CCP Leeloo here with more information regarding the upcoming CSM X elections.
For those of you new capsuleers who might not know what the CSM (Council of Stellar Management) is, head over to this page.
First of all, on behalf of CCP I would like to express our gratitude to all members of CSM9 for their incredible performance over the course of the last year!
By the way, we just finished the winter summit, if you missed it, feel free to catch up with the minutes:
Now to the fun part!
As of 11:30 GMT on 30th of January, 2015 you can start submitting your CSM X candidacy applications. To submit your application, follow this link.
The CSM X Candidacy period closes at 11:30 UTC on 15th of February, 2015.
Voting starts at 11:30 GMT on 25th of February.
What should you know before you apply
Please read the following before you decide to apply.
The Council of Stellar Management is a democratically elected institution of fourteen EVE players that is chosen annually. Members of the CSM are in close and constant contact with EVE Development. Twice a year we host CSM summits. Summit can last up to 5 days and up to 10 members of the CSM will fly to CCP headquarters in Reykjavik, Iceland to participate in person. The rest of the CSM will join the summit remotely.
Before considering running for election as part of the CSM, players need to be aware that becoming a CSM delegate requires a lot of effort and that Council duties take a lot of time, strength and patience. If you are elected to the council you will be representing thousands of people who gave their vote for you. This is a colossal responsibility that you should be prepared for.
We value the council as part of the development process. As such they maintain knowledge and information relating to every aspect of the development of EVE Online with their opinions and suggestions touching every aspect of gameplay. In addition to this, the CSM’s voice is heard in areas of the company outside the development team, including with the marketing and sales departments, our cinematic team, and our public relations team.
The CSM have an impact not only on how we develop EVE, but how we communicate with our player base and prospective new customers. Every member has a chance to influence the future of EVE by actively contributing to the process.
Members of the council have access to the internal communication tools CCP uses and information about upcoming, unannounced changes to EVE Online. You should be willing to use this trust responsibly. We expect council delegates to be ready and able to join online meetings with CCP and to be a part of internal discussions.
Any behavior or actions considered being a material breach of the EULA, TOS or NDA by a CSM delegate is grounds for immediate dismissal and permanent exclusion from all pending and future participation in the council. There are no exceptions or “first strikes” regardless of the infraction. Delegates are not only expected to uphold the social contract that all society members are held accountable to, but should also set a behavior standard for everyone else to follow.
Requirements and application process
If you have any additiona questions regarding the CSM X application process, please send us an email to email@example.com or via support ticket to the community category.
I'm looking forward to reading your candidacy applications!
New NPCs with new abilities
Smarter and more cunning adversaries will begin to appear after the release of Tiamat. You should make sure that you keep an eye on what they're up to, and make sure that you stay locked and loaded whenever you come into contact with them. Things are moving in New Eden, be sure to follow in-game news and uncover these features in-game.
Minmatar Tactical Destroyer - The Svipul
The stance-switching tactical destroyer provides defensive, propulsion and sniper modes with different bonuses that can be switched between on the fly. Read all about this new ship in CCP Fozzie's latest dev blog: The Republic Strikes Back: The Svipul Tactical Destroyer and Projectile Changes in Tiamat.
Projectile Weapons Rebalance
Tiamat brings balance changes to Autocannons, Barrage ammunition, and Small Artillery modules. Read about the new module stats and provide feedback in the comments thread for CCP Fozzie's latest dev blog: The Republic Strikes Back: The Svipul Tactical Destroyer and Projectile Changes in Tiamat.
Option to have CONCORD intervene in internal corporation conflicts
With Tiamat, corporations can choose to have CONCORD intervene in acts of aggression between corporation members. The setting can be changed with a 24 hour notice and it will be visible to people joining a corporation if CONCORD intervention is active or not. Read more about this feature in an upcoming dev blog.
Corporation Management Quality of Life Updates
The corporation member list can be filtered, mailing lists can contain 5,000 pilots, the corp description can now be edited with links and other formatting options, closing office rentals is made easier, and a custom message can be added to rejected corporation applications, along with other smaller changes. Read an upcoming dev blog for a presentation of the changes and eventually the patch notes for the full list.
New Physically-Based Rendering Additions
New UI Icon Additions and More Themed UI Elements
Following up from the revamped user interface released in Rhea, Tiamat brings a few new user interface icons and more interface elements are themed by the selected color theme. Read the patch notes for the full list of changes.
Visual Updates to Structures in Missions and other Locations
Shaders and effects for structures and objects found in sites are updated in Tiamat, along with rending performance improvements.
Quality Settings for Sun Flares
Tiamat brings quality settings to sun flares, improving performance by providing a less resource-intensive version of the effect on lower quality settings.
Atmosphere Sounds for Pirate Faction Structures
New sound atmosphere is added to Pirate Faction structures in sites and mission locations.
Firing Aftershock Sound for Turret Weapons
Turret weapon firing sound effects become richer in Tiamat through the addition of aftershock sound for individual shots.
Audio Engine Performance Improvements
An upgrade of the audio engine brings performance improvements to the EVE client as a whole in Tiamat.
Tiamat Theme Music
With Tiamat comes another soundtrack from our audio and music team. It will be up on our SoundCloud Page as soon as it’s done!
In the weeks leading up to EVE Fanfest you’ll see more communication from the EVE team about features coming to EVE in 2015, such as upcoming steps on improving sovereignty mechanics. The EVE Keynote at Fanfest will give the next big update on the big picture roadmap for EVE. It’s best viewed in person so grab your tickets and I’ll see you there!
Enjoy the Tiamat changes, you can check out many of the features on Singularity already.
Executive Producer, EVE Online
This is CCP Fozzie bringing you the long-awaited details of the second Tactical Destroyer coming your way this February in the Tiamat release.
For anyone who isn’t familiar with the Tactical Destroyers, they are new advanced ships created by the four great Empires of New Eden with the help of capsuleers like you! Last October we ran an event that encouraged players to participate in new research on the mysterious Sleepers of Anoikis. Players could choose whether they wanted to support one or more of the empires (or if they’d prefer to work towards their own ends) and the relative amount of support each empire received determined how quickly they would be able to release their new ships.
The supporters of the Amarr Empire were the most dedicated and thanks to their hard work the Empire’s shipyards were able to release the Confessor-class Tactical Destroyer to capsuleers in December with the Rhea release.
We have been very happy with how the Confessor and the new Tactical Destroyer mechanics have been received by players. Industrialists and wormhole resource harvesters have been able to make huge profits off the new technology and there are numerous great examples of skilled pilots demonstrating their mastery with this flexible ship. PVP live streamers like Fintarue and video makers like Chessur have demonstrated particularly impressive performances.
The Minmatar Republic came second in the Research Race, and their engineers are getting close to having a production-ready Tactical Destroyer of their own. The Minmatar Tactical Destroyer is known as the Svipul (properly pronounciated by CCP Scarpia), and it represents many of the best aspects of Minmatar engineering.
Wielding six turret slots bonused for projectile weaponry, the Svipul is deadly with artillery and autocannons alike. It also makes excellent use of the trademark Minmatar versatility, gaining bonuses to both armor and shield resistances while Defensive Mode is active. Although its lower mass makes it a bit less suited to oversized afterburners compared to its Amarr contemporary, the Svipul is the fastest of all the Tactical Destroyers and can use that speed to pick apart unwary enemy fleets.
However I think we all know the real question on every reader’s lips is “How vertical is it?” and that is a question best answered with a picture (the following is a work in progress image of an untextured model):
Like the Confessor before it, the Svipul has three modes with distinct physical configurations and bonuses. Unlike the Confessor, the Svipul actually pivots on an internal axis to present a horizontal profile in Propulsion Mode and a vertical profile in the default Defense Mode as well as Sharpshooter Mode.
Although the mode archetypes (Defense, Sharpshooter, Propulsion) are the same on all the Tactical Destroyers, the specific bonuses given by those modes are adapted by each Empire to fit their own needs. The stats and bonuses of the Svipul are:
Minmatar Tactical Destroyer Bonuses Per Level:
10% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret optimal range
5% reduction in heat damage generated by modules
95% reduction in Scan Probe Launcher CPU requirements
Additional bonuses are available when one of three Tactical Destroyer Modes are active. Modes may be changed no more than once every 10 seconds.
33.3% bonus to all shield and armor resistances while Defense Mode is active
66.6% reduction in Microwarpdrive signature radius penalty while Defense Mode is active
66.6% bonus to maximum velocity while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
33.3% bonus to Small Projectile Turret tracking while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active
Slot layout: 7 H, 4 M, 4 L, 6 turrets , 1 launcher
3 Rig Slots, 400 Calibration
Fittings: 78 PWG, 215 CPU
Defense (shields / armor / hull) : 800 / 700 / 550
Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10
Capacitor (amount / recharge rate / average cap per second): 600 / 225s / 2.667
Mobility (max velocity / agility / mass / warp speed / align time): 290 / 2.65 / 1,900,000 / 4.5 / 6.98s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 375 / 7
Sensor strength: 11 Ladar
Signature radius: 50
Cargo capacity: 430
We will of course be looking for feedback on these stats and bonuses in the comments thread, as well as on our Singularity test server once the ship is available for player testing there.
But that’s not all!
We are also making some adjustments to projectile weapons in the Tiamat release, to help tweak their balance and ensure that players have the best possible variety of viable tactics to choose from.
These changes will be familiar to those of you who remember our energy weapon tweaks from the Rhea release, as they are once again focused on two goals: improving the quality of small artillery weapons slightly and reducing the reliance of all autocannon weapons on their ‘Barrage’ Tech Two ammo.
In Tiamat we are making some adjustments to small artillery weapons to help keep them in line with other similar weapon systems. We will be increasing damage multipliers slightly while reducing tracking speed.
All small artillery will be receiving:
+10% damage multiplier
-3% tracking speed
Autocannons and Barrage:
For autocannons of all sizes, we wanted to improve the weapon class slightly while reducing the reliance on the excellent Barrage T2 ammo type. To that end, we are increasing the base falloff of all subcapital autocannons and decreasing the falloff bonus provided by Barrage ammo to match.
All autocannons will receive +7.5% falloff
Barrage ammo will provide a +40% falloff bonus instead of +50%
The end result is that falloff with Barrage loaded will remain almost identical, but there will be more situations where using another ammo type is a correct choice.
Thanks for joining me for this dev blog, and thanks in advance to all of you who will be posting constructive feedback in this blog’s comments thread. As always we plan to work with our community to ensure that these changes find their best possible version before release.
The Svipul and these projectile changes will be hitting Singularity for your testing pleasure as soon as possible, and we look forward to releasing them in our Tiamat release coming your way on February 17th.]]>
All of us in EVE development really love the idea behind the ship painting program that is in EVE right now and we want to see it grow to be better. We love the idea of everyone flying around with cool looking ships and want to make that as easy and practical as possible. So we decided to take a look and see what we could do.
The current ship painting system from was started as (and remains) a pilot program--an experiment of sorts to validate some assumptions we had, to test the customization of ships, and to see generally how popular this kind of feature might be. Since the launch of the ship painting program back in March of 2014 we have grown from selling 8 different paint styles to a much greater variety (with 28 currently available in the store), adding new ship types, trying different pricing options, monitoring their consumption, and trying to understand what parts of system are really important to you capsuleers.
We decided a while ago that it was time to revisit the ship painting pilot program from top to bottom. This meant looking at what the paint jobs were, how players applied them, their cost, and every other aspect we could think of.
Now that we’ve finished our evaluation and started on some designs for a new system, we would like to introduce to you Super Kerr-Induced Nanocoatings, aka SKINs.
SKINs are quite different from the paint jobs we have now in terms of how you use them and at a higher level of how to think about them. With the painting system you would combine a paint style with a ship and they would become a new ship, taking that paint with the ship everywhere. If you had torpedoes delivered directly to it that caused an unfortunate explosion and loss of the ship, the paint style would be lost with it.
With the new SKIN system you will buy a license to use a specific design or pattern for a ship. You then apply that license to your character and then your character will be licensed to use that design whenever you wish. For now the licenses are permanent and cannot be removed from your character once applied. Even if your character loses their pod and dies or jump clones around they still have the license to use all their SKINs. The licenses themselves can still be traded on the market, contracts, and all other ways before being applied to your character.
