Greetings industrious Capsuleers!
This is CCP Fozzie bringing you another dev blog covering our Nullsec and Sovereignty changes coming on July 14th. Today’s dev blog covers the July round of our planned changes to Nullsec PVE and system infrastructure upgrades. This is the fifth major dev blog for the Summer of Sov. We’ll have one more blog summarizing the new system so that people don’t need to dig through five other blogs to get all the information, but this is the last blog that is expected to contain a lot of newly revealed information before our July 14th release date.
Unlike yesterday’s blog which covered quite a few disparate topics, today’s blog will be focused on changes to PVE and system upgrades. We’ll discuss the changes made earlier this year, the changes planned for the big deployment on July 14th, and begin some discussions on changes we’re working on for later this year.
At Fanfest this year we announced the last round of Nullsec PVE and infrastructure updates, which were then deployed in our Mosaic release on April 28th.
These changes focused on the construction and deployment of infrastructure upgrades, as well as mining yields and values in Nullsec space.
We reduced the volumes of Infrastructure Hubs and their upgrades significantly to allow them to be deployed more easily, as well as enabling deployment of structures from fleet hangars. We also replaced NPC sell orders for Infrastructure Upgrades with blueprints that allowed capsuleer industrialists to produce the upgrades themselves, including producing them in their own Nullsec space for easier logistics.
We made three connected changes for Nullsec, Wormhole and Lowsec mining, doubling consumption of Zydrine and Megacyte, rebalancing the mineral content of the Nullsec and Lowsec ores, and completely revamping the content of the mining anomalies generated by the Ore Prospecting Array system upgrade.
We also made some tweaks to the rate of index accumulation for the Military and Industrial Sovereignty Indexes, in preparation for the Activity Defense Multipliers kicking in this July.
All the details of these Mosaic changes can be found in this previous dev blog.
We’re still keeping a close eye on mining rates and ore values in Nullsec, and the results so far are very promising. In the 10 weeks since Mosaic, approximately 20% more ore by volume has been mined in Nullsec than in the 10 weeks before Mosaic. In the same timeframe Lowsec mining has also risen by approximately 11%. So far prices for Nullsec ores are remaining robust and the Nullsec share of all mining done in EVE is approaching record levels.
At this stage it appears that these Mosaic updates have done a good job of improving the value of Nullsec mining gameplay and easing infrastructure logistics bottlenecks without causing serious problems in other areas of space. This is a balance that we are hoping to hit with our July changes as well.
On July 14th we will be deploying the next big set of Nullsec and Sovereignty changes as the second part of the Aegis release. By now most of you will be familiar with the changes to the Sovereignty capture system that are coming on the 14th (if not, check out some of the handy dev blog links at the top of this blog). We’re now unveiling another set of changes to Nullsec PVE and infrastructure upgrades coming with this July 14th release.
By far the most important of the Sovereignty Infrastructure Upgrades is the Pirate Detection Array. This upgrade provides a constantly respawning supply of combat anomalies full of pirate NPCs to fight. These sites are a key part of the Nullsec economy, and form a huge part of the greater EVE economy. A very large proportion of the ISK that enters the EVE economy every day consists of the bounties obtained from these anomalies.
This makes the Pirate Detection Array one of the most powerful tools for adjusting Nullsec PVE opportunities, and also means that we must act with utmost caution when changing these upgrades.
For our July 14th release we are making a series of significant changes to the effects of the Pirate Detection Array upgrades, in the form of added anomaly spawns.
The goals of these changes are to:
This is a tricky balance, and we will need to watch the results of our changes very carefully and be ready to make adjustments as needed. We’ve also been consulting with CCP’s research and economics experts to make use of their expertise and give us the best chance of getting this right.
In this release, we are increasing the number of guaranteed anom spawns provided by each Pirate Detection Array level from 4 to 7. This means that a fully upgraded system will have 35 anomalies instead of the current 20 (a 75% increase). This allows more pilots to operate at their current levels within the same solar system, increasing potential population density.
The types of anomalies added serves as the method by which we are compressing the difference between higher truesec and lower truesec systems. The new anomalies added to the best systems will be of similar quality to the ones that already spawn there. However the new anomalies added to the lower quality systems will be significantly better on average than those available now.
As an example, a fully upgraded -1.0 system will gain the following 15 anomalies in addition to those that spawn there now:
+2 Sanctums, +3 Havens, +2 Forsaken Hubs, +4 Forsaken Rally Points, +2 Forlorn Hubs, +1 Hub, and +1 Forlorn Rally Point.
These additions allow for more players to engage in their PVE activity in the same system, but doesn’t significantly skew the average anom value.
In contrast, a fully upgraded -0.1 system would gain the following 15 anomalies in addition to those that already spawn there now:
+3 Havens, +1 Forsaken Hub, +3 Forsaken Rally Points, +2 Forlorn Hubs, +2 Hubs, +2 Forlorn Rally Points, +1 Port, and +1 Hidden Rally Point.
These new anomalies do not match the average quality of those available in the best systems, but that are much better than the average quality of the anomalies available in current -0.1 systems.
We believe that these changes have a good chance of hitting the correct balance for Nullsec without causing undue disruption to the economies in other areas of space.
Survey Networks and Entrapment Arrays are system upgrades of mid-low popularity under the current system, as their somewhat random nature makes them difficult to evaluate. Survey Networks increase the chance of Data and Relic sites spawning within their systems. Entrapment Arrays increase the chance of combat signatures (complexes) spawning within their systems.
Both of these upgrades are a bit below the curve nowadays, and so we’re making some fairly large changes to both. The spawn rates generated by all levels of Survey Networks and Entrapment Arrays will be doubled in the July 14th Sov update. We will be keeping a close eye on the results of these changes to ensure that we don’t flood the market with the drops from these sites, and we’ll step in and make more changes if needed. However we currently believe that these new spawn rates will be much closer to the ideal balance for these two system upgrades.
Back in the Hyperion release last year, we made some changes to Vanguard Incursion sites in Nullsec and Lowsec. We increased the maximum number of pilots allowed in the fleet before hitting diminishing returns by 50%. These changes were intended to help stimulate activity in Nullsec (and by association lowsec) incursions by allowing pilots in the more dangerous space to bring more DPS ships to compensate for their less blingy hardware. At the time we said that we’d be watching how those changes were received and re-evaluating down the road.
Well we’ve received positive feedback about that change from Nullsec and Lowsec Incursion runners, and we’re now ready to extend that same change to Assault, HQ and Mothership sites in Nullsec and Lowsec. This means that Nullsec Assault sites will take up to 30 players before diminishing returns, HQ sites will take up to 60 pilots, and Mothership sites will take up to 120.
We hope that these changes will be well received by Nullsec and Lowsec Incursion runners, and that more Nullsec and Lowsec pilots will give this challenging group PVE content a try.
One final set of changes that we are implementing in Aegis is a set of tweaks to Nullsec wormhole spawning and Quantum Flux Generator upgrades. Some members of the CSM (I’ll let them identify themselves if they wish) approached us in recent weeks with balance concerns about wormhole travel for Nullsec entities. We took a look at their concerns and decided to make some tweaks to help ease them.
The changes we are making are not intended to kill strategic wormhole travel. We believe that wormhole travel provides an exciting and somewhat unpredictable way to roam across long distances. We are beginning with a set of tweaks to Nullsec wormhole connections in Aegis, intended to ease some of the concerns around WH power projection without negatively impacting wormhole residents or eliminating the ability of Nullsec entities to roam through wormholes.
These changes consist of:
We are also making some slight tweaks to the Quantum Flux Generator system upgrade in our July 14th release. These are intended as a slight buff to anyone who uses Quantum Flux Generators for PVE daytripping, while also addressing concerns expressed by some CSM members. With these changes we still don’t expect that most alliances will find the Quantum Flux Generators to be extremely valuable, but hopefully their PVE value should increase somewhat.
All of the July 14th PVE changes are available for testing on our Duality test server right now! They’ve actually been there for a while but we felt it was a pretty safe assumption that nobody was going to spend their time ratting on the test server without being informed about the changes first.
As we have mentioned in the past, one of the highest priority areas for continued improvement beyond our main summer sov release is improvements to the Activity Defense Multiplier. The first iteration of the Defense Multiplier is completely tied to the old sov index values. These make a decent measure of the most common types of Nullsec PVE and greatly simplify the transition from the old system to the new. However there are a great many forms of local Nullsec activity that are not counted by these indexes and there is a great deal of room for improvement.
In upcoming releases we are planning to make significant updates to the Activity Defense Multipliers to make them more accurately reflect real system occupancy.
The biggest area of improvement would likely be in expanding what activities feed into the Defense Multiplier. Unfortunately there are some activities that cannot be made to powerfully influence the Multiplier without becoming exploitable (PVP kills and Manufacturing jobs are the classic examples). However we are investigating ways that some expanded activities such as Planetary Interaction and Data/Relic sites can contribute to the index, as well as keeping the option open of including manufacturing, trade and research in some limited capacity if they can be made to work.
We are also investigating options around allowing activity by members of the Sov owning Alliance to count more heavily than activity by others.
Another area where we see great potential for improvement is with the Encounter Surveillance System. This mobile deployable structure was introduced in Rubicon 1.1 as a way for Sov owners to increase their profits if they are willing to add risk of theft. They are still seeing some use, however we believe they can do much better. The basic concept is strong, but they are in need of iteration.
We are investigating an update pass on the ESS in which we would simplify its operation by converting it to use the Entosis Link for sharing and stealing, restrict its deployment locations somewhat, and increase the potential value to match the higher risk. The ESS has great potential for allowing Sov holders to choose the level of risk they are comfortable with and receive rewards that match. A revamped ESS also has potential to provide excellent content for roaming PVP forces as well.
Expect to hear more about potential ESS changes in the coming months, as we continue our investigations and solicit your feedback.
One other concept under investigation at the moment is a new Infrastructure Upgrade that would generate dedicated group content for Sovholders. We have never been particularly satisfied with how the majority of Sov upgrade PVE content tends to lean towards solo or multibox play. There is huge potential for reliable and interesting group PVE content in Nullsec. Team Five 0 is hoping to be able to take what we have learned from developing Burner Missions and combine it with the new NPCs and AI under development by Team Space Glitter to create some compelling new content that would only be available to groups of pilots working together within Sov Null. Our leading concepts at this point make use of an Incursion-like scaling payout based on character numbers. These designs are still at an early stage, but we expect to spend the next few months discussing these goals with you and working towards some exciting new content.
Thank you for joining us today for this dev blog. We are very excited to be releasing the new Sov system for all of you this week, alongside these PVE and Infrastructure updates. Huge thanks to everyone who has provided us feedback all throughout this process, and to everyone who has joined the community discussions that provide us with such a great source of inspiration.
From all of us here at Team Five 0 and the whole of EVE Development, good hunting!]]>
Hello dauntless capsuleers! This is CCP Fozzie bringing you another dev blog about the big sovereignty capture changes coming on July 14th.
Here in CCP’s Reykjavik offices we’re hard at work tweaking and polishing the new system for release, and we can’t wait to roll it out for all of you soon. This is the fourth major dev blog providing information about the Summer of Sov, and you can expect two more after this, one covering some hitherto secret changes and another summarizing the whole system so that people don’t need to dig through five other blogs to get all the information.
Today’s blog will be a bit of an information dump, covering quite a few topics related to the new system and its rollout to the Tranquility server.
With the July 14th deployment date of the new sov capture system fast approaching, it’s important that everyone be aware of how the transition from the old system to the new one will play out.
Since the basic functions of TCUs, IHubs and Stations are remaining constant, the transition for most of these structures will be fairly straightforward. We are endeavoring to cause as small of a disruption as possible to any sovereignty conflicts that may be in progress on patch day.
SBUs do not play a role in the new system, and will begin to be phased out this month. During the patch downtime all SBUs in space will be destroyed, and SBU blueprints will be rendered inert. Any new SBUs launched into space after patch day will explode one minute after appearing in space.
At the same time, we will begin the process of phasing out SBUs and their blueprints from the game. NPC buy orders will appear for SBUs and un-researched SBU blueprints so that players can choose to recoup some of the value of their SBU stock at their own pace. After a few months of voluntary buyback we plan to convert all SBUs to TCUs, SBU blueprints to TCU blueprints, and remove the legacy market entries for these types.
Under the new system, only one TCU and one IHub will be allowed in space per system. As part of this transition, on the patch downtime any TCU or IHub that is in space but not in an online state will be destroyed. This will ensure that only one TCU and one IHub per system will remain. We advise all Alliances to ensure that their IHubs are online before the release downtime on the 14th.
