EVE Online's new expansion looks to make it simpler than ever to get into a huge space battle: 'Every 10 weeks or so, you're gonna know: I can roll up

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EVE Online is about to have a big week, with the introduction of paid, 24/7 alpha access to companion FPS Vanguard, as well as a new expansion for the OG MMO, Fractured Skies. Both are launching tomorrow, November 10.

That expansion is bringing a bunch of new features⁠—updated HUD, new ships, and further tweaks to the new player experience added over the summer⁠—but when I spoke with EVE design director Greg Hennessey, he was most excited about coming changes to lowsec PvP, and what they'll offer both new and experienced players.

EVE is most famous for the big intrigues and betrayals of nullsec space, but Hennessey estimated that participants in the more structured, constant lowsec conflicts "are actually probably our strongest PVP players in general.

"Our nullsec players are the ones who want to plot for three years and go have a billion dollar war for a year. [Lowsec] players every day are like, let's go out and brawl. Let's just go lose some ships, boys. Let's get out there."

Hennessey characterized Fractured Skies as the "second in a trilogy of expansions" overhauling faction conflict in lowsec. The summer expansion, Cradle of War, added ongoing Military Campaigns players could pitch in with to affect an ongoing story. Fractured Skies will introduce a recurring climax to factional PvP, with the first such Conquest scheduled for February.

"You pick a faction, and for a season, you'll face off against another faction across that season," explained Hennessey. "You will fight to earn points, and all of that drives towards a scheduled final battle. We also know that when people think about EVE Online, they think about big battles in space, but they can be really hard to get into.

"When you start playing, you're like, how do I get into one? When do I show up? And that's kinda 3,000 hours in the end game. But every 10 weeks or so, you're gonna know: I can roll up with whatever I have and go shoot some structures and have a big fight."

So new players potentially get a smoother introduction to big fleet battles and ongoing participation in a conflict. As for old hands, Hennessey reckons that Conquests will introduce clear resolution and achievement to the constant churn of faction-based struggle.

"What we're saying is: You can win, and you will be recognized for this victory, and that will be recorded in history," he explained. "You'll be remembered for the [theoretical] five-year-long streak of Amar victories that happened. So we're giving them a sense of permanence, a sense of victory, and a sense of accomplishment that I think they felt has been lacking in their actual work or gameplay."

Hennessey also pointed out that Conquests won't exist in a vacuum: They'll impact resource and ship pricing in EVE's emergent economy, while outside forces will be able to influence Conquests in turn. Success in ongoing seasonal events will confer bonuses in the final blowout, but Hennessey pointed out that the underdog could always hire external help to make up the difference. And there's always the possibility someone intervenes and sows chaos just 'cos.

As for the final part of this trilogy of expansions, Hennessey was mum on details, but indicated that there would be a continued emphasis on getting new players to the cool parts of EVE without having to log 3,000 hours of playtime first. In the meantime, Fractured Skies will launch tomorrow through Steam, Epic, and EVE Online's own client.


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