Here is a work-in-progress mockup of how we imagine this looking in the ship fitting window:
There are many reasons why SKINs are happening now, and we would like to lay out some of these reasons to give you a better understanding of why we are doing this and what you can expect going forward.
You may have noticed we didn't include a release date in this dev blog or on the o7 show. The point of this announcement is to begin gathering your feedback on the feature while we work on it. We are not yet ready to announce a release date for feature. When we get closer to release we will have another dev blog that goes over the feature in its more complete state along with information about how we will handle the transition from the current paint system over to the new Super Kerr-Induced Nanocoating system. I hope you people are all as excited as we are for this.
Thank you for taking the time to read and fly safe.
CCP FoxFour on behalf of Team Size Matters
p.s. Hyasyoda Automatic Transformation System was the runner up for what to call the new system. ;)
p.p.s Kerr effect is a real term, no we didn't make it up. See: http://en.wikipedia.org/wiki/Kerr_effect]]>
I am here to invite you to come along for a time travel adventure as we take a look at the past year through the eyes of members of Ninth Council of Stellar Management, especially timely since players have already started to toss their hat into the ring of the Tenth Council elections.
Here is a run down of key dates in the run up to the election of the Tenth Council:
For those readers who are new to EVE, or who are unfamiliar with what exactly the CSM is, let me explain in a little more detail. The Council of Stellar Management is a democractically elected body of fourteen EVE Online players who are chosen annually by the EVE Community and represent various demographics within New Eden.
Council members are in constant contact with the EVE Online dev team in order to have a front line, up to date view on features and improvements that are currently being developed for EVE. They are also responsible for bringing the opinions, concerns, suggestions and ideas of their constituents to CCP for consideration. They sign a non-disclosure agreement so we can bring even more ideas to them, many of which we may not take beyond the initial design phases.
This time around as their term comes to an end, we decided that CSM members should speak directly to you about how 2014 has progressed in the form of a guest blog. With almost no edits made, we are releasing it into your hands to provide the most clear and comprehensive look at the CSM’s year from some of those who were on the council.
The CSM is an institution that is in constant development and it would be unfair to say that it is perfect. There have been ups and downs during the course of this year and we have had to find our weak spots to ensure that we are developing an efficient working process to fit our new, faster release model.
There are even more changes coming with the Tenth Council, a lot of which will be revealed with my next blog regarding the upcoming opening of candidacy for CSM X.
We are incredibly thankful for the contributions that the delegates of CSM 9 have brought to what has been a year of great change for CCP, and would like to express our gratitude for their dedication and candid communication when dealing with the challenges we’ve faced this year while adapting the CSM to fit with the new release model.
My name is corebloodbrothers and for those of you who don’t keep track of EVE politics, I was elected as a member of the ninth Council of Stellar Management (CSM), in order to represent you, the players of EVE Online. I am also one of the leaders of The Volition Cult Alliance, a Providence sovereignty holder and member of the Providence Bloc, which I function as one of their main Fleet Commanders. Little did I know of what was ahead…
I am 42 years of age, Dutch (horrible English spelling), father of 4 daughters, and I freaking love EVE. This is not my first CSM elections, as I ran last year as well, but sadly fell short of the mark. I didn’t get a seat, so I decided to try a different approach this time. Thus, I focused on just my own list, my friends, Providence and other entities I have come to know over the years, such as RNK for example, who voted for me. I stayed away from all the backroom dealing that went on with the previous CSM elections. So I had no crossvoting on my list, nor did I appear on other lists. And we didn’t need those either, I got voted in bigtime.
My own explanation for getting elected is simple: Being honest and loyal to the people I fly with against. Independent voters do exist, in fact, and I have had a lot of chats and EVE mails with various people since I ran for CSM, many of which I have never met before. Also running fleets daily with friends on fixed hours and shared coms helped, while giving respect to the new players and the casual PvPers, for 3 years now in the Providence Bloc. Being a part of building the current Providence, a region which sees medium sized skirmishes on a daily basis, with thousands of allies having fun living together, ranting and complaining and establishing their homes here helps to get votes. Upholding NRDS, and turning The Volition Cult from a four hundred pilot alliance into its current huge one thousand and seven hundred pilot affair is no lesser help!
Have no mistake, here in Providence, we see ourselves as the last bastion of the “Not Red Don’t Shoot” (NRDS) policy in Null Security space, as well as a truly neutral zone in a universe divided by big power blocks (Which we can’t match, but that is a discussion for a different time). So for me, and my voters, this election is merely the cherry on top. Thank you all for the trust invested, and I am truly honored to be elected. As the year progressed, so did we, under attack by HERO we dominated the news even, which was scary for the state of null actually. And we saw CCP change, and EVE with it. I like too think that if the whole null sec was divided into 20 provi like groups, with 10 border wars, Null sec would be revived J
So, just elected, and I didn’t even have time to let it sink in as the work just piles up: Twitter account, Google DocsDrive, Skype, hundreds (Literally!) of Emails, not to mention the Non Disclosure Agreement (NDA)…It is a bit overwhelming, even if I am on cloud nine, as my wife even kind of congratulated me (Since this will have an impact on my real life obviously) and my kids think I am the greatest, even telling everyone at school!. A CSM team where most are red to me ingame is funny to begin with. Some more experienced and new members reached out, others did their own thing. I was hoping for a csm team, though its often occasional clusters.
Communication is key, obviously, so I set up a twitter account: @corebloodbro. Which I use frequently , I am active on forums and other means of communication. Within my region through open sessions on mumble, Eve email explodes sometimes, internal CSM forums, all highly addictive for a eve junky with a RL and a job hehe.
In my evesterdam speech I announced a lot of things that kept me busy in the CSM, and events like blink, freighter changes, null sec, leaving of several CSM members, that impacted our term and your future. I quickly came too the realization that the meetings with CCP where often during my work. At the start I sneaked hem in at work, but that didn’t feel right. Often there where recordings available. And CCP Leeloo always announced when they where crucial and asked for us all. Sometimes that makes you feel a bit guilty, but in the end I balance that with forums, and other stuff, like a speech, interviews, twitter, and of course my vast experience in null sec as provi member (wink).
I was very happy with PI acces too null for everyone, which is a big thing in a open region. The nerf on power projection and the upcoming occupancy get from me a standing ovation. We felt with isboxer we where talking too a wall, but CCP came around big time. I hate isboxer bomberwings. With Blink we saw a CCP struggling , investing time and make clear who is in control of EVE. The whole 3 days they stayed very much in touch with us, the CSM. So much to list, sometimes you stand aside, sometimes you don’t agree, but I am extremely proud of the course EVE and CCP is moving with the CSM. The release cycle based on sprints is giving us more content and features then you have ever had in EVE. Crest, occupancy, wormhole, so much more too come, and every month the box of Pandora opens. I cant wait for what CCP throws next at us.
Some people ask me if I feel a CCP pet, a token public figure rather then a council. Being in for the bigger part of the term the answer is no. If you really like to hear more about that, listen too the evesterdam thingie, though I warn you , its 1 hour….
CSM10.. when I started CSM was something I always wanted to do, much like owning a titan, building a station, owning sov, kill supers. It turned into much more, a way to express love for EVE, respect for the people that build it, and a way to make a voice heard that wants to help EVE into the next decade. I never thought I would like to run again, but I will if providence region keeps appreciating me as their representive also for next year. Of course it’s not just your alliance and friends. I have gotten so many votes from friends, reds, people who believe null sec is more than 2 blocks nailing each other too the wall. Small scale PVP, localized conflicts, occupancy based sov, and income, build local, sell local. Close communities and the this is eve feeling expressed in the awesome new video. Winter summit and fanfest are still too come, and have offered the opportunity to attend them both, which is epic.
I met more people this year than in a entire eve life,of all sorts and sizes and met unexpected friends and enemies. So make sure you vote for CSM 10, last year my election was a surprise too many, this year lets show this wasn’t a one time event. I will be running again for a null sec outside the major blocks, for a daily skirmish based game play where you don’t just login when you get a jabberping. Where 1 big war is replaced by 10-15 localised ones. Where fatigue matters and adds a tactical layer.
Eve is a niche game, cut throat, insanely caring, and one hell of a rush, call me an EVE addict!
See you at Fanfest 2015, EVEsterdam 2015, provi Copenhagen and in game.
Here’s a list of stuff that I’ve taken part during this term.
Firstly, PvE testing, TWICE!!
On starting the CSM I wanted to look at the income in lower class wormholes.
The problem was it just wasn’t accurate enough and while it did give some very useful numbers like, how much the income was from salvage, and now much of the site was from melted nanoribbons. It wasn’t accurate enough for me. Second results can be found here.
This gave a much better break down on the income which I was much happier about. I also did a simplified version for general release to W-space, found here.
The total time spent for these two tasks was over three hundred hours. This includes getting modules, fitting ships, finding wormholes, and all of the little details needed to set up and run sites.
Wormhole little things were next. This started as a general little things thread on the forum found here. I gathered most of the good ideas in this google doc. Asayanami Dei has since tied this up a lot. A fair few of these little things have already been done. Sigs staying over down time and splitting of probe scanner and D scan have been HUGE quality of life things for W-space.
Next came PvE little things. This came from the sounding board (more on this later), where CCP Affinity suggested setting up a thread for wormhole PvE little things.The thread can be found in this thread.
Hearts and Minds
During the summer sumit I realized that there was conflict between how the developers felt about w-space and how the residents of w-space reacted to potential developmental changes. The negative push back from the player base did affect the potential of changes to some degree. What had to be made clear was that the player reaction was their passion for wormhole space and their desire to not lose anything that they loved about it.
I was blunt. If people wanted interactions with developers they needed to control their emotions and be productive with their criticism. I decided to set up a Skype “wormhole round table” channel with assorted members of wormhole space and several developers who were doing work inside of wormholes. At the present it has 4 CCP people in (big thanks to CCP Affinity, CCP Fozzie, CCP Leeloo and CCP Manifest) and 21 W-space people mainly diplos/leadership from C1 to C6 and 3 CSM (Me, Asay and Sugar). both me and Asay have been slowly adding people to this channel. So far I’ve had no complaints from CCP members in here and hope its helped out. So far I’m pretty pleased with how its going.
The next project was the POS research I sorted a questionnaire and had CCP Nullabor check it out made a couple alterations on his suggestion. I then sent this out to around 100 people in W-space who said they would help.
This included a spread sheet and a word doc with the information I had gathered. I was also lucky enough to interview a few people, some of which had documents prepared for me in the way of either, blog posts or word docs.
For the eve trailer I made sure people in W-space knew about this and to send in videos. I also linked various wormhole groups videos to CCP Prawn along with a link to the W-space video thread. I also sorted out getting them some footage of wormhole PvE.
Recently when CCP Mimic was after groups of people who were helping new player, I managed to put her in contact with various people who were organising and sorting things for new players.
This is potentially one thing I do think CCP could make more use of us, The CSM in general know alot of people so can often help CCP get in contact with people for various things, be that video makers, groups helping others, people for interviews, etc.
Communication with the playerbase
I’ve organised 4 Wormhole townhalls and 9 sounding board meetings. This has focused mainly on PvE and has been a huge success. CCP Affinity has been to the last few and asked if this could branch out and also do a general PvE one as well, which I take as a very good sign.
This has also helped with the players getting to interact with CCP as well. This has also lead to the PvE little things thread. I've also sorted one on clothing and pos's (with the help of sugar) With us being asked if we'd do another pos (structures) one in the future.
I’ve also been along to all of Sugar Kyles CSM Q&A sessions (12 so far).
At present I have 379 eve players on skype (mainly wormhole people) making it very easy for people to get hold of me.
I’ve managed to make all the CCP meetings except one and have written up a good amount of minutes for them.
Some CCP teams/groups make great use of the CSM, but I feel some groups don’t, be it they don’t think we would be interested, They maybe don’t see how we could of helped. I’m not suggesting we can help in every team/department, but if we don’t know about stuff we sure as hell can’t help.
What I've been up to!
One project that I am quite proud of has been my “From the Players to CCP” document. I created a document of questions and ideas collected from the player base over the months leading to the September Summit. I organized them into the session topics and printed it out. It was my go-to checklist during the Summer Summit and I attempted to get every question answered. I’m currently composing one for the Winter Summit.