In order to prevent unnecessary confusion and complication on patch day, all Infrastructure Hubs, Stations and TCUs that are in reinforced, vulnerable and/or damaged states will be reset to full health and full owner control over the patch downtime. This means that a sov structure that has a reinforcement period straddling the patch downtime will no longer be reinforced after the patch deployment is completed. If the structure’s normal vulnerability period (as determined by the combination of your Alliance’s vulnerability timer and the system’s Activity Defense Multiplier) extends over the time of the server startup, the structure will begin in a vulnerable state with 100% control by its owning alliance. Otherwise the structure will begin in a secure state and become vulnerable at the beginning of its next vulnerability period.
Any stations that are owned by corporations outside of an Alliance during the patch downtime will immediately enter a Freeport reinforcement period for approximately 48 hours from the server startup point.
In order to keep the disruption for ongoing sovereignty warfare to a minimum, we are not currently planning any other “sov invulnerability period” after the patch (beyond the one time removal of reinforcement states over the patch downtime).
Starting immediately after the July 14th downtime, Alliances will be able to designate one of their systems as an Alliance Capital. In order to allow Alliances to gain the benefits of their capital quickly after deployment, we plan to make all capital system selection and changes apply very quickly (as close to instantly as possible given server limits) for the first two days after deployment. This means that between downtime on July 14th and downtime on July 16th Alliances will be able to set their capitals and change it as often as desired with no waiting period. Once downtime on July 16th has passed, changes to Capital system settings will require 7 days to take effect.
The one exception to the 7 day waiting period for Capital systems is that anytime an Alliance only has Sovereignty over one star system (as determined by TCUs) that one system will automatically become the Alliance capital. This means that Alliances taking their first system will not need to wait a week to gain the benefits of the Capital system defensive bonuses. It also ensures that when an Alliance is pushed to a final stand in its last system, that system will always gain the capital defensive benefits.
Any other changes to Capital systems will always require 7 days in order to take effect. This includes cases where an Alliance that controls multiple systems has lost its previous capital and is setting a new one.
As many of you already know, the ability to set your Alliance default vulnerability timer has been available in game since the Carnyx release on June 2nd. So far this setting has only pre-loaded the value in the database in preparation for the next Sov release, but on July 14th it will begin applying to all Sovereignty structures belonging to your alliance. This means it is very important for every sov-holding alliance to choose an appropriate vulnerability timer before the 14th to ensure that their structures match their alliance’s primary time zone.
The setting can be found on Tranquility right now within the Corporation window, Alliances tab, and Home subtab. Characters with director roles in the Alliance executor corporation can edit the vulnerability timer by clicking on the cogwheel on the right. The image below displays where this setting can be accessed.
Sovereignty structures belonging to Alliances that have not chosen a default vulnerability timer will have their vulnerability windows automatically centered on 11:00 EVE Time (downtime).
For those players who have not yet had a chance to try out the new system on the Duality test server, we also want to go over some of the details around deploying structures in the new system. This information can also be found in the show-info window for the Sov structures, but we want to make sure the maximum number of people see it.
In the new Sovereignty system we are largely doing away with the launch/anchor/online process inherent in the older style of EVE structures. Instead, TCUs and IHubs will use the newer spacecomponent deployment system, and will feel quite similar to the mobile structures introduced in recent years.
Both TCUs and IHubs will now need to be deployed at planets. Their location restrictions will actually mirror those of Customs Offices. They must be no closer than 350km from the planet and no further than the distance from the planet to the warpin point plus 1000km. Existing TCUs will be grandfathered in and won’t need to be moved, but any newly deployed TCUs will now need to be placed at planets.
Only one TCU and one IHub may exist in space in each system at one time. This means that if there is already a copy of that structure somewhere in the system you will receive an error when you attempt to launch your structure. Both TCUs and IHubs are now globally visible on overviews everywhere in the system, so you’ll never have trouble finding existing sov structures.
Only characters that belong to an Alliance will be able to deploy a TCU and/or IHub, although no corporation roles will be required.
You may deploy the TCU or IHub through the right click menu, radial menu, or by simply dragging the structure from your inventory into space. Once deployed into space, the TCU or IHub will exist in a neutral state, owned by the Secure Commerce Commission NPC corp. To complete the claim process you must activate an Entosis Link on the neutral structure to capture it for your Alliance. This means that the process of getting an active TCU or IHub into space will be much faster under the new system (total time will be about 12-15 minutes instead of 2-8 hours under the old system). However the process now requires that ships remain on grid for those minutes and other players can challenge your claim and attempt to capture the structure themselves.
When TCUs and IHubs are first launched into space, they will automatically find an appropriate location nearby to anchor themselves. They will always deploy on a spot at the center of a grid (in the same way that starbases deploy to the center of the grid when anchored) to reduce the chance of grid conflicts near the structure. They will also automatically find another suitable nearby location if their first location overlaps with ships or other items. This means that when a TCU or IHub launches it may appear quite a ways away from the ship that launched it.
The deployment process of Outposts will remain largely the same for this release. Deploying a new Outpost will still require your Alliance to have an active TCU in the system, and the outpost creation process will still require the same platform filling procedure. Team Game of Drones is hard at work on the system that will replace this process in the future.
Once you have successfully captured the Sovereignty structure, ownership will transfer to the executor corporation of your Alliance. Infrastructure Hubs will create a new maintenance bill for the executor corp, with a 24 hour grace period before the first payment is required. TCUs will no longer have any bills under the new system. If bills for Infrastructure Hubs expire before they are paid, the structure will automatically self-destruct. Directors in the corporation that own the structure (executor corp for newly claimed/captured structures) can transfer ownership to other corporations within their alliance using the right click menu on the structure when there are no outstanding bills.
When a corporation leaves an Alliance, all Sovereignty structures belonging to that corporation will transfer their ownership to the executor corporation.
To ensure that anyone starting a Sovereignty capture event will also be able to complete the process, characters must be in a valid capsuleer Alliance in order to activate an Entosis link directly onto a TCU, IHub or Station. This restriction does not apply to Station Services.
We know that many of you will be eager to make amazing third party applications and websites, either for public use or for your own Alliances. That’s why we are opening up the new Sovereignty system to Public CREST. Everyone will be able to access a public list of all active Sovereignty structures in the universe, all details about reinforcement timers and the scores of active capture events. They will also have access to capital systems and default vulnerability timers for every Alliance. Finally, the XML API will contain the notifications triggered whenever Sov structures are attacked.
All the details on these Public CREST exposures can be found in CCP Foxfour’s developer blog here.
For the past few weeks we have opened the Duality test server with an in-development version of the new sov system so that players could try it out and help us refine the user experience and find bugs. We also put together a playtest competition in which Alliances could fight over Sovereignty of a region to gain bragging rights and cosmetic rewards. We want to express our thanks to every player who has taken the time to log onto Duality and help submit bug reports and feedback on the new system. You’ve all been a huge amount of help.
We want to congratulate all the Alliances who fought for Providence on Duality over this last month.
The final score for each alliance is obtained by adding one point for each of the three core Sovereignty structures (TCU, IHub, and Station) that they control within the competition area.
Fourteen alliances entered the competition and were each given a starting constellation within Providence or Catch. When all was said and done five alliances remained.
Every alliance that participated in the playtest will have their name added to the description of the Entosis Link I blueprint original, as notable capsuleer alliances that led the way in discovering visionary applications of the new technology.
The final scores are:
Pandemic Legion: 198
Spectre Fleet Alliance: 40
No Not Believing: 35
Fidelas Constans: 7
In a future release we will be listing all the competing alliances in the description of the Entosis Link I BPO, with a special mention for PL as the most successful testers.
We have also drawn four of these five alliances for another special honor, having meta variations of the Entosis Link named after them. The winners of this draw were selected with Chribba’s dice. All the details on how this selection process was executed can be found in this forum post.
The default naming convention for the new Entosis Link variations will be to include the alliance ticker of the winning alliances as the “flavor” name. We will be open to considering alternate suggestions from the winning alliances, but those suggestions will be subject to approval by CCP’s development team and will only be accepted if we determine that the names fit into the EVE universe. Direct references to other intellectual property will not be accepted for obvious reasons. You know who you are.
The alliances drawn for the module naming are:
Pandemic Legion, Spectre Fleet, No Not Believing, and Affirmative.
We’ll be in touch with your team captains and alliance executors to discuss the details.
Thanks once again to everyone who participated on Duality so far, and remember that Duality remains open for people to keep trying out the new system right up until release.
Thanks for taking the time to read this update blog, and I hope it’s been informative. We’ll be continuing our communication over the next week as we prepare to launch this huge revamp of EVE’s Sovereignty capture system on July 14th. We have one more blog full of announcements coming later this week, and after release we will be continuing our iteration on Nullsec and Sovereignty with help from your feedback. Huge thanks to everyone who has provided us with your feedback so far!
From all of us at Team Five 0 and Team Pirate Unicorns, fly safe!]]>
Well, maybe someday, in a not-so-distant future, they will ask again. And the leaders and great commanders of New Eden may actually answer yes.
Aegis promises to deliver some of the biggest changes to New Eden in some time with the new sovereignty system on July 14th, but we want to make sure no details get overlooked so in this blog I’m going to quickly go over all the ship and module changes we have coming for you in the first part of Aegis on July 7th.
FIRE ZE MISSILES!
Let’s start with a package of missile-related balance changes.
First of all, we are introducing two entirely new module groups to enhance performance of all missile systems in the game.
For both module groups we are starting with a Tech I variation, a ‘Compact’ meta variation with reduced fitting requirements, and a Tech II variation. You can find details on their statistics in this forum thread.
The second change, which has been requested ever since the Great Drake Nerf of 2012, is a direct buff to Heavy Missile Damage.
All heavy missile damage will be increased by 5%.
We don’t necessarily expect Drakes and Tengus to once again blot out the sky, but, it may provide some more viability to certain hulls and also grant some more interesting choices between Heavy Missile Launchers and Rapid Light Launchers, especially when combined with Missile Guidance Modules.
And lastly, for missiles, we are going to reduce the volume of all Torpedoes by half. This means you can fit twice as many torpedoes in your launchers before having to reload and also frees up some cargo space.
Now, let’s tranision from making missiles better to making drones a little worse:
Even though we have chipped away at the Ishtar’s power, and even though it’s popularity does seem to be in decline, it’s still pushing around twice as much pvp damage as other top tier ships so we don’t feel too bad going for one final tweak to it.
In Aegis we will be making the following changes to the Ishtar:
Overall this should lead to a huge decrease in power for the vastly more popular shield fits, and especially for those using 100mn afterburners.
We’ve done a lot of talking about the Ishtar in the last few months, but drone bonused ships in general have been performing extremely well. The Gila, Dominix, Tristan, Vexor, Vexor Navy Issue, and Stratios all make top lists for usage and damage in their respective classes. For this reason, in Aegis we will also be making a small nerf to all Drone Damage Amplifiers.
You can find the details of that change in this forum thread.
We were looking into a set of Battleship and Battlecruiser changes as well, but unfortunately we had to delay most of that pass until a later release. One of the intended adjustments will make its way into Aegis though, a nice buff for the Tempest.
The Tempest’s Minmatar Battleship bonus to rate of fire will increase from 5% per level to 7.5% per level.
And to finish things up, let’s not forget the best flying wing to be invented since Kit Cloudkicker’s ride in Tailspin, the Hecate.
Here is some of what CCP Fozzie has to say about this little monster, “With 5 turrets and a 5% RoF bonus, the Hecate enjoys 10 effective turrets, one more than the Confessor and Svipul. It is also the first T3 destroyer with an active tanking bonus. Since both the damage bonus and the active tank bonus come in the form of RoF reductions, capacitor will be a definite challenge for the Hecate and cap boosters should be common.”
If you want to know more, check out this forum thread!
That’s all for now! Fly safe and we’ll see you next time.
Greetings honorable Capsuleers,
As some of you may already have noticed, we have been running our Technical Support through a beta version of a new Help Center since October last year. This was to battle test the transition of all our services to a new solution which has since last Friday (2015-06-26) replaced the ticket part of our old web and in-game ticketing system, and Knowledge Base. Instead of continuing to rely on the out-of-date home grown solution we‘ve had for a long time now, we decided to go for an industry leading 3rd party solution after pretty vigorous comparison testing.
