Welcome to EVE Online!
When you take your first steps into the world of New Eden, things may seem a little complex. If you ever feel lost or confused, fret not! The purpose of this Dev Blog is to arm you with the basic knowledge that you'll need to thrive in EVE Online, so take a look at the following links and see if the answers to your questions are here!
We'd like to give you all a helping hand and try to ensure that you hit the ground running in what is considered by some to be one of the most rich, deep and complex virtual worlds in existence. It's good to know where valuable information is readily available to you, so below are some very good sources of information, quite a few of them provided by communities of other players who specialize in helping new pilots.
As a rookie pilot, you'll be provided with one of the four basic ships shown above depending on the race of your character.
(Clockwise from top left: Amarr - Imparior, Caldari - Ibis, Gallente - Velator, Minmatar - Reaper)
If you lose this ship, don't worry! Simply dock your capsule at a station and the friendly insurance company will provide you with a new one!
While you'll want to upgrade pretty soon, you can find more information on your rookie ship and how to fit it for your first few hours of play here!
First off, you will have three open chat channels when you first create your character. Whenever one of the channels is highlighted, it means you have unread messages there.
If you ever lose one of these channels, don't worry. You can click the little chat bubble and find them there, most notably the help channels under the Help category. Otherwise they will be at the top of your menu, on the left side of your screen.
Above: The location of the channels list in your NeoCOM.
Above: The default set of chat channels stacked into one window with tabs.
Please be aware that in the world of New Eden, there are very few rules on player interaction, and there may be some people out there who are looking to take advantage of others. Always be careful of who you trust. For a little more details on Scamming in EVE Online, see this awesome guide by EVE University!
CONCORD are there for your protection, but are a reactive rather than a proactive force.
They respond to incidents within high security space (0.5 - 1.0 security), taking punitive action against players who attack others.
New Player Training Sessions
Last year the Community Team ran a series of New Player Training Sessions (NPTS) specifically targeted at players that would like to know as much about specific features as possible. If you wish to know more, they are available on the EVElopedia. The EVElopedia is also an excellent source of information for other matters. If you want, you can also join the New Player Training Sessions chat channel in-game, by clicking the chat bubble and typing in the name of the channel.
Terminology & New Player FAQ
Check out the official EVE Online New Pilot FAQ for a boiled down explanation of many basic points on how to play EVE, what to expect, and how to attain it. As well as that, the EVElopedia contains guides on Mission Running and Mining.
In addition to this, you'll hear a lot of new terminology being used that is specific to the EVE Universe. The amazing player built EVE Lexicon should help you understand what's being said, and assist you in expanding your vocabulary to cover all things EVE!
New Users On Steam
We also have a wealth of information to assist our new users on Steam and allow them to learn as they play. Our Steam Community Hub has a number of amazing player created guides and walkthroughs, as well as community created videos, artwork and screenshots.
Searching for wingmen
There are many corporations in New Eden who are more than happy to recruit and train rookie players, and joining a corporation is one of the best ways to get a solid head start in EVE. As well as a list of educational corporations in EVE Online, we also have an in game corporation search tool that can help you find the right match for your playstyle.
There is no better source of experience and help than the existing players. Remember that this is a single-shard server, which means everyone plays on the same server. Notable places to check are the EVE subreddit, the New Citizens Q&A forum on the EVE Online forums, the EVE University Wiki and EVE101.com. If you have a Twitter account, you can see what clever things the other players are saying by watching #eveonline and #tweetfleet.
At CCP, we feel that our community are of paramount importance. Without you guys mining, building, trading and declaring war on eachother New Eden would be a pretty quiet place. We maintain a healthy social media presence to ensure that we keep in contact with the community, and you can always find a member of the community team roaming twitter or facebook. Click the images below to take a look at where we appear most often on social media.
For a full list of our presence on social media, please see here!
If you experience any issues that you can't locate a resolution for, or are unable to obtain an answer from the Rookie Help channel, our friendly GM Team are always happy to assist with any issues you might have. You can contact them from within EVE by pressing the F12 key, which will bring up the following window. From here you can file a support ticket to request the assistance that you need:
In addition to this, the GM Team team also man a twitter account, where you can find tips and tricks, along with messages regarding current issues and further community resources for learning more about the world of EVE.
As well as these resources, over the coming week, members of CCP Staff will be on hand to assist you in the rookie help channel, and in some instances in local too! We'll be making a tour of New Eden now and then to see how new players are getting along with their first steps in the world of EVE. You can identify members of CCP staff by the prefix "CCP" before our names, and blue text in chat windows.
We pride ourselves on the strength and dedication of our community, and hope that you'll have an awesome time getting to know fellow EVE players as you take your first steps into New Eden. We're extremely humbled and proud of our community after watching the huge level of support our amazing players have shown rookie players over the course of this weekend.
Go join them, forge your own destiny in EVE and make your mark on the universe; but most importantly of all, have fun doing so!
Good luck, pilots!
P.S. - Don't take our word for it, check out how awesome Blackhuey of Deep Structure. [DP.S] thinks rookie players are!]]>
~ Zakari Kovalis, Exploration Vessel Katydid, Personal Journal YC112.09.12
Rhea is a release that expands EVE Online. Here is what's coming to New Eden on December 9th.
A hundred new wormhole systems are revealed in Rhea along with Thera, a huge named wormhole system with four Sisters of EVE stations and a multitude of wormhole connections to known space. Landmarks and mysteries abound. Read all about it in this dev blog from CCP Fozzie: Thera and the shattered wormholes
Clone grades, clone upgrade cost and skill point loss when podded (except when losing a Strategic Cruiser) will be removed in Rhea. Read more about these changes and the reasoning behind them in an upcoming dev blog by CCP Terminus, or watch Episode 2 of the o7 show (13:00 mark) to hear about these changes.
The Confessor is the first of four all new Tech 3 Tactical Destroyers with the ability to shift between defensive, speed and sniper modes that confer different sets of bonuses. Due to the efforts of Honorary Fabricator-General Ascentior and other devoted capsuleers, the Amarr Empire was the first to complete the research race to build this new kind of ship. The other 3 tactical destroyers will follow in upcoming releases. Read more about this new ship in an upcoming dev blog.
Move assembled ships in this new freighter from ORE that comes with a large ship maintenance bay. If a Bowhead is destroyed, there is a chance that assembled ships can be found amongst the wreckage. Read about the stats and capabilities of the Bowhead in this forum post.
A new type of roaming scout drones, seemingly originating from wormhole space Sleeper sites, will be investigating something in known space. Engage them at your own risk. These NPCs and the Artificial Intelligence code that will power them will be highlighted in an upcoming dev blog.
Rhea will bring Standard and Superior versions of the Sleeper Cache high-end exploration sites, where you can find the new Polarized weapons that have some great benefits but reduce your resists to zero. Read about these mysterious sites in this dev blog from CCP SoniClover: Sleeper Cache Exploration Sites & Polarized Weapons
“Physically Based Rendering” is a term for cutting edge rendering methods that closely model how real light bounces off different surfaces. Rendering ship models and lights using this approach results in materials and surfaces that look more realistic and light that falls and reflects beautifully. With Rhea, all ships except T3 strategic cruisers get rendered with PBR techniques. Upcoming releases will continue to apply these methods to more parts of EVE. Read about the technology and vision in an upcoming dev blog from CCP Mankiller.
The EVE Online UI gets a big update in Rhea to improve the user experience and make EVE look more modern with new Neocom and window and station service icons, new window skins and faction color themes, and new UI effects.. A number of options and settings will be available to customize the experience. Read more in this dev blog from CCP Optimal: A new look for EVE’s UI – feedback needed!
In Rhea, you will be able to try keyboard ship control as an opt-in beta feature. No new mechanics or movement options are introduced, just the ability to fly with WASD or arrow keys for the same movements you can do today using double-click. Read more in this dev blog from CCP Nullarbor: Quick, give me manual control!
The Star Map has been completely redone to improve readability and usability, and in Rhea you can try this new map as an opt-in beta feature. Read more about what’s new in an upcoming dev blog.
Dust effects, sun rays and rock fragments are added to asteroid belts in Rhea to create a more immersive experience. Early work in progress screen shot:
Four new Special Edition Dreadnoughts will be available from the New Eden Store with Rhea: The Interbus Moros, the Sarum Revelation, the Wiyrkomi Phoenix and the Justice Naglfar.
Pirate faction themed clothing will be added to the New Eden Store.
Kill reports and contracts will be available in the new Notification system, fully configurable.
Following the original release of this feature in Phoebe, Rhea brings better feedback when dragging items to the sell window and a larger entry when selling single items.
The entire item type collection from EVE becomes available in Public CREST, along with market orders for items available on the market. Go to developers.eveonline.com for news and updates on APIs and other developer tools for EVE Online.
With Rhea, we are freeing over six million character names used on old trial accounts that never became subscribing accounts.