I started a proactive PvE fixing project. There were so many little irritations that I had heard the same complaints about since I started the game. I decided that now that I had more access to the development staff that I would see if I could get some of the daily annoyances cleared up. The project led to a balance pass on escalations released in Phoebe. During that, several DED complexes that had microwarpdrive restrictions were corrected. This has involved numerous small fixes to missions and complexes, improper accesses, and such things. The ability to warp your fleetmates to your escalation was added.
I have been running Open Question and Answer sessions. I try to run these monthly and have other members of the CSM in attendance. The goal of these sessions has been to collect problems, concerns, and thoughts as well as sharing what the CSM is up to on a one-to-one open floor format. I run these at different time zones during the weekend to cover as many playtimes as possible. I have also joined Corbexx with his soundboards having done one for PvE and another for structures with more planned. I have attended the CSM 9 Town Halls that have been presented. I have attended some of Corbexx’s wormhole town halls as well. I’ve also been available at local player gatherings and events such as Eve Vegas where I had many good conversations and even let myself be roped into a session on the live stream.
I transcribed nine of the sessions for the Summer Summit minutes. I write a weekly roundup of my CSM activities. This is a mixture of awareness with direct links to developers blogs and posts and personal opinion, thoughts, and input into the process. Occasionally, I write direct opinion pieces and appear on podcasts or take interviews when asked.
The bulk of my game time is spent interacting with the players. I believe it is my duty to be accessible. I have an in game chatroom where people can easily come and find me for a chat. I’ve encouraged crowd sourcing of topics and opinions. I’ve sat down with people over major changes and brought their concerns to the table. From these discussions I keep a list of ideas and problems that people bring to me to take to CCP. I’m also available on Skype and Twitter as well as engaging in many e-mail discussions.
When it comes to interacting with CCP a lot of time is spent advocating player concerns and worries. Even if it does not want to be heard or it is an old topic it comes back up. There is not always resolution. Not all of these make it into a large review. Some are not yet finalized and some are more quiet events. Yet advocating does simple things like create more clarity to players who do not understand what things like SSO are. It will, hopefully, do other things such as a better way to search through channels so that players with unsupported languages can more easily find each other. It is not easy and it is not always successful, but the effort is made.
This review comes at an interesting point in the term. By this time, particularly given that I’m running again, I should have a string of accomplishments that I could hang my name off of, but I don’t. I should have the dedicated enthusiasm required to stay active for the entire term, but I don’t. I should have platitudes to offer and abounding praises. I certainly don’t have those. Instead, I find that I’m deeply frustrated and increasingly having to defend an institution in which I struggle to believe.
There will no doubt be council members who sing CCP’s praise and proclaim the efficacy of the CSM. Broadly speaking, I don’t know how any of them could get to that conclusion via any evidenced based rationale. The new release pace frequently means that the CSM is cut out of the development feedback process, sometimes nearly entirely. There’s a growing list of items, some major, that we saw at the same time the rest of the player base did.
When the CSM attempted to get looped into the new development model better, we sometimes started seeing items one day, perhaps two, before they were released. Even something as major as the 0.0 revamp has been a dead topic since the last summit. This is all the more frustrating because after the scuffle erupted from the CSM's name being used to promote changes we didn't endorse, we had a meeting where we were assured that we would be kept in the loop.
Actions speak louder than words. The shared Skype channel is frequently home to all manner of defensive, passive aggressive, or antagonistic exchanges.
All of this makes it very difficult to work as the institution should. Some EVE pundits will say that the CSM is a toothless institution that CCP uses when convenient or as a marketing tool, and nothing more. There's some truth to that. The CSM was designed around a titled system with a Chair and two releases per year. The institution hasn't adapted, and its relevance, such as it was, has suffered because of it.
Part of this is the CSM's fault. It wasn't until we hit a couple days before a recent release and collectively realized that we didn't have any idea what it was going to contain that we looked around and took stock of where we were. Though there are some bright spots, the overall outlook isn't positive. The CSM should have realized this sooner, and we should have been more insistent on being given the access we require to fill the role we were elected to fill. The situation is also not helped by members of the CSM who are afk to the point of uselessness.
Part of this is CCP's fault. While I recognize that they are busy meeting the demands of the new release schedule, to be a perpetual afterthought does somewhat sap the enthusiasm of even the most ardent public servant, and it is difficult to engage when there is nothing with which to engage. In some cases, the CSM has been specifically sidelined. In other cases, the CSM has been treated as an enemy, something to deal with if necessary but otherwise best ignored.
The reason this is so is because, broadly speaking, CCP does not handle criticism well. There have been instances where CSM members have offered appallingly uncalled-for and highly unprofessional input and critiques. But well reasoned counter-arguments and constructive criticism that doesn't match devthink is frequently taken as a personal affront as well.
This is fine as long as everyone agrees, but over the course of even this term, everyone agreeing on everything is an impossibility. With short one-year terms and no compelling reason to engage with the CSM, this means that ignoring the CSM or members of the CSM is entirely viable.
CCP Falcon and CCP Leeloo have been tremendous. They have waged many battles on the CSM's behalf, and it is in them that the hope of institution is vested. If it weren't for them, their hard work, dedication, and patience, I would have given up long ago and certainly wouldn't be standing for re-election. The CSM itself and various individual members have accomplished goals and played an important role in a few key situations. There is thus still cause to try and push for change.
So instead of giving up, I've been attempting to reform the organization. I don't like organizational inefficiencies, and if CCP isn't going to talk to me about my other specialty areas, I figure reform attempts are the best way to remain engaged. The CSM would, if used correctly, be an incredible asset. The problem is that there are certain institutional and attitudinal blocks that prevent the CSM from reaching its potential. Some CSM side, some CCP side. To date, I've had very little success in this regard, in no small part due to only recently realizing the magnitude of the issue. It also likely hasn't helped that I call things like I see them.
So that's what I've been doing. I spent the first half of my term trying to illuminate player psychology from my unique position, and I spent the rest of it trying to figure out how to get the CSM and CCP in a place where such input from myself and others on various topics wouldn't be summarily dismissed out of hand.
I don't think pretty little lies or carefully constructed facades do the CSM or CCP any service. If the institution is to properly evolve, we're going to have to take a hard look at some uncomfortable truths and try to figure out how to address them.
At the end of the day, the CSM and CCP aspire to the same goals. These are a robust game and a vibrant community. If we can ever work well together, the whole will assuredly be greater than the sum of the parts. It may not be possible, but the potential gains make it worth attempting.
What have we done or more specifically what have I done. Well, the biggest specific thing I pushed for (and got) was the Bowhead project. The more vague goal early in the term was work with the PvE team on incursions as well as representing highsec and the casual play style.
The most effort I made was in keeping the lines of communication with players going via the eve Forums and through podcasts. I have been a regular on Podside and Eve Radio DJ Wiggles show as well as 'hotdropping' several others. I tried to be open to input from whatever source and, like Sugar, keep a book in which I take notes of things to talk to the devs about.
As a group the CSM has spent a lot of time adapting to the new faster (MUCH faster) pace of the release schedule. Things change so quickly that some does not get seen by us much sooner than it is is seen on the test server. Other broader strokes we try to get input as early as is possible. Do we know everything and see everything? No, and I am not sure that that is even possible. A summit often covers projects coming up but then that project is done and two more run before another summit happens. This goes back to CSM 8's attempt to build more bridges to other teams and get more lines of communication open to the devs.
Progress and change have been made. The decision to eliminate officers showed that we could function without them. Personal projects and one on one contact with devs started to replace the idea that we need to talk to entire teams taking them all away from the job at hand. Helping bridge the gap between players and the dev teams have lead to a more open and direct exchange of ideas with CSM acting as enablers, not the conduit itself. Hell, if we do this well enough we might manage to organize ourselves right out of a job. Or, better yet, change the job as this one will be done and we can take on a different aspect.
In the end I think that is the biggest truth about CSM, it is what we allow it to be and it changes to match the environment it is in. I have enjoyed the past two terms watching the changes happen and hope for another to continue helping it grow, change, become something more, even if I do not know what the more will be.
It was well known that I was a staunch supporter of the CSM process before being elected myself onto CSM 9. I was of the firm belief that while the process wasn’t perfect, the CSM offered a very real way of allowing players to actively engage CCP in improving Eve Online. I am happy to say that for the most part, my suspicions have been confirmed.
I had set goals I wanted to achieve this term and there were two key points in particular. The first was to see some concrete progress on fixing the well-documented issues on 0.0. While I can take no credit for this coming to the table during CSM’s term – CCP had already decided that this was to be a high priority during our tenure – I feel we have worked hard where we could to guide CCP in what the players are thinking towards fixes with 0.0. An example would be how the jump drive changes were originally slated to affect Jump Freighters. It was clear to us that 0.0 industry was not yet in a place where such a nerf would be appropriate and we were sure to let CCP know this as did the community at large.
The second goal I had was to be a clear communication conduit from CCP to the player base and vice versa. Through the weekly CSM 9 Reports I have been doing throughout the entirety of my term as well as engaging players through my podcast, my website and through forums such as Zulu and #tweetfleet I feel people find me approachable when it comes to their concerns with the game as well as providing regular updates on what we are actually up to. This is something that can always be improved upon of course and I hope to up the ante if elected to CSM X.
A couple of things that came slightly out of the blue which I wanted resolved have come to me from the player base since I was elected. The first was the issue of input automation which I very quickly engaged CCP on with initially, limited success. I requested a session to discuss this at length at the Summer Summit and you can read how that particular conversation went in the Summit Minutes. It was clear that this urgently needed addressing so it was fantastic to see CCP clarify what was a previously grey area and to feel I personally played a significant part in that.
I also wanted to address how CCP devs actively play the game in a very real way after the issue was brought up by a player. After all, how can a dev balance the demands of a large 0.0 bloc FC if they can’t experience said gameplay themselves? This is something I pointed at CCP Rise and Fozzie when they came on Crossing Zebras a few weeks back and I believe CCP will act on this in the not too distant future.
So much of what CSM does can be difficult to define to the player base because it is suggestions and tweaks here and there. I’m pleased that during my tenure, I’ve been able to get concrete things achieved in working with CCP and it is proof to me that the system works.
This term's been great. While there's been some misunderstandings (generally oversights, like the jump changes, or just too short a time to react), in general, communication's been pretty good.
I was elected on a platform of representing both industrialists, and third party developers. While a lot of the industrial changes were locked in before I was elected (big changes need a good chunk of work) A bunch of fine tuning happened. I'm pretty happy with how all of that's worked out. Still room for improvement, when teams get reintroduced for example, but it's generally small tweaks, rather than anything big.
When it comes to third party development, great things have been happening. SSO has been deployed, and is in use by many sites. Not only that, but CREST is finally up and running, serving market data to a number of sites, where it's then federated out. Your support has proven to CCP how important third party development is to the player base, which has given mandate to developers like CCP Foxfour to work on getting yet more tools into our hands. I can't wait to see what happens next.
A great example of how the CSM can interact with CCP, is the recent addition of the small ore anomaly in the rookie systems. With the recent influx of newbies, CCP Manifest gave members of the CSM access to the Rookie help channel (we may have badgered him a little) A number of us have been spending time there, helping out, and making notes about the questions we've seen on a regular basis.
One of them was 'Where do I mine?' closely followed by 'where do I find asteroids?' I put up a thread on the CSM forums, asking for something to be done. A few suggestions were thrown in, and we pointed the thread out to CCP Rise (as he's doing NPE stuff) A short while later, he pitched the anomaly as a solution.
The job the the CSM is talking. Talking to players, to gather their concerns and goals, and talking to CCP, about what we think the game needs, and what our opinions are on the route they're taking. This needs, of course, for CCP to listen to us. Sometimes this breaks down, sometimes a dev just doesn't think to talk to us, but it's getting better. Yelling is (generally) not the route forwards. It's a conversation, which means you can't force it. If you think "I'll get elected to the CSM, and yell at CCP to make something happen", you're not going to get very far. Always think out your arguments, and don't get heated about it. No-one likes a yelling match, or to have their hand forced.
Some people have said that being on the CSM takes a lot of time. It's true, if a touch misleading. It's not something you do for an hour a week, taking breaks whenever you want (unless you want to be useless.) You keep the conversation going, talking to CCP daily, responding to player concerns when they come in. It's time consuming in that you'll be doing something most days. And there are sometimes meetings which you should attend (and the summit takes a good chunk of time). But it's not like you're going to be doing nothing but that.