Note that we are only talking about changes to the system itself, not the people behind it. Rest assured that you will still be dealing with the same old friendly and helpful EVE GMs when you contact us.
There are several reasons we moved to this new system but the driving force was our desire to provide the best support possible for our players. The benefits with this change are: greatly improved self-help tools; search features; a rating system; social media integration (starting with Facebook and Twitter); chat support features; and a much smoother overall experience for you. For chat support, we‘ve been wanting to offer it where it makes sense for a long time. Not all of these features will be available from day one (such as social media and chat support) but it is our hope the transition will start making everyone‘s support experience better immediately.
Any tickets already filed in our old system, will be concluded there and you can still access those by clicking My Tickets on our old support web and/or from the EVE client. All new tickets that are created from here on out will be routed through our new system.
The new help center can be found at http://support.eveonline.com, which redirects to https://ccpcommunity.zendesk.com/.
With the new Help Center, we have removed the in-game ticket system completely. By doing this, we aim to simplify and improve the user experience. Furthermore, this will make maintenance easier and more effective for us; maintaining two separate front-ends of our ticket system with different deployment pipelines has proven difficult. Often one system or the other received less support than we would have liked (usually the in-game version) resulting in a less than optimal user experience. We are however planning to add in-game notifications for when your tickets are replied to by GMs.
In the works
Please keep in mind that this is all work in progress. Although the basic setup is ready, we will be adding content, localizing it and streamlining the system in the coming months. While we hope that the transition will be smooth, it‘s almost inevitable that we‘ll run into some snags and snafus in the next few days and possibly weeks. We are especially aware of the lack of localized support in the new system, and resolving this is our first priority. If any further issues do pop up, we hope that you‘ll be patient with us while we work to resolve them. On that subject, if you do run into any issues or if you have some great ideas for us, please let us know in the comments thread, or by emailing firstname.lastname@example.org.
And as always, thank you for your patience. :)
Lead GM Panzer]]>
We announced on The o7 Show we are planning to make some changes to the way fleets work. Since then we’ve had lots of amazing player feedback, and based on that feedback we’re making some tweaks. Unfortunately this means we’ve had to push back the release of these changes to the August 25 release.
What are the planned changes?
As announced: Fleet Commanders, Wing Commanders and Squad Commanders will only be able to fleet-warp to public objects and other fleet members. This means you cannot fleet-warp to the following:
After feedback and discussion, we’ve done some magic on our code and now a wider range of objects will be broadcastable as a Warp-To:
What are the goals of these changes?
Encourage individual fleet member participation
We believe that every player’s actions have an impact on New Eden. Sometimes that impact is small, little more than a ripple. Other times it is a tsunami, shattering empires and destroying dynasties.
Fleet combat is an exciting and engaging part of EVE Online. Individual player actions are the foundation of fleets. Getting the primary target stasis webified to allow your buddies to hit for full damage. Pulling off that critical jam on enemy logistics. All actions of individual players have the potential to make or break fleets.
Fleet-warping discourages individual player participation. It’s more effective to have the Fleet Commander warp the fleet around rather than each pilot warping themselves. This mostly mindless type of movement reduces the impact of each fleet member’s actions on the outcome of the combat. Drone assign was another example of this type of proxy gameplay that we have reduced.
Following the changes, fleet warps will still be possible but will require greater participation by fleet members, such as getting a scout into position. Often fleet warps might not be the most effective solution for movement.
Increase the time it takes for fleets to close ranges
It is time to return some viability to long-range fleets. The proposed changes make it a little harder to close the range to such a fleet, by reducing the efficiency of fleet warping to a very quick on-grid combat probe result.
The most common long range (defined as +150km) fleets seen in recent times are “Slippery Petes”. These are specialized Tengus that are fit with lots of ECCM, making them difficult to probe down. The combination of on-grid combat probing and fleet-warps have choked out most other long-range doctrines.
We expect these changes to give long-range fleets time to deploy countermeasures, such as stop-bubbles. It gives an opportunity for players who enjoy flying cloaky ships and probing to distinguish themselves as valuable assets in a fleet. We anticipate an increase in cool new doctrines being flown.
Reduce the ease of performing a bomb run without reducing their potential damage
The ease of performing bomb runs has stifled the use of battleships and battlecruisers in 0.0 space. Fleet-warps simplify and reduce the response time of bombing runs. With a few probe-equipped squad commanders, it’s easy to land many simultaneous bombing runs on an enemy fleet only a few seconds after they come out of warp.
The changes to fleet-warps will make bombing runs harder to pull off. However, a group of dedicated and well-coordinated players can still decimate entire fleets. We expect bombing runs to take a little longer to setup and execute, giving their targets time for counter-gameplay.
EVE Online is about interaction, and fleets are one of the primary methods of doing so. Being in a fleet should be an engaging experience. If you have suggestions for the future or feedback for the planned changes, please post in the comments thread for this blog.
- CCP Larrikin]]>
Things are slowly getting back to normal after our V5++ shader efforts. As you might be aware of, pretty much all of the art team was on the V5++ project for a big part of winter, and while there is still some work left on that front, we are finally getting there. If you missed it, you cna take a look at this dev blog for more information on the V5++ project.
Once we got some breathing room to start on other projects, the Dominix quickly stood out as an obvious choice! It´s by no means a new project, as the design created by CCP Caiman has been ready for quite some time. Unfortunately workload pushed the actual creation of the asset back several times. This is not unusual for us. We usually have some re-designs ready for a 3d artist to tackle when time frees up.
When redesigning the Dominix we thought about keeping the retro-feel of this old warhorse, so the silhouettes and base design aesthetics are quite similar to the original version. Now we finally have a small window to dive into this very much awaited project. CCP Bluescreen is relentless these days building the asset and getting it ready for the texturing phase. We are very excited to see the final version and it will hit your hangars in the upcoming release in August.
Minmatar ships are also getting some focus on the redesign front these days. We are constantly looking to evolve the style and feel to our spaceships in our efforts to modernize the ships of New Eden. Sometimes we go for bold designs, changing things up a lot from the original versions. At other times minimal changes are required. It’s a fine line in the direction we decide to take. Here are some ideas we are working with at the moment.
These are still works in progress, not planned for any release at this stage, but will give you an idea on what we are thinking.
Closing in on a new Thrasher:
Variants of the Thrasher (possibilties for the Sabre)
We really like the direction the Minmatar ship design academy is going. Have a look, give it a thought, and tell us what you think!
Community influenced designs
On the note of influence from the citizens of New Eden: I think the Caracal and Cerberus are worth mentioning. After we showed the Caracal redesigns earlier this year, the EVE Reddit community started making its own versions. It was a blast looking through all the variations created! Some were very humorous, others quite to the point! A couple of designs stood out where the common denominator was shortening and lifting up the front of the Caracal.
These kind of design changes to the Caracal are typical design questions we have to think about when redesigning a ship. This also relates very much to my earlier point on redesigns in general and whether we should go for bold changes or not. When we designed the Caracal we kept the long, dropped front feel of the Caracal – it is quite iconic for the ship. Should we have gone for a bolder design? After looking through the feedback on Reddit we thought it was a no brainer – thus the new Cerberus was born. We made a quick paint over with the design changes, posted it to Reddit and people seemed to like it. The main concern from the players after that was if the re-re-design would make it into production any time soon. I´m very happy we found time relatively quickly to finish the work and the Cerberus is coming in the upcoming Aegis release.
We really enjoyed this little collaboration, and hopefully we can do more in the future!
A New Art Director
In other news, as of next month I will take on the role of Art Director for EVE Online.
I´ve been concepting for EVE Online now going on 8 years. In that time I´ve tackled various projects along the way—Tech III ships, various ship designs and redesigns, most the turrets and missile launchers when we redid them, all sorts of background work, illustrations, icons, and last but not least the Caracal/Cerberus and the Hecate.
Our Art Director CCP Huskarl is leaving us to embark on a new journey after more than 15 years of devoted service to New Eden. He leaves behind countless designs and the tremendous legacy of the style of New Eden. We owe him much appreciation. Thank you for everything and good luck in your adventures.
Filling the shoes of Art Director for EVE Online is quite a challenge to say the least, and very exciting! I´m up for the task and will do my best to work with the artists and hopefully find new ways to interact and collaborate more with, you, the awesome EVE community.
CCP Jörg, over and out!]]>
The bracket icons for everything in space and on their overviews had all suddenly changed. The great Iconocalypse of 2015 had occurred and new icons arose in the place of those which had fallen:
(click to enlarge)
After the initial psychological adjustment period of the new icons had passed, many of you rightly asked us: why had we decided to overhaul the bracket icons to begin with? There wasn’t anything imminently bad about the previous set, players were used to them, and had gotten accustomed to staking their situational awareness and expensive ships on quickly recognizing the tiny differences in square sizes and cross thicknesses that defined ships on grid for years. So why the change?
To answer that better, these were our initial goals for the update (some of which were laid out on the first devblog many moons ago:
That’s the why of the update to bracket icons. Now let’s get into the how.
A Method to the Madness
The many in-space entities you can encounter in EVE can be categorized in numerous ways, and along different axes. We knew we needed a system of underlying rules for managing the expanded set of icons so that certain heuristics, or groupings, could be identified at a glance.
This began with the most high-level separations, for which we assigned a basic shape profile:
Another super important axis of distinction was between entities that were player controlled vs. NPC/AI controlled. After several explorations we settled on NPC entities having the same base shape, but with an inner fill compared to their player-controlled counterparts.
It’s important to note that initially the reason we decided NPC entities should be filled-in and player entities should be wireframes was that players could gather in potentially far larger groups. And with large-scale blob engagements it was important to keep their icons as “light” on pixels as possible to maintain readability.
UI Scaling at 90%
Releasing the thin wireframe icons accentuated the fact that the UI scaler does a suboptimal job of reducing 1-pixel strokes to less than a pixel. This resulted in a worse experience for a certain segment of players playing at 90% UI scaling, who ended up having a markedly worse experience with the new icons.
EVE UI has always been designed with pixel-perfect accuracy at its core. And when we decided to introduce a UI scaling option for accessibility reasons, we did it for the sake of giving people options to customize their UI, yet with the known tradeoff of knowing the texture scaling would create less than ideal-looking experiences in certain situations. It was by sheer luck that up until now most of the other issues created at 90% happened to be manageable, but the new bracket icons were so gameplay-critical that it made for a step back in usability for those playing at 90% scale.
Mea culpa to those affected. Making the icons at least usable at 90% scaling is one of our top priorities for improvement, along with others outlined below.
The new icons brought major change to the way in-space entities are represented in EVE’s UI, but we’ve also identified several areas of improvement thanks to your feedback. Here are the top items on our list to tackle:
Improve Scaling issues
Improve NPC and player ship distinction
Improve drone distinction
Add icons to overview customization
We are aware that a sudden and drastic update to some small but very important space symbols may have inherently vaporized several trillions of ISK from the economy. As pilots undocked expecting their familiar foes to be square brackets and crosses they unexpectedly came under attack by chevrons, diamonds, and house-shaped adversaries armed to the teeth. Some were so spooked and disoriented they began to fire on any geometric symbols in their vicinity. Others believed they were being attacked by their own warp bubbles and returned fire… Those that managed to adapt quickly in the early days of the great Iconocalypse of 2015 certainly profited handsomely from the confusion it sowed.
But in New Eden space is merciless, and change is ever-present.
- CCP Surge]]>
CCP Affinity and CCP RedDawn from Team Space Glitter to give you a little more detail on the past, present and future of those mysterious space entities, the Drifters.
With the Carnyx release, the previously inaccessible Unidentified Wormholes popping up over New Eden opened, allowing you to traverse them for the first time.
These wormholes only appear in systems that contain the ominous Jove Observatories, which the Drifters and Seekers have been guarding in a rather aggressive manner.
After a lively debate, the CS team has finished their final voting and selected our favourite art to be displayed on the office wall in Reykjavik.
On behalf of the CS team here in Reykjavik, I want to thank each and every artist who took the time to share their work with us. We were simply blown away by the talent and creativity displayed by our players during this contest.
While there could be only two winners for the large canvas display, there were so many great pieces that the team really loved, so we took the liberty of creating 3 runner up positions that will be printed and displayed on a smaller scale in the office as well.
So without further ado, please join me in congratulations our winning artists!
