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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[EVE Evolved: Research: Five top tips, page 2]]></title><link>http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/</guid><comments>http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/" rel="bookmark">Continue reading <em>EVE Evolved: Research: Five top tips, page 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/">EVE Evolved: Research: Five top tips, page 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 03 Jan 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19300327/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips-page-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blueprint</category><category>ccp</category><category>ccp-games</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>featured</category><category>guide</category><category>industry</category><category>invention</category><category>production</category><category>profit</category><category>research</category><category>reverse-engineering</category><category>tech-1</category><category>tech-2</category><category>tech-3</category><category>tips</category><category>tips-and-tricks</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 03 Jan 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Research: Five top tips]]></title><link>http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/</guid><comments>http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/making-money/" rel="tag">Making money</a>, <a href="http://massively.joystiq.com/category/tips-and-tricks/" rel="tag">Tips and tricks</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-evolved/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/restips-title.jpg" alt="" /></a></div>
In the past three weeks, I've covered the ins and outs of research in <a href="http://www.eve-online.com"><em>EVE Online</em></a>, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the <a href="http://massively.joystiq.com/category/eve-evolved/"><em>EVE Evolved</em></a> guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry.<br />
<br />
<strong>#5 - Chasing profit:</strong><br />
To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In <em>EVE</em>'s highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several <a href="http://www.eve-meep.com/">freely available applications and websites</a> that can help with practically every industry but I've always found it useful to make my own spreadsheets.<br />
<br />
Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.<p><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/" rel="bookmark">Continue reading <em>EVE Evolved: Research: Five top tips</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/">EVE Evolved: Research: Five top tips</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 03 Jan 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19300291/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/03/eve-evolved-research-five-top-tips/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blueprint</category><category>ccp</category><category>ccp-games</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>featured</category><category>guide</category><category>industry</category><category>invention</category><category>production</category><category>profit</category><category>research</category><category>reverse-engineering</category><category>tech-1</category><category>tech-2</category><category>tech-3</category><category>tips</category><category>tips-and-tricks</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 03 Jan 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Research: Invention and Tech 2, part 2]]></title><link>http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/</guid><comments>http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/" rel="bookmark">Continue reading <em>EVE Evolved: Research: Invention and Tech 2, part 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/">EVE Evolved: Research: Invention and Tech 2, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 20 Dec 2009 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19288473/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blueprint</category><category>bpc</category><category>bpo</category><category>ccp</category><category>ccp-games</category><category>datacore</category><category>decryptor</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>game-mechanics</category><category>interface</category><category>invention</category><category>research</category><category>skills</category><category>t2</category><category>tech-2</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 20 Dec 2009 18:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Research: Invention and Tech 2]]></title><link>http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/</guid><comments>http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/making-money/" rel="tag">Making money</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-evolved/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/12/invention-title.jpg" /></a></div>
<a href="http://massively.joystiq.com/2009/12/13/eve-evolved-research-tech-1-blueprints/">In last week's first part</a> to this multi-part guide to research in <a href="http://www.eve-online.com"><em>EVE Online</em></a>, I covered the basics of Tech 1 blueprint research. Tech 2 blueprints are an entirely different animal and the way players get their hands on them has changed vastly over the years. The first system put in place was an agent-based lottery system. Players would set up research contracts with the various NPC R&amp;D agents in <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>, who would then generate a certain number of research points per day. Whenever new Tech 2 items were released into the game, original blueprints were passed out via these agents.<br />
<br />
Each research point you had became a ticket in an on-going lottery <a href="http://www.eve-tribune.com/index.php?no=1_20&amp;page=13">and the prize was essentially a license to print money</a>. After many player-run cartels, rampant price gouging and <a href="http://www.escapistmagazine.com/articles/view/editorials/op-ed/847-Jumpgate-EVEs-Devs-and-the-Friends-They-Keep">one incident of developer misconduct</a>, CCP replaced the blueprint lottery with the "Invention" system. Although the invention system contains no way to get an original Tech 2 blueprint, it does allow players to upgrade Tech 1 blueprint copies into limited-run Tech 2 versions.<br />