All in all, this has been a good and productive term. I'm looking forwards to hopefully serving on CSM 10.
CSM 9’s term has been incredibly productive, but challenging at times. This was especially true when it came to adapting the seven year old concept of the CSM to a faster, more productive release model that takes into account ten releases per year, rather than two expansions.
While we’ve made good progress in this respect, there is still some way to go before the CSM’s transition to the new release model is complete and we can look at further expanding their role and interactions with CCP. This transition has to occur in a comfortable time frame, however it needs to be free from rash decisions and based on what we have learned during the course of CSM 9’s term.
During the course of their term, the council’s delegates have proven the CSM to be invaluable when CCP has been required to make difficult and sometimes controversial decisions when making changes to fundamental gameplay elements. Examples of this are during the wormhole mass changes, and of course the force projection changes, particularly those related to jump freighters.
The CSM has also proved to be incredibly helpful in crisis management situations, with the mettle of both CCP and the council being tested during the issues surrounding SOMERblink during the summer months of 2014. The openness and candid responses that the CSM gave during this time were in a large part responsible for the timely resolution of the situation, and many members of the council took extra time out from their daily lives and commitments to atten extremely short notice meetings so that we could bring the situation to a resolution as swiftly as possible.
The same was very much true during the issues we experienced right after Fanfest relating to malicious damage made to the newly erected EVE sculpture in Reykjavik, with members of the council assisting behind the scenes to bring the issue to a timely and direct resolution.
As a player, before coming to CCP, I was never fully sold on the value or the validity of the CSM as an institution, and was often openly critical of it. After seeing the terms of CSM 8 and CSM 9 from “behind the scenes” during my time at CCP so far, that opinion has changed drastically and I’m looking forward to working with the tenth council in 2015 in order to further expand their role and their interactions with CCP.
2014 has been a year full of some really big changes to how we develop EVE Online. Almost every process for EVE development is touched by the change in how we release updates to EVE Online, and the structure and working processes for the CSM are no exception.
The 9th Council of Stellar Management have made great contributions to EVE Online during this year, giving us feedback on both designs for EVE and tricky community issues such as input multiplexing.
My goal for 2015 and how we work with the next CSM is twofold: To make it easy for EVE development teams to work with the CSM, and to find ways to give CSM more empowerment and direct access to information about development and plans so that they can keep bringing the player perspective into the heart of development of EVE Online.
I want to say a great thank you to CSM9 for all their work and contributions to EVE Online in the past year, and I look forward to working with the next council. I hope that all players take the opportunity to vote for people who can represent your perspective in EVE.
Despite some challenges in transitioning to the new release model in the latter half of the term, the performance and dedication of the delegates of CSM 9 has been exemplary, and we are looking forward to working with the next council in 2015, with the hope that many of the CSM 9 delegates will be successfully re-elected to continue their work.
Keep an eye on our official forums and this Devblog feed for more information regarding the CSM, and details of the upcoming candidacy and election periods for CSM X.
CCP Leeloo and the Ninth Council of Stellar Management]]>
Creative space friends,
We here at CCP have long sought out player created material to use in our streaming efforts and in social media because, in so many ways, it’s the best material. I ask you, who sleeps without hearing the roars of Metal Camel from the Alliance tournament broadcast?! We’ve had an open mailbox (firstname.lastname@example.org) for anything your fertile minds cook up or come across – things that we have shared on our social media channels through the years.
These submissions and tips have been invaluable to us since we only have so many sets of eyes (CCP Manifest is the only one with more than two) to scour the EVE universe and its fringes. These submissions have allowed us to act as a bullhorn, as a magnifying glass, and as a giant highlighter for all the wonderful things that you do. They have connected you with each other, given the creators the recognition they deserve, and inspired future content producers.
Now that we have even more means of communicating your genius, like the almost-monthly EVE Online show ‘o7’, we want to refresh this open invitation and ask for more of your submissions – big and small. What we are looking for is something that you think is worth highlighting. Anything from a cool screenshot, news of an important event, links to amazing battle reports, a shout-out to someone you think has done something admirable, a poem about CCP Guard’s classic-yet-youthful hairstyle, pvp video, artwork, “EVE is Real” photo, tips about a great player-run project or anything else that in your mind deserves praise and attention.
Please send what you have to email@example.com using a descriptive title, and note that some submissions may be end up being used for our social channels while some may get a mention on the global internet spaceship television or elsewhere, the important thing is to make sure our D-Scans pick up everything (except recons of course heh). But then we also want to ask for more…
From those willing to put in the extra work, we want to get new advertisements to premiere LIVE on the internet’s favorite spaceship themed talk show, and we want to loosen up the premise a little bit. You can advertise your corporation or alliance for pure bragging rights or for recruitment purposes, a project you are running, your CSM candidacy or you can advertise an event that is about to take place. We don’t want to limit you and tell you what is worth highlighting or how to do it, as long as you follow these simple rules:
Advertisement submissions should be sent to firstname.lastname@example.org with the subject “o7 advertisement”. If you have questions you need to ask before diving into production, you can also EVE mail me (CCP Guard) directly.
In the submission e-mail please tell us a little bit about what you’ve created. If the advertisement is regarding something time sensitive, be sure to tell us about that too so we can more likely schedule it properly.
We look forward to seeing what you come up with!
This is CCP Terminus bringing you another devblog, this time covering our continuing Module Tiericide project. For reference to what the Module Tiericide project is all about and what that will mean to your modules please refer to CCP Fozzies previous devblog here: Rebalancing EVE, One Module at a Time. The Proteus release on January 13th will see the second round of this work, with changes to 10 different module types of various categories.
We’ve looked at the feedback from the renaming we did in the first module pass, and we agree we may have gone too far in stripping out the lore and history from modules. However, we still value the information given by the new module names, and as such we will be creating a hybrid naming structure incorporating the two.
Each name will now consist of three parts: [flavour name] [specialization name] [type name]
For example, the Type-D Altered SS Overdrive Injector and other meta 1-4 Overdrive Injectors will be combined and renamed the Type-D Restrained Overdrive Injector. This keeps some of the flavor name, while adding in the specialization name informing you of its focus.
In addition, All flavor names will be consistent if paired with a specialization name meaning all Type-D modules will be Restrained. This adds further consistency to the naming system and prevents knowledge of one naming section from conflicting with another.
These changes will be retroactively applied to modules which have gone through the tiericide process in the past to keep everything consistent.
There will be 10 modules types affected this round, which fall in to 4 basic types: Harvest Equipment, Hull Upgrades, Propulsion Upgrades, and Engineering Equipment.
Mining Lasers have had the number of modules reduced significantly. In addition, some ease-of-use balancing has been done, for instance on the mining laser range, to make them easier and more intuitive to use for newer players.
|Name||Meta||Powergrid Usage||CPU Usage||Activation Cost (GJ)||Optimal Range (km)||Duration (s)||Mining Amount (m3)|
|EP-S Gaussian Scoped Mining Laser||1||3||65||20||16||60||50|
|Particle Bore Compact Mining Laser||1||2||55||20||11||60||50|
|Single Diode Basic Mining Laser||6||2||45||10||11||60||25|
|Gallente Mining Laser||8||3||60||10||10||60||45|
Mining Laser Upgrades
Mining Laser Upgrades (MLU) for both ore and ice have received the same treatment. Lower tier MLUs have been consolidated into one type. The two higher tier modules have been given storyline status to illustrate their rarity and strength, and given a 1% boost to their mining bonus. Drop rates and locations for the storyline modules have not changed.
MLUs - Ore
|Name||Meta||Powergrid Usage||CPU Usage||CPU Penalty (%)||Mining Amount Bonus (%)|
|Mining Laser Upgrade I||0||1||30||10||5|
|Elara Restrained Mining Laser Upgrade||1||1||35||8||8|
|Mining Laser Upgrade II||5||1||40||12.5||9|
|'Carpo' Mining Laser Upgrade||6||1||35||6||9|
|'Aoede' Mining Laser Upgrade||6||1||40||8||10|
MLUs - Ice
|Name||Meta||Powergrid Usage||CPU Usage||CPU Penalty (%)||Cycle Time Bonus (%)|
|Ice Harvester Upgrade I||0||1||30||10||-5|
|Frigoris Restrained Ice Harvester Upgrade||1||1||35||8||-8|
|Ice Harvester Upgrade II||5||1||40||12.5||-9|
|'Anguis' Ice Harvester Upgrade||6||1||35||6||-9|
|'Ingenii' Ice Harvester Upgrade||6||1||40||8||-10|
All Meta 0 Expanded Cargoholds (Alpha Hull Mod, Marked Modified SS, Partial Hull Conversion, Type-E Altered SS) will be consolidated into the 'Basic' Expanded Cargohold. Given the 'Basic' Expanded Cargohold has a lower Cargo Capacity bonus than all other Meta 0 Cargoholds (with the exception of the Marked Modified SS) of 17.5%, it is advised that you do not have a full cargohold with these modules fitted while in space on Proteus’ release.
In addition to the module tiericide, a new faction module has been added to the Expanded Cargohold lineup. This module will be available from the ORE LP store and/or as a drop.
|Name||Meta||Structure Hitpoint Bonus (%)||Cargo Capacity Bonus (%)||Velocity Modifier (%)|
|Civilian Expanded Cargohold||0||-30||10||-20|
|Expanded Cargohold I||0||-25||17.50||-15|
|Type-D Restrained Expanded Cargo||1||-15||22.50||-13|
|Expanded Cargohold II||5||-20||27.50||-10|
|'Basic' Expanded Cargohold||6||-10||17.50||-20|
|Limited Expanded 'Archiver' Cargo I||6||-15||27.50||-10|
|ORE Expanded Cargohold||8||-20||29.00||-10|
Nanofiber Internal Structures
In addition to the module tiericide, 'Basic' Nanofiber Internal Structures will be losing the Hull Upgrades I requirement. This keeps them in line with other 'Basic' modules by having low overall power, with low fitting and skill requirements.
|Name||Meta||Skill Requirements||Structure Hitpoint Bonus (%)||Velocity Modifier (%)||Inertia Modifier (%)|
|Nanofiber Internal Structure I||0||
Hull Upgrades I
|Type-D Restrained Nanofiber Structure||1||
Hull Upgrades I
|Nanofiber Internal Structure II||5||
Hull Upgrades II
|'Basic' Nanofiber Internal Structure||6||Mechanics I||-5||5.25||-10.25|
|Synthetic Hull Conversion Nanofiber Structure||8||
Hull Upgrades I
|Domination Nanofiber Structure||8||
Hull Upgrades I
|Republic Fleet Nanofiber Structure||8||
Hull Upgrades I
The most significant changes to Reinforced Bulkhead balance will be the slight increase in the Inertial Modifier. This penalty will be increasing slightly in order to add more significance to the stat and allow for greater variance. All modules still fall between the 1% and 5% Inertial Modifier increase. Reinforced Bulkheads II gain the largest penalty from this, keeping with the theme of Tech II modules having the most power outside of faction and storyline modules, but with the largest drawbacks. In addition to the rebalancing, two new faction modules have been added to the Reinforced Bulkhead lineup. These module will be available from their appropriate LP Store and/or as drops.
|Name||Meta||Powergrid Usage||CPU Usage||Structure Hitpoint Bonus (%)||Cargo Capacity Bonus (%)||Inertia Modifier (%)|
|Reinforced Bulkheads I||0||1||35||15||-10||3|
|Mark I Compact Reinforced Bulkheads||1||1||25||18||-7||3|
|Type-D Restrained Reinforced Bulkheads||1||1||35||18||-5||1|
|Reinforced Bulkheads II||5||1||40||25||-11||5|
|'Basic' Reinforced Bulkheads||6||1||15||10||-5||1|
|Synthetic Hull Conversion Reinforced Bulkheads||6||1||20||20||-5||3|
|ORE Reinforced Bulkheads||8||1||35||27||-6||4|
|Syndicate Reinforced Bulkheads||8||1||35||27||-10||2|
In addition to the module tiericide, two new faction modules have been added to the Inertial Stabilizers lineup. These module will be available from their appropriate LP Store and/or as drops.
