EVE is an oddity in the modern day MMO market. Popular MMOs are polished, tightly controlled masterpieces of design; where the player triumphs over strong NPC bosses with the aid of their friends using specific means provided to them by the developers. These majestic fantasy worlds are carefully watched and protected from troublemakers who would ruin another's experience.
Not so with EVE. From small, very troubled beginnings, CCP slowly developed a complicated and poorly documented sandbox universe, filled with deep and confusing PvP combat and a non-intuitive, needlessly complex player economy. They made a world where players must use learn multiple textbooks’ worth of information to prosper or else become prey to others. Griefing, scamming, and playing undock games is permitted as long as it abuses game mechanics. Which occurs often, as the novels worth' of required reading don’t actually exist, so you learn these lessons by looking at your wrecked ship from your capsule wondering what dumb thing you did this time.
The game world itself spans thousands of solar systems, divided into several regions of varying security level from 1.0 to 0.0 -- the former filled with mindless, shallow and repetitive NPC missions, the latter being lawless territory which the largest player alliances split up in order to RMT large amounts of cash.
Not only is the game world vast in a spatial sense, but in a player sense. Eve Online is a unified environment- every single player shares the same game world. Despite having between 15,000 - 55,000 players online at any given time, with thousands of systems including wormholes, you’ll rarely encounter other individuals outside of empire space.
The mechanics of Eve, which allows player alliances to claim sovereignty over 0.0 space, has led to the emergence of player-created drama that is, for many, far more amusing than the game content itself.
Space is divided into three general security levels on a scale from 1.0 to 0.0- 1.0 to 0.5 is considered high security Empire space, where players commit aggressive acts against other players to swiftly and inevitably destroy their target ships, before they are in turn destroyed by the NPC police organization CONCORD for pennies on the dollar. High security space is only a near-total guarantor of safety when you have nothing of value.
0.4 to 0.1 is considered low security Empire space, where aggressive acts take place without CONCORD retribution, and players sit on the station undock engaging in honorable combat until they believe they may be blown up, at which point they will dock up.
0.0 is lawless space, and most players consider it to be where the actual hilarity takes place. It also has the best belt-based NPC bounties and asteroids to mine in the game, which are completely overshadowed by Empire based level IV missions. Players hold sovereignty over this space, and leaders collect the resources from high value moons which they inevitably embezzle.
The current map representing alliance influence, updated daily here
, has changed dramatically with the recently arrived expansion: Dominion.
The details have shown that Dominion has made systems easier to defend, and made owning space more expensive. Fortunately 0.0 has been incentivized by creating complexes that are roughly worth less than running level IV missions in empire. This has changed the business model large alliances use to hold and defend large amounts of space; they control the same territory but now simply stop paying for sections of it, while renting out the poorer sections to small alliances now have an even smaller chance of claiming their own territory.
Along with these sovereignty/0.0 changes came the removal of Area of Effect doomsday weapons that titans used to enjoy abusing, turning them into focused shot capital destroyers that titans currently enjoy abusing.
EVE Online! A free for all you’d be a silly goose not to play! Come on in and talk about the latest amusing antics of the 0.0 alliances or just discuss the inane things we usually chat about.