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22 November 2014

EVE Online: Retribution (of the Carebear)

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In this article, I talk about the Retribution expansion for EVE Online, what is being changed and how you can go about reducing any risk imposed on you in High-Security space to being almost non-existent.


EVE Online is known for events, such as the annual Hulkageddon and famous heists like the GHSC Heist and the Lofty Scam. These and more recent events like Burn Jita extracted tears from unsuspecting players who become victims either through pure ignorance, willful complacency or some combination of the two. 

To have died during Hulkageddon and lost anything, you had to have either failed to pay any attention whatsoever or lived under a rock, and the same goes for Burn Jita. Notices of these events were very well published months in advance, and still huge numbers of people lost things because of their own ignorance or stupidity. 

EVE Online is known for being cruel and harsh. Even in the safest of areas, referred to as High Security Space, it allows for people to succumb to their own idiocy and be taken advantage of because of it. It allows and encourages various forms of baiting, ganking and other such dubious tactics of questionable moral fibre.

No more is this the case, however. Many of those tactics have been removed and nerfed in a series of patches made by a team of EVE  Developers, headed as usual by one of the senior designers, CCP Grayscale. In EVE Online: Retribution the entire system that governs how players interact with one another in high and low security space, called "Crimewatch", is receiving an overhaul. An overhaul has been needed for many years, and the patch was originally written near EVE's release. It governs what is and is not "illegal" and what merits a CONCORD visit to your (or somebody else's) ship, along with dictating which areas of space you are permitted to travel through unharmed by factional police, and whose wrecks you may loot from without making yourself attackable. Needless to say, it is a huge system and ties into pretty much every facet of EVE life, including many areas aside from the ones I have just mentioned. It is a large part of what makes EVE's sandbox a sandbox.

Crimewatch also governs a little-known facet of EVE combat known as "killrights". Killrights are flags given to people who lose ships to other people during PvP in low-security and high-security space, so long as two criteria are met: firstly you are not in a CONCORD sanctioned war, and secondly, you are not attacking somebody with a security status that merits a Global Criminal Countdown in any particular area of space. Killrights permit you to hunt down somebody who has killed you in the past and attack their ship unharmed by CONCORD on a one-time basis in return for your ship loss. Killrights persist for 30 days after the loss of your ship, and can be used anywhere at any time as long as your target is un-docked. 

During Hulkageddon and Burn Jita there were, needless to say, many cries for high security space to become safer and for ganking to stop. To the veterans of EVE, this was largely regarded as entertainment and a display of ignorance of the game's mechanics by new players who couldn't cope with their losses. To CCP Grayscale, however, it apparently merited developing features that did exactly that: made high security space safer and safer so that people didn't lose things due to their own idiocy. No longer do you need to actually be concerned about losing anything of note to anyone other than ganking and gate camps located throughout trade routes between different areas of high security Space. These losses can be prevented almost entirely and without fail by following a few relatively simple rules:

1) If you must transport large amounts of goods across space in a Freighter, have an alternate character or corp-mate travel with you to give you remote-repair assistance in the event that you are ganked

2) Do not transport anything of note during a CONCORD-sanctioned war on anything other than uninvolved alternate characters.

3) Use a secondary character to scout ahead of your route to take note of any gate camps.

4) If you are transporting things in a lesser industrial-sized ship or blockade runner, put modules on it to give it a bit of a tank in order to absorb damage long enough for your alt or corp-mate to provide remote repair assistance, or to simply tank through it until CONCORD arrives.

5) Scout the area ahead of time, and do not travel gate-to-gate - create mid-system bookmarks in order to approach your destination jump point from a direction that the gankers are not expecting you to use.

Personally, I'm not a fan of this expansion and will probably sit it out while playing another game. In my opinion, CCP Grayscale has no idea of what he is doing and would make high security space a bubble-wrapped hand-holding themepark if he thought he could get away with it. This is, all in all, a bad change and is detrimental to EVE as a game. Yes, Crimewatch needed an overhaul, but this went a bit too far in making high-security space safe.

Do you agree? Let us know in the comments below or on the forum!

Last modified on Thursday, 29 November 2012 21:53

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