Large canvas winner:
“Sandcastles Before Me” by Kalistonius II
Large canvas winner:
“The Patrol” by Rixx Javix
Small canvas runner up:
“Lobach” by Dome Odu
Small canvas runner up:
“Death of the Tengu” by Saladiin
Small canvas runner up:
”Trap” by Eraly Moonbringer
Once again, congratulations to our winning artists and our sincere thanks to everyone taking part. We’ll get to work on the printing and logistics necessary for displaying the winning entries in the Reykjavik office and will then provide updates showcasing the winning pieces in their final form and full glory once they’re up on the wall.
Lead GM Grave
CCP Customer Support
Greetings honorable spaceship gladiators. Today, we’ve got some details on what you’ll be fighting to claim in Alliance Tournament XIII later this year.
For those of you just tuning in or new to the game, The Alliance Tournament is an annual competition in which alliances pit their best members in a grand contest to see who the masters of spaceship combat really are. Alliances will spend months honing their skills to give themselves the slightest edge in this grueling competition that is played out over three weeks. Some of the most memorable moments in EVE’s history can be found in the Alliance Tournament, with priceless ships being torn apart and turned to ashes, great dynasties falling to an unexpected newcomer, and long standing feuds between rivals played out in nail-biting matches that leave everyone holding their breath right up to the last moment. Any alliance that manages to win this prestigious event will find themselves showered in fame and fortune, rightly respected by all citizens of New Eden.
This year, Alliance Tournament XIII will be held from the 15th of August over three weekends, culminating in the finals on the 30th of August. You’ll be able to watch the action from weekends two and three live on CCP’s twitch.tv channel with our panel of expert commentators. If you’re interested in participating, signups are still open until June 8th so you better get in quickly. For more details on how to sign up, please see this dev blog.
With Alliance Tournament XII, we introduced a new prize structure that had several goals:
As this structure found great success, we’ll be using it again this year. As for the actual prizes, here’s what you’ll be fighting to claim this year:
The Alliance Tournament Cup is an ingame inventory item of which only one copy may ever exist. Every year we edit the description of the item to reflect the complete list of former tournament winners and move the item to the possession of the most recent winners.
The Alliance Tournament Cup was given to The Camel Empire alliance after their victory in the most recent Alliance Tournament XII, and after the conclusion of Alliance Tournament XIII it will be taken from wherever it resides at that time and given to the ATXIII champions.
In previous tournaments, we have given ingame Alliance Tournament Medal inventory items for the teams that places first, second and third in the tournament. The number of medals granted was the same number as the maximum pilots that could be fielded in that tournament. We will be continuing to do this for Alliance Tournament XIII.
However, like Alliance Tournament XII, we will also be giving out medals to every character that was a member of the participating alliances on the first day of the tournament. These will appear on the character sheet, exactly like a medal awarded by a corporation. There will be medals for Tournament Competitor, Top 32, Top 16, Top 8, 4th, 3rd, 2nd, and 1st. Each character will receive only the highest medal that their alliance earned.
Remember, the medals will only be granted to characters in a participating alliance on the first day of the tournament (August 15th)
As with previous Alliance Tournaments, we will be distributing the PLEX collected as entry fees as prizes in the tournament.
This year, the PLEX will be awarded as follows:
Ever since the 7th Alliance Tournament, the main prizes each year have been a set of special edition frigates and cruisers, with unmatched combat prowess. Only 50 of each type of frigate or cruiser are given each tournament.
As with Alliance Tournament XII, this year we will be distributing the special edition prize ships to the top 4 teams, with each team receiving an equal number of cruisers and frigates.
This year, the ships on offer from the Independent Gaming Commission (IGC) are based on Sansha ships. Skilled pilots are sure to be able to use the strengths of these ships to impale and destroy their enemies. The preliminary ship stats are as follows (and may be subject to change):
Amarr Frigate Bonuses:
7.5% bonus to Small Energy Turret tracking speed per level
Caldari Frigate Bonuses:
20% bonus to Afterburner velocity bonus per level
5% bonus to Warp Scrambler and Disruptor range per level
15% reduction in Microwarpdrive signature radius penalty per level
150% bonus to Small Energy Turret damage
80% reduction in propulsion jamming systems activation cost
Immunity to non-targeted interdiction
Slot layout: 3H, 4M, 4L; 2 turrets
3 Rig Slots, 400 Calibration
Fittings: 50 PWG, 180 CPU
Defense (shields / armor / hull) : 700 / 500 / 500
Base shield resistances (EM/Therm/Kin/Exp): 0 / 30 / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 55 / 25 / 10
Capacitor (amount / recharge rate / average cap per second) : 450 / 210 / 2.14
Mobility (max velocity / agility / mass / warp speed / align time): 450 / 3.5 / 1,000,000 / 8 / 4.85s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 800 / 6
Sensor strength: 15 Radar
Signature radius: 35
Cargo capacity: 150
Amarr Cruiser Bonuses:
7.5% bonus to Medium Energy Turret tracking speed per level
Caldari Cruiser Bonuses:
20% bonus to Afterburner velocity bonus per level
Heavy Interdiction Cruiser Bonuses:
5% bonus to Warp Disruption Field Generator scramble range per level
150% bonus to Medium Energy Turret damage
Can fit Warp Disruption Field Generator
20% bonus to all shield resistances
Unaffected by Warp Disruption Field Generator mass & speed effects
Slot layout: 5 H, 6 M, 4 L, 3 turrets
3 Rig Slots, 400 Calibration
Fittings: 900 PWG, 450 CPU
Defense (shields / armor / hull) : 2800 / 1600 / 1600
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.2 / 62.5 / 10
Capacitor (amount / recharge rate / average cap per second): 1800 / 450s / 4
Mobility (max velocity / agility / mass / warp speed / align time): 240 / 6.0 / 10,000,000 / 3.3 / 8.32s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 250 / 7
Sensor strength: 24 Radar
Signature radius: 120
Cargo capacity: 450
As with Alliance Tournament XII, we will be offering a ship SKIN that can be applied to the Nightmare pirate battleships to give them a similar visual style to the Imp and Fiend.
We will be awarding 10 copies of this SKIN for each series won by a team. This includes the single match series that make up the bulk of the tournament. This should provide an additional incentive to try and win every match you can. Again like last year, these skins will be handed out later than the rest of the prizes at a yet to be determined date.
We have made an update to the points cost of Battlecruisers and Navy Battlecruisers. Both now cost one point more at 12 and 13 points respectively. Both the Rules blog and the rules page have been updated accordingly.
Due to the changes in the Sovereignty release schedule, Duality will not be available for teams to practice on until the Sovereignty features have been released as it will be needed for feature testing. We will however provide support where we can to teams that wish to practice on Singularity, such as spawning the arena beacons in systems. This feature testing also means that the hardware that Duality is running on will be upgraded, so teams will find practicing on Duality a much better experience.
With prizes like these on the line, we're looking forward to the clash between teams as they fight to take the blood soaked riches on offer. As always, if you have questions, feel free to head on over to the Alliance Tournament Forum. And remember, signups are still open until June 8th so if you're thinking about participating, make sure you get in as soon as you can.
On behalf of the Tournament Team
CCP FoxFour here on behalf of Team Size Matters to show you some of the stuff we have coming for ship SKINs this summer. As the ship SKINs feature is fairly visual I am going to get straight to the point and show some pictures. First up, along with the Carnyx release we released four SKINs for the Marauders: the Police SKIN for the Kronos, the Blood Raider SKIN for the Paladin, the Thukker Tribe SKIN for the Vargur, and the Kaalakiota SKIN for the Golem.
Click for larger versions
Starting June 9th, we will also be releasing new Sanctuary SKINs for the Sisters of EVE ships: the Astero, Stratios, and Nestor.
Click for larger versions
OK great, new Marauder and SOE SKINs! What about the future though? What else is coming later this year? We have begun working on what we call "designer SKINs" made by corporations or people in New Eden that are setup for the sole purpose of designing dramatic or unique looking SKINs. Right now every SKIN is tied to a single corporation or faction and follows their design philosophy. These designer SKINs help give us a bit more freedom in that we don't have to try and tie each SKIN to an existing corporation or create a new corporation for each SKIN we want to make. With that in mind we are aiming to have four new designer SKINs out this summer. Two for Minmatar and two for Caldari as those two empires have the least number of SKINs available right now.
Here are some concepts that our art director has come up with. These will likely not be what we end up releasing but should hopefully give you an idea of what we are considering doing.
Again these are just concepts but we are aiming to ship some form of the new designer SKINs this summer. The end result of this new designer SKINs system is that we will be able to ship
There have been some questions regarding the SKIN system and why we don't just let players put any SKIN on any ship. Here are a few of the reasons.
While it is technically possible to put any SKIN on any ship in the game that is not how we test internally at CCP. So far we have been using existing faction SKINs which were only designed and tested for a single race of ships. Even then those SKINs don't necessarily work across the whole race. It is fairly common that SKINs will break when going to tech 2 hulls or especially to capital hulls. For example the Moa looks amazing with the Ishukone SKIN as can be seen here.
However when that same Ishukone SKIN is applied to the Wyvern it no longer looks like an Ishukone SKIN. While it could be argued as to how good it looks, the bottom line is it doesn't look like an Ishukone SKIN.
In the above image the Wyvern has the Ishukone SKIN applied but doesn't get the gold to black fade that is a signature feature of the Ishukone SKIN. This isn't just a capital ship issue either. Here is the Ishukone SKIN on an Abaddon, which again doesn't look like an Ishukone SKIN.
Again it's missing that fade from black to gold. Further there are issues where sometimes you just get things completely broken such as in the case of the Ore SKIN on the Revelation.
Those black spots on the Revelation shouldn't be there and are not part of the SKIN. They are the pure black we render when missing parts of a material for the ship. Or even more subtly the Sanctuary SKIN on the Venture results in these black areas that should not be there.
The bottom line however is that each SKIN we put out is tested and tweaked to make sure that the quality level we strive for in EVE is always there. We are extremely dedicated to making sure that we hit a certain quality bar for the art in EVE.
When it comes to SKINs we have two general types of SKINs
Here is a standard Raven battleship.
Here is the same Raven with the Lai Dai SKIN.
Here is the Raven with the Kaalakiota SKIN which includes what we refer to as a custom mask map. That is a whole other texture as part of the material that changes where the colors on the ship goes.
We have concerns about the performance impact of having lots of different ships with different custom mask maps on them. We are pushing this a little with the new Marauders with the thought that they very rarely are seen in large fleet battles.
Another concern of allowing any SKIN on any ship is making Tech 1 ships resemble Tech 2 ships which would have visual gameplay implications. While deciding what SKINs to offer in the release of this feature we carefully selected SKINs for ships by making sure that if we offered a SKIN for that ship the same look was not used by its Tech 2 counterpart. This is the reason why for example there is no Sarum SKIN for the Apocalypse, as it would too closely resemble the Paladin.
The final thing we would like to clarify is that lore is not something that is stopping us from using the existing SKINs we have on other ships. The two biggest factors are quality and performance as demonstrated above. Hopefully this gives you a bit of insight into where things are going and why. Our goal is to continuously be adding SKINs to the game over time. We want to offer a wide range of options for SKINs that appeal to lots of people. We aim to accomplish that using the SKINs from existing factions or corporations along with this new designer SKINs system we are working on.
Until next time,
Hello Capsuleers, CCP Falcon here on behalf of the PLEX for GOOD Taskforce!
On Saturday April 25th 2015 a massive earthquake measuring 7.8 in magnitude struck Nepal and the surrounding region, swiftly followed by an aftershock measuring 6.6, then a second measured at 6.7 less than 24 hours later.
These initial earthquakes, along with a second 7.3 magnitude earthquake that occurred two weeks later on May 12th have caused unprecedented destruction across the region, levelling homes, destroying businesses, and reducing national monuments and sites of cultural and historical importance that have stood for thousands of years to rubble.
With around 8,800 lives lost and more than 23,000 more people injured, the reaction from the EVE community once again left us speechless, with countless players calling for CCP to host a PLEX for GOOD drive.
On Friday, May 1st 2015 we opened up donations for PLEX for GOOD – Nepal Earthquake Relief in association with our partners at the Icelandic Red Cross, allowing players to donate PLEX in order to assist with their relief effort in Nepal.
Due to end at 23:59:59 on Friday May 15th 2015, the drive was extended by 9 days through until 23:59:59 on Sunday May 24th 2015 in the wake of the second earthquake on May 12th.
Throughout the drive we maintained contact with our partners at the Icelandic Red Cross to keep them up to date on the fundraising efforts of the EVE community and like us, they were astonished as the total amount donated by EVE players continued to climb, with many other companies across Iceland donating to relief organizations in order to assist.