<br />
In this second part of my guide to research in <em>EVE</em>, I look into Tech 2 blueprints. I delve into the invention system, explain how to make your own Tech 2 blueprints and look at all the variables that could help you get an edge in a competitive marketplace.<p><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/" rel="bookmark">Continue reading <em>EVE Evolved: Research: Invention and Tech 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/">EVE Evolved: Research: Invention and Tech 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 20 Dec 2009 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19288179/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/20/eve-evolved-research-invention-and-tech-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blueprint</category><category>bpc</category><category>bpo</category><category>ccp</category><category>ccp-games</category><category>datacore</category><category>decryptor</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>featured</category><category>game-mechanics</category><category>interface</category><category>invention</category><category>research</category><category>skills</category><category>t2</category><category>tech-2</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 20 Dec 2009 18:00:00 EST</pubDate></item><item><title><![CDATA[EVE's Quantum Rise expansion features page is live]]></title><link>http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/</guid><comments>http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://www.eve-online.com/features/QuantumRise/"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/quantumriseexpansionat425.jpg" alt="" /></a><br />The feature page for the forthcoming <a href="http://www.eve-online.com"><em>EVE Online</em></a> expansion, <a href="http://www.eve-online.com/features/QuantumRise/"><em>Quantum Rise</em></a>, is now live. The ninth free expansion for <a href="http://massively.joystiq.com/category/eve-online"><em>EVE</em></a> will officially launch on November 11th, and brings with it some new features we've been reporting on in recent weeks, such as <a href="http://massively.joystiq.com/2008/10/23/eve-onlines-rumored-orca-ship-unveiled/">the long-awaited Orca</a> and <a href="http://massively.joystiq.com/2008/10/29/substantial-changes-to-industrial-ships-in-eves-quantum-rise/">industrial ship changes</a>, not to mention the guaranteed-to-spark-forum-rage <a href="http://massively.joystiq.com/2008/08/04/eve-evolved-speed-rebalanced/">speed rebalancing</a>, and <a href="http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/">alchemy</a> -- which is <a href="http://massively.joystiq.com/tag/invention">invention</a> applied to minerals used in Tech II manufacturing. <br /><br />According to the <a href="http://massively.joystiq.com/tag/quantum-rise"><em>Quantum Rise</em></a> expansion's feature page, there are also some previously unmentioned features like new additions to the RealX in-game soundtrack, new stargates, a host of improvements for industry players like assembly array upgrades, ammunition cost changes (namely for bombs), and a more flexible <a href="http://massively.joystiq.com/tag/user-interface">user interface</a>. See the new <em>Quantum Rise</em> features page for more on what's in store for <em>EVE Online</em> players in the expansion geared towards the game's industrialists.<br /><br /><a href="http://winterblink.com/2008/11/03/quantum-rise-feature-page/">[Via Winterblink]</a><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/">EVE's Quantum Rise expansion features page is live</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 04 Nov 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eve-online.com/features/QuantumRise/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1361263/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/04/eves-quantum-rise-expansion-features-page-is-live/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alchemy</category><category>ccp</category><category>ccp-games</category><category>eve</category><category>eve-online</category><category>expansion</category><category>forums</category><category>industrialist</category><category>industry</category><category>invention</category><category>manufacturing</category><category>minerals</category><category>nano-nerf</category><category>orca</category><category>quantum-rise</category><category>speed-nerf</category><category>t2</category><category>tech-2</category><category>tech-ii</category><category>ui</category><category>user-interface</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 04 Nov 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[CCP Games introducing new economic measure in EVE]]></title><link>http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/</guid><comments>http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/forums/" rel="tag">Forums</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/10/moonat225.jpg" alt="" /><a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> generally takes a hands-off approach to <a href="http://www.eve-online.com"><em>EVE Online's</em></a> economy, letting the collective actions of players determine what happens. But at times there are bottlenecks in terms of supply. <a href="http://massively.joystiq.com/tag/ccp-greyscale">CCP Greyscale</a> cites the example of how the limited number of T2 blueprint originals (BPOs) decreased availability of items while driving up prices. <a href="http://www.ccpgames.com">CCP</a> stepped in by introducing <a href="http://massively.joystiq.com/tag/invention">'invention'</a>, where players can attempt to create higher-end items via R&amp;D, eliminating the issue of supply and normalizing prices. <br /><br />CCP Greyscale's <a href="http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=601">latest dev blog is called "Alchemy"</a> and looks at the newest issue they've identified with <em>EVE's </em>economy, the inflated price of rare moon minerals. Greyscale says, <em>"In particular, two rare moon minerals - dysprosium and (to a lesser extent) promethium - are becoming ever-more expensive as increased demand puts pressure on a limited supply. This is likely to become an increasingly large issue as time goes on, with prices for these minerals continuing to rise due to demand, and the increased price being passed on to the consumer of the final product."