|Name||Meta||Signature Radius Bonus (%)||Inertia Modifier (%)|
|Inertia Stabilizers I||0||10||-16.75|
|Type-D Restrained Inertial Stabilizers||1||9||-18.50|
|Inertia Stabilizers II||5||11||-20.00|
|'Basic' Inertia Stabilizers||6||5||-14.00|
|Synthetic Hull Conversion Inertia Stabilizers||6||6||-20.00|
|Domination Inertial Stabilizers||8||7||-20.50|
|Shadow Serpentis Inertial Stabilizers||8||10||-21.50|
|Name||Meta||Cargo Capacity Bonus (%)||Velocity Modifier (%)|
|Overdrive Injector System I||0||-15||10.50|
|Type-D Restrained Overdrive Injector||1||-10||11.75|
|Overdrive Injector System II||5||-20||12.50|
|'Basic' Overdrive Injector System||6||-1||6.00|
|Synthetic Hull Conversion Overdrive Injector||6||-3||12.00|
|Domination Overdrive Injector||8||-5||12.50|
|Republic Fleet Overdrive Injector||8||-5||12.50|
Power Diagnostic Systems
|Name||Meta Level||CPU||Shield Recharge Rate Bonus (%)||Shield Hitpoint Bonus (%)||Capacitor Recharge Rate Bonus (%)||Powergrid Bonus (%)||Capacitor Capacity Bonus (%)|
|Power Diagnostic System I||0||20||7.5||4||7.5||5||4|
|Mark I Compact Power Diagnostic System||1||17||8||4.5||8||5.5||4.5|
|Power Diagnostic System II||5||22||8.5||5||8.5||6||5|
|'Basic' Power Diagnostic System||6||8||5||2||5||2.5||2|
|'Cartel' Power Diagnostic System I||6||10||8.5||5||8.5||5.5||5|
|Caldari Navy Power Diagnostic System||8||16||8.8||6||8.5||7.5||5|
|Thukker Power Diagnostic System||8||16||8.8||6||8.5||7.5||5|
|Shadow Serpentis Power Diagnostic System||8||16||8.5||5||8.8||7.5||6|
|Ammatar Navy Power Diagnostic System||8||16||8.5||5||8.8||7.5||6|
|Dark Blood Power Diagnostic System||8||16||8.5||5||8.8||7.5||6|
|True Sansha Power Diagnostic System||8||16||8.5||5||8.8||7.5||6|
|Brokara's Modified Power Diagnostic System||11||18||10.7875||6.25||10.7875||7.875||6.25|
|Brynn's Modified Power Diagnostic System||11||18||10.7875||6.25||10.7875||7.875||6.25|
|Tairei's Modified Power Diagnostic System||11||18||10.7875||6.25||10.7875||7.875||6.25|
|Raysere's Modified Power Diagnostic System||12||20||13.075||6.5||13.075||8.25||6.5|
|Selynne's Modified Power Diagnostic System||12||20||13.075||6.5||13.075||8.25||6.5|
|Tuvan's Modified Power Diagnostic System||12||20||13.075||6.5||13.075||8.25||6.5|
|Ahremen's Modified Power Diagnostic System||13||22||15.3625||6.75||15.3625||8.625||6.75|
|Setele's Modified Power Diagnostic System||13||22||15.3625||6.75||15.3625||8.625||6.75|
|Vizan's Modified Power Diagnostic System||13||22||15.3625||6.75||15.3625||8.625||6.75|
|Chelm's Modified Power Diagnostic System||14||24||17.65||7||17.65||9||7|
|Cormack's Modified Power Diagnostic System||14||24||17.65||7||17.65||9||7|
|Draclira's Modified Power Diagnostic System||14||24||17.65||7||17.65||9||7|
Capacitor Power Relays
|Name||Meta Level||CPU||Shield Boost Bonus (%)||Capacitor Recharge Rate Bonus (%)|
|Capacitor Power Relay I||0||4||-10||20|
|Type-D Restrained Capacitor Power Relay||1||4||-10||22|
|Mark I Compact Capacitor Power Relay||1||2||-8||22|
|Capacitor Power Relay II||5||8||-11||24|
|'Basic' Capacitor Power Relay||6||1||-5||10|
|'Motte' Capacitor Power Relay I||6||2||-7||25|
|Ammatar Navy Capacitor Power Relay||8||4||-8||25|
|Dark Blood Capacitor Power Relay||8||4||-8||25|
|Imperial Navy Capacitor Power Relay||8||4||-8||25|
|Khanid Navy Capacitor Power Relay||8||4||-8||25|
|True Sansha Capacitor Power Relay||8||4||-8||25|
|Brokara's Modified Capacitor Power Relay||11||8||-10.5||26.875|
|Tairei's Modified Capacitor Power Relay||11||8||-10.5||26.875|
|Raysere's Modified Capacitor Power Relay||12||12||-11||28.75|
|Selynne#39;s Modified Capacitor Power Relay||12||12||-11||28.75|
|Ahremen's Modified Capacitor Power Relay||13||16||-11.5||30.625|
|Makur's Modified Capacitor Power Relay||11||16||-10.5||30.625|
|Vizan's Modified Capacitor Power Relay||13||16||-11.5||30.625|
|Chelm's Modified Capacitor Power Relay||14||20||-12||32.5|
|Draclira's Modified Capacitor Power Relay||14||20||-12||32.5|
|Name||Meta Level||CPU||Capacitor Recharge Rate Bonus (%)|
|Cap Recharger I||0||10||15|
|Eutectic Compact Cap Recharger||1||8||17.5|
|Cap Recharger II||5||15||20|
|'Basic' Capacitor Recharger||0||4||12|
|'Palisade' Cap Recharger I||6||8||20|
|Ammatar Navy Cap Recharger||8||10||21|
|Dark Blood Cap Recharger||8||10||21|
|Imperial Navy Cap Recharger||8||10||21|
|Khanid Navy Cap Recharger||8||10||21|
|True Sansha Cap Recharger||8||10||21|
|Brokara's Modified Cap Recharger||11||15||24|
|Tairei's Modified Cap Recharger||11||15||24|
|Raysere's Modified Cap Recharger||12||18||28|
|Selynne's Modified Cap Recharger||12||18||28|
|Ahremen's Modified Cap Recharger||13||20||32|
|Vizan's Modified Cap Recharger||13||20||32|
|Chelm's Modified Cap Recharger||14||23||36|
|Draclira's Modified Cap Recharger||14||23||36|
We will be taking feedback into account for all modules and there may be some further changes between now and the release of Proteus based on this feedback. As always, we hope you’ve enjoyed running through these changes with us, and we look forward to hearing what you have to say in the comments.
- CCP Terminus and the whole CCP Module Taskforce
Based on feedback and further tweaking, we've made the following changes to some modules. These changes are listed below, and take precedence over the statistics above.
Capacitor Power Relays
|Name||CPU||Shield Boost Bonus (%)||Capacitor Recharge Rate Bonus (%)|
|Type-D Restrained Capacitor Power Relay||4||-8||22|
|Mark I Compact Capacitor Power Relay||2||-10||22|
Type-D Restrained Capacitor Power Relay – Shield Boost penalty decreased from -10% to -8%
Mark I Compact Capacitor Power Relay – Shield Boost penalty decreased from -8% to -10%
The Shield Boost Bonus error has been fixed. Type-D and Mark I modules had the value reversed.
|Name||Structure Hitpoint Bonus (%)||Cargo Capacity Bonus (%)||Velocity Modifier (%)|
|Civilian Expanded Cargohold||-30||10||-20|
|Expanded Cargohold I||-20||17.50||-15|
|Type-D Restrained Expanded Cargo||-15||22.50||-13|
|Expanded Cargohold II||-23||27.50||-18|
|'Basic' Expanded Cargohold||-5||17.50||-20|
Expanded Cargohold I – Structure Hitpoint penalty reduced from -25% to -20%
Expanded Cargohold II – Structure Hitpoint penalty increased from 20% to -23%, Velocity modifier increased from -10% to -18%
These three changes should bring the T1 and T2 Expanded Cargoholds better in line with other module types, with the T2 version of a module giving the best performance but with higher drawbacks than T1.
'Basic' Expanded Cargohold – Structure Hitpoint penalty reduced from -10% to -5%. This should allow players who care more about keeping as much structure hitpoint as possible an attractive option, at the cost of cargo capacity.
Inertial Stabilizers are now consistently named Inertial Stabilizers instead of some being Inertia Stabilizers and some Inertial Stabilizers.
|Name||Signature Radius Bonus (%)||Inertia Modifier (%)|
|Type-D Restrained Inertial Stabilizers||8||-18.50|
Type-D Restrained Inertial Stabilizers – Signature Radius penalty decreased from 9% to 8%]]>
Fanfest is just around the corner!
EVE Fanfest 2015, the annual pilgrimage of capsuleers to the beautiful volcanic rock of Iceland to enjoy three full days of epic camaraderie, spacestuff and partying, is only three months away. In 2015, Fanfest is taking place slightly earlier and it coincides with the total solar eclipse on March 20th. Unless you are planning on being in the Faroe Islands, Iceland will be pretty much the best place in the world to experience it.
This Fanfest comes after another great year in New Eden, which is in no small part due to EVE’s new 5-6 week release cycle and additions like travel changes, Thera and more helping to supplement the ever-shifting metagame. All things internet spaceships will be at the core of Fanfest 2015, and with over 900 tickets sold already it’s going to be awesome.
We want you!
Much like our concept for the ‘This is EVE’ trailer, we want to put our players first at Fanfest and get the EVE community more involved in the event and in the spotlight itself. For the last few years we’ve had a few player presentations and have been quite happy with their high quality and reception. This time we would like to increase the number of player-run sessions to make the most of the variety, wisdom and hilarity our players can bring to the stage.
This does not mean we are replacing any developer presentations with community ones. There will just be a few more community ones mixed in to give attendees a wider range of programming from which to choose.
What are we looking for ?
We are looking for EVE players who have something interesting to talk about and are willing to commit to making a presentation, hosting a roundtable, or organizing an external event.
For presentations, we are looking for three styles: full 45-minute sessions, shorter 10-20 minute ones and 5 minute “lighting talk”-style presentations. We are hoping to have one fully player-presented lighting talk session at which attendees would see between seven and ten players talk, each for only five or so minutes. For the rest we do not have a fixed number of slots to fill, it all depends on the proposals we get.
If you have a topic for a roundtable which isn’t part of the normal sessions, you can let us know if you want to host one.
In addition to the official CCP program, numerous player run events happen at and during Fanfest every year as part of the greater Fanfest “sandbox” or “metagame.” If you are hosting one and would like everyone to know about it, please let us know and we can help you get more visibility. We might also be able to help you get you in touch with venues and vendors to make an even better event. Your event has to be open to everyone and we can’t guarantee to advertise everything .
A prerequisite is that you’ve got to already be planning on coming to EVE Fanfest as we aren’t going to be supplementing airfare or passes for this effort. Maybe if you have a super genius idea for some remotely run event or content piece and the logistics work out we could entertain it. Feel free to send us an email!
How can you show your interest?
If you are interested in participating, send an e-mail to email@example.com with the subject “Players at Fanfest” somewhere in the subject with the following information:
We are looking for any and all content that EVE players would find interesting, different, wacky, informative, cool etc.
The deadline for submitting your proposal for a presentation or a roundtable is Sunday January 11th. After this we will start locking down the schedule and require a full commitment from you to make good on your word. For external events you can let us know as soon as you have something concrete, the latest by end of February.
At this point we don’t want to commit to any specific number of slots or events, it all depends on the quality and quantity of proposals we get. Our goal is to build a well-balanced and interesting program for all participants.
We would also like to hear your thoughts about Fanfest in general. Was there something you especially liked the last few years? Is there something else you would like to see, perhaps from one of the player gatherings during the past year? What would you like to see improved and why? Leave us any comments in the comments thread of this blog and we will see what we can do.
Looking forward to hearing from you and see you at Fanfest!
- CCP Legion
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It has been quite an eventful year and we look forward to another one starting soon. As the end of December draws near, it is the perfect time for a re-cap on how things have progressed this year and what we’re planning for the future.
First, we'd like to go over a couple of things regarding policy updates that are going to be implemented on January 1st 2015.
ISK Buyers - 2 strikes!
As we announced at FanFest 2014, we are tuning our ISK Buyer Policy up a notch. As of January 1st 2015 we will apply a new set of rules when dealing with players who do business with the real money trading (RMT) element in EVE Online. Those new rules are as follows:
Players caught buying ISK/in-game items for real money for the first time after January 1st 2015 will receive a 7 day temporary ban on all their accounts AND the ISK/ISK value of purchased items will be confiscated. Any players engaging in this type of activity a second time will be permanently banned on all accounts.
