The Radial Menus of Odyssey

EVE Online’s had radial menus for a long time now, and I’ve personally found them to be terrible. Every so often I’ll be clicking around to do something and suddenly I’m having to confirm if I want to eject from my ship in the middle of a battle. When Odyssey was being previewed on the Fanfest video feed, it was mentioned that attention was being paid to revamp the game’s radial menu system; half of the me cringed, the other half was somewhat intrigued.

It’s no secret that EVE has a considerable reputation as having a user interface that’s more like an office application suite than a game. Over the last year or so, CCP has put a ton of effort into improving the game’s interface and making things a lot more usable, while at the same time keeping the functionality intact. With Odyssey, the first steps towards revitalizing the mouse clicks you make on your most common tasks is coming. I decided to take these new changes for a spin on Singularity.

Clicking and holding the left mouse button on your ship pulls open the new eight-slice radial menu. CCP has previously written that all the radials will contain eight slices, making sure the items on that menu will be the ones that should be there. The overall concept is simple:

  • Primary functions at 12:00
  • Submenu at 3:00
  • Targeting at 6:00
  • Show Info at 9:00
  • Navigation options each of the 45 degree slices

In the case above, the ship is missing a couple of slices since you can’t target yourself, nor can you do something weird  like orbit yourself.

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Zipping your pointer to the right changes the side three slices to let you reset the camera and bookmark your current location. The action can be performed quickly.

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Other menus are available for items like planets and stations, each with their own tailored set of commands.

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Items on the overview will also show the new radials, and this is where the interface kind of accidentally hits itself in the face while reaching for greatness. Two competing visual styles come together like milk and lemon juice, turning the simplicity of the overview into a Mensa test. It’s still functional, but I wonder if the clutter at the wrong time might lead to an undesirable outcome.

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The other place receiving radial treatment is the HUD. Specifically, the scanner button now flings out a four slice menu, letting you (clockwise from top) toggle on the new sensor overlay, activate directional scanning, analyze moons, and jump into the probe scanner.

So far I’m interested in the direction they’re going with this. Radial menus normally aren’t the most awesome UI concept, but CCP’s method of implementing them shows a considerable amount of forethought. Using them can be fast and intuitive, and the consistency of where commands are located means that with very little practice you can probably fire off commands faster than the normal right clicking method.

Nice job, Team Pony Express.

Comic #184: Pimp My Patch

Today’s epic patch contained a single patch note: “EVE Client fixes related to the new Single Sign On mechanism”. Sounds simple enough, but the result was a launcher that didn’t work at all. They got on a fix as soon as possible, and things are currently working just fine with the new launcher looking pretty snazzy.

The downside is for some people (myself included) your user preferences will be screwed when you fire the game up.  If that happens, check out the post by Byrrssa Crendraven in this thread that details a fix, which will involve moving around some settings files. Remember to back up both source and destination folders first.

Update: Just a heads up to folks, an easier fix for the user settings issue is to simply shut down EVE, close the launcher, and then reopen it.  Your old settings should then be ready to rock and roll for you.

Also, the comic is meant to be ironic, so yes it doesn’t fit the meme 100% on purpose. :)

 

Alliance Tournament XI Announced

CCP Gargant gave us some initial details about the upcoming Alliance Tournament XI, and there’s no shortage of controversy with some of the changes.

…we will do away with the usual format of qualifying rounds and group stages and go for a double elimination bracket format from the start.

This time around there will be no qualifying and group stages to deal with, as the tournament is entirely defined as a double elimination bracket. I always found those other stages to be a bit of a drag, doing more to provide intel on the other teams’ composition and tactics. I imagine that this change will result in more espionage of teams testing their fleet compositions on Singularity. That kind of metagaming is something I’ve always chuckled at, since its such a quintessential EVE thing.

This Alliance Tournament will also include bans, similar to popular competitive games such as DOTA. This is new to Alliance Tournaments, but was featured in the New Eden Open where it seemed to work pretty well.

The big controversy so far is over the final change, where by the dev blog posted on May 15th states that you can only fight alongside an alliance you’ve been on since downtime… on May 15th.