Some features we have talked about recently but aren’t listed here may still make it into Rhea, so read the final patch notes for the full list of changes. We are also closely monitoring the results of our Phoebe changes to jump drive travel and working towards the next phase of changes to sovereignty. You can expect further communications on this topic in December.
We really hope you enjoy Rhea , coming to EVE Online on December 9th.
And do remember to pay attention to in-game news and movements, as this overview blog does not reveal everything happening around Rhea or why things are happening in New Eden!
Executive Producer, EVE Online
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With Phoebe just having undocked, our attention quickly turns to the Rhea release coming on December 9. If you've been watching the o7 show and reading developer blogs you would have already heard some pretty amazing things being cooked up for later this year.
Today I'm going to share with you an experiment that was born out of recent new player experience testing that we have been doing here at CCP HQ in Iceland. CCP Rise covered this in detail at EVE Vegas (you can watch the video here). The short version is that we take standard PC gamers who have never played EVE before, sit them down with a new character and a checklist of things to achieve and then simply observe them play EVE for 30 minutes without any help or feedback. It's really fascinating to take a step back and view some of these early moments, especially the stumbling blocks which are causing confusion or breaking expectations based on their past experience with other PC games.
One of the things we almost universally observed was the initial expectation to be able to fly your spaceship in any direction using the WASD keys on the keyboard. The transition to EVEs flight control scheme of right clicking on things was jarring for some.
So in Rhea we are launching a beta version of keyboard flight controls. They are very simple, the left key points your ship to the left, the up key upwards. You get the idea.
The controls will initially be opt-in so if you wish to try them out you will have to open up the keyboard settings and assign keys to them. We will then be using this opportunity to A/B test the introduction of controls to new players to gauge whether this helps or hurts the on-boarding experience. We also want to see whether this is a path that is worth pursuing for veteran players or whether polishing up the existing controls would be time better spent.
In any case we want to hear your feedback. The new controls will be available for testing on Singularity tomorrow so go try it out there and post your thoughts on the forums. We are also planning a mass test next week which will be very important in validating if this can be allowed on Tranquility from a technical perspective, so if you have the time to spare please lend a hand. There will be more details about the mass test in the coming days on the test server forums.
Happy space drifting!
CCP Nullarbor and Team Game of Drones]]>
Rough transition through wormhole conduit to seventh candidate location. Shields and nanoplating held with minimal erosion. Deployed camera drones and was immediately impressed by the vivid blue glare of the central star. Even brighter than typical blue A0 types. Analysis showed it to be subtype A0IV and qualifying as a blue subgiant. Extremely turbulent with many signs of instability in star and the background radiation of the system. Briefly turned forward plating transparent with polarizing filters in place, and was struck by the dire beauty of the star.
Sensors indicate several outer planets of various types and an inner zone of numerous terrestrials. The innermost pair of planets show signs of shattering similar to that seen in previous candidate locations. This system stands out as extremely capacious and probes are returning multiple wormhole signatures. Could it be lucky seven?
~ Zakari Kovalis, Exploration Vessel Katydid, Log Entry YC112.07.09
Hello dauntless Capsuleers!
On the heels of our successful Phoebe release last week, this is CCP Fozzie bringing you details of a few of the many exciting additions in store for our Rhea release, which is coming to you in less than a month on December 9th.
If you’ve been paying attention to EVE’s game world news over the past several weeks you will have noticed that unusual events are unfolding in the New Eden Cluster, and that the enigmatic Sleeper residents of the ‘Anoikis’ wormhole regions are somehow involved.
With these new developments, this would be an excellent time to brush up on your scanning skills and learn some wormhole fundamentals.
These events are ongoing and will have far reaching consequences. We’re now ready to announce that one consequence of these events will be that Capsuleers will gain access to one hundred and one new wormhole systems in the Rhea release.
These wormhole systems will all be distinct from existing space in several important ways and will fall into three categories:
The seventy five Standard Shattered Wormhole Systems will be similar to normal W-space systems in many ways (including delayed-mode local chat), but will have a few important distinctions:
The twenty five Small Ship Shattered Wormhole Systems will have all the features of the normal Shattered Wormhole Systems, with the following additions:
And then we come to the most significant of all the new shattered systems:
Thera is a new and unique wormhole system that will be intimately tied to EVE’s developing storyline and will essentially represent a new 5th variant of space in New Eden.
The Thera system is colonized by a research expedition organized by The Sanctuary corporation, and more information about their presence in Thera will be revealed bit by bit in the future.
As always, we know that our players will take EVE’s new features in creative directions that we at CCP can never fully foresee, however we do have predictions for at least a few of the ways these systems will add to the diversity of experiences in EVE.
The shattered wormhole systems should represent an excellent “neutral ground” for wormhole entities that might be hesitant to engage in a system containing hostile starbases. They will also be an excellent reward for pilots bold enough to mine ice or run anomalies outside the security of their home wormhole. And although it will be more difficult to live in a shattered wormhole system without the use of starbases, we know that some of our players will find a way like they always do.
Thera will attract a mix of crowds as diverse as pvp corporations searching for some variety in their combat, industrialists serving the local market, explorers intent on puzzling out the secrets of the system’s history, adventurers looking to make a quick buck under their hunter’s noses, and dedicated local pvpers preying on all the rest and using the system’s unique geography to their advantage.
We expect that Thera will appeal most strongly to players who find the concept of living at the center of an ever-shifting set of wormhole connections appealing. Residents of Thera will know that each day they will have a different menu of neighbors and access to different areas of known space.
We anticipate this to be one of the busiest nullsec systems in EVE over sustained periods, and have plans in place to ensure that it receives appropriate hardware support.
As of the publishing of this dev blog, the Singularity test server is up and running with the first early build of the Rhea release; including Thera and the shattered wormhole systems. We can’t wait to start reading your feedback as you explore these systems for yourself and hope you send any videos you make of its beauty and terror to email@example.com,
More information about how you can get to Thera and start exploring can be found in our Test Server Feedback forums.
This new space represents just one of the many improvements and additions to EVE Online that will be coming your way with the Rhea release on December 9th. Our Executive Producer CCP Seagull will be bringing you a “Coming in Rhea” dev blog soon, jam packed with lots of surprises.
I hope you’ve enjoyed this first look at our new solar systems, and remember to never stop exploring!
We’re creating a few new exploration sites that are aimed at experienced explorers. We’ve wanted to do these ever since the Odyssey release last year, as we didn’t find time then to add high-end content to supplement the adjusted probe scanning mechanics. But we found the opportunity now and are happy to be finally able to add it.
So what are these new sites? The backstory of them is that they’re storage sites created by Sleepers. The Sleepers have always been interested in collecting items of curiosity and have done so in secret throughout known space for years. But they haven’t always been able or willing to cart the items they collect back to their wormhole enclaves and have instead deposited them in storage sites. To keep their collections hidden from the prying eyes of enterprising pilots, the Sleepers used highly advanced cloaking technology to obscure the sites.
Recently the cloaking mechanisms have started to malfunction and the sites are becoming visible. Why this is happening is unknown at the moment, but seems caused by heavy-handed scavenging by someone or something.
Despite the faulty cloaking mechanisms, these sites are still very hard to track down.
We will be delivering three sites in total. The first of these, called Limited Sleeper Caches were introduced with Phoebe 1.3 on November 11th, while the other two, (Standard Sleeper Caches and Superior Sleeper Caches), are coming in the Rhea release on December 9th. The Limited version is the smallest of the lot, and easiest to find, though it is still harder to scan down than any existing hidden site. The Superior version will require a very dedicated, well equipped and highly skilled explorer to find.
All the sites will be distributed throughout known space, in all security bandwidths. In high-sec, you are more likely to find the Limited version than the larger versions, while in Null-Sec it is vice versa. All these sites are very rare though, so finding one is not common place.
The Sleepers placed their storage sites as much out of the way as they could to minimize the chance of accidental discovery. This means the sites are most often found on the outskirts of solar systems.
These new sites are exploration sites that require both hacking and archaeology to complete. Each of the sites has numerous containers requiring either a Data Analyzer or a Relic Analyzer - sometimes to get loot and sometimes to trigger events to affect the sites in some way.
The sites offer a variety of dangers. There can be environmental damage, where objects, clouds, etc. in the area damage you if you move to close to them. There can also be various kind of triggered damage; in the larger sites Sentries can appear (although you are never required to fight them to complete the site). Environmental damage can be very dangerous as it can actually destroy your capsule as well as your ship.
Another factor we’re going for is adding puzzle-like elements to exploring these sites. You have to figure out the best interaction order for each site, there are some timed elements, navigating correctly can be important and so on. Unfortunately, the current content tools we have to build them do not allow for a huge amount of variance, though there are random elements here and there to keep you on your toes.