On Monday, May 25th the Community Team had the pleasure of tallying the final donation total, and here are the results:
A total of $103,650 US was raised by the players of EVE Online for PLEX for GOOD this time around, this equates to:
This includes a $500 donation from our wonderful ISD Volunteers, as well as a donation of 365 PLEX from the PLEX for GOOD Item Auction.
In terms of donations, this is the second largest PLEX for GOOD drive that we’ve ever hosted on behalf of our community, and this brings the total that EVE players have raised for charity to almost half a million US Dollars:
This is an astonishing feat for a community the size of ours, and really shows that while EVE players may explore the in game limits of morality while they play, our amazing community has once again demonstrated its immense collective strength and capability as a force for good.
There have been some amazing stories that came out of PLEX for GOOD this time around, including an unfortunate player who was scammed out of a number of PLEX which were then directly donated to the PLEX for GOOD fund less than 10 minutes later by an individual who can only be described as the interstellar equivalent of Robin Hood.
PLEX for GOOD “Bit By Bit” hosted by Chribba has also raised an amazing amount of donations once again as a program which puts aside small amounts of ISK from individual contributors, which is then pooled to purchase PLEX as donations to PLEX for GOOD.
However, the most awesome story I personally came across was that of our largest individual donator, who gifted 700 PLEX / $10,500 / 626,500,000,000 ISK (almost 10% of the total to PLEX for GOOD).
This in itself is an immense contribution, however when we looked at this donation further and came to the realization this this player is from the Philippines, which were assisted by our last PLEX for GOOD drive after the terrible impact of Typhoon Haiyan, it became an incredibly heartwarming story of giving something back.
Today we had the pleasure of welcoming representatives of the Icelandic Red Cross, as well as the President of Iceland to CCP Headquarters in order to hand them a check for $103,650 on behalf of the players of EVE Online:
(click to enlarge - Photos courtesy of Arnar Valdimarsson - CCP ArnarV)
Both the Icelandic Red Cross and the President wish to express their most profound thanks to our community for the incredible generosity that has been shown. The President also remarked that the EVE community is a shining example of multi-national crowdsourced fundraising for charity, and that more games companies and online communities should follow the example set by the PLEX for GOOD program in order to assist their fundraising efforts.
Once again, here at CCP we are finding it very difficult to choose words that express our gratitude to the EVE Community for the incredible generosity you have all shown over the course of this fundraiser. The Community Team does however have an amazing display on the windows of our office as a constant reminder of the fact that we serve what is, without a doubt, the finest gaming community on Earth.
(click to enlarge)
From everyone here at CCP Games, we offer our most sincere thanks and profound gratitude for the astonishing level of support you all show for PLEX for good.
EVE Universe Community Manager
On behalf of the PLEX for GOOD Taskforce]]>
As most of you will already know, we here at CCP are currently in the midst of preparing and releasing a major rebuilding of EVE's Sovereignty capture system.
We've released two dev blogs (here and here) detailing these plans so far, and your feedback and contribution has been invaluable as always.
The next part of these changes are being deployed tomorrow in our Carnyx release, when Entosis Links will start being used to enable and disable station services, alliances will be able to pre-set their default vulnerability times and the in-space player activity of a system will begin to be collected in the Activity Defense Multiplier.
As we continue to work on implementing and testing more parts of the new system we are continuously updating our plans and schedules to make sure we release the best possible quality as quickly as possible.
We also want to keep you all up to date on these updates to the plan. Today we're announcing two changes to our schedule:
These updates are part of our commitment to ensuring that this feature has the time to be thoroughly tested internally, with our external testing partners and by the community on our public test servers. It also ensures that we will have enough time to polish the usability of the feature ensure that every player can enjoy the new system. We'll be making full use of the rapid deployment system that CCP Seagull outlined in her recent dev blog in this process. It's always possible that more changes to the schedule could be made if new information comes to our attention, and as we respond to your feedback both before and after public test server testing begins. If more changes do occur we'll continue keeping you all up to date through the dev blog and community news systems, as well as official social media channels. Full information on release dates is also always available on our EVE Updates webpage, your one stop shop for information on what's coming to EVE.
We have more dev blogs planned in the coming month, including one coming soon that will detail the transition plan from the old system to the new system on patch day. We continue to welcome your feedback and we'll be announcing soon when our test server war games will begin to help nullsec alliances try out the new system as well as providing us with more solid testing.
Thanks and fly safe!
Team Five 0
Revamping every* ship in EVE is an intense process, leveraging the entirety of our art team from concept artists to tech artists and programmers to QA. It takes extreme staff coordination and resource commitment, not to mention a lockout of publishing while the work is underway (lest an incomplete asset somehow make it into game without appropriate textures and shaders). Overall, this overhaul of every hull is oeuvre hell.
We’ve done it twice in the last six months.
The initial Physical Based Rendering (PBR) effort, known informally as “V5,” helped us to increase the realism of our assets by abandoning the Phong reflection model. You can read more about the process in the exquisitely edited devblog here. While that first V5 initiative was a huge step toward presenting a more visually immersive experience, it left a lot to be desired with regard to the actual appearance of ships in New Eden. Some details were lost, some colors behaved sub-optimally, and the balance between reflective and non-reflective surfaces was inadequate on a number of hulls. We identified these shortcomings and others in December, then immediately began to determine ways we could adapt and improve.
The result of that research is “V5++,” a complete reworking and repacking of all ship texture maps into a new system which works with new shaders.
New Texture Maps
Our first PBR push last year added two new texture types to our system – Albedo to replace diffuse maps and Roughness to replace specular maps. With V5++, we are adding two new texture maps to all ships. Material now appears on its own, rather than being indicated two separate maps. By using a limited greyscale system, we have been able to expand the number of available materials per hull. We’ll discuss the benefits of that addition later on.
The Dirt map is completely new. This map will ultimately enable the display of a variable range of space grime, filth, and unsightly buildup according to selected parameters which are currently under consideration. Initially, however, the map is used to variegate the immaculate hulls of EVE at a predetermined level, providing contrast and color in addition to a little flavor.
Additionally, every ship now features an Ambient Occlusion map, once reserved only for capital ships. This enhances the realistic behavior of reflection on all ship hulls, reducing shine when a surface sits somewhere entirely lusterless. We’re still simulating the effect, but in a far more realistic manner than previously possible.
The p1 and p2 maps were once independently responsible for differentiating material surfaces on ship hulls. The initial PBR pass left this system in place, but in V5++, these maps have been combined into the material map mentioned above. All material information is now handled by this single map in four tone grey scale.
But wait, there’s more! Like an industrial strength mail order cleanser, this change introduces increased control over rust. The best way we’ve found to present rust in space involves the use of two separate materials. In the previous 3-material system that was a bit too expensive; we didn’t want to be limited to two materials and one accent. V5++, however, allows a 4th material. With the added utility we can now keep three primary materials, and have more realistic rust on Minmatar hulls. The Amarr, Caldari, and Gallente hulls receive non-rust benefits in the form of improved metal and tech areas.
Five years ago, as indicated in this antediluvian dev blog by CCP Salvo, EVE shifted from the quaint NGS file system to an updated system distinctively dubbed PGS. Late last year that obsolete method was supplanted by the new PBR model, but by and large the texture packing system remained the same. The addition of new maps, combination of older ones, and technical issues involved in the display of the work of our artists necessitated a new packing method to make our content shippable.
We’ve moved the albedo maps, which work with the factional information to generate the actual color information for the hull, to inhabit the R, G, and B channels of a texture called _AR. The alpha channel is occupied by the Roughness map, accounting for the name of the packed texture. A and R together…PBR Bros.
We run the Normal Maps, X and Y, into the high quality alpha and green channels of a second packed texture for maximum precision. Then the Occlusion map fills the blue channel to generate the _NO texture. The red channel of this texture is as of press unused, though CCP Salvo is ever so excited to explore additional ways to irritate CCP Mankiller, so who can say what the future may hold?
Material and Glow, which also benefit from increased quality, are set into the green and alpha channels of a third packed texture, and the Paint and Dirt maps round out the red and blue channels. This final texture is appropriately named _PMDG.
Those who remember that PGS changeover may recall the widespread application of triple-material shaders necessitating that move, which beneficially decreased client size and increased graphic quality. In the new V5++ model, our additional material information requires new 4-material shaders.
The fundamental lighting equations stay the same as they were in V5, so the big change is how we handle the dirt. In V5 dirt intensity was calculated by some eldritch occult mathemagics which made it very difficult for the artists to control. In V5++ we simply have a dirt map, which enables complete control by the artist.
In concert with the shader, this enables us to modify the dirt levels of individual ships in scene. With this initial effort, the dirt and rust levels are static. But attendees of Fanfest (or anyone who has taken the time to watch the art panel from that glorious event) will remember the demonstration of ship filth and the slew of questions regarding it that followed. Some features under consideration include dirt levels set by the age of the ship or by the use to which the vessel has been applied. We have also conceptually toyed with the idea of “ship wash” services to remove dirt from selected hulls. Naturally, no one is considering cleaning Minmatar spacecraft, which are structurally composed of no less than 51% dirt and could not possibly survive the burnishment.
Below are a few examples of ships going from 0% dirt to 100% dirt.
What’s the Point?
As before, this project has required special attention to ensure that everything is just right. Artists adjusted, redrew, or repainted every map. Tech Art provided tools to repack and republish the .dds files
We are confident to the edge of hubris that capsuleers across New Eden will enjoy touring the stars in these fully operational V5++ ships. That said, the opinions of the EVE Online community are the true test. We look forward to reading comments, feedback, and questions on the forums and will happily investigate defects submitted via the in-game bug reporting tool.
But before storming the forums, please login to the Singularity test server and give your favorite hull a spin or two. Better yet, undock with it and explore the far reaches of your local planetary system. To quote a great leader and personal hero of mine:
“Fly, my pretties, fly, fly!”
* - Okay, not the T3 Strategic Cruisers. Those divas are really difficult to work with.]]>
As Alliance Tournament XIII draws closer, it’s time for prospective teams to express their interest in honorable spaceship combat. Last year we had The Camel Empire blow up anyone that stood against them on their way to their finals victory against Nulli Secunda. If you're interested in challenging them this year, there's a few things you'll need to know.
Signups for the Alliance Tournament are open as of the posting of this blog. Any Alliance that is interested in signing up to participate should have their alliance executor (that is, the CEO of the executor corporation in the alliance) visit this page. Signups close 2015-06-08 at 23:59 UTC.
This year there has been a change to how teams are selected. Teams that achieved the top 16 places in Alliance Tournament XII are eligible to buy into the tournament at 5 PLEX. If you wish to use this option, please have your alliance executor enter the random draw as normal and additionally file a support ticket under Community Management indicating they wish to use this option.
The random draw will have 44 slots this year, plus any unused slots from the top 16 teams. These will be drawn on the 9th of June, with the results announced on the 11th of June at 20:00 on the o7 Show live on Twitch.tv. The silent auction this year will only have 4 slots, open only to those teams that were unsuccessful in the random draw. The results of the silent auction will be announced on June 16th.
For full details on signing up, please see the signup page.
This year, we will be seeding the brackets for the alliance tournament as follows:
All times and dates are given in UTC
Alliance Signups – 2015-05-20 at 15:00 to 2015-06-08 at 23:59
Random Draw Results Announced – 2015-06-11 at 20:00
Silent Auction – 2015-06-12 at 11:00 to 2015-06-15 at 11:00
Teams and Schedule Confirmed – 2015-06-16
Tournament Weekend One: Qualifiers (Non-broadcast) – 2015-08-15 and 2015-08-16
Tournament Weekend Two (Studio Broadcast) – 2015-08-22 and 2015-08-23
Tournament Weekend Three: Finals (Studio Broadcast) – 2015-08-29 and 2015-08-30
This is a single-stage, double elimination tournament with 64 teams allowed to enter.
As a player, you may only compete for a single alliance, regardless of how many player-accounts you own.
All competing pilots must be members of the alliance for which they are competing, and have been a member of that alliance by 11:00 UTC May 14th 2015.
All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.
Please note that both the format and match rules are subject to change. It is strongly advised that participants watch the tournament forum regularly for announcements.
Teams can field up to twelve pilots on the battlefield.
Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has the higher total points value will be declared winner. See "Victory Conditions", below.
Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.
The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.