Now people come and go from alliances all the time, and often the friendships between pilots and their former corpmates will persist. Historically, some Alliance Tournament teams have been assembled like an internet spaceships version of The Avengers, with some teams made up of PVP pilots from all over the place. Alliances will bring in others to either buff their teams with highly skilled pilots, or sometimes just to let someone they know compete in the limelight for fun. CCP Fozzie explains the spirit behind this change to the rules:

Alliance Tournament is essentially the Olympic Games of EVE. People can move from one country to another, but it’s intended that you represent the country that you claim as your own the whole year round.

You can probably predict the resulting action on the forum. To be honest I agree with points on both sides.  The Alliance Tournament isn’t necessarily about stuffing your team with ringers, however there are those who might have floated away from their alliance that would like to compete with their friends. For the latter cases, there is a silver lining:

In cases where a corp or member are caught by surprise outside of *their* alliance for one reason or another, we can make exceptions to get them back in. What we don’t want is people jumping from one alliance to another just for the tournament.

If you have a request for an exception, send a petition to the community queue and we’ll take a look. But if you’re trying to move from your home alliance to another one just for the tournament, I don’t expect we’ll grant those requests.

A simple petition to “Other Issues > Community” to present your case should do the trick.

Along with the announcement comes a call for more commentators. If you think you’ve got the skills to present the tournament to the masses, feel free to hit up the dev blog for details on how to do so.

We will once again be opening up the application process for players who would like to be PVP commentators. These elite players are handpicked by us to fly out to Iceland for the tournament finals played over the final two weekends, joining the team here at CCP HQ to help us run the live broadcasts.

A free trip to Iceland isn’t a bad deal, however commentating Alliance Tournaments is not really a vacation trip. Raw knowledge of EVE gameplay isn’t going to guarantee that people are excellent presenters, and I can’t imagine the challenge it is for CCP to hand pick those with the right combination of game smarts and people skills. Nobody wants to see someone flip to “deer caught in headlights” mode when the cameras hit them.

Applications for the position close May 26th, so if you’re interested definitely throw your name in sooner than later.

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Hacking in Odyssey

CCP Bayesian brings us a new Dev Blog, detailing the upcoming changes to the Hacking and Archaeology sub-professions in EVE.

Team Prototyping Rocks has been working hard on improving the depth of gameplay that explorers will enjoy in their day to day lives. The devil is in the details and until this release the details behind Hacking and Archaeology have been very sparse. Our brief was to make the tasks you do in sites much more immersive and interactive.

Now I’ll admit that hacking/archaeology in EVE has never been one of those things I’ve fiddled with a ton.  It’s not that there’s no reward for doing it, it’s just that the activity itself isn’t awfully exciting. With the upcoming Odyssey expansion, CCP is hoping to change that for the better.

Instead of the current mechanic of shooting all the NPCs in a site, and hitting locked containers with your specialized module until they open, and looting the contents when it unlocks. If you’ve done salvaging then you can see the similarities here. With Odyssey will come a new minigame, pitting you against the device you’re trying to unlock.

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The window shows the user the computer system mapped out as a network of interconnected nodes. One of the node’s contents is already visible as this was the penetration point of the activated module. Users hack a system by exploring the nodes adjacent to the nodes that they have already explored. Their goal is to find the core or cores in the system and taking them over by destroying them.

If all this sounds a lot like something you may have seen before, here’s a screenshot from Deus Ex: Human Revolution for comparison.

Deux Ex Hacking

Deux Ex’s hacking was an easy to grasp concept that could still present challenges as the game progressed, and I feel it’s an excellent thing to draw inspiration on.  The addition of a minigames to EVE in order to spice up the hacking and archaeology processes is a fantastic one in my opinion, adding an element of randomness and interactivity to what is a mostly passive process right now. The blog also speaks of future enhancements which will bring more variety to this in the future.

Your success in the game is rewarded with a kind of loot piñata of sorts, whereby the contents of whatever you’re trying to get into spill out into space and disappear after a few seconds.

Once the core is destroyed the system has been hacked and the module forces the site to scatter its contents from the cargo hold into the vacuum of space. The hacker, his friends and anyone else around can then collect the scattered contents. We’ll be releasing another devblog shortly that will go into details of how the contents of the site are distributed and how they are collected.