The Limited site will be for frigate-sized ships only, but the other two will be for any type of ship. The reason for restricting the Limited one is that it relies heavily on environmental damage and scaling that type of damage dynamically based on ship size is troublesome. So either the site would have to be completely lethal for small ships or trivial to do for larger ships. The other sites will focus more on giving smaller ships a different route than larger ships, thus allowing them to bypass damage aimed at larger ships.
So what kind of loot can you expect to find in these sites? Well, the Sleepers have of course been using this as dumping grounds for all kinds of items they’ve collected throughout the years, in addition to storing their own stuff. So a wide-variety of items can drop, ranging from Sleeper blue loot to named modules to Cosmos blueprints and ingredients. Research-based items and skill books can also be found.
In addition, we’ve created a new set of modules to spice things up a little bit. The new modules in question are weapons that offer very strong primary stats, but that completely nerf your resistance while fitted. Using the term Polarized, they exist in small, medium and large versions for all the main weapon groups, 12 of them in total. They are based on the short range version of the weapons (pulse, blaster, etc.). The reason for this is that we did not want these weapons to be used for sniping too easily.
The Polarized weapons have their stats based on the Tech II version (for instance Polarized 200mm AutoCannon is based on 200mm AutoCannon II), with the following adjustments:
In creating these modules we’re using the same philosophy as we did when creating the modules in the Inferno expansion: they should offer a new tactical niche that supplements rather than replaces existing ones. While the Inferno modules were a bit hit-and-miss, the more successful ones like the Ancillary modules and the Micro Jump Drive succeeded in creating new tactical elements without obsoleting existing modules. It would be easy to make modules that were just strictly more powerful than existing stuff, but we’re trying to avoid starting down the road of power creep that design would result in. We expect the Polarized weapons will lead to fun, but minor, shifts in EVE's complex tactical metagame and that pilots will experiment with them and find some cool, niche uses for them. We do not anticipate or desire these weapons to become a stable in every fight everywhere.
Well, that’s it for now. The Limited Sleeper Cache site and the Polarized weapons are already live on Tranquility for you to explore. Look out for the Standard and Superior Sleeper Cache sites to hit the test server Singularity in the next few weeks and start appearing on Tranquility in the Rhea release on December 9th.
Now, go explore!]]>
The look brings a new kind of blurred window transparency that lets you see the scene behind UI windows much better while still clearly seeing the contents of the UI. We have also made a new icon set that is designed to let you find and open the right windows faster.
For the look itself, we want EVE’s UI to look and feel more like something fitting a science fiction universe, and a bit less like an operating system.
Here is a screenshot to give you an immediate idea of the new look:
(click to enlarge)
We realize it’s a big change, so to make sure we get enough feedback from you, we will bring the new look to Singularity today so that you can see it in action and help us make sure all the functionality you need still works well with the new look. Read ahead for more on the background and our vision for this project, and how you can give us feedback!
Even though we feel we‘ve really picked up pace with various quality-of-life interface fixes and improvements throughout the last few years, as well as raising the bar quite a bit with usability and visual intrigue of new features, we have never attempted to do an overhaul of the look and feel of the UI as a whole. That is, until now.
It all started with a project called EVE UI Modernization. The UI Group came together in an Icelandic summer hut way up north (beyond the wall) to define a vision for a new and better EVE UI. In that effort we asked ourselves what “better” means and found out it was a combination of many components that all had to come together in a holistic way. The group came up with a strategy to push the UI into a direction of having a better identity, better functionality, better usability and better aesthetics.
The first efforts where Initially kicked off by a couple of individuals on the UI Team as conceptual work and has been ongoing behind the scenes for quite a while now and has recently been adapted by Game of Drones to push it all the way to Tranquility with ongoing support from other UI developers.
For the sake of clarity, I have prepared a list of the goals we set out to reach with the UI Modernization effort.
Now, let me explain a bit further.
Our UI designers didn’t have to meet for long to reach a consensus that they wanted the UI to look more holographic and futuristic than it currently does. For interacting with the UI, instead of using skeuomorphism (a word I’m pretty sure to have been invented by a certain fruit company that shall not be named here) such as having a button feel like an actual button when pressed, we want to use burning light and glow to indicate button presses, blinks and such. Here is a part of their vision statement for the EVE UI Modernization project:
Everything is made from light and behaves similar to light. Objects are dim and darkened or de-saturated when off/inactive instead of just alpha faded. Objects flicker and offset when under damage, power out, power disruption. Objects are drawn in, they turn on and flicker slightly to immitate a more realistic, mechanical state. Retro references used by the group was things like Jet HUDs, LED gauges, oscilloscope / vector scope, lasers, spectrum analyzers in 70‘s stereos.
(click to enlarge)
The re-skinning of the UI and updating of UI component and menu icons is just the first strategy step in fulfilling this vision and will pan out more in the coming months. We wanted to make a clearer distinction between windows and interface elements, so the Neocom, Overview and Station Service Window, all integral parts of the interface and always visible, will feel less intrusive than windows that you open, use and close.
Practically nothing. They weren’t exactly brilliant now were they? That is unless you’re talking about shader programming. We’ve always felt it’s a shame how good of a job our UI does of concealing the space scene. Sure, we have window pinning, but the simple transparency effect will in many cases render the contents of the window in question un-readable. So, in order to solve this, we’ve placed a blurred, de-saturated and brightness-filtered see-through background behind all windows. What this effectively gives you is T-Rex vision (bingo), as one of my co-workers branded the feature, as you can’t really make out the background details, but can still quite easily make out movement and bright spots. What we’re hoping to achieve with this is giving you better sense of what’s happening in the space scene, even though it’s completely blocked by windows, without having it compete with the content of said windows. Pinned windows are only blurred and slightly brightness-filtered, making them even more see-through. In addition to this, we’ve introduced three states for windows: 1) Active state, 2) Inactive state and 3) Camera drag state (triggered for all windows when you move the camera around) where each state is more see-through than the one before. The logic here is that by selecting a window you’ve stated that you’re more interested in its contents than in other windows, or what may lie behind it, and that while you’re moving the camera you’re stating more interest in the scene, and less so in the windows.
CCP karkur here to tell you about a few often-requested changes that are coming your way in Phoebe.
Many of you like organizing your assets into station containers, which is all well and good, that is, until you need to find that Polaris Engima or that 'Nibelung' Mining Laser you have misplaced but know you have somewhere. The Asset Search you are used to has not searched inside your containers.
That's changing in Phoebe-- items inside containers in stations will be included in the search results.
I should note that for those who have thousands and thousands of neatly organized items in containers, fetching the information on the items might take a bit longer than you are used to. However, after the data has been cached the searching should be really fast, and you can actually find the items you are looking for :)
Some of you may know that we have pretty powerful advanced search functionality in EVE. However, I've found that surprisingly many citizens of New Eden either don't know it exists at all, or don't know how to use it.
We wanted to raise the visibility of this powerful tool, so we have added a little question mark icon in the Asset Search tab, which will show a handy tooltip that lists all the keywords you can use and how to use them when you hover your mouse over it. For further information on the advanced search, please take a look at this dev blog by CCP Frellicus.
The ability to have a "war target"/"fleet member" only Overview has been a commonly requested feature and it is arriving with Phoebe. We will be adding a third entity display setting called "Always Show" to the overview. Before I explain what that means, let me go over how the display settings currently work:
Entities (ships, drones, etc.) on the same grid as you in space are displayed in the Overview as long as they do not match a state that is filtered out. This can be quite tricky and confusing because any one entity commonly has multiple states (war target, outlaw, etc).
For example, you can have a corp(1) and alliance(2) mate in the same fleet(3) as you, but is also a supspect(4) with security level below 0 (5), and he‘s neutral(6) to you. If you filter out any of those 6 states he matches, he will not appear in your Overview, which is not always ideal. This has for example caused war target hunters some issues, because in order to have war targets in the Overview, they cannot filter out all those random neutrals they meet on their travels, since their war targets might be neutrals too.
So what is this new display setting? As I mentioned above, we refer to it as "Always Show", and what it means is that if an entity has a state that is set to "Always Show", it does not matter if any of the other states it also matches are filtered out, the entity will always appear in your Overview.
If an entity does not have an "Always Show" state, it's displayed by default as long as it does not have a state that is filtered out, just like before.
|Always show||Entities with this state will always be shown regardless of the display setting of additional states they may have|
|Filter out||Entities with this state will be filtered out unless they have additional states that are set to always show|
|Show by default||Entities with this state will be shown unless they have additional states that are filtered out|
These changes are compatible with all current Overview profiles, which are simply treated as having no state with the "Always Show" setting.
It‘s worth mentioning that although we talk about "Always Show", nothing will override the settings in the Group tab. That is, if you have chosen to not see Battleships in your Overview, your fleet mate in the Raven will not be in the Overview, no matter how your state display settings are.