A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the tournament referee's discretion. Decisions are final. Penalties may be levied against a player or team and may include, but are not limited to:
The format of the tournament will be a modified double-elimination setup which will culminate in a best-of-5 match final. The third place will go to the loser of the final Elimination bracket match.
Captains must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans.
Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Teams will be brought by a GM to a solar system in uncharted space and designated as team 1 and team 2. If you are not ready within this time allocation you will be disqualified from this match and the opposing team will be given an automatic win.
There are eight beacons in the system which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. Teams will be moved to the beacon of their captain's choosing. Once the teams are in system, all instructions will be given by the referee in local chat. You must keep an eye on that channel at all times once in system.
Once word is given, teams warp in to the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
The arena will measure 125 km radius around the central beacon.
The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all.
The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena.
If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.
Warping within the arena is NOT allowed.
Boarding a ship during the match is NOT allowed.
Dropping cargo containers, anchorable items or mobile structures is NOT allowed. Dropping regular jettison containers is allowed.
The following restrictions are in place after teams warp to the arena beacon, until the match begins:
Each team has 100 points with which to select their ships.
Each team may have up to 12 ships on the battlefield.
Teams may field no more than 2 of a given ship. This applies to specifically named ships only and not ship hulls. For example, 2 Merlins, 2 Hawks, and 1 Harpy would be legal.
Teams may field no more than 1 logistics ship, or 1 tech one support cruiser, or 2 support frigates in each match.
Ship point values are as follows. Ship types not listed in the table are not allowed.
The Nestor is NOT allowed.
Previous Alliance Tournament prize ships that have both T2 and Faction status fall under their T2 classes for point values.
All T1 and T2 modules are allowed, with the following exceptions:
Faction, COSMOS, deadspace and officer modules are NOT allowed.
T1 Rigs are allowed. T2 Rigs are NOT allowed.
All T1 and T2 ammunition, missiles and charges are allowed, with the following exception:
Faction ammunition, missiles and capacitor boosters are allowed.
Only standard T1 (tech one) combat drones and sentry drones are allowed. This means that T2, faction, augmented and integrated combat/sentry drones are NOT allowed. The Gecko is NOT allowed.
All logistics and electronic warfare drones are allowed.
Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
Genolution "CA-" implants are NOT allowed.
With the exception of Leadership Mindlinks, ONLY Hardwirings that have a name ending in "1", "2" or "3" are allowed.
All Leadership Mindlinks (including Navy Mindlinks) are allowed.
Boosters (drugs) are NOT allowed.
Cloaking is NOT allowed.
Cap Boosters are allowed.
Micro-jump drives are allowed.
Target Spectrum Breakers are NOT allowed.
Any standard T1 or Faction battleship hull may be designated as a flagship.
Team captains must indicate to the GM managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.
Flagships may ignore meta level restrictions for the following module types (this means they may fit faction, officer, cosmos, and deadspace versions):
Flagship ship types must be decided in advance and their ship type submitted to "CCP Alliance Tournament" character via EVEmail no later than August 7th. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain constant. Fittings may also be changed from match to match.
All flagship hull types will be published in the flagships section of the EVE Online Alliance Tournament site following the deadline date.
A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.
Flagships must still follow all non-meta level based fitting restrictions, including any restrictions that ban module types or limit the number of a certain module that can be fitted.
A flagship costs the same points value as for a normal ship of its type.
You are under no obligation to field your flagship in any given match.
If your flagship is destroyed, it may not be fielded again during the tournament.
During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that has scored the most points at the conclusion of the match, or that destroys the entire opposing team, is the winner.
If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score.
If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.
In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated “attack bar”.
Banning of ships will occur before all matches.
Team captains must be online and available to conduct ship bans 45 minutes before the start of each match. At 44 minutes before each match if the captain is unavailable their team’s bans are forfeit.
Each team gets two bans.
The way the banning phase works is as follows:
The team which starts the banning phase is decided randomly.
All ships that are eligible for competition are eligible for banning.
Bans are done in 1 – 2 – 1 order. For example Team A will take the first ban, Team B will take the second and third ban, and Team A will finish the banning phase with the fourth ban.
Each ban has a time limit of one minute; if no ship is selected within that timeframe the ban is forfeit.
Once the bans start, a drop down menu will appear where you select the ship to ban. You can type the name of the ship to speed up the process.
Please be aware that banning a ship will not remove it from the list. Selecting the same ship type twice is a wasted ban.
Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.
Teams should endeavor to have multiple ship setups available as bans may impact your primary team setup. No additional time will be given if teams do not have eligible ships available.
During the final day of competition, some matches will require teams to be ready within 15 minutes after the completion of banning. We expect that many teams will find this time limit challenging. The best teams in New Eden will be the ones that can adapt quickly.
All bans apply to both teams equally.
We’re looking forward to how teams will deal with the challenges presented by this year’s rules. Tournament fans should stay tuned for more news, and come join us in the Alliance Tournament Discussion forum.
On behalf of the Tournament Team
Hello again dear space friends and welcome back to another structure blog from Team Game of Drones. As we have been riding the Fanfest hype train and gathering feedback from the forums and other communication channels, we decided it was time to bring more details to chew on.
So, take a seat by the campfire and grab some marshmallows while we give you some updates on our structure overhaul plans.
Since the scope of a full structure overhaul is larger than the Stay Puft Marshmallow Man, we had to play smart and focus our efforts into one structure role at a time instead of crossing the streams everywhere.
There is difficulty involved in picking which one of those roles to start with. Since the first structure we release is going to require core mechanics to work, like fittings, deployment or even management, we need to make sure the foundation is solid while still delivering an interesting package for players to enjoy. When that is out of the way, it will significantly speed up development time for more advanced structure roles that have their own new mechanics but still require the core gameplay listed above.
You may remember the structure roles from our previous Dev Blog for being:
We will spare you the endless debates, bartering sessions and casualty reports coming out after locking two dozen EVE developers in various meeting rooms and go straight to the point: we have decided to start with Market and Office Hubs, but with a twist.
Since we like giving you a place you can call home and collectively interact with, be it for cooperative or competitive needs, this role is ideal to start with. At the same time we want to achieve much more than just adding a fresh coat of paint on existing structures. We want to develop their use in the EVE universe and develop excitement as a whole.
“Market and Office Hubs” sounds a little bland, like another day at the office dealing with a grumpy boss and an unreliable coffee machine. How about we spice that up a little bit?
Of all the structures, we want these to be the most dedicated to asset safety, protection, and a feeling of home – just like when you are tucked inside your bed sheets while the elements rage outside. At your coziest you should be fortified in giant bunkers equipped with mega death rays to weather the storm.
As such, we are slightly changing the purpose of the Market and Office Hubs structures and renaming them “Citadels” to give a better approximation of what they do (note: I initially wanted to have them called “space châteaux” but got rejected by a team full of damn barbarians who don’t know what good French taste is).
In time they will still retain the other functionality mentioned (Market, corporation offices, cloning, insurance, character customization, Customs Office and potentially Interbus), as we release new service modules.
CCP Nag and CCP Maximum Cats have scattered a few concept arts for the Citadel structures within this dev blog for you to feast your eyes upon. As usual, please remember those are still work in progress and may not represent final look.
As mentioned during the Fanfest presentation and associated Dev Blog, structures are sorted in various shape and sizes. Citadels are no exception.
Most if not all of those structures will have a replacement for the current Starbase forcefield with the use of the invulnerability link (final name to be discussed), which will ensure safety for friendly ships within a specific radius. This will not cause your ship to stay in space when logging off.
Sizes also determine their release order.
As mentioned during the last blog, we also have given some more thought on how players will be able to take structures out.
Small structures, which are going to assimilate existing deployables, cargo containers and mobile warp disruptors will still be able to be directly shot by players. Some exceptions may be kept around for the time being, like the Mobile Depot having a reinforcement timer on their own.
Medium, Large and X-Large structures will use a version of the Sovereignty capture mechanic, which means they will only be attacked through the use of the Entosis module. Please refer to this blog for more information on how that works and this blog for an update to those plans for this summer’s Carnyx and Aegis releases and beyond.
Some details will vary however, as our needs aren’t exactly identical:
Example: Capturing a Large Citadel structure could require attackers to go through 3 vulnerability phases before it is destroyed, while a Medium Observatory Array may only require 2.
Example: A structure vulnerability window lasts for 2 hours. Offllining the structure will immediately put it into a 2 hours vulnerability window. If the structure only had 1 hour of vulnerability window left when being offlined, the window will go back to 2 full hours.
Example: an alliance member having sufficient roles to interact with an Assembly Array will see it displayed in space / overview. A neutral pilot will not see it there however.
Below is a visual representation on how such capture process would look:
We have established Citadels need to be able to take care of themselves in a fight.
As such they should:
While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters).
While Citadel structures are specialized in repelling attacks (through specific bonuses and attributes), keep in mind most structures will be able to fit defensive options--if they have enough slots and fittings of course.
With that in mind, let’s have a look at what we are planning so far for defensive modules. Also remember this remains work in progress and is susceptible to change.
They are either going to be turrets or missiles (or maybe even a combination of both) which can be fitted in M, L and X-L structures, but only exist in 2 variations based on their role. Unlike ship weapons, they will not exist in multiple sizes themselves – we’ve investigated that option but felt it was not worth the small variety it brought next to the extensive design, technical and skill training costs.
They are going to require a new line of skills to operate, but most likely use existing gunnery and / or missile support skills. More details as we get them.
This particular weapon type is going to revive the torpedoes of old since they release an AoE blast on impact. They are meant to be particularly effective against fleets that cluster together.
Please note this launcher won’t be available for high-security space structures since they make no distinction between friends or foes.
Energy Neutralizers are part of the utility high-slot suite of defensive modules and drain capacitor from the targeted ships. Their effect works exactly in the same manner as their ship module counterparts. They remain available for L and X-L structures.
Two variations exist:
We are planning for structure to have drones as of one of their available weapon systems. Number and various bonuses given are going to vary depending on the structure type and size – larger ones could be focused towards fighter and fighter-bombers instead of regular drone for instance, but this is pretty much open at this point.
Structures will be able to fit their specific variations of Electronic Warfare modules we all know and love. They include, but are not limited to: ECM, remote sensor dampening, stasis webifiers, tracking disruptors, target painters and warp disruption. We are considering the introduction of area of effect variations of those modules later on.
Single target modules will be available for all sizes and locations, while AoE effects will most likely be restricted by size and security status.
This particular module will be similar to a smartbomb – by doing a certain amount of area of effect damage to anything close to the structure. As they are intended to clear drones or small deployable clutter near the structure undock points, they will have a constant damage but low reach.
This will only be available for large and X-Large structures and cannot be used in high-security space.
The Doomsday weapon will only be available on the X-Large structure, and have a similar purpose to the ones installed on Titans. However, it will have extra capabilities next to its ship counterpart to compensate for the single, static nature of the structure on the field.
For instance, we are considering a weapon that bounces off multiple times after hitting its main target, a bit like another weapon we’ve shown in the past.
Available on sizes
Available in High-sec
Single target weapons
M, L, X-L
M, L, X-L
Drone and fighters
M, L, X-L
M, L, X-L
Point defense batteries
And that’s it for now, we hope this answers a few of the questions you may have had, and most likely add a lot more into the fray. Please remember we still are at the beginning of the development process and many more Dev Blogs are due to come at a later date.
Greetings intrepid spaceship captains!
I am pleased to announce that the 13th Alliance Tournament will be kicking off on August 15th, 2015. While more details regarding all aspects including the ruleset for this year’s tournament will be published at a later date, there are a few things I can confirm now and some changes for this year I can share with you.
The format of the AT XIII will be the same as last years’ Alliance Tournament. 64 alliances will duke it out in a double elimination format where all matches matter. However, in a change from last year, we are compressing the tournament to three weeks of matches. During the first weekend on the tournament, we will be running the matches in two systems simultaneously. The final two weekends will be run as per previous years and broadcast on EVE TV.
To fly with an alliance in the Alliance Tournament XIII you will have to be a member of that alliance by downtime one week from now (May 14th, 11:00 UTC). Note that this is different from last year, where the cut off was the day before the announcement. As we are giving a window for players to move themselves to their home alliance, we will not be making any exceptions for anyone that has not joined their alliance after this date. If you are unable to move alliances before the deadline, please file a support ticket before the deadline under Other Issues -> Community Management. Each alliance may only field one team.
There will be future Dev Blogs in the coming weeks which cover the rules, broadcast schedule and sign up details, so stay tuned! For those who missed the previous ones - the matches from Alliance Tournaments IX, X, XI, and XII are available on the EVE Online YouTube channel.