It looks awesome when it happens, and I like their concept of teaming up with others providing a benefit to collecting the loot. Most people will probably do this solo, and I’m willing to bet someone will come up the perfect ship setup to collect it all without needing others, but CCP’s sentiment with this is a good one.

Odyssey is proving to be an interesting expansion for me. Playing around with some of these features on Singularity gives me that sci-fi nerdy feeling of exploration that wormholes did when they first came on scene.  There’s just something cool about jumping to a new system and having a sensor sweep light up the anomalies for you. In systems you frequent, it’s a little like discovering a new room in your house you didn’t know was there.

Since it was first introduced, very little has been done to keep things fresh and interesting; hell, I’m sure there’s a huge percentage of people who didn’t even know it existed, much less gave it a try or focused on it as a profession. My hope is that making this kind of content more front-and-center to more people gives CCP incentive to continue to develop it.

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The Monster DUST 514 Uprising Review

In a previous post entitled “The Monster DUST 514 Beta Review”, I wrote at length about the features, shortcomings, and promises of DUST 514 in its initial open beta state. At that time the game was extremely rough and unfinished by “open beta” standards, giving cause for concern that CCP might have been biting off more than it could chew. With this article, I hope to revisit many of the points in my last post, and give an indication of the current released state of DUST 514. If you haven’t already read that previous blog it may not be a bad idea to take a moment and do so. And as before, I apologize for the screenshots having a weird grain to them, that’s the fault of my TV’s phone app screenshot function.

Introduction

CCP unveiled changes to DUST 514 during its Fanfest this year, showcasing massive improvements to almost every aspect of the game. With this week’s release of the Uprising 1.0 patch, a lot of these anticipated improvements have been applied, and with the game shedding its beta clothes we should finally be able to experience it the way it was meant to be experienced.

The Upgrade

To say this is “a patch” is a tremendous understatement. The patch notes for Uprising 1.0 would probably be blank if they pointed out things they didn’t update, so you’re pretty much re-downloading the entire game over again. For me, this process was exacerbated by a patch for my PS3 itself, so I ended up with a painful trifecta of PS3 patch, DUST 514 patch, and DUST 514 content update when the client finally did launch.

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This isn’t really CCP’s fault, it’s more of an issue with the PS3 update architecture, however it’s worth noting in case you think you’re going to be playing in five minutes. In the end, they’re able to push out content updates to make changes rather than deal with the onerous console patching process, and that means quick responses to most issues with the game. This is a good thing.

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Initial patching aside, one of the things announced at Fanfest — to much applause from the audience — was a faster launch time to actually just get into DUST. I could fold a load of laundry in the time it took for the DUST 514 beta to boot up. With Uprising this time has been cut down to a fraction of what it was before, so you’ll go from the PS3 menu to standing around in your quarters queuing up for battle in no time. My own timing showed that from the moment the ESRB logo shows up on screen to when I was in my quarters took around 1m08s. To say that’s a massive improvement from before is an understatement.

Renovations All Around

Once you get your way past the silly unskippable PlayStation Move instructions (seriously, Sony?), one thing is immediately apparent: attention has been paid to almost every single aspect of DUST 514’s user interface. The basic artwork and layout of all the UI is totally overhauled, and is all much more intuitive.

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If you were playing before Uprising, all your skills and fittings will have been removed and you will have a giant pile of money and skill points to apply to your character. Special vanity and officer items are exempt from this, so don’t panic if you’ve dropped some real world cash or won something cool; they will still be there for you after the patch.

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Where before there was just a spreadsheet of skills to scroll around in, you now have a skill tree. This tree gives an excellent sense of how your character can be developed that simply want there before. No matter which category of skill you’re looking at, the progression is clear and concise. You can purchase and/or train each skill from the tree, decide immediately how you want to specialize your mercenary and figure out what skills you should be looking at in order to accomplish your goal.

The Neocom itself has had a few changes, mostly centered around usability. The overall design is still the same, but they’ve corrected font sizing so things are less cramped. This also means that you don’t need to be an owl to read the text, and the developers have had to be more smart with organizing their content.

Crisp New Suits

Prior to Uprising, there were four suit types that were evenly spread among the four factions in EVE. This time around, each race has four suit types of their own with special bonus for each race and role (Edit: currently only Amarr has a Heavy dropsuit). The result is a much more balanced set of blank canvases to work with when fitting up your characters.