With this change, we've had to change the interface where you control the display settings of the entity states. The states are back to being in one list, but now you have 3 radio buttons ("Always show", "Filter out", "Show by default") to choose from for each of the states.
You can click each of them individually, or select many states in the list and set them all at once by clicking on the header icons.
Many have asked for the ability to have both the Probe Scanner and the Directional Scanner open at the same time, but none have pleaded more than the wormholers among us who are not only constantly scanning with probes but also need to be on the lookout for someone sneaking up on them. These two very useful scanning tools have lived together as tabs in the same window, along with a lesser used tool, the Moon Analyses tab. In Phoebe we will be splitting them apart, giving each its own window, and these can of course be stacked just like any other windows.
We have added a shortcut to directly open the Directional Scanner.
Lastly, I want to mention a few small changes we have implemented recently but not had the opportunity to tell you about:
We hope these small changes make your stay in New Eden a little bit more pleasant.
As mentioned in our previous blog, we are going to change science field skills drastically both for invention and Tech II manufacturing activities. If you haven’t seen the changes yet and are even loosely involved with those activities, we strongly recommend you read them so you can plan ahead, as skills will not be reimbursed (none are taken away. requirements are just shuffled around) and you may find yourself unable to invent a particular item you were the day before release.
We are specifically referring to the module changes here and ship changes there.
We are also renaming the following skills:
In addition, we are going to decrease level requirements to 1 for Tech II item manufacturing on the following skills:
To compensate for this change, all those skills will now give a 1% Time Efficiency bonus for the Tech II manufacturing job they are required for, which is still going to give an incentive for players to train those up, or give an edge for players that already trained them.
Please note this will however not affect the training structure for construction skills, as you still need the smaller advanced ship construction skill before you can train for the next size.
Current manufacturing skill requirements (left) versus Phoebe (right) for an Arazu:
When Phoebe is deployed, Reverse Engineering will no longer exist as a separate activity, with Ancient Relics now falling under the purview of invention.
The new invention formula thus is:
In addition, base invention chance for all items is going to be modified to compensate for the formula tweaks above:
Taken in conjunction with the changes to the Invention formula above, that means the basic Invention chance will pretty much stay identical to its previous iteration.
Since the Crius release in July, invention only consumes one blueprint copy run at a time. As such we are adding the possibility for Phoebe to queue those runs on a similar manner with Manufacturing runs.
We will keep a close eye on the effect of this change on the game, and we may tweak blueprint job times if the need arises.
Below is the updated UI of the invention window:
Other changes that are coming for Phoebe are the removal of Data Interface and Subsystem Data Interfaces. Those will be properly reimbursed at market price. Blueprint copies will be reimbursed at a static price.
With the removal of those items, players will be able to directly pick and choose the exact race and subsystem type they want instead of relying on a random number generator (RNG) mechanic.
Below is the updated UI for picking subsystems:
To compensate for this and to stimulate the market for Tech III materials, some changes are being made to the build requirements of various Tech III components.
Exact changes below:
As part of our effort to remove needless complexity from EVE, racial decryptors are now going to be merged into one set of generic decryptors which affect all races in the same way. Decryptors will also now affect Ancient Relics.
So, for example, if you had an Occult Accelerant and Esoteric Accelerant Decryptor in your hangar, you will now receive 2x Accelerant Decryptors when Phoebe goes live.
As an added bonus, Cosmos items will no longer require Decryptors as part of their manufacturing requirements.
These two features will not be going live for Phoebe.
After some discussion we arrived to the conclusion that multi-invention outcome, while adding a beneficial impact on this activity, was annoying with large industry batches and messing with players wishing to accurately predict long term job outcomes.
So we instead decided to spend our time working on force projection changes, which we’re sure you can agree was a much more pressing problem to address for this particular release.
Regarding invention teams, we are currently investigating the purpose and state of teams in the game as a whole.
In all cases, we hope you are going to appreciate the invention changes we have been working on for Phoebe. Manufacture safely out there and may the invention RNG gods be with you.]]>
Changes in bold. Explanations in italics.
Jump Drive Calibration (JDC) skill bonus reduced from 25%/level to 20%/level.
Primarily to allow us to make base ranges whole numbers while hitting our target ranges – a 2.25x multiplier leads to lots of repeating decimals.
Titan base jump range reduced from 3.5LY to 2.5LY, for a new maximum range of 5LY with skills.
Supercarrier base jump range reduced from 5LY to 2.5LY, for a new maximum range of 5LY with skills.
Carrier base jump range reduced from 6.5LY to 2.5LY, for a new maximum range of 5LY with skills.
Dreadnought base jump range reduced from 5LY to 2.5LY, for a new maximum range of 5LY with skills.
Combat capitals (i.e. the above listed classes) brought down to a universal 2.5LY base range, for uniformity, ease of fleet logistics, and to make multiple jumps still be necessary in many situations over the shorter deployment ranges expected post-Phoebe.
Rorqual base jump range reduced from 3.5LY to 2.5LY, for a new maximum range of 5LY with skills.
Rorqual is – for now – keeping its 20%/level drone damage bonus, and consequently being balanced alongside other combat capital ships. This ship needs further balance work, and these numbers will probably change when that happens.
Jump Freighter base jump range remains at 5LY, for a new maximum range of 10LY with skills.
Jump freighters are slightly reduced in range, but the max range we want is achieved by the JDC change without needing further adjustments to the ships themselves.
Black Ops base jump range increased from 3.5LY to 4LY, for a new maximum range of 8LY with skills.
Minor range increase after JDC changes are taken into account, to create nicer numbers and err on the side of being generous to Black Ops given the impact of other changes.
Carriers, dreadnoughts, supercarriers, titans and capital industrials can now use stargates, provided they do not lead into a highsec system.
We want to reduce the usage of jump drives (see below), but we don’t also want to lock ships into particular systems. We also want to encourage more gate-to-gate traffic and allow more ships to use gates!
We’d like to allow capitals into highsec without restriction in the future, but it’s a major change that is for a later time. For now, this maintains the status quo in highsec.
New mechanic added: Jump Fatigue
This constrains jump-aided movement over time, encouraging such movement methods to be used rarely and locally. Fatigue and related mechanics never arise from or apply to stargate travel.
Jump fatigue is expressed as a time value, indicating the duration over which it will take to decay to 0. This value counts down in real time.
Jump fatigue has a minimum amount of 10 x (1 + (LY traveled)) minutes after a jump. Jump fatigue has a maximum amount of 30 days.
Jump fatigue is otherwise multiplied by 1 + (LY traveled) after each jump.
This allows us to discourage people travelling longer distances using jump travel, while keeping penalties relatively light for tactical/occasional movement.
After each jump, pilots gain a jump cooldown timer which prevents them using a jump drive/jump bridge/jump portal again until this cooldown has expired.
The length of the timer is dependent on the amount of fatigue present on the pilot when the jump is executed.
The length of your timer, should you jump right now, is displayed in the fatigue tooltip.
There is a minimum length a timer can be, equal to 1 + (LY traveled) in minutes.
The cooldown timer is the thing that actually constrains movement.
Certain ships have bonuses to “effective distance traveled for the purposes of jump fatigue”. This multiplies with the (LY traveled) element of the above expressions.
Note that it does not affect the “1 +”; this prevents fatigue from being reduced by very short jumps.
Ships in the following groups gain a 90% reduction to effective distance traveled: industrial, blockade runner, deep space transport, freighter, industrial command ship, capital industrial ship, jump freighter.
This eases the impact of these changes on alliance logistics for the time being. We would like to remove these bonuses in future, but we don’t feel nullsec industry is in a sufficiently strong place that it would be prudent to do so right now.
Black Ops ships gain a 50% reduction to effective distance traveled.
Ships using a Covert Jump Portal similarly gain a 50% reduction to effective distance traveled for that jump; this multiplies with other similar bonuses.
This eases the impact on Black Ops operations, which are not a primary target for these changes. Note that a) we are expecting to need to tune these numbers in the short term as we see how they play out after Phoebe’s release, and b) these ships are in need of larger balance attention, at which time these numbers might change further.
You can normally only move your medical clone to the station you are currently docked in.
You can always set your medical clone to your starter corporation’s HQ station.
This removes the method of moving your clone and then podkilling yourself to quickly teleport at will.
Once per year, characters can move their medical clone to either their corp HQ, or any station in which their corporation has an office. This option does not accumulate if it is unused.
For characters less than 30 days old, every time they change corp this counter will reset and they will be able to move their clone again.
This makes it easier for new players to move to where their new corp is based, now that they can no longer podjump there. Older players are assumed to be capable of relocating themselves without assistance.