EVE TV's Player Commentator Team
We will once again be opening up the application process for players who would like to be PVP commentators. A number internet spaceship analysts will be handpicked by us to fly out to Iceland for the tournament finals played over the final two weekends, joining the team here at CCP HQ to help us run the live broadcasts.
As a commentator you'll be on the set discussing the tournament, tactics, and teams and of course engaging in witty banter with developers about EVE live on air. You'll also take shifts in the commentary booth providing live commentary on the matches themselves. You need to know your PvP and you need to know how to keep on talking!
Alliance Tournament XIII will take place over three consecutive weekends starting on Saturday, August 15th and ending with the grand finale on Sunday, August 30th. Flights (from all Icelandair destinations) and accommodations are supplied by us. All you need is a little spending money.
So you're interested? The next step is to check this short list and make sure you match what we're looking for!
If you are interested in taking part, please email me at email@example.com by 23:59 UTC (Eve Time) on Sunday May 24th, 2015 with the following information.
A final note:
The Tournament from the perspective of a commentator is an amazing experience. You get to take part in a unique production, fly to Iceland, get a tour around the CCP office and chat to developers like almost no other players will ever get the chance to. But with great power comes great responsibility; planning and promotional shows take place during the weeks up to the final show and you may not be asked to fly to Iceland if you fail to take part or become unavailable during this time.
On behalf of the Tournament Team
Hello crafty capsuleers! This is CCP Fozzie bringing you another dev blog about our upcoming changes to Nullsec and Sovereignty. This blog is intended to update the community in a few different areas:
Before we get started, I want to thank everyone who has provided constructive feedback on the Nullsec and Sov designs so far. Special thanks to those who filled out our time zone mechanics survey.
This section of the blog will bring you up to date on the current status of the Sovereignty capture system design. We highly recommend that everyone read and understand our original dev blog covering the first public version of the proposal. These updates build upon the design that was laid out in that blog, and all the goals expressed there still apply.
While the basic mechanics and gameplay goals for the Entosis Link were clear in our original dev blog, we were intentionally vague about many details in that document. We then asked the EVE Community to participate in helping us design the ideal Entosis Link details, primarily in the Features and Ideas forum. We received a lot of great feedback in that thread, and together with the EVE community we have put together a much more detailed set of information about the Entosis Link module itself.
So that we’re all on the same page, I’ll spend a little time going over some of the key goals that we are working towards with the Entosis Link module design:
At its core, the Entosis Link mechanic is a way for the server to tell who won (or is winning) a fight in a specific location. The best way to win a structure or command node with the Entosis Link should be to gain effective control of the grid by simultaneously keeping your forces alive and eliminating your opponents. It’s expected that many fights over structures or nodes should go through a potentially extended period where the grid is effectively contested between multiple sides, and where the capture progress remains paused until one side or another has taken critical losses.
This goal would be broken if certain types of forces could somehow just ignore enemies (for instance, through overwhelming remote repair or through evasion) or if mechanics pushed fights towards indefinite deathless stalemates. This goal is the reason for most of the special restrictions and limitations on the Entosis Link, such as the “no remote reps” rule.
Entosis Links will always have some effect on the types of ships and tactics people find viable for Sov warfare, but we should strive to keep those effects to a minimum. As much as possible, we should work towards a prevailing metagame where whatever fleet concept would win the fight and control the grid would also be viable for using the Entosis Links.
This also means that we don't want to be using the Entosis Links to intentionally manipulate ship use. We've seen some people suggesting that we restrict Entosis Links to battleships, command ships or capital ships in order to buff those classes. Using the Entosis Link mechanics to artificially skew the metagame in that way is not something we are interested in doing.
This goal is why we intend to use the lightest touch possible when working towards the first two goals. It would be easy to overreact to potentially unwanted uses of the Entosis Link by placing extremely harsh restrictions on the module, but we believe that by looking at the situation in a calm and measured manner we can find a good balance.
This is a fairly obvious goal but I do think it's worth stating explicitly. If we can achieve similar results with two different sets of restrictions and penalties, we'll generally prefer to use the simpler and more understandable set. This also means that we'd generally prefer to use pre-existing mechanics that players will already be familiar with, rather than using completely new mechanics.
We announced this information in a forum thread in the Features and Ideas section, and we’re reprinting it here for visibility.
The most current design details for the Entosis Link Module are:
The Entosis Link comes in two distinct variations: Tech 1 and Tech 2.
T1 Entosis Link:
T2 Entosis Link:
More details about the Entosis Link module mechanics as well as the design goals for the module can be found in this forum thread.
The Activity Defense Multiplier is the mechanic that provides defensive advantages from active occupancy of a star system. This is the key mechanic through which we hope to achieve the goal of making unused space easy to conquer and heavily used space hard to conquer.
As described in the last Sov dev blog, this multiplier will be obtained through the existing Sovereignty system indices (Military, Industrial and Strategic), which together will form a collected defensive multiplier.
In-universe, this mechanic represents an advanced AI built into the Sovereignty structures that uses behavioral profiling to determine the difference between benign network access and dangerous intrusions. The more normal baseline activity in the system, the more data available for this AI to use in its intrusion detection system, minimizing system vulnerability and slowing hostile influence.
In practice, the Activity Defense Multiplier slows down the rate of hostile Entosis Link capture for all Sovereignty structures within the star system and all their associated command nodes, allowing defenders more time to respond to attacks and providing a major advantage to the defender when competing in a capture event.
We are making a number of changes to the original designs that increase the effectiveness and importance of this Activity Defensive Multiplier. We believe that these changes will go a long way towards improving the defensive options for alliances that make use of their space and avoid over-extending.
This change allows for much stronger defense of actively used systems, while still ensuring that defenders must undock and actively fight for their space when threatened.
This new cap for the multiplier means that disabling a station service with the Entosis Link would require between 5 minutes and 30 minutes of uncontested linking depending on the system activity level (under the old cap the range was 5-20 minutes) and reinforcing a structure or capturing a hostile command node would take between 10 and 60 minutes of uncontested linking (as opposed to the previous range of 10-40 minutes).
This higher multiplier is especially powerful during the capture events, where the defenders can capture command nodes up to 6x faster than the attackers if they have maximum activity. This allows much more powerful asymmetric warfare for smaller, determined defenders fighting larger attackers, and forces the invader to further split their forces to keep up with the node capture rates of an active defender.
One piece of feedback we’ve seen since the reveal of the initial designs is that a cap that matches the top level of all three indices can feel a bit too punishing, as reaching the cap would require the owners of a star system to be equally active in both NPC killing and mining. Ensuring that the cap is reachable without maximum levels of all three indices allows players to play to their strengths and interests without being punished. This also has the effect of increasing the multiplier of the average system, further increasing defender advantage.
With these new changes, the contribution towards the Activity Defense Multiplier for each level of system indices is increased significantly, and the final result is capped at 6x.
The new version of the table listing the bonus provided by the system indices is:
To determine the full bonus applied to each owned structure, find the appropriate value of your current level in each of the three indices and add them together, then add the base value of 1. If the final result is above 6, cap it at 6. The speed at which attackers reinforce or capture structures or command nodes is then divided by that result.
We’ve also created a new version of the example table from the last blog:
You’ll notice that the defensive benefits obtained from all of the system indices have been increased significantly.
The fairly achievable goal of having a Strategic Index of 5, one of Military or Industrial at 5 and the other at 3 is enough to reach the new cap of 6x.
This feature is designed specifically to address the fact that major staging systems are often singularly unsuitable locations for mining or ratting. These systems tend to be some of the busiest in Nullsec space, with many pilots docked and in space, very active markets and strong industrial operations. However they also tend to attract too much attention to make excellent PVE systems, and our first generation Activity Defense Multiplier system will not include contributions from typical capital system activity such as trading and manufacturing. We hope to work towards including these factors in future iterations of the Activity Defense Multiplier mechanic, but in the meantime we need an effective way for alliances to defend their staging systems.
Under this system, each alliance will be able to designate one system as their “capital”. The system they choose must already have an active Territorial Control Unit belonging to their alliance and when changing capitals, the bonuses in the new capital will not take effect for several days. This is intended to prevent alliances from shifting their capitals rapidly to react to invasions or to stabilize newly captured territory.
The capital system for each alliance will provide a flat +2 addition to the Activity Defense Multiplier of all Sovereignty structures owned by that alliance within that system. The cap of 6x multiplier still applies. This allows capital systems to hit the activity multiplier cap much more easily, even in systems that are not particularly safe ratting or mining locations.
If the bonus on this feature is too high there would be danger of alliance intentionally splitting just to get more capital systems, but we currently think that a +2 to the multiplier in a single system isn't so strong that it will push people too hard in that direction. We're of course interested feedback from the community on this feature. If people start abusing this feature by splitting alliances to gain large numbers of capital systems, we will not hesitate to reduce or even remove the bonus.
The designs surrounding vulnerability windows and time zones have been a major area of focus for us over recent months. Time zone safety is an absolutely critical part of any capture system in a worldwide game like EVE Online, and it is also one of the most challenging aspects of the design to get right.
Time zone safe game systems are those that allow players to determine the rough time period in which events can occur and their assets are in danger. They play two crucial roles in a game like EVE:
The initial design for reaching these goals was explained in the previous Sov dev blog, and we have been working with the community to improve and refine the designs from that point. We created a Sovereignty time zone mechanics survey which has been immensely helpful in collecting your feedback. As of now, the survey has received a little over ten thousand responses and we’re extremely grateful to everyone who took the time to participate, especially those of you who filled out the text answers.
We’re ready to announce two significant changes to the earlier vulnerability window design, which we believe will improve the system significantly and address the most crucial player needs expressed in your feedback.
Many players have expressed concerns that the alliance-wide prime time windows will reduce their freedom to designate certain structures and/or areas for defense by certain time zones within their alliance.
Under the new version of the vulnerability window design, each alliance will still have a default prime time set, and all newly captured or deployed structures would take on that default. Once the structure is in place though, the alliance would be able to choose to separate the structure from the default vulnerability timer and set a custom timer.
Changes to the vulnerability timer of a structure will have a delay before taking effect to prevent alliances from shifting timers to dodge enemies.
This system will allow alliances to choose their level of customization. If your alliances wishes, it can keep all Sovereignty structures on the alliance default to keep management simple, or it can spread out vulnerability windows to provide content for members within many different time zones.
This is an idea that was first suggested by Steve Ronuken at the CSM 9 Winter Summit, and has come up quite a few times since in the community feedback. In conjunction with the addition of the alliance capital systems described above, we believe that it has the potential to significantly improve the options for attacking forces in many time zones as well as reinforcing the importance of the Activity Defense Multiplier and active occupancy of Sovereignty systems.
Under the new design, the vulnerability window of each structure would get longer or shorter depending on the activity defensive multiplier of its specific system. The alliance chooses the middle of the window and the window scales in size in both directions from that middle.
The length of the vulnerability window would be 18 hours divided by the activity defensive multiplier (leading to windows ranging in length from 18 hours to 3 hours). Since the timer is divided by the activity index it begins to drop fast as the activity index increases even slightly. A system with Military and Industrial each at 1 would already have shrunk its vulnerability window all the way to 8.18 hours. A system with Military 5 and Strategic 5 (quite common) would have a vulnerability window of 4 hours.
To ensure that players are not surprised by last minute changes in vulnerability windows, the length of each day's vulnerability window will be locked in at the midpoint of the vulnerability window the day before.
Combined, we believe that these updates to the Sovereignty design represent significant improvements that will help ensure that we get the best possible system this summer. Team Five 0 wants to once again express our sincere thanks to every member of the community who has provided us with reasoned feedback.
As we have continued to incorporate community feedback into our designs and work on implementing the new system, we have been able to further refine our anticipated deployment schedule for these updates. As we discussed with the community previously, the original estimate was deployment on our June 2nd release, with the expectation that this estimate could change as implementation continued and we received a clearer picture of what work was needed.
We now have that clearer picture and we’re ready to announce that the currently announced changes will be spread across multiple releases. As previously announced, some Sovereignty changes were deployed last week in our Mosaic release.
We are planning to release the rest of the announced features across the upcoming June 2nd and July 7th releases.
The deployment on June 2nd is called the Carnyx release, and will contain the core Entosis Link influence mechanic and the Activity Defense Multiplier mechanic, which will be connected to the enabling and disabling of station services in that first release. We also plan to release the user interface for alliances to manage their default vulnerability window and capital systems, so that they can be selected and ready to go when the rest of the features release.