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Racial variants are present for weapons and vehicles as well, so if you’re a die hard fan of a particular faction you can deck yourself out in the appropriate gear. This is awesome in cases such as when you want to do some logistics for your team, but prefer to not dress in Minmatar Duct-Tape Chic to do it.

I’ll take a moment here to tip my hat to the character modelers for DUST: the suits look great. Looking at the different races’ suits with their role variants and other variations, they’ve managed to capture the design language of those races from EVE while having the designs make sense for their intended roles. that’s a real challenge to do, and they pulled it off while making them all look completely badass.

The Map

There used to be a map in DUST at one point, but it was removed because well… it was terrible. They didn’t just bring it back, they’ve introduced a spectacular new way to look at the EVE cluster.

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The new map presents the user with a top-down, flattened, minimalist view of the regions of EVE. This is perfect for console users to be able to pan around and explore the cluster, seeing where conflicts are situated and for what reason. Filters are available to highlight systems which are embroiled in Faction Warfare or Corporation based conflicts.

Selecting a single region zooms in to show the constellations present within.

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Continuing into a constellation displays all the systems within that constellation.

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Finally, selecting a specific system twirls out an abstract view of the celestials present there.

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Selecting any planet that is capable of supporting ground-based combat shows the districts present there and what state of conflict each is at. Along the way, you’re told if there are any active conflicts occurring in those areas, and can join them in progress after choosing what side to go with.

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It’s all really slick, and for DUST players who may not be familiar with the layout of EVE it’s a cool way for them to get familiar with it. I’m sure there’s plenty of folks playing EVE Online that wouldn’t mind the ingame map to include a similarly slick style of interface.

Joining The Fight

It’s at this point that Uprising starts to really show its most impressive stuff. The general feel of combat in DUST 514’s beta was one of the major gripes I had with the game, and I’m happy to report that this is no longer the case.

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Finding a match to join hasn’t changed much, other than having the option to drop in to one in progress via the map. The usual three categories of matches are present, however there are now three match types instead of just the previous two: Skirmish, Ambush, and Ambush OMS (Off Map Support). The latter variant is new to the game, and is basically identical to the Ambush type with one key difference. Periodically, resources such as supply depots and turrets are dropped in for either side to capture and use against the others.

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The user interface improvements are apparent almost immediately. The extremely basic, clunky deployment screen has been replaced with a much more intuitive version. You don’t see your full list of fittings unless you want to change it, you can see match statistics and observe the map. It’s faster, cleaner, tells you what you need to know without being a sluggish mess.

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When your boots hit the ground one thing’s apparent: CCP has been hard at work on making combat feel right.

If one were to compare this to the first day of beta release, I’m almost entirely confident that all the things you can equip and fire at someone have had significant tweaks for balance and use. Guns have distinct feels to even same-class weapons, grenades aren’t the mini-nukes they first originally were (thankfully CCP patched those a little while into beta), and the vehicles no longer feel like your neighbor’s DualShock just accidentally synced with your console somehow.

I found there was less of the “getting killed by the uber gun of the week” effect that was present prior to the weapon tweaking, and grenade spam is almost non-existent. Even with basic starter gear I was still relatively effective in combat, and moving up into higher tiers of gear helped, but didn’t guarantee I’d be steamrolling the other team. This is exactly what it needs to be like.

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I still find that team support in random matches is rare, there’s not a lot of people who bother to revive you and there’s little incentive to go after someone else, since they tend to just respawn rather than wait. For a team-based shooter, this is still an issue, however I’m almost 100% positive that joining a player corporation and working with them in matches will resolve this issue. It’s really just the random player matches where it’s every man for himself.

The great part is that the previous respawn snore fest has been cut down to a much shorter wait. Instead of nodding off for 20 seconds to respawn, your downtime will be probably more like five or six seconds, occasionally longer. Shorter respawns mean less downtime, and that means more time spent on the ground taking place in the battle. The result is a game that’s more enjoyable to play.