“And with the force projection changes, we're starting of course earlier that we had maybe planned before to touch sovereignty and so on, and we will just keep rolling with this, in the phases that we're outlined in the devblog about the long-distance travel changes, and I'll just recap them here. The first phase is the changes we are shipping now in Phoebe, and the phase coming after that, which is really starting in 2015 right away, is real changes to nullsec space holding and infrastructure, and as soon as we get to more interesting pieces — we have plans for revamping corporations, alliances, structures, and so on — we also start building towards more ambitious changes to the sandbox gameplay — more things to do, more player-driven infrastructure, just more interesting pieces to play with, with the overall goal to create more things to do for everything from the solo person to small groups, bigger diversity of small groups, as well as the megagroups that you guys organize. So, phase three is really about combining all the new stuff we want to do into a next level of sandbox gameplay in EVE Online.”
-Executive Producer CCP Seagull, EVE Vegas 2014
This blog describes the final state of affairs for what is shipping in Phoebe – barring catastrophe we will not be making further adjustments. We are, however, intending to make follow-up changes immediately following Phoebe’s release if needed, in the December 9th Rhea release as we see how things work out, and in future releases as we continue to work on nullsec issues.
Bobby Tables makes three 5LY jumps in his Archon.
When he makes the first jump, he has no fatigue or cooldown, so incurs the minimum fatigue value (10 * (1+5) = 60 minutes) and the minimum cooldown value (1+5 = 6 minutes).
When he makes the second jump, he has waited for 6 minutes, so his fatigue is 54 minutes before the jump, and 54 * (1 + 5) = 324 minutes after. His cooldown would be 5.4 minutes (10% of fatigue), but the minimum is 6 minutes so he has another 6 minute cooldown.
When he makes the third jump, his fatigue is 318 minutes (waiting 6 minutes again), and becomes 318 * (1 + 5) = 1908 minutes. His cooldown is 31.8 minutes, or 31 minutes 48 seconds.
Frankie Flowers has an Ark, and travels 3 jumps of 10LY each. Because he has a bonus, all distances are instead treated as 1LY when calculating fatigue values.
When he makes the first jump, he has no fatigue or cooldown, so incurs the minimum fatigue value (10 * (1+1) = 20 minutes) and the minimum cooldown value (1+1 = 2 minutes).
When he makes the second jump, he has waited for 2 minutes, so his fatigue is 18 minutes before the jump, and 18 * (1 + 1) = 36 minutes after. His cooldown would be 1.8 minutes (10% of fatigue), but the minimum is 2 minutes so he has another 2 minute cooldown.
When he makes the third jump, his fatigue is 34 minutes (waiting 2 minutes again), and becomes 34 * (1 + 1) = 68 minutes. His cooldown is 3.4 minutes, or 3 minutes 24 seconds.
Hello capsuleers, CCP Leeloo here with some excitement about all things CSM! If you don't know what the CSM is, then check this out!
CSM9 Summer Summit
Remember I said we would release the minutes on 31st of October? Well, that was not true. BUT! Don’t start throwing tomatoes, rocks and small furry animals at me, we will actually release the minutes earlier, in fact, RIGHT NOW, so click the image below and enjoy your warp through time to read 146 pages of declassified goodness about the Summer Summit!
Click Here for CSM9 Summer Summit Meeting Minutes!
Secondly, since I'm writing this, I would like to make a few more announcements regarding the CSM right now. Plus, one paragraph is not enough to be a dev blog!
CSM9 Winter Summit
So, since we just visited the past, it's time now to talk about the future! Tune in for the CSM9 Winter Summit that will be held from 20th to 23rd of January 2015. Yes, you are seeing it correctly – we have increased the duration of the CSM Summit by 1 day. We feel that cramming the summit into three days sometimes leads to burnout for CSM members and can result in the last or first few session of the day dragging out a little. We want to make sure that both the CSM and CCP get the most possible benefit out of each summit, as it's something we take incredibly seriously. This extra day means that the CSM will be even more involved in our work than ever before, and have further access to development.
Unfortunately, while CSM9 has additional time for the summit, they won’t have any additional time for their actual term. Furthermore, they will be a short-term CSM as we will be announcing the new council during the keynote at FanFest 2015, which has been moved forward to March 21 to coincide with a solar eclipse here in Reykjavik.
For all people who want to try themselves at this tough job, I will start accepting the applications for CSM10 on January, 30th and the elections themselves will happen on February, 25th.
Don’t worry if you don’t know anything about the process, I will be publishing another dev-blog regarding the elections closer to that date.
With the new release cadence, we have realized that we need as an efficient team as possible and we can’t afford to have a CSM that is only partially functioning. We simplified a lot of internal processes and we are also working on updating the CSM White Paper right now. There will be more discussion of this and finalization at the CSM9 Winter Summit.
The main change that some of you might have noticed – we found a new way to deal with resigning members. This is thanks to your feedback from this thread, by the way!
Before now, we would just run a short staffed team. This will be changing and we will be replacing members if they decide or have to leave (we are also looking into a possibility to deal with inactive members).
We will be removing the person who has left from the ballot and re-running the elections with an updated ballot.
However, this will only be done if there are three or more release cycles left till the end of the term. We are still polishing this idea, so please, leave your feedback in the discussion thread for this dev blog.
Please expect more information about this and other changes with the CSM later in the future.
There were several reasons for going for this feature, the two main ones being to reduce likelihood of players becoming confused or frustrated when doing a mission and to allow us to start delving into the pretty arcane agent/mission code for future work on the framework of missions.
In deciding on how the feature should function, we had two general rules of thumb. One was to make this as unobtrusive as possible and the other was to avoid having hints lead the player by the nose too much. As such, the guidance provided indicates the general direction or area to focus on, but should not be completely brain-dead instructions to follow. This is of course a fine line to tread, so please let us know where you feel we stand here.
So let’s go over how the Mission Objective Guidance system works in a bit more detail.
The system uses the Agent info panel in the upper left corner of the screen. This means you can turn the guidance system on or off alongside the panel (by clicking the human silhouette icon to the left of the header). To the left of the mission name in the panel, there is now an icon that hints at the state for that mission. Here is an example:
This icon is then updated when the player does something that progresses the mission to a new state. Here is another icon example:
When a mission is completed, the icon changes to the mission complete icon:
To get more information, the player can mouse-over the mission to get a tooltip with further information. This information depends on the mission and the current state of it. Let’s look at a few examples:
Notice here that the hint tells the player what item he needs, but doesn’t tell him where that item is.
This is a common tooltip for instance when you need to kill all NPCs to activate the acceleration gate to the next deadspace complex area.
This is not an exhaustive list of all the states or tooltips. We’ll have that in the patch notes, so check them out when they are published for more details.
The mission system is an old bastard in many ways and creating a generic system to cover all the ancient snowflakes still floating around in it is far from easy. So while the Mission Objective Guidance system does cover the vast majority of missions, there are a few for which we can only give very vague hints. Often, this means simply telling the player to refer to the Journal for further information.
To help players a bit more, we have a few graphical elements to emphasize what’s going on.
Future iterations on this feature will cover more of the special snowflake missions that we can’t track adequately at the moment and will possibly offer further polish on the visual side, especially in making people more aware of mission objectives in their surroundings.
The Mission Objective Guidance system is on Singularity right now, so head over there if you want to test it and please give us feedback if you run into anything strange.]]>
As many of your already know from CCP Seagull’s Phoebe release blog, we will be making a major change to EVE’s skill training system in the upcoming release by removing the 24-hour training queue limitation.
Quick history lesson: once upon a time there was no skill training queue and much use of alarm clocks and other reminders was involved in “optimizing” a skill-training plan. There was therefore great joy when the skill queue was released in the revered Apocrypha expansion in 2009. This joy was only slightly tempered by the limitation that skills could only be inserted into the queue as long as they started within the next 24 hours.
In Phoebe, by removing the 24-hour window for inserting additional skills, we will be providing the possibility of skill queues containing multiple skill entries requiring many more than 24-hours to train. We believe the value of this for you, with many of you needing to manage your skill training alongside busy and varied schedules throughout the year, will be considerable.
Since the skill queue will now be opened up to provide for skill training plans that are not limited by a short installation window and be effectively unlimited in time, there are a few points to note.
We wanted to focus on (effectively) removing the arbitrary time limit without getting lost in new user interface design or additional features. As the skill-training system is so central to EVE, we felt that it is important to take small steps and not change too much at this time.
All that said, as you can see from the example above, a training queue can now be many months long and it is certainly possible to construct a queue that will run for years, even with the 50 entry limit.
While making this change we have noted further areas for improvement and very much look forward to your feedback and ideas about the skill-training system and related gameplay.
On behalf of Team Pirate Unicorns]]>
The goal of these changes is to open up the game to new players so they can explore a greater variety of the content available in EVE. We believe getting new players invested in the game early on will keep them playing longer than if we throw all the good stuff behind a subscriber wall. In addition to opening up the game for trial users, we will be adding extensive logging in every area that we are removing restrictions. This way we can closely follow changes to ensure they are not enabling negative behavior such as botting or trial cycling exploits.