</em> As we've mentioned in the past, these rare minerals in New Eden are something that the largest, most powerful alliances have sought to control and thus has been one of the drivers of <a href="http://massively.joystiq.com/2008/09/11/eves-alliance-warfare-the-largest-virtual-conflict-ever-waged/">conflict in lawless 0.0 space</a>.<p><a href="http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/" rel="bookmark">Continue reading <em>CCP Games introducing new economic measure in EVE</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/">CCP Games introducing new economic measure in EVE</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 27 Oct 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=601>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1353948/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/27/ccp-games-introducing-new-economic-measure-in-eve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>0.0</category><category>alchemy</category><category>blueprint</category><category>blueprints</category><category>bpc</category><category>bpo</category><category>ccp</category><category>ccp-dr-eyjog</category><category>ccp-games</category><category>ccp-greyscale</category><category>crafting</category><category>dr-eyjog</category><category>dysprosium</category><category>economy</category><category>eve</category><category>eve-online</category><category>eyjolfur-gudmundsson</category><category>forums</category><category>game-mechanics</category><category>industry</category><category>invention</category><category>manufacturing</category><category>minerals</category><category>promethium</category><category>research</category><category>scarcity</category><category>sci-fi</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 27 Oct 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[Making/Money: Double the XP, Double the Funds]]></title><link>http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/</guid><comments>http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/making-money-1/" rel="tag">Making/Money</a></p><p><a href="http://farm1.static.flickr.com/42/94949634_83f56edc8c.jpg?v=0"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/coinstacks.jpg" /></a>A few of weeks ago, there was another double XP weekend in <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> and <a href="http://www.cityofvillains.com/"><em>City of Villains</em></a>. In fact, not only was it double experience from each "arrest," but it also provided twice the Influence (or Infamy for you villainous folks out there) such that you got double of most everything you might want in the game. And so it was that, after stocking up on <a href="http://en.wikipedia.org/wiki/Diet_Coke">caffeinated beverages</a> and <a href="http://en.wikipedia.org/wiki/Hot_Pockets">microwaveable snacks</a>, we in my house hunkered down in front of our computers for a three day marathon of leveling. <br /></p>
<p>I must say that, while I do flit about from game to game, there is something about the additional reward incentive that draws me in for these events. Yet, in all the bustle of leveling, I got to thinking about the economic dynamic in these games and the ways in which they are different from our now-classic MMORPG systems.<br /></p><p><a href="http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/" rel="bookmark">Continue reading <em>Making/Money: Double the XP, Double the Funds</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/">Making/Money: Double the XP, Double the Funds</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 10 Aug 2008 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1266498/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/10/making-money-double-the-xp-double-the-funds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-villains</category><category>crafted-items</category><category>double-xp-weekend</category><category>enhancement</category><category>featured</category><category>infamy</category><category>influence</category><category>invention</category><category>invention-origin</category><category>joystiqfeatures</category><category>salvage</category><dc:creator><![CDATA[Alexis Kassan]]></dc:creator><pubDate>Sun, 10 Aug 2008 18:30:00 EST</pubDate></item><item><title><![CDATA[Rogue Signal:  EVE Online's gear progression]]></title><link>http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/</guid><comments>http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/tips-and-tricks/" rel="tag">Tips and tricks</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/rogue-signal/" rel="tag">Rogue Signal</a></p><div align="right">
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<div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/revpewpew.png" id="img2" alt="" /></a><br /></div>
For players coming from other MMOs, <a href="http://www.eve-online.com"><em>EVE Online</em></a> can sometimes be a bit unsettling. The lack of classes and levels gives some players the feeling that there is not a measurable means of determining one's on progress in the game. What <em><a href="http://massively.joystiq.com/tag/eve-online">EVE</a></em> players use to determine each other's relative skill at a glance revolves around two things: ship type and module tech level. Billions upon billions of ISK get moved around every day in the buying and selling of Tech 2 (T2) ships and modules. As a new player, Tech 2 can feel like the playground of the veteran, but this isn't necessarily always the case. With the character creation improvements introduced about 18 months ago, new characters are well on their way to being able to equip some of the shiny modules that used to be the domain of the bitter old veteran.</div>
</div><p><a href="http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/" rel="bookmark">Continue reading <em>Rogue Signal:  EVE Online's gear progression</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/">Rogue Signal:  EVE Online's gear progression</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 11 May 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1192204/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/11/rogue-signal-eve-onlines-gear-progression/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>eve-online</category><category>featured</category><category>guide</category><category>invention</category><category>pve</category><category>pvp</category><category>rogue-signal</category><category>tech-2</category><dc:creator><![CDATA[Phillip Manning]]></dc:creator><pubDate>Sun, 11 May 2008 15:00:00 EST</pubDate></item></channel></rss>