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Controls have also been tuned significantly, and the result is a much more mature feel to the game. I still have a general disliking for the PS3’s controller for this kind of shooter, however CCP has done the best job they could have done so far with it. There’s still the mouse and keyboard option, but truthfully the majority of players aren’t going to go that route. At least they’ve done their best to manage the DualShock’s horrid deadzone, and that’s no small feat. There are coming enhancements to this that have been discussed by the developers to help aid aiming more, beyond just simplistic aim assist models. As a PC gamer, nothing makes me want to vomit more than aim assists, however on the console this is a necessary evil that can offset many issues with controller accuracy.

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At the end of every match, a new statistics reporting screen tells you how you did.  Beyond just a simple leaderboard for the match, you’re treated to all sorts of statistics about you performance. Some similar statistics screens are presented after each death as well, which is actually quite handy. Just like EVE Online, knowing how you died benefits you later when you’re trying to avoid it. CCP has already stated they have any statistics you can imagine, and that community suggestions will drive how these screens evolve.

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The real catch is whether this all improves the overall combat experience. All of the updates from beta have significantly improved things, and its worth at least a revisit if you totally disliked the original combat concept of DUST. The controls are definitely improved, though still not up to PC mouse and keyboard level. I feel that they are close enough to other console FPS games that the issues will work themselves out over time via tweaking by CCP. As you play it more and get used to the fact that you are effectively in a spacesuit on the ground, you start to understand why movement feels stiff.

So overall I have to say yes, combat has definitely been improved and is far more enjoyable than before. You’re rewarded when you spend some time to learn the nuances, but not penalized severely if you can only play casually. I just wish there was more incentive to team play with random groups, especially in the objective based modes. Its not all perfect, but it all feels considerably less clunky and amateur and more like a shooter you want to spend time with.

Presentation 2.0

DUST 514 looks like a totally different game compared to its beta. UI improvements aside, the graphics engine looks like it’s been completely overhauled. Even standing around in your quarters, there’s a lot more detail on the environment and your character models.

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The match environments…. oh wow. Beta DUST looks like amateur hour by comparison. The environments here now actually have a lighting model, allowing the artists to give each map unique character. Couple that with vastly improved textures across the board, more detailed ground and building geometry, and foliage… well, this is now something that’s competitive with other popular console shooters. Everything is crisp and clear, as if Uprising came with a new set of contact lenses for everyone.

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The change reminds of EVE Online’s Trinity expansion, when considerable work was done to improve the visual quality of the game’s ships and stations. CCP made an interesting statement at the time, that finally their original vision for the EVE universe could be realized with the detail and art they always wanted to be present. I think a similar transformation has happened here as they pushed their way out of beta, whereby the game now really nails the intended vision of immersion in the world of EVE.

Overall the visual side really impressed, especially when you get all the improvements coming together. Watching the new orbital strike effect hit in the direction of sunrise, with sun rays burning through the impact of the strike with its dust and debris particles was awesome.

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With a massive increase in graphics fidelity like this, one would think that the crummy framerate present in the beta would be even worse here. In fact the opposite is true, with what appears to be a slightly better framerate. Mind you we’re not talking 60 fps here, and I’d be surprised if 30 fps is achieved solidly, but it’s impressive with all things the engine is now doing. Most importantly, the framerate appears to be much more consistent than before, maintaining a solid rate without dipping into flipbook territory. I can only expect they will improve this going forward as they continue to tweak and evolve the game.

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The audio side is a different beast as well. One of my major gripes was how horrid the beta sounded, from the basic audio of the UI to the totally hilarious combat noises. I’m happy to report that this is no longer the case. Assault rifles no longer sound like they were made by AirSoft, with solid use of bass to really give you the feeling that you’re firing a gun from the future. Grenades pack the appropriate audio punch as well. I caught part of a flux grenade detonation and thought my home theater slipped into some weird sound diagnostic.

The music no longer consists of placeholder tracks, with new music unique to DUST that is more befitting of a game where you drop from the sky in suits and shoot people with enormous space rifles. There’s some great incidental stuff that plays in the loading screens and deployment menus, and it all works well to set the mood for the player.

Summary

In a way I find it difficult to call Uprising an improvement, when to me this is what the game should have been released to the public as in the first place. This is truly the first impression DUST needed to give to consumers, and I honestly worry that people put off by the first beta release won’t come back to retry this when they should definitely reconsider their opinion of it.