We want players on trial accounts to have a chance to experience a large variety of activities in EVE without being overly burdened by existing restrictions. This will help to make it easier to find something they enjoy doing and thus decide to stick around. In that vein we are lifting the following restrictions in Phoebe:
We will be removing the trial restrictions from a lot of currently restricted skills. Some new restrictions will be put in place, but most of these are to inform trial players about what is achievable within the trial period, or are directly associated with already trial restricted ships. As mentioned earlier we will be keeping a close eye on how trial accounts use these skills and we will not hesitate to restrict some of them again if they are leading to misuse or exploits.
Skills which are currently restricted that we will be allowing trial accounts to train are:
Skills which are currently not restricted which we will be restricting:
Skills that are currently restricted which will remain restricted:
Trial accounts will now see more information relating to their trial status in a number of places in the UI. This includes clearly indicating trial restrictions in the UI and giving players a more direct way to get to Account Management (actually a streamlined subscription page) from the client.
The ISIS will show players a visual representation of the ships they can and cannot fly on a trial account. Players seeking further info on the specific restricted skills can hover over a ship to see more details.
The skill list in the character sheet will now indicate whether skills are trial restricted or not. Note that as mentioned in CCP Seagull's Phoebe dev blog, trial accounts will still have a 24 hour limit on their skill queue instead of the upcoming unlimited skill queue.
In the information window, players will be able to see whether any of the required skills to use the relevant item are trial restricted.
The Market will display restrictions on ships and items which cannot be used during the trial. Players will still be able to purchase and move these items as normal.
Industry panels will display any trial locked skills required in manufacturing and research.
We're very excited to be bringing these changes out in Phoebe and hope they allow new players to really get a feel for EVE while they're in their trial period.
- CCP Terminus, on behalf of Team Size Matters]]>
I'm here to tell you that, with Phoebe on November 4th, we're introducing the long anticipated ability to create multiple market sell orders at the same time! *clap clap clap*
This means we're removing the old "sell Item" window and replacing it with a window that you can add one or more items to.
We designed the new window with simplicity in mind, so you‘ll find it easy to use. You start with right clicking an item (or a group of selected items) and choosing the menu option to sell items. This will open our brand new sparkly sell items interface! If you want to add more items to your sell order after opening the sell order window, you can drag them from your inventory and drop them in. And if you accidentally dropped your favorite ship in the window, you don't have to worry. Just hover over the item you want to remove and you will see an X button you can click on to remove the item.
You will also be able to sell items from any station in the region you're located in as long as you have the appropriate skills (nothing has changed here). However, you won't be able to sell items from multiple stations at once.
We no longer have separate “simple” and “detailed” sell windows. Instead, if you have the duration set to immediate, all items will be sold immediately to a matching buy order without incurring a broker’s fee. If there are no buy orders available for one or more items that you're selling, their backgrounds will be orange to indicate that the sale of that item will fail. Clicking sell while you have some items with no matching order will still work for any items with valid orders, and will return the ineligible items to your hanger.
The settings are saved so you don't have to keep setting the duration and it will remember if you want to use the corp wallet (if you have access to it) for your convenience. The default quantity is the number of items in the stack you're selling. The default price is the regional average unless your duration is set to immediate, in which case the best matchable bid price is used.
To see detailed information on an item you can hover over the delta icon on the far right. This icon indicates whether your price is above or below the regional average. If you click the icon you'll see market details on that item.
The multisell window is still work in progress so please go try it out on Singularity and give us some constructive feedback.
<3 Until next time <3
My name is CCP RedDawn and on behalf of Team Space Glitter I’m here to tell you all about some of the features and improvements that we have been working on for the upcoming Phoebe release on the 4th of November.
So for starters we have something for all you intrepid explorers out there.
The general consensus right now is that Relic sites are worth more than their Data site counterparts when it comes to the basic ISK per hour and this is something that we’ve had on our radar for a while.
So for Phoebe, we’ve made the following exploration changes to help alleviate this:
List of added items:
Angel Simple Trigger Mechanism
Angel Advanced Trigger Mechanism
Angel Spatial Analyzer
Angel Standard Trigger Mechanism
Angel Dynamic Calibrator
Blood Raider Weapon Integration Unit
Blood Raider Limited Ballistic Control
Blood Raider Regular Ballistic Control
Blood Raider Extreme Ballistic Control
Blood Raider Power Redistributor
Guristas Gravity Focuser
Guristas Medium Weapon Console
Guristas Light Weapon Console
Guristas Graviton Hardening
Guristas Heavy Weapon Console
Serpentis Complex Target Guider
Serpentis Plain Target Guider
Serpentis Basic Target Guider
Serpentis Multi-tasking Processor
Serpentis 3D Scanner Gamut
List of added items:
High-Tech Data Chip
High-Tech Small Arms
High-Tech Manufacturing Tools
What this means is that the percentage chance of finding some lovely shimmery-like-things will be slightly higher.
Moreover, the volume decrease of the most commonly dropped items means that you’ll be making fewer return trips to offload your wares.
We’ve also added all of the Data and Relic exploration sites found in Null Security space to Wormhole Class 1, 2 and 3 systems. So feel free to venture forth into the deeper, darker unknown if you’re feeling dangerously loot frisky.
Secondly we have touched upon Expeditions.
For those of you that are in the dark regarding these so called ‘Expeditions’, (also referred to as Escalations), here’s a brief rundown to bring you up to speed.
“Once in a while, battles in Deadspace tend to escalate due to you being able to track down the origins/destinations of enemy messages or finding compromising plans or data in ship wrecks. These are called Expeditions and normally escalate further and further, until you either reach a dead end or the final location (mostly found in Low Security Space).”
The general bulk of the work has simply been to smooth out Expeditions by fixing all of the existing defects associated with them, (Bosses that didn’t spawn, triggers that didn’t work etcetera) but we’ve also touched upon a few other aspects.
For example in some ‘parent’ anomalies and signatures (where you have the possibility of an escalating path occurring) most of the expeditions require you to interact in some way with the space scene.
So we’ve added in some messaging to guide you towards these specific structures.
We have also increased the percentage chance of the rarer types of Expedition occurring as we simply found these figures to be too low. These combined changes should help somewhat in bringing this ‘hidden’ content to the surface for you to enjoy.
Additionally, a ‘Boss’ loot table revision is in progress and we’re adjusting where necessary.
These changes are still in progress and will reach Singularity at a later date.
Lastly, we’ve been working on the Career Agent missions within the new player experience.
In the spirit of these changes I’ll keep this short and simple as no one enjoys a wall of text.
(Unless of course you have a wall of text fetish. But that’s none of my business).
Basically, we’ve cut a lot of unnecessary text from all Career Agent missions to sharpen the focus on the objectives.
All of these changes (unless specified) are currently on our test server Singularity for your perusal.
As usual, please share your thoughts, concerns and your feedback in the comments section which we will be monitoring closely.
Until then, fly wild.
CCP RedDawn (On behalf of Team Space Glitter)
For even more details on these changes, and a look at what is ahead for December and beyond, tune in to the EVE Keynote at EVE Vegas where I will speak about where EVE is going.
But let’s get to it – here’s the first round of what’s coming in Phoebe on November 4th:
Phoebe brings big changes to long distance travel in EVE Online, introducing jump fatigue for characters using jump drives, jump bridges and jump portals along with a number of related changes that affect the ecosystem of travel, warfare and logistics in EVE. Related changes include capital ships using gates, doomsday weapons working in low security space, sovereignty structure hit point adjustments, starbase weapon rebalance, Stealth Bombers and Heavy Interdictors rebalance, and station bubble modifications.
For a full list of the changes, see the dev blog and this forum update as well as upcoming blogs going into more detail on all of these changes.
To help people temporarily lacking access to an EVE client and generally remove annoyance, in Phoebe you will be able to construct and start training skill queues of unlimited time length. Trial accounts will still have a 24 hour queue limitation. This change will be live on Singularity along with a feedback thread next week.
Phoebe brings the possibility to create multiple market sell orders at the same time, to for example quickly sell off a large amount of assorted items. The feature is live on Singularity in an early form already. Read more in this forum post, and stay tuned for a dev blog.
Personal and Corporation Locations, Cosmic signatures and anomalies, Landmarks and Agent objectives will be visible in the Sensor Overlay with Phoebe. The overaly results will also be visible in a compass like ring on the ship HUD. Read more in this dev blog: SENSOR OVERLAY 2.0: BIGGER, BETTER, BOOKMARKS IN SPACIER!
Invention and reverse engineering are merged in Phoebe along with a number of other changes to this area of industry, that you can read all about in this dev blog: Lighting the Invention bulb There will also be a number of requested changes to the Industry user interface, such as the ability to collapse the top view. More on the changes since the first blog in an upcoming dev blog.