The deployment on July 7th is called the Aegis released, and will contain the rest of the announced changes. The Entosis Link will be expanded to impact all Sovereignty structures, the vulnerability windows will take effect, and the constellation-wide capture events and Freeport mode mechanics will become active.
This deployment schedule is intended to ensure that we will be able to release the most polished system possible. It also allows any potential issues with the core Entosis Link mechanic to expose themselves with the comparatively low-impact station services.
As part of this schedule update, we now expect that the Singularity test server playtests of the full system will take place in June. More details will be made available as we get closer to the date. We have received quite a few signups for the playtest so far, and we’ll be keeping signups open until downtime on Friday, May 22nd. If your alliance wishes to participate in a competitive playtest of the new Sovereignty capture system on SISI this summer, have your alliance executor corp CEO character send an EVEmail to the character “CCP Fozzie” expressing your interest, as well as a rough estimate of how many players you expect to get in fleets for such a test and information on your primary timezone(s) before downtime on May 22nd. As we announced at Fanfest, the winning alliance will have their alliance name added to the description of the Entosis Link I blueprint as a permanent testament to your contribution.
Our team is hard at work implementing the new system as well as refining the UI designs that will connect players with Sovereignty and provide them with the information they need to outplay their enemies. Keep in mind that these are work in progress images and there will be details in some of them that aren't correct or that reflect earlier versions of some designs. Here are a few UI mockups showing the latest versions of the UI design work in progress:
This image shows the updated system info panel, including icons for the three sovereignty structures and the Activity Defense Multiplier:
These mockups provide examples of the kinds of information we plan to share in tooltips for the system info panel:
(click image for a larger version)
This image shows the public show-info panel for a nullsec star system:
This image shows the summary window available to members of an alliance, helping them keep track of the status of their alliance’s sovereignty structures:
(click image for a larger version)
Those of you who read the forums, watch the o7 show on our Twitch.tv channel, or read the Mosaic release patchnotes already know that a few important improvements were made to the Sovereignty system last week with the Mosaic deployment. I want to quickly highlight these changes here as well, to ensure that every player is completely up to date.
One area changed in the Mosaic release was the Infrastructure Hubs and their Upgrades. We reduced the volume of Infrastructure Hubs and Infrastructure Upgrades so that they can be deployed more easily, and we also made all of the Infrastructure Upgrades manufacturable by players instead of selling them directly from NPCs.
The volumes of IHubs and Upgrades have been reduced to:
This allows IHubs and Military/Industrial upgrades to all be deployed by a wider variety of ships including Deep Space Transports. Strategic Upgrades still require at least a Jump Freighter or Freighter.
To go along with these changes we have enabled the deploying of all structures (including Starbase Control Towers) from fleet hangars, so that ships like Orcas and Deep Space Transports will have more structure deployment options.
We have also made all of the IHub upgrades manufacturable using PI materials. Blueprints are sold by the Empire Navy corporations, and the material requirements consist of Tier 4 PI Commodities and Capital Construction Parts.
More details about these changes can be found in this forum thread.
For the Mosaic release we deployed a huge set of changes to minerals, blueprints and ores aimed at improving nullsec, lowsec, and wormhole mining and enabling stronger nullsec industry. Anyone who has been watching the mineral markets will have already noticed the major impact this shakeup is having on mineral prices.
These changes are intended to make Nullsec more self-sufficient then it is currently. We continue to believe that no area of space should be completely independent of any other, but there is a lot of room to make nullsec more self-sufficient and improve the opportunities for zero-sec miners and industrialists.
These changes consist of three parts:
This is a fairly simple change, but it will have some significant effects. As first mentioned on the o7 show, we are doubled the Zydrine and Megacyte consumption of almost all blueprints in the game. This will bring the universe-wide consumption of Zydrine and Megacyte closer to some of the original designs for overall mineral consumption, and will provide a very significant boost to Nullsec (including wormhole) and to a lesser extent Lowsec mining.
This is the big set of changes that will enable a healthier Nullsec mining environment. Each of the "Nullsec ores" have been rebalanced to focus on one main mineral (except for Spodumain which is more widely distributed between four mineral types). This allows us to adjust the supply of each mineral in Nullsec to bring overall balance closer to the actual mineral consumption from the average industry job. It also makes it much easier for players to decide what ore to mine if they find themselves in need of a specific mineral. We are also making somewhat smaller sets of changes to the "Lowsec ores" to clean up their mineral spread and increase their value.
The following values are for a theoretical 100% refine of a batch of each ore type. The upgraded versions of each ore will continue to contain +5% and +10% minerals as they did before. Volumes of each ore did not change in this pass.
With these changes, the total mineral supply gained by mining out an entire Ore Prospecting Array anomaly (other than the small belts) will now more closely match the average mineral consumption across the EVE universe, allowing alliances to more easily source the bulk of their raw minerals locally for industrial activities. The relative compositions of each anomaly are slightly different, allowing each corporation or alliance to decide which best matches their personal industrial activities.
The ore compositions of other mining anomalies found within Nullsec, Lowsec, and Wormhole space have not changed, but the mineral changes will cause the value of mining those anomalies to rise significantly as well.
We have also updated the rate at which mining and NPC killing contributes to the current Sovereignty system indices. Since Mosaic, mining now builds the Industrial Index much more quickly than before, and ratting now builds the Military Index slightly slower than before.
Together, these changes represent a huge shift in how minerals are obtained in Nullsec. We have already seen significant increases in overall Nullsec mining volume in the first week since these changes and we hope that many miners will find themselves free to choose between multiple viable locations to ply their trade.
Thanks for joining us for this update dev blog, and I hope you are all as excited as we are to see the results of our upcoming summer releases. As always, we welcome feedback on all the updates described in this blog, as well as all other aspects of the new designs.
-CCP Fozzie on behalf of Team Five 0]]>
Last October, a pirate, scholar and gentleman by the name of Rixx Javix published a blog post on a series of art print posters featuring the major ships of EVE Online. The album that initially had a meager three ships – a Ferox, Slicer and Gnosis (of all things!) – now comprises well over a hundred designs.
Naturally, the most common question Rixx was asked was “How can we buy these?”
He reached out to CCP to see if we were open to some kind for collaboration; being long-time fans of his work, we obviously were. Besides, it has been almost 4 years since we sold any kind of EVE poster. Time to fleet up with him!
The natural place to start was EVE Fanfest. We selected four ships for the initial set, printed a limited amount of posters, and put them for sale in the Fanfest store. At the same time, Rixx hosted an ‘EVE Fan Art’ presentation to share some insights into the project (highly recommended!)
The results were great – as a matter of fact, the set was the second best-selling item in the store! Of course, many players did not attend Fanfest, so the next natural step was to make these art prints available online. Fortunately, we already had an established partnership with Quantum Mechanix, a Los Angeles-based creative developer of collectibles inspired by some of our most beloved shows and movies, including Battlestar Galactica, Doctor Who, Firefly and Star Trek. In other words, we knew we’d fit right in.
And so, without further ado, let me introduce the EVE Online Battlecruisers Art Print Set. It includes four 18”x24” art prints produced on 100-lb, satin-finish paper, featuring four iconic EVE ships: Drake, Harbinger, Hurricane and Myrmidon. It costs $34.95 US for a set of four posters and is available for delivery to most countries.
Over to Rixx Javix:
"I've always been fascinated by spaceships and the ships of EVE are uniquely powerful, complex and riveting from an artistic perspective. They are, in so many ways, the pure expression of ourselves within the game. They each have personalities and histories that are as individual as the people who fly them. That spirit is what I've tried to capture in these pieces.
The important thing for me was to treat each ship with the respect and knowledge that it deserved, to try and capture the elements that make it what it is, in an artistic design. To put on paper what it is about these ships that make them important to me. A unique spirit that lives within a universe of wonder, darkness and expression.
Removing the ships from the confines of how we normally see and experience them, within the rendered space of our computer monitors, brings the focus purely on the design of the ships themselves. These are objects of immense significance to anyone that lives and plays in the world of EVE Online, but they are also souls unto themselves, brought to life by thousands of players each and every day. In so many ways, they are us and we are them.
I am extremely encouraged by the overwhelming response these pieces have received from the EVE Community and from CCP Games. And I'm proud of our partnership with Quantum Mechanix that gives us the chance to finally bring these to a wider audience. It can be a daunting prospect to have your work open to the world and I hope the response continues so that we can bring fans of Eve, and fans of science-fiction and gaming, even more in the future."
What’s next for merchandise?
These art prints, gorgeous as they are, are not the only thing we are currently working on. CCP’s contract with Musterbrand has concluded and our priority right now is to implement a suitable replacement – taking into account everything we’ve learned from that relationship.
The most important lesson is that the most inspired designs tend to come from the community itself. Whatever we end up doing in the future, we want to make sure we incorporate the ideas, the feedback, and the passion of you, the players of EVE Online.
UPDATE - 2015/05/12 - 11:30 UTC
DUE TO A SECOND EARTHQUAKE THIS MORNING, WHICH REGISTERED AT 7.3, PLEX FOR GOOD HAS BEEN EXTENTED BY ONE WEEK, AND WILL CONCLUDE AT 23:59:59 UTC ON SUNDAY, MAY 24TH 2015.
On Saturday April 25th, a massive earthquake of 7.8 magnitude struck Nepal and the surrounding region, swiftly followed by an initial aftershock measuring 6.6 and a second measured at 6.7 the next day.
These earthquakes have caused unprecedented destruction across the area, leveling homes, businesses and reducing to rubble heritage that has stood for thousands of years. With the United Nations confirming that the death toll has surpassed 6,000 people, foreign aid has begun to pour in from across the globe.
An additional 14,000 people are known to have been injured, with the events over the weekend also affecting Mount Everest, which suffered a massive avalanche after the initial earthquake that struck the mountain’s base camp, killing at least fifteen climbers and stranding almost 100 more. The UN estimates that approximately 3 million people are in urgent need of aid, with 24,000 living in makeshift camps, and over 130,000 homes destroyed by the earthquakes.
A report today from the United Nations Office of the Resident Coordinator estimates that around eight million people in 39 districts have been affected in total, of which over two million live in the 11 most severely affected districts, with landslides and challenging weather continuing to slow rescue efforts.
Along with the EVE Online community, CCP have been following the devastating impact of these events, and we were extremely humbled to see support tickets start to flood in and requests begin to appear on the EVE forums and social media sites requesting that we launch a PLEX for GOOD initiative to assist those affected.
Beginning today, Friday, May 1st 2015 through to 23:59:59 on Friday May 15th 2015, CCP will be accepting PLEX for GOOD donations from our players.
For each PLEX donated during this period, CCP will contribute USD $15 to the Icelandic Red Cross to fund their aid efforts in Nepal.
To make your PLEX for GOOD donation:
Please ensure the receiving character is the one named above, and double check the character is in the C C P Corporation to avoid contracting PLEX to the incorrect character. CCP cannot guarantee the return of PLEX contracted to the wrong character.
Once again, as we say with every PLEX for GOOD drive, we cannot thank the EVE Community enough for the support, encouragement and dedication that you all show to the PLEX for GOOD program.
Previous PLEX for GOOD drives have resulted in donations totaling over $340,000 to those in need during natural disasters in Japan, Haiti, Pakistan, and the United States, with the last PLEX for GOOD drive raising an astonishing $190,890 for those affected by Typhoon Haiyan in the Philippines during November 2013.
As a gesture of thanks, for each PLEX you donate CCP will give you two virtual in-game t-shirts: the Sisters of EVE Food Relief “'Humanitarian' T-shirt YC117” (one male and one female) for use in EVE to show your support for PLEX for GOOD. These t-shirts are currently being designed, and will be distributed with a later release once they are finalized. Here’s a preview of what they’re going to look like:
To learn more about how this program works, please check out this FAQ. You can also learn more about PLEX here. Please note that your contribution to PLEX for GOOD is not tax-deductible. For information on the Icelandic Red Cross (Rauði Krossinn á Íslandi), please visit their website at http://www.raudikrossinn.is/ or contact them at Efstaleiti 9, 103 Reykjavík, telephone +354 570 4000, firstname.lastname@example.org.
On behalf of the PLEX for GOOD Taskforce
Please note that CCP regards any scamming attempts surrounding PLEX for GOOD to be morally reprehensible, and any attempts at scamming relating to this program will be met with the harshest and swiftest action at our disposal.]]>