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Fresh coat of awesome paint aside, Uprising represents something much more: the result of a developer actually listening to consumer input, and paying attention to the things their players are saying. Almost every single major gripe I’ve read online has had some service paid to it in Uprising, and that’s no coincidence. CCP is not the kind of developer to toss a game out and not support it for the long haul, and their experiences with the EVE Online community have taught them hard lessons about keeping a finger on its pulse.

It’s going to get harder and harder to compare this to other games on the market, simply because nobody’s doing anything quite so ambitious. Going forward, CCP is planning a lot of new and interesting additions to the game such as cooperative PVE content against rogue drones, resource gathering through district capturing, and even more compelling war economy linkages to EVE Online. All of this puts them in a genre of their own that goes beyond just simply being a good free-to-play shooter.

In my last DUST 514 blog I stated: “I have very little faith the game can and will be brought to a state that it needs to be in order to worth a long term investment of your time.” Well, apparently a little faith goes a long way.

Upgrading the Universe

CCP unveiled some pretty profound changes to DUST 514 this year, and the first major step along that road is coming to us today. EVE Online gets patched to Retribution 1.2, and DUST 514 can finally be called released with Uprising 1.0.

On the EVE side of things, we have mostly a set of quality of life  updates. Drones get a graphics overhaul, and some UI issues have been tweaked.  I have a sneaky suspicion that there’s a ton of behind-the-scenes server work going on as well in order to support future client updates with regards to DUST 514.

If you spend a lot of time in station, your experience will be a lot prettier as all the hangars have been upgraded with new visuals.

I hesitate to refer to DUST 514’s update list as “patch notes” since this is basically going to be a totally different game with this and near-future updates.  The entire UI is being revamped (thank god), and the level of detail in matches will be jaw-dropping compared to what it was. That’s not a terribly high bar to shoot for, but if the screenshots are to be believed they’re now at least on par with some of the more impressive console shooters out there.

The amazing new universe map shown at Fanfest this year is also making its appearance in DUST with this patch, and I don’t know many EVE folks who aren’t a bit jealous about some of its features. It was never difficult to find matches in DUST, but the new map lets you see how it all fits in to the big picture of EVE and it does so in a damn pretty way.

I plan on revisiting DUST for a new analysis post soon, similar to my beta impressions from earlier this year.

For now I’d love them to put in a feature in EVE to let me easily find active DUST battles, so I can terrorizesupport them from orbit. I mean, just look at that pristine vista in the image above; doesn’t it just need a few volleys of blaster rounds delivered from space, to compliment a massive ground war taking place there?  I think so.

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Comic #183: Stretch Goal

For a brief moment today the EVE is 10 page showed the true breadth of the community’s determination to get free anniversary awards. They’ve since fixed it, but even with a day to do it seems everyone really wants a free Magnate to play with.

Not to mention the utter horror Jita is going to be with 100 fireworks unlocked per hour.

 

Site Redesign

I had a few basic goals when I decided to improve the Warp Drive Active site design, and the primary ones should be covered off with this initial version.

Firstly, the new theme is a lot more contemporary in style, and is responsive to changes in screen width. The main page layout showcases more than just a single post now, and does so in an interesting card-style format that isn’t just a plain list of headlines.

Secondly, individual posts have a few improvements. I’ve added Disqus to replace the default comment system, and imported old comments so that nothing is lost.  Disqus has a lot of advantages for both a blog admin and a user, so I hope people like that addition.  Also, posts have the requisite social badges, letting you stuff with friends, family, the world, etc.

There’s a few things that aren’t done, namely the comic gallery and uploads of older podcasts to the current podcast feed. The latter is going to take a while, but at least they won’t be lost in the ether like my previous co-host. I’ll do my best to be quick about it.  The comic gallery will probably be a lot faster to get going, but for now the category view for it is a lot easier to navigate than before.

There’s a bunch of other things I want to get done, like add more EVE styling to the site. That’ll come soon, but for now I’m curious what folks think of the changes (suggestions are always welcome). In the meantime, please excuse the occasional glitchyness around here.

Also, since I’ve pretty much not kicked out a blog in a while, I’m curious what everyone thinks of the content presented at Fanfest this year. I have something in the works for my own thoughts, but in short I was pretty damn impressed with not only what’s coming for EVE, but also for DUST 514.