Players who have been caught before January 1st 2015 will be considered 1st time offenders and any further infraction will be handled according to the new rule. This means that anyone who has been caught buying ISK or ingame items for real money before January 1st 2015 and has received a warning or temporary ban according to the current rules, will receive a permanent ban on all accounts if they are involved in RMT element after January 1st 2015.
Input broadcasting and multiplexing, which have consequences in the EVE universe, are not allowed and will be policed from January 1st 2015.
You have all seen the notification on our forums about this from 2014-11-25 and read the resulting feedback and discussions in the 121 pages so far. There is not much more to say about this matter than is already stated in the post and we trust we'll not have any trouble with this after January 1st 2015.
Refresher Course - Macro Use
During discussions about the input multiplexing and broadcasting issue on forums and in tickets, we have noticed a frequent misunderstanding we would like to take this opportunity to address. Any use of macros to interact with the game world is prohibited by EULA now, and has always been. The EULA clearly stipulates:
A. Specifically Restricted Conduct
3. You may not use your own or any third-party software, macros or other stored rapid keystrokes or other patterns of play that facilitate acquisition of items, currency, objects, character attributes, rank or status at an accelerated rate when compared with ordinary Game play. You may not rewrite or modify the user interface or otherwise manipulate data in any way to acquire items, currency, objects, character attributes or beneficial actions not actually acquired or achieved in the Game.
2014 In Numbers
Of course, no blog from Team Security should be without juicy data and shiny graphs so here are some numbers from 2014.
First, here is an overview of what the bad guys got banned for this year:
Macro use is the leading cause of bans but of course a lot of those are temporary 30 day bans for a 1st offense.
A further break-down of those macro bans is available in this here:
Please note that this only includes the beginning of December so that month is low on the graph.
Finally, here is a graph showing the total value of ISK confiscated in 2014, as well as ISK and value of assets on accounts that have been banned this year, based on some fairly conservative price estimates:
And with that, this is Team Security signing off for now.
Fly safe and be good!
The events unfolding in the New Eden universe will continue, and we will also continue with not telling you explicitly about everything that is going to happen. So keep paying attention to in-game news, features and events if you want to follow, discover and have an impact on the next steps on our road towards big changes to the EVE universe in 2015.
Here are the features in Proteus:
Combat recon ships will be impossible to detect with directional scans and bonuses and attributes will be looked over for all 8 Force and Combat Recon ships. For more details and to provide feedback, take a look at this thread: Recon Ships
Hull variants for the Oneiros and Navy Issue will follow in coming releases. If you want some ideas for what to do with an Exequror, we can recommend this solo PvP video featuring Jim Jams.
In a substantial package of balance changes that are part of the "Module Tiericide" project, the following modules groups will see changes: Capacitor Rechargers, Capacitor Power Relays, Power Diagnostics Units, Mining Lasers, Mining Laser Upgrades, Expanded Cargoholds, Nanofiber Internal Structures, Reinforced Bulkheads, Inertial Stabilizers and Overdrive Injectors. Threads for feedback will be posted in the Features & Ideas forum.
Originally scheduled for Rhea, new dust effects, light rays, and rock fragments will be added to asteroid belts in Proteus to create a more immersive experience.
The new star map released as an opt-in feature in Rhea will see several updates. Additions likely to make it into the Proteus release are things like a standalone system view, probe scanning support, directional scanning cone visualized in the system view and mouse-over information on stars, planets and moons.
To make sure there are enough mining opportunities in starter and career agent systems, Proteus will bring a new kind of small scale ore anomalies suitable for young capsuleers.
In Proteus, we will retire the Teams feature that is currently part of Industry. Read more about this change and the reasons behind it in this dev blog: Industry & Teams - The Removal of Teams.
A few recordings for Aura were missing from the German and Russian clients, so we decided to redo all of them. For Russian Aura we have used a voice actress, but for the German version several players suggested we contact EVE player Naburi NasNaburi, a popular pirate amongst German-speaking capsuleers. She is well known for her parody songs "EVE. Oh EVE" and "My guns were made for shooting" and is the co-host of DJ Raserball on EVE-Radio. She agreed to record the new version of Aura's lines in German, and with Proteus, this will be the new voice of Aura for clients with German as the language setting.
Proteus comes with more music from EVE composer CCP RealX. In fact it’s already available right here. The EVE Online SoundCloud page also has dozens of release themes, EVE trailer music, sound effects, CCP dev rap music, and the rest of EVE’s soundtrack. All free to stream and download.
A few more things may make it into the release, keep an eye out for the Patch Notes in January for the full set of changes. Events will also continue to unfold in New Eden, so do pay attention to game news and events.
For those of you waiting for the Minmatar Tactical Destroyer, I can report that Honorary Fleet Architect Lotrec Emetin is seeing the last details come into place and the ship is scheduled for the Tiamat release on February 17th.
In the blog about the long distance travel changes in Phoebe, we outlined 3 phases of work on addressing gameplay in 0.0 security space in New Eden. Phase One was the travel changes, and we have now started work on Phase Two - a set of changes to sovereignty mechanics and related features and systems. Two teams are working on this full time, combining changes to structure gameplay, corporations and alliances and the sovereignty mechanics themselves in order to make impactful changes to EVE that improve gameplay and quality of life. Three things are in motion relating to this where we are seeking your input:
We will evolve these key systems with the ambition of strengthening the unique sandbox gameplay in EVE, making territorial warfare available to both big and small groups, creating more meaningful objectives and gameplay connected to it, and offering quality of life changes to anyone operating in EVE connected to this gameplay. You can also expect the unfolding events in New Eden to make a difference for all areas of the universe.
Improving this part of EVE is at the heart of our plans for 2015. We will not just release a single set of changes, but continuously work with these systems all throughout the year and take the time needed to make things work well to provide good times and good fights.
We are very excited about this endeavor, and I hope you will be too once you get to see more of the actual plans early next year.
With that, I'd like to thank you all for being part of EVE Online in 2014 and I wish you all happy holidays full of good EVE and out-of-EVE times. We hope to have all of you with us for a very exciting EVE 2015.
Executive Producer, EVE Online]]>
Once again it’s that time of the year and holiday season is upon us!
As 2014 draws to a close, a look back over the events of the previous twelve months makes it very easy to see that this has been another amazing year for the EVE community.
From the surprise success of The Camel Empire in Alliance Tournament XII (and their beautiful EVE TV advertisements), to the immortalization of a renowned piece of EVE history as the first volume of EVE: True Stories, the colossal Bloodbath of B-R5RB, Warlords of the Deep taking the New Eden Open II champion’s trophy and an ongoing series of large scale battles in HED-GP throughout the year, 2014 has been memorable for capsuleers across the cluster.
However, the last year hasn’t been all about destruction. Ending 2013 on a high note after the EVE community raised a staggering amount for the Icelandic Red Cross, this year has been a year of change for both EVE and the Community.
An amazing Fanfest at the start of May, followed up by player gatherings hosted across the globe in cities including London, Cologne, Toronto, Perth, Vancouver, Austin, San Fransisco, Boston, Osaka, Glasgow, Dallas, Tokyo and many more has seen EVE players come together on more occasions than ever before to celebrate their achievements (and in some instances, rivalries) in New Eden. We also saw the beginning of an amazing new event in the form of EVE_NT hosted in Nottingham, UK which is set for a return in February 2015.
Combined with the switch to a 5-6 week release cadence for EVE, 2014 has been one of the fastest paced years in recent memory, brimming with content from our amazing community. After watching such outstanding feats both in and our of game, we felt compelled to make "This is EVE" as a tribute to the tenacity and creativity of the EVE Community. Unexpectedly, you all repaid those efforts exponentially by taking thousands of new players under your wings and teaching both the art of war, and the value of the greatest ship in EVE, friendship.
As we draw toward the end of the year we’ve also seen the return of EVE Down Under, the legendary gathering in Sydney, Australia. As well as this, we've seen the community give even more, assisting Bacchanalian of Rote Kapelle to raise over $16,400 for the Extra Life children’s charity. Then last week, we rounded off the year with the final release of 2014, Rhea, on December 9 as the community started to theorize regarding the sudden appearance of a stellar anomoly among the stars.
As the development pace begins to temporarily slow over the holiday period and your weapons cool off for a well deserved break, we’d like to offer the community our most sincere thanks for another amazing chapter in EVE’s history. As is customary this time of the year, we’d also like to offer a set of holiday gifts in celebration of the season and the amazing journey that we’ve experienced over the course of the last year.
The redeeming system of every paying EVE account has been credited with the following:
In addition to these items, all players will receive twenty holiday trinkets marking some of the more famous (and infamous) events of the last 12 months, and celebrating a number of achievements within the community. Some of our eagle eyed players will have noticed a few of these already, including Chribba's Modified Strip Miner, The Galactic Party Planning Guide, and the infamous SoxFour's Spaceboots.
And finally, we’d like to offer 20 days of multiple character training free to every EVE Online account as part of our thanks for a fantastic year. You can activate the multiple character training by visiting this link, which requires login through single-sign on (SSO).
All these gifts are ready to be redeemed now, and will be available for you to claim until January 11th, 2015. Also, if you reactivate an account before then, the holiday gifts will be available to you to claim as normal.
We hope that you've has as much fun this year as we've had watching you all continue to shape the EVE Universe and make your mark on New Eden.
From all of us at here CCP, to all of you who make up the backbone of New Eden and the most awesome gaming community on Earth, have an amazing holiday season!
Happy Holidays, and best wishes for 2015!
Negotiations between CCP and the Quafe Company regarding sponsorship for EVE Fanfest 2015 have reached a conclusion and our friends at Quafe headquarters have committed to a tribute of three branded ship skins for each capsuleer attending the annual gathering.
The ships, coming your way in the form of single-run blueprint copies, all hail from Gallente Federation shipyards and should be well known to drone warfare specialists.
Click to enlarge
The Quafe Tristan, Quafe Vexor, and Quafe Dominix will be distributed separately through the redeeming system in the months leading up to Fanfest, starting with the Quafe Tristan on January 15. The Quafe Vexor will arrive on February 11 and the Quafe Dominix warps in on February 27 so all three ships will be in your hands before Fanfest.
The ships will be delivered to existing ticket holders on these dates, and upon Fanfest ticket purchase after that, until sales of Fanfest tickets cease.
All three ships are free and time-exclusive for Fanfest attendees but will be made available through other means around Fanfest time to those who can’t attend the glorious event in person - more on that later.
Let us toast to the amazing Fanfest to come by raising our bottles of Quafe!
As part of the industry-focused Crius release earlier this year, a feature was added to supplement industrial gameplay called Teams. This mechanic allows you to hire teams of specialist non-player character (NPC) workers to boost your industry jobs in various ways.
Industry & Teams
Since Crius we have been closely tracking all related industry metrics and dials and it is apparent to us that usage of teams has been very low relative to the goals we set for it--with single figure percentage use in manufacturing jobs and near nonexistent use in research.
While we definitely think that the core idea behind teams is a good one and brings value to the game and you, in its current state it is adding the wrong type of complexity and not impacting the universe in the way we hoped. We have done some initial investigation and it is clear that bringing it up to the quality standards you should expect of us is a large project. A project which at this time is not the highest priority for us against some of the other things we are looking at. Given this, we believe the right thing for EVE and its players is to methodically remove industry Teams from the game over the next few months until such a time as we can properly revisit it.
Our rollout plan is to disable the seeding of new teams by the end of 2014 and to disable the UI features in one of the first releases of 2015. While we would stop seeding new teams, any existing teams in use would continue to provide bonuses until they retire, including those being actively used in jobs. We will also be closely monitoring the impact this potentially has on the Industry landscape and react as appropriate if the change is not as expected.
Why Teams & Why Now?
One common question that has been raised is “Why remove Teams and not feature X?” Over the past few releases we have become bolder in removing legacy features such as Clone Grades and the Skill Queue Limit to name a few high profile ones that we believe are not positively impacting the overall gameplay experience in EVE. Following much internal discussion and analysis the development team felt it was not right for us to leave the Industry Teams in their current state. In the case of Industry Teams we want to react more immediately before the system becomes difficult to address—which becomes much easier with the new release cadence we adopted this year. Low use is one of many contributing factors, but certainly not the only or most important one. As the EVE development team begins refocusing its efforts on other areas of the game, we want to make sure we are leaving industry in a good state, technically, for the health of the game and for you as players.