Data sites get better reward balance and a variety of new items will be possible to find in these exploration sites. Data and Relic sites found in Null Security Space will also be present in wormhole Class 1-3 systems. An upcoming blog will describe the changes.
Phoebe brings a full roll-out of the new Notification feature that gathers notifications and gives you great configurability over what you want to get notified about. Read more about this feature in this dev blog.
New information in the Agent Mission info panel will direct you to what you need to do next in your mission to complete it. An upcoming dev blog will go into details on this new feature.
Phoebe brings new variants of the new cloaking effect.
The icon for different modules were the same, causing mistakes. In Phoebe, there will be separate icons for armor and hull repair modules, as well as covert and regular Cynosural Field Generators.
With Phoebe, there will be separate windows for Directional Scanner, Scan Probes and Moon scanning.
More information and a number of solved issues will make Expeditions more viable to run for explorers. An upcoming dev blog will detail the changes.
Medical clone transfer timer, jump fatigue, jump clone and multiple character training information will be added to the EVE XML API. Follow the dedicated blog for 3rd party developers for all the details.
Nebulas become brighter to create a better light environment in the game.
The sound environment in missions and anomalies improve with new sound effects added to common structures.
Messaging around limitations on trial accounts and the path to subscription are being improved in Phoebe. A number of limitations for trial accounts are also being removed, such as the ability to fly battleships and participate in incursions and factional warfare. More information in an upcoming dev blog.
That’s it for now, hope to have you all join us on the stream from EVE Vegas, and please bring us your feedback on the forums.
Executive Producer, EVE Online
This is CCP raRaRa from Team Webster. This dev blog will introduce a few upcoming changes that we are making to the EVE Forums.
We've received many great ideas on how to make the forums a better place. One of the biggest problems with the forums today is the user experience using them on various devices, such as on mobile and tablet.
My experience using the forums on my Samsung S4, which has a big 5-inch screen, is far from adequate. Navigation is bad, I have to constantly zoom and it's really hard to click on links! Not cool! So what changes are we making?
The first is to make the forums responsive. What do I mean by responsive? Here's a good description from Wikipedia:
“Responsive web design (RWD) is a web design approach aimed at crafting sites to provide an optimal viewing experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices (from mobile phones to desktop computer monitors).”
You can read more about Responsive web design on Wikipedia.
The first phase involves a major clean up. We are going to remove the giant EVE Gate header and move most of the EVE Gate links, such as the link to your EVE Gate Profile, to a new drop-down menu in the navigation bar. The new drop-down menu will also display all of your characters, where you can easily switch character without having to go to EVE Gate.
The new drop-down menu.
The quick search has been moved to its own drop-down menu.
All forum related settings have been moved from EVE Gate to a single settings page on the forums.
The signature editor has also changed, it's now using Markdown editor which gives you more control to format the signature with live preview.
Phase two is the final phase where we have fully implemented responsive design. Once preparations have completed, we want to launch a beta forum in parallel with the current forum in order to get feedback. We will talk about phase two in more detail later.
We would love to get your feedback on the forums. If everything goes as planned then phase one will be launched within the next two weeks.
It was back in the Odyssey expansion that the Sensor Overlay was added to EVE, a feature allowing Cosmic Anomalies and Signatures to be viewed in space instead of only existing as text entries in the scan window. We are now adding a number of other objects in space to the sensor overlay, along with filtering options and a new compass view. One of the biggest changes is the ability to see personal and corporation locations visualized in space in the sensor overlay. Without further ado, let me take you through the details.
First things first, what's been added? When the improved Sensor Overlay hits Tranquility (currently likely to be in Phoebe), it will contain:
Each type will have a unique colored symbol to make them distinguishable from each other (similar to the Overlay icons you are already familiar with), as well as a bracket that will again often be familiar to you. When a bracket didn't already exist (such as for missions) a shiny new one was created!
With so many new icons being added to the Sensor Overlay, and so many different play-styles and situations for which it will be useful, it was important for us to include a robust filtering system so that players can define what they want to see and what they want to hide. Therefore we added a compact filtering menu that allows each type to be toggled, as well as giving you the option to turn the entire overlay off should you wish (You spoilsport you!).
New Sensor Overlay Menu
While we are on the subject of filtering, we were also aware that for someone with a truck load of locations to manage, simply toggling them all on or off might not be granular enough, so for locations we're implementing the ability to filter individual location folders (Whether Personal or Corporate). This will be done from the Places tab in the People & Places window by clicking the little eye symbol on each folder. Corporate location filtering is unique for each character, and all filtering is stored on the server, so will be remembered no matter where you log in.
Location filtering by folder in the People & Places window
Besides adding more types of location to the Sensor Overlay, another objective of our iteration was to make it easier to see at a glance what locations are in your current system, and give more indication of where to look for them. To help with this we've added a compass display around the ship’s HUD. The compass faces in the direction of your camera and displays markings for all unfiltered Overlay items, color coded as they are in space. It also has handy markings that correspond to the compass directions and the lines in the Tactical Overlay. If you ever wondered which way 'Space North' is (shout out to CCP Antiquarian as he scowls at me every time I call it that), or yearned for a way to communicate direction to your buddies without having to reference celestials, then this should make you happy, even if you don't use the sensor overlay (Seriously though, total spoilsport).
The new compass with and without overlay icons
What the compass looks like when warping through a system
We've also tried to make the system more integrated with the normal EVE UI. Therefore the overlap system and info boxes for the overlay have been retired. Instead, overlay brackets are now displayed in the same way as any other in space bracket, meaning that there now shouldn't be situations where the overlay stops you from clicking something behind it, or obscures things with its large info pane. Clicking an overlay bracket will also yield all the usual menus you would expect (Right click menu or radial menu), and some additional options have also been added to the radial menu where appropriate. Additionally, we’ve added camera tracking support to overlay locations and the ability to double click them to align your ship, just as you can with any other in space bracket.
Overlay UI integration
Aaaaaand last but not least, we've added a shortcut for adding a new location, which by default is CTRL+B, just because we can, and more importantly because we realized there wasn't one and we thought you guys would appreciate it. Oh and we added the option to edit locations from the right click and radial menus, so you don't have to open up the P&P window to do that. :)
Adding a new location in space
The improved Sensor Overlay is arriving on the test server Singularity for you to mess around with. Please note that that it is not yet fully complete and various changes and tweaks may happen to the look and feel of it before its release. We would appreciate any and all feedback as we going into the final stages before it hits Tranquility, which will likely be in Phoebe.
Fly safe space friends,
CCP Lebowski (On behalf of Team Five 0)]]>
This is CCP Fozzie bringing you a quick dev blog covering an ingame event that is running for the next week.
This blog represents the out-of-character side of the story that began with two in-character news reports released yesterday and today.
The Story so Far
Yesterday the Sanctuary Corp (the leaders of the Sisters of EVE) published a research paper that highlighted unusual new behavior among Sleeper Drones in W-Space.
Today all four faction navies have put out the call for help from capsuleers across the cluster. Although nobody knows the original cause of this new Sleeper activity, the navies are eager to take advantage of any opportunity to learn more about Sleeper technology and its potential applications.
The empire navies are requesting donations of Neural Network Analyzers and Sleeper Data Libraries to help them reverse engineer the code changes that have triggered this novel behavior.
The Practical Results
Out of character, I can reveal that this storyline and the associated donation drive will lead directly to new technology falling into the hands of players in the near future. The relative success of each empire’s donation drive will determine in what order each faction will get access to this new technology.
Each faction navy will also express their gratitude through a special ingame item representing an honorary commission to their forces. The commissions will be given to the character that donates the highest value of Neural Network Analyzers and Sleeper Data Libraries (combined and weighted) to each faction over the course of the event.
Each commission will be a unique item that will forever contain the name of the winning character in the description.
How You Can Participate
The navies are looking for the following items:
These items can be obtained from the wrecks of Sleeper Drones in all types of Wormhole space.
To contribute to your chosen empire, create an item exchange contract containing these Sleeper Components to one of the following characters:
We will be periodically accepting all the donation contracts assigned to each character, at which point the donation becomes official and is counted towards the score.
It does not matter which station you make the contracts from.
These characters belong to their respective NPC Navy Corporations; remember to double check that you are contracting the items to the correct character.
This event is open now, and will run until downtime on Tuesday, October 14th.
We will be periodically updating a post in the comments thread for this blog with the latest donation numbers for each faction, but we will not be publishing any information about how many items any individual has donated (other than to congratulate the four winners at the end).
We’re very happy to be opening up this new way that players can influence the lore and history of EVE, and we can’t wait to take the lid off of the new tech that it will unlock.
This is only the beginning.
- CCP Fozzie]]>
We are about to make some significant changes to how long-distance travel in various forms works in EVE, with the aim of significantly increasing minimum travel times between two arbitrary distant points, most particularly in regards to jump drive and portal based movement. The overarching reason for this is that the current ease of movement has shrunk the practical dimensions of New Eden considerably, to the detriment of the game experience.
