classes" in EVE with that.

      Rather than 6 classes that can all reach Level 85, it's more like there are 85 classes that can all go to level 6. It doesn't take much time and effort to reach level 6, but it will take you a fair chunk of time to do it in all of the available classes. Compete within your "class" and you can still be effective

      It might also be worth mentioning the diminishing return for training skills in the Levelling section. A guy with a skill at IV is 5% less effective than the guy with V, but has spent less than a quarter of the training time on the skill. That's another big aspect of why trailing in skillpoints isn't as bad as you'd think...

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    3. I think it might be worth fleshing this out in a future segment. I don't want to overload in the first segment ... that's what EVE will do to them. :)

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  4. Great guide. The only thing I would add that non-combat activities like manufacturing, mining, trading are not just trivial side activities like in WoW that every player does to farm some game currency, but complete "classes", people can spend millions of skillpoints to be good in these fields and also there are specialized ships to run these roles. Doing such non-combat activities are not mandatory to get money,a combat pilot as can get it solely from ratting (farming monsters) and security missions (combat quests).

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    1. I did make mention of "rolling a miner", but perhaps did not drive through the non-combat option strongly enough.

      I might leave it as is ... there is more fleshing out to do in this area when I get to Game Content ... which is where EVE most greatly differs from Theme Park MMOs.

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  5. Good stuff. I look forward to linking this to some friends who are the fence about jumping to another MMO.
    A couple suggestions: I often use the example of The Matrix for explaining the skill queue, only it works much slower than Neo saying "I Know Kung Fu". Also I think that the last paragraph in the Skill Queue section would make more sense to the ThemeParker after you have explained the Character Classes/Roles. Maybe swap the order of those sections?

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    1. Good idea. I have switched the two sections and added additional text to move through the transition.

      Delete
  6. "Theme park MMO" deserves some explanation.

    A theme park MMO is sort of what it sounds like. A guided tour. There is a clear path and progression for your character through a mostly static set of artifacts. Level to level cap, and progress to end game PvP usually PvE. This happens by a series of quest lines that take you through the game every step of the way. Thus you consume the game content. Typically, expansions, and even updates, obsolete previous content, and you never see it again in a meaningful way.

    Compare to a "sandbox", like EVE, which is much more open-ended. After the tutorial missions, there is no indication as to what to do next. There is no level cap. There is no end game. Past the starter missions, EVE is a rather boring PvE game. You can mine. You can run missions. It gets boring very quickly. The point of the sandbox though is for the players to create their own content. Not literally, with actual in-game assets, but through interactions with other players. The game is by necessity PvP focused. Expansion and game updates ADD TO the game content providing more options. Add more toys to the sandbox, so to speak. Old toys are not thrown out in favour of the new ones.

    The major consequence of the differences is that a sandbox MMO can easily consume all available time, whereas a theme park MMO content is quickly exhausted and becomes stale; you can't raid Dragon Soul every day for example, and even if you could it would only take an hour or two and it would always be the same. Even the PvP gets repetitive, with most opponents using a small set of "cookie cutter" setups and tactics. The sandbox content is always evolving, and you can directly influence it yourself with your participation, or create your own story over time that other players will participate in. In other words, what you do actually matters.

    While EVE is not a unique snowflake (what is?), it is certainly one of the best and most popular examples of a sandbox MMO, contrasting with the more mainstream and approachable theme park MMOs.

    ReplyDelete