That being said, we want your input and feedback on what is ultimately a very rare course of action for us. While we feel we have done our due diligence in assessing the current implementation of Teams, additional context from you is always appreciated.
Thanks for reading,
Team Game of Drones
Today, a full install package for EVE is about 7GB that has to be downloaded and this expands to 12GB once installed. After the change, the initial download package required to play the game will be on the order of 200MB and it expands to about 350MB. This installs the game code without any resources (models, textures, audio and so on). The EVE client itself then downloads resources as it needs them and caches them locally on disk, so any given resource is only downloaded once.
On a fast connection you probably won't notice much of a difference – load times may be slightly longer at times. As you play more, more resources will be cached and fewer and fewer need to be downloaded. The client will be smart about pre-fetching resources it expects will be needed soon. When entering space, for example, it starts downloading the resources for stations and stargates in all neighboring systems so that if you jump through any stargate, in all likelihood all those static structures have already been downloaded when you enter that system. The client also starts a background download of all the low detail resources for all ships as soon as the game starts, so it'll soon be able to display any ship without any delay. Ships usually enter the scene (what you see on your screen) in low detail any way – the higher detail resources are then downloaded on demand.
If you prefer, we will of course also have the option of downloading all resources beforehand. The EVE client will then behave exactly as it does today, loading all resources from disk. You still have the option of starting up the game while the download is in progress – the launcher will then continue downloading all resources while you are playing. If the EVE client needs a resource the launcher hasn't downloaded yet, it will simply go and get it.
Does that mean I have to download everything again?
No, when we switch over to this we will offer a way to unpack the stuff files you already have.
What about the offline installer?
We will still offer a way to install from a pre-downloaded package, if for example you need to transfer it on a USB stick.
What about slow connections?
You can use the offline installer, or you can wait while the launcher downloads everything. Or you can enjoy the fact that you can get into the game sooner, although load times before ships show up might be long when you see a particular ship for the first time.
What about multiple clients?
This will actually make your life easier with multiple clients – the cache for downloaded resources will be shared without any special setup. Each install is only about 350MB and the resources live in a shared location.
How do I try this (Windows)?
We have a setup currently on Duality, which is one of our test-servers, where you can try this out. Click on this link to download an installer. Run the installer, but do choose a new installation folder instead of the default one (your location may of course be different).
When you do get to the 'Completing the EVE Online Setup' you should untick the 'Run EVE Online' box, as we have make a small change before logging into Duality.
After you hit finish, go to you desktop and right-click on the EVE icon that's just been added
This will bring up this box:
You have to add the following to the Target field:
The Target field should look like this:
(Note that the Target field shows only the end of the string in the field.)
Hit the 'Apply' button, and then the EVE icon to start the launcher. When the launcher has downloaded the necessary minimum set of resources to start playing, the 'PLAY' button will turn from gray to yellow and you can fly away!
We should note that the initial set of resources that the client downloads is roughly around 300 MB, but you should make sure that you have plenty of disc space. The whole set of resources is more the 12GB, so you should make sure that you have this space available in your installation location.
How do I try this (Mac)?
Grab the installer here. When it has downloaded, click the .dmg file and proceed with the installation. After the installation is complete, open Finder and highlight your EVE Online installation. Choose 'Show Package Contents', then select the 'Contents' folder and the 'MacOS' folder. Now open a terminal, drag the launcher into the terminal and add /server:220.127.116.11. Hit enter and the launcher pointing to Duality will open.
Once you have tried this out, please let us know your thoughts on the forums. What was your overall experience like? Did you encounter any problems, issues or did anything weird happen? If you did encounter issues, make sure to give as much detail a possible, including your internet connection speed as that can be a vital part of the equation.]]>
The fundamental question of any CGI programmer is: “What color is a given pixel on screen?” The more accurately the programmer answers that question, the higher the quality of the final picture. The essential tools for coming up with an accurate answer are of course real world physics and math. However, finding an exact formula that describes how the real world around us looks is impossible--at least with our current understanding of nature.
So what do we do in CGI? We simplify! And we have to because, at least in computer games, the images we need to calculate must be delivered in real time to fervent players desperately eager to watch “realistically” imaged spaceships explode. In such an environment, we must simplify for efficiency while maintaining as much of the realistic math as possible.
In the past we determined pixel color using a formula named the “Phong Reflection Model,” which was so popular that it was built into the hardware of the first generation 3D-acceleration cards. Phong was part of the hard-wired pre-shader implementation known as the Fixed Function Pipeline. Have a look and guess why:
This model, despite being from 1973, still produces very good results. Countless games and movies have been made with it, including EVE Online.
Since its creation, many improvements have been made to the Phong model. Especially with the introduction of GPU shading languages to replace the fixed function, programmers have gained significant freedom in the generation of each pixel on the screen. But despite adding improvements like normal maps, specular intensity maps, cubemap reflections, et cetera, the end results still rely on the basic principles of the decades-old model.
For all its popularity, however, Phong Reflection shows its age. One of the most visible wrinkles is its complete ignorance of energy conservation, a fundamental principle of physics. This means that under certain lighting conditions a resulting pixel is much brighter than it could actually be given the amount of energy that hits it. This prevents us from showing our assets realistically.
Subsequently, we need a new and better formula to determine accurate pixel color. It should account for energy conservation and be more complicated and more realistic than the Phong Reflection Model because GPU cycles are made to be spent on better results!
In fact, we can replace the single formula with a collection of different ones, all using the same data (material properties), but with different levels of exactness/simplification. We get to pick and choose. This new collection of rendering models is called “Physically Based Rendering” or PBR.
For implementation in New Eden, we chose Schlick’s approximation for the Fresnel factor, a distribution model from Trowbridge and Reitz (also known as GGX), and a Schlick-Smith based visibility function. All in all, a pretty standard PBR cocktail when it comes to non-organic objects. To give you an idea about the new complexity of our calculations, here is just the formula for the specular.
Here are some of the results (the new PBR ship is always the one closest to the camera):
Having adjusted our math to emulate better the behavior of light and materials in the real world, we plug those equations into EVE and everything is suddenly perfect, right?
PBR shows the state of our assets far more accurately than the simple model we have been using up to now. We used to rely on the physically inaccurate numbers to avoid certain display problems, but now we have to tackle those issues directly. Accordingly, many assets will only be perfected through additional attention.
We are working to identify areas for improvement and determine the best courses of action to address them. In some cases we will rebake the normal maps. In some cases we will adjust the factional data. And in some cases, we will execute complete redesigns. With the implementation of PBR in EVE, we hope capsuleers across New Eden can contribute to these ongoing graphic developments while enjoying increased pixel accuracy.
Additionally, the new system allows for further improvement of our shaders. We could introduce a new material, apply dynamic dirt levels (older ships showing their age?), or generate ambient occlusion maps for sub-capital ships. And of course, there is always ship customization. By adopting a better system for determining the colors of our pixels, we have increased the options available for future feature work that realistically conveys the vision of EVE.
That is the true benefit of PBR, and the reason that we have worked to provide it in Rhea.]]>
~ Zakari Kovalis, Exploration Vessel Katydid, Log Entry YC112.09.23
Rhea is just around the corner and it’s got so much amazing stuff that the opt-in version of the star map overhaul almost snuck under the radar! Not to worry though, I’m here to tell you all about it so get ready to see some very exciting progress on one of EVE’s most fundamental features.
We’ve wanted to work on improving both the visual experience and usability of the map for some time now, but it took a kick in the pants from our recent new player user testing to move it all the way up the priority list. We have our eyes set on a range of improvements, so in Rhea you will only see the first stage of what we have in store. That said, we hope that many players will already prefer the beta map over the existing one.
Allow me to highlight a few of the most exciting changes coming in this release:
The new map is beautiful. We’ve put the map in an actual space scene with nebulas and stars and ditched the old flat black background. We’ve also made a lot of changes to coloring, highlighting, and labeling in the map to improve readability and aesthetic appeal (sexiness).
The new map can be made into a window that is completely resizable and retains 100% of the functionality and interactability of the full screen view. All you need to do to take advantage of this is head to the map control panel at the top and click the box icon. You will notice that in addition to the ‘floating’ mode there are also ‘dock right’ and ‘dock left’ modes, both of which will lock the map to either side of your screen while pushing the main scene over to fill the rest of your screen space.
These modes can also be resized and makes it very easy to run the map on a second monitor full time. AMAZING.
We are working towards consolidating the solar system map and the star map into one seamless map. You can see the beginnings of this work by zooming in (by using the mouse wheel, double clicking or control clicking) on any system. The map will seamlessly zoom all the way down to the solar system level, showing you the location of stations and stargates. For now, using scan probes will still only be possible in the old solar system map but hopefully before long we can integrate that, together with more solar system scale functions, into the new map.
In addition to those major changes, there is a range of smaller ones:
All that being said, there are some things missing or not workingthis is a beta after all. Here are a few that we know of and will be dealing with as soon as possible:
There’s probably more that we haven’t mentioned here but just remember this is an experimental feature and we will be adding features and functionality consistently over the coming weeks and months.
You’re right and we hear you. I have two different replies to this question. Hopefully both make you excited for the future.
First, this is only step one for the star map. After we gather feedback from the beta and validate the big new functions I mentioned above, we are planning to a take a hard look at what kind of strategic value is present in the map currently and then find ways to add to that value. The results of this work could be anything from a ‘recent filters’ list to help you switch statistics displays more easily to the removal of useless filters to a jump planner. Keep your eye out for these changes in January and February and make sure to give us feedback on this subject in the meantime.
Second, we aren’t releasing it just yet, but we are hard at work on developing a dedicated two-dimensional, ”DOTLAN-esque” mode for the map which will be focused entirely on strategy and information. This mode looks very promising but we’ve chosen to hold off for the Rhea release in order to focus completely on the updated 3d map so that you get the best feature possible for Rhea. Look for progress reports on the tactical map after Rhea.
Just like past beta features, simply open up the escape menu by pressing ESC and in the lower left section of the ‘General Settings’ tab you should see an option to enable the new map.
Once clicked, you will get a second map icon in the Neocom with a small beta tag on it. Click on that and bam, new map.
Your participation in beta features is very much appreciated and we can’t wait to see what you think of our new map. Once you’ve checked it out, post your thoughts in the comments thread for this dev blog so that we can make the map the best it can be before we release it officially.
See you in space o/
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CCP Terminus here to talk to you about the changes coming to medical clones in Rhea on December 9th.
When a player’s capsule (known colloquially as a pod) is destroyed, their clone is killed, leaving behind a frozen corpse floating through space. Upon reviving in a new clone in a space station, the pilot must then upgrade their medical clone’s grade to cover the amount of skillpoints they have accrued though skill training. If that player fails to do so and is podded again, they will lose skillpoints if their clone grade isn’t high enough.
With the release of Rhea, changes will be made to medical clones and how they work.
There will no longer be any clone grades.
You will not have to upgrade your clone upon being pod killed. New players can be badly surprised by this system since they have so many other important things to learn. Forgetting to upgrade the clone and losing skill points because of that is a terrible experience for new players. Skill point acquisition is very much tied to your subscription and the real money you spent on the game, so taking some of their skill points away can feel like wasted money to the player.
In addition, veteran players will have more reasons to undock in cheaper ships, furthering our goal of increased interactivity within the game, since the cost of the higher clone grades could be orders of magnitude more than the cost of a PvP ship hull. We expect more risks to be taken more often by veterans because of this change.
There will no longer be any skillpoint loss upon death.
Small lapses of forgetfulness will no longer cause players to retrain weeks of lost skillpoint time. This too should encourage veterans to fly even more boldly into battle without worrying about protecting valuable skills. Note: Subsystem skills related to T3 Strategic Cruisers will still work as they did before. This is because their skill loss is a component of the ship balancing itself. This may be revisited in the future.
The cost of setting your home station will be increased from 5400 ISK to 100,000 ISK.
This keeps the cost of moving your home station low without making it completely trivial.
Those are the changes coming in Rhea, but before I go, let me talk to you a bit more about death, and about what comes after Rhea.