Why this?/Why now?
How do these changes fit into the Nullsec plan?
As we’ve previously discussed at Fanfest, in our recent forum post, and in the premiere episode of The o7 Show, a group of developers here at CCP has been working on Nullsec and associated game systems with the goal of releasing a series of changes to shake up the status quo and improve the overall state of Nullsec. We are planning to deploy changes over several phases, which will each provide specific improvements individually while also fitting into one greater whole.
Phase One contains the long-distance travel changes, as well as some other associated changes planned in Phoebe in November. These changes are not intended to be a silver bullet to fix all of Nullsec’s issues in one fell blow. Instead, they represent a significant improvement to specific areas of concern for Nullsec (and Lowsec) while also setting the stage for the later changes.
Phase Two is focused on medium-term changes to the ways that organizations capture and hold Nullsec space and infrastructure. We are working with the CSM as we firm up our plans for this phase and as we develop internal prototypes. It is during this phase that we expect to make greater progress towards smaller and more diverse Nullsec holdings. It is too early to go into great detail about what these changes will contain, but currently most of our conceptual prototyping has loosely fallen into categories that could be described as “occupancy-based” systems and more “freeform” systems that decentralize sov to focus more on control of the individual pieces of infrastructure. As we continue this investigation we will be working closely with the CSM and following all appropriate player feedback.
Phase Three is the stage that CCP Seagull discussed in the EVE Keynote at Fanfest this year. This stage is intended to build upon the changes that we are planning for starbases/structures and corps/alliances in 2015, changes that will open up new possibilities for more dynamic warfare and more granular control of territory. This phase is also intended to lead quite deliberately into the future through our vision for player-built stargates.
By splitting the task of improving Nullsec into manageable chunks, we are ensuring that we get you the best changes as quickly as possible rather than holding back needed updates. We’re happy to be getting the first significant chunk of these changes out to you all later this year.
What is changing?
We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see – less sustained use of jump travel – while still preserving its value for short bursts of movement.
How is this going to be achieved?
The primary change is the addition of a new mechanic, called "jump fatigue".
Jump fatigue is tracked for each character, persisting between play sessions and over downtimes as appropriate.
Every time you use any jump drive, jump bridge or jump portal (hereafter all treated as "a jump"; note that this does NOT include stargate travel!), you will accumulate jump fatigue. If your fatigue is below 1 before a jump, your fatigue will be 1 + (light years travelled) after the jump. For subsequent jumps, the fatigue is multiplied after each jump by 1 + (light years travelled). This stays on the character as mentioned earlier, and decays at a rate of 0.1 per minute.
After a jump is complete but before your fatigue is increased, you gain a jump cooldown timer. The length of this timer is a number of minutes equal to your jump fatigue (before being increased by that jump!), and you are unable to make another jump of any kind until this timer expires. Note importantly that, because fatigue decays at a slower rate than a cooldown timer, you will retain fatigue for a length of time after your cooldown timer expires. Additionally, there is a minimum jump cooldown of 1 + (light years travelled) minutes. (See Appendix A for examples.)
The status of both your fatigue and your cooldown timer will be displayed in the timer bar in the upper left corner of the screen:
What's not changing?
What's being special-cased?
What are the anticipated consequences?
In the short term, we would anticipate a reduction in the degree to which the average non-trivial capital fight escalates, and the number of parties involved. This seems likely to increase the frequency of capitals being deployed in small-scale engagements, in both lowsec and nullsec.
Over the medium term, we see the potential for more substantial changes in the nullsec status quo as the various competing parties work to adjust their internal objectives to the new situation; it seems plausible that the general reduction in travel capabilities will lead to more localism, but we don't want to make any firm predictions in this area. We're confident that these changes improve the overall system of lowsec and nullsec gameplay and take them in better directions, but any set of changes that would allow us to accurately predict their consequences would by their nature be too simple to be interesting for very long.
- Greyscale, on behalf of the Nullsec Working Group (Scarpia, Fozzie, Ytterbium, Rise, Bettik, Delegate Zero, Masterplan and Nullarbor)
****Update: As mentioned above, we're taking feedback and responding in the thread, so look for those blue bars. Greyscale has also created a short FAQ that will be updated as needed as the first reply to the thread.
Appendix A – Examples
Little Bobby Tables is sitting in his Archon in UJY-HE in at the top of Deklein, just after the Oceanus release. He wants to travel to Atioth, at the bottom of Geminate, which is around 50 LY as the space-crow flies. He consults a popular jump planning service, which gives him a route of four jumps and 53 LY. He’s travel fit and has max skills, so his jump range is 14.625 LY and he’s expecting to be limited primarily by the session change timer. The journey takes him around two minutes.
A month or so later, he’s back in UJY-HE, and Phoebe has just shipped. His Archon’s jump range is now 5 LY. He consults his jump planner, and finds that his route is now 12 jumps and 54 LY. He hasn’t jumped anywhere since the release, so he has no jump fatigue.
His first jump, of 4.85 LY, takes him to U-TJ7Y. Because he has no fatigue before the jump, he gains a minimum-length jump cooldown timer: 1 minute, plus 4.85 minutes for the distance travelled, for a total of 5.85 minutes, or 5 minutes 51 seconds. He also gains a jump fatigue value of 5.85.
He waits for just under six minutes. In this time his jump fatigue decays down to 5.27. He then makes his next jump – 3.57 LY to LEK-N5. He gets a 5 minute 16 second jump cooldown timer, because his fatigue was 5.27 when he jumped, and his minimum timer would be 4 minutes 34 seconds based on range travelled. He then gets a fatigue increase after the jump. Because he travelled 3.57 LY, his fatigue is multiplied by 4.57, taking it up to 24.06.
He waits out his timer, which also reduces his fatigue to 23.53. After his cooldown timer expires, he makes his third jump, to RO0-AF, a distance of 4.19 LY. He gains a jump cooldown timer of 23 minutes 32 seconds, and his fatigue is multiplied by 5.19, up to 122.14.
After waiting for 23.5 minutes at the convenient local station, his fatigue is down to 119.79. He jumps again, to 2R-CRW – 4.9 LY. At this point his cooldown timer is 2 hours 2 minutes 8 seconds, and his fatigue is 706.74. At this point his total distance travelled is 17.51 LY, leaving him with 37.04 LY to go. He looks at his map, and finds a 40-route jump through nullsec to get to the same destination, and figuring two minutes per system, his warp travel time for the whole journey is a bit over half the cooldown for his next jump. He decides to fly there directly rather than trying to jump any further.
The next week, he finds he needs to take his Ark from HED-GP to 373Z-7, at the bottom of Stain. It’s been long enough that his fatigue has entirely decayed, so he’s starting fresh again. He plots the route, and sets off.
First jump takes him to 5-N2EY, 4.73 LY. Because his jump freighter counts distances as being 10% of their actual distance, he incurs a minimum timer of 1.47 minutes, or 88 seconds. His fatigue similarly becomes 1.47, dropping to 1.32 while he waits out the delay.
He jumps again when his timer expires, to 4NBN-9, a 4.88 LY jump. His timer after this would be 79 seconds, but because this is a longer jump his minimum is 89 seconds (1.488*60). His fatigue is multiplied by 1.488, taking it to 1.97, and then dropping back to 1.82 as he waits out the timer.
This continues until he reaches 373Z-7, with a total journey time of around 7.5 minutes, and a jump distance of 22.3 LY.
Appendix B - Frequently Asked Questions
Can supercapital ships use gates after this change?
Does this make it too difficult for new pilots to get out into 0.0?
Yes, it probably does. Following further discussion after publishing this dev blog, we have come up with the following additional feature:
For players less than thirty days old, once per player corporation joined, or
For all players greater than thirty days old, once per year:
You may push a button in your corp interface (while a member of a player corp and docked) that:
The exact method of corporations designating the target station is still being ironed out, but it will involve at the very least being able to designate a default station for all corp members and will likely be allowed for *any* station with a corp office, regardless of system sec status. This seems to us like it solves the "I want to recruit people to Nullsec" concern, and also gives non-Nullsec recruiters an easier way to get genuinely new players to the right location quickly and easily.
Is the balance for Black Ops final?
No. Please give feedback!
Very large fatigue values will take a loooong time to decay, is this too much?
Possibly yes, we'll have a look at this.
Does a titan providing a bridge gain fatigue when people jump through it?
No. Only if the titan itself jumps.
Is the ability to push your fatigue up to really high numbers a good idea?
Probably not, no. We're looking at just capping fatigue at 1 month.
Appendix C - Updates
Conclusions we have reached through this exercise:
Therefore, changes we are making to the previously-announced plan:
For more details on these updates, please see this forum thread.]]>