EVE is a game built on connections. It is a network of NPCs, ships, structures and players, all interacting with each other in a single, unified space. These interactions are what drive the universe forward and provide meaning for players who inhabit New Eden. We want every choice you make as a player to impact the world around you. From the rookie ship mining Veldspar to calling targets in the largest Alliance battles, your actions in the game should have meaning and affect other players either directly or indirectly.
Death is one of the most meaningful things a player can experience, and can happen at any time. The consequences and meaning a player applies to the loss of their ship is very powerful, and the ways they can affect and deal with that loss are very real.
The same cannot be said for the current clone death mechanics. They are not a real choice, they are an illusion of choice. A choice between a bad option of losing ISK, and a worse option of losing skillpoints. A choice which does not affect the EVE universe as a whole, other than to empty players accounts of ISK and discourage the same interactions we want to foster.
It is for these reasons we have set down the path of changing the death penalty, and ultimately how clones work, to bring these systems in line with the rest of the vision for EVE Online.
These medical clone changes are just the beginning of a larger project revolving around clones and their purpose in EVE. While we are still in the early stages of design, the Rhea changes are our first step towards the future possibilities of clones. We will maintain the meaningful nature of death and we are going to give you ways to interact with that death which will affect the whole EVE universe.
As some people have been asking, clone grade purchases made before Rhea cannot be reimbursed.
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Welcome to EVE Online!
When you take your first steps into the world of New Eden, things may seem a little complex. If you ever feel lost or confused, fret not! The purpose of this Dev Blog is to arm you with the basic knowledge that you'll need to thrive in EVE Online, so take a look at the following links and see if the answers to your questions are here!
We'd like to give you all a helping hand and try to ensure that you hit the ground running in what is considered by some to be one of the most rich, deep and complex virtual worlds in existence. It's good to know where valuable information is readily available to you, so below are some very good sources of information, quite a few of them provided by communities of other players who specialize in helping new pilots.
As a rookie pilot, you'll be provided with one of the four basic ships shown above depending on the race of your character.
(Clockwise from top left: Amarr - Imparior, Caldari - Ibis, Gallente - Velator, Minmatar - Reaper)
If you lose this ship, don't worry! Simply dock your capsule at a station and the friendly insurance company will provide you with a new one!
While you'll want to upgrade pretty soon, you can find more information on your rookie ship and how to fit it for your first few hours of play here!
First off, you will have three open chat channels when you first create your character. Whenever one of the channels is highlighted, it means you have unread messages there.
If you ever lose one of these channels, don't worry. You can click the little chat bubble and find them there, most notably the help channels under the Help category. Otherwise they will be at the top of your menu, on the left side of your screen.
Above: The location of the channels list in your NeoCOM.
Above: The default set of chat channels stacked into one window with tabs.
Please be aware that in the world of New Eden, there are very few rules on player interaction, and there may be some people out there who are looking to take advantage of others. Always be careful of who you trust. For a little more details on Scamming in EVE Online, see this awesome guide by EVE University!
CONCORD are there for your protection, but are a reactive rather than a proactive force.
They respond to incidents within high security space (0.5 - 1.0 security), taking punitive action against players who attack others.
New Player Training Sessions
Last year the Community Team ran a series of New Player Training Sessions (NPTS) specifically targeted at players that would like to know as much about specific features as possible. If you wish to know more, they are available on the EVElopedia. The EVElopedia is also an excellent source of information for other matters. If you want, you can also join the New Player Training Sessions chat channel in-game, by clicking the chat bubble and typing in the name of the channel.
Terminology & New Player FAQ
Check out the official EVE Online New Pilot FAQ for a boiled down explanation of many basic points on how to play EVE, what to expect, and how to attain it. As well as that, the EVElopedia contains guides on Mission Running and Mining.
In addition to this, you'll hear a lot of new terminology being used that is specific to the EVE Universe. The amazing player built EVE Lexicon should help you understand what's being said, and assist you in expanding your vocabulary to cover all things EVE!
New Users On Steam
We also have a wealth of information to assist our new users on Steam and allow them to learn as they play. Our Steam Community Hub has a number of amazing player created guides and walkthroughs, as well as community created videos, artwork and screenshots.
Searching for wingmen
There are many corporations in New Eden who are more than happy to recruit and train rookie players, and joining a corporation is one of the best ways to get a solid head start in EVE. As well as a list of educational corporations in EVE Online, we also have an in game corporation search tool that can help you find the right match for your playstyle.
There is no better source of experience and help than the existing players. Remember that this is a single-shard server, which means everyone plays on the same server. Notable places to check are the EVE subreddit, the New Citizens Q&A forum on the EVE Online forums, the EVE University Wiki and EVE101.com. If you have a Twitter account, you can see what clever things the other players are saying by watching #eveonline and #tweetfleet.
At CCP, we feel that our community are of paramount importance. Without you guys mining, building, trading and declaring war on eachother New Eden would be a pretty quiet place. We maintain a healthy social media presence to ensure that we keep in contact with the community, and you can always find a member of the community team roaming twitter or facebook. Click the images below to take a look at where we appear most often on social media.
For a full list of our presence on social media, please see here!
If you experience any issues that you can't locate a resolution for, or are unable to obtain an answer from the Rookie Help channel, our friendly GM Team are always happy to assist with any issues you might have. You can contact them from within EVE by pressing the F12 key, which will bring up the following window. From here you can file a support ticket to request the assistance that you need:
In addition to this, the GM Team team also man a twitter account, where you can find tips and tricks, along with messages regarding current issues and further community resources for learning more about the world of EVE.
As well as these resources, over the coming week, members of CCP Staff will be on hand to assist you in the rookie help channel, and in some instances in local too! We'll be making a tour of New Eden now and then to see how new players are getting along with their first steps in the world of EVE. You can identify members of CCP staff by the prefix "CCP" before our names, and blue text in chat windows.
We pride ourselves on the strength and dedication of our community, and hope that you'll have an awesome time getting to know fellow EVE players as you take your first steps into New Eden. We're extremely humbled and proud of our community after watching the huge level of support our amazing players have shown rookie players over the course of this weekend.
Go join them, forge your own destiny in EVE and make your mark on the universe; but most importantly of all, have fun doing so!
Good luck, pilots!
P.S. - Don't take our word for it, check out how awesome Blackhuey of Deep Structure. [DP.S] thinks rookie players are!]]>
~ Zakari Kovalis, Exploration Vessel Katydid, Personal Journal YC112.09.12
Rhea is a release that expands EVE Online. Here is what's coming to New Eden on December 9th.
A hundred new wormhole systems are revealed in Rhea along with Thera, a huge named wormhole system with four Sisters of EVE stations and a multitude of wormhole connections to known space. Landmarks and mysteries abound. Read all about it in this dev blog from CCP Fozzie: Thera and the shattered wormholes
Clone grades, clone upgrade cost and skill point loss when podded (except when losing a Strategic Cruiser) will be removed in Rhea. Read more about these changes and the reasoning behind them in an upcoming dev blog by CCP Terminus, or watch Episode 2 of the o7 show (13:00 mark) to hear about these changes.
The Confessor is the first of four all new Tech 3 Tactical Destroyers with the ability to shift between defensive, speed and sniper modes that confer different sets of bonuses. Due to the efforts of Honorary Fabricator-General Ascentior and other devoted capsuleers, the Amarr Empire was the first to complete the research race to build this new kind of ship. The other 3 tactical destroyers will follow in upcoming releases. Read more about this new ship in an upcoming dev blog.
Move assembled ships in this new freighter from ORE that comes with a large ship maintenance bay. If a Bowhead is destroyed, there is a chance that assembled ships can be found amongst the wreckage. Read about the stats and capabilities of the Bowhead in this forum post.
A new type of roaming scout drones, seemingly originating from wormhole space Sleeper sites, will be investigating something in known space. Engage them at your own risk. These NPCs and the Artificial Intelligence code that will power them will be highlighted in an upcoming dev blog.
Rhea will bring Standard and Superior versions of the Sleeper Cache high-end exploration sites, where you can find the new Polarized weapons that have some great benefits but reduce your resists to zero. Read about these mysterious sites in this dev blog from CCP SoniClover: Sleeper Cache Exploration Sites & Polarized Weapons
“Physically Based Rendering” is a term for cutting edge rendering methods that closely model how real light bounces off different surfaces. Rendering ship models and lights using this approach results in materials and surfaces that look more realistic and light that falls and reflects beautifully. With Rhea, all ships except T3 strategic cruisers get rendered with PBR techniques. Upcoming releases will continue to apply these methods to more parts of EVE. Read about the technology and vision in an upcoming dev blog from CCP Mankiller.
The EVE Online UI gets a big update in Rhea to improve the user experience and make EVE look more modern with new Neocom and window and station service icons, new window skins and faction color themes, and new UI effects.. A number of options and settings will be available to customize the experience. Read more in this dev blog from CCP Optimal: A new look for EVE’s UI – feedback needed!
In Rhea, you will be able to try keyboard ship control as an opt-in beta feature. No new mechanics or movement options are introduced, just the ability to fly with WASD or arrow keys for the same movements you can do today using double-click. Read more in this dev blog from CCP Nullarbor: Quick, give me manual control!
The Star Map has been completely redone to improve readability and usability, and in Rhea you can try this new map as an opt-in beta feature. Read more about what’s new in an upcoming dev blog.
Dust effects, sun rays and rock fragments are added to asteroid belts in Rhea to create a more immersive experience. Early work in progress screen shot:
Four new Special Edition Dreadnoughts will be available from the New Eden Store with Rhea: The Interbus Moros, the Sarum Revelation, the Wiyrkomi Phoenix and the Justice Naglfar.
Pirate faction themed clothing will be added to the New Eden Store.
Kill reports and contracts will be available in the new Notification system, fully configurable.
Following the original release of this feature in Phoebe, Rhea brings better feedback when dragging items to the sell window and a larger entry when selling single items.
The entire item type collection from EVE becomes available in Public CREST, along with market orders for items available on the market. Go to developers.eveonline.com for news and updates on APIs and other developer tools for EVE Online.
With Rhea, we are freeing over six million character names used on old trial accounts that never became subscribing accounts.
Some features we have talked about recently but aren’t listed here may still make it into Rhea, so read the final patch notes for the full list of changes. We are also closely monitoring the results of our Phoebe changes to jump drive travel and working towards the next phase of changes to sovereignty. You can expect further communications on this topic in December.
We really hope you enjoy Rhea , coming to EVE Online on December 9th.
And do remember to pay attention to in-game news and movements, as this overview blog does not reveal everything happening around Rhea or why things are happening in New Eden!
Executive Producer, EVE Online
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With Phoebe just having undocked, our attention quickly turns to the Rhea release coming on December 9. If you've been watching the o7 show and reading developer blogs you would have already heard some pretty amazing things being cooked up for later this year.
Today I'm going to share with you an experiment that was born out of recent new player experience testing that we have been doing here at CCP HQ in Iceland. CCP Rise covered this in detail at EVE Vegas (you can watch the video here). The short version is that we take standard PC gamers who have never played EVE before, sit them down with a new character and a checklist of things to achieve and then simply observe them play EVE for 30 minutes without any help or feedback. It's really fascinating to take a step back and view some of these early moments, especially the stumbling blocks which are causing confusion or breaking expectations based on their past experience with other PC games.
One of the things we almost universally observed was the initial expectation to be able to fly your spaceship in any direction using the WASD keys on the keyboard. The transition to EVEs flight control scheme of right clicking on things was jarring for some.
So in Rhea we are launching a beta version of keyboard flight controls. They are very simple, the left key points your ship to the left, the up key upwards. You get the idea.
The controls will initially be opt-in so if you wish to try them out you will have to open up the keyboard settings and assign keys to them. We will then be using this opportunity to A/B test the introduction of controls to new players to gauge whether this helps or hurts the on-boarding experience. We also want to see whether this is a path that is worth pursuing for veteran players or whether polishing up the existing controls would be time better spent.
In any case we want to hear your feedback. The new controls will be available for testing on Singularity tomorrow so go try it out there and post your thoughts on the forums. We are also planning a mass test next week which will be very important in validating if this can be allowed on Tranquility from a technical perspective, so if you have the time to spare please lend a hand. There will be more details about the mass test in the coming days on the test server forums.
Happy space drifting!
CCP Nullarbor and Team Game of Drones]]>