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.
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, email@example.com.
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.]]>
I have good news! The star map beta has been running now for several months (since the Rhea release back in December) and we are now ready to make the transition out of beta. Starting on April 28th, with the release of Mosaic, we will set the new star map as the default for all EVE players.
We are close to having all important features from the old map migrated into the new one and are hoping that soon we can leave the old behind completely. That said, we want the transition to be as smooth as possible for you, so for the time being we will be leaving the check box in the escape menu (Try the New Map check box) which will allow you to switch back to the old map. Even with the new map on, you will also still be able to access the old map through the Neocom menu.
While the map was in beta we were constantly adding features, fixing bugs and making adjustments based on your feedback. This release will be no different, so let me tell you about a few of the things we are adding or improving in Mosaic.
Probe scanning improvements
The use of scan probes in the new map was made possible in the last release, but there were some usability issues that needed to be ironed out. As of Mosaic, probing for both sites and hostiles should feel noticeably smoother.
Those changes include:
We have a lot of nice changes to the presentation and usability of color filters in the map. My personal favorite is extremely simple but brings a huge improvement: we are adding a section at the top of the filters selection box for recently used filters. No more having to scroll all the way to the bottom every time you want to switch from pilots in space to pilots currently docked and active!
Second, as you might have noticed in the picture above, we’ve rearranged the grouping of filters. At first this might be a little disorienting but we feel this arrangement makes a lot more sense. We’ve also added color filters for faction warfare and sovereignty, which had been missing until now.
Lastly, we’ve adjusted the way filter visualization is normalized. This should make it easier to figure out where that blob is!
Thanks for reading. As always, let us know what you think in the comments.
Hi pilots, this is CCP Sharq and CCP Fozzie from Team Five 0.
We’ve been working hard on a number of improvements for the Mosaic release that’s headed your way on April 28th. For Mosaic, Five 0 focused on a few key features:
This blog will contain details on the first three features listed above. CCP Sharq will be showing off the new corporation role management user interface in all its glory and then CCP Fozzie will walk you through the balance changes and new missions. The nullsec and sov changes in Mosaic will be described in detail along with more updates in another blog.
Instead of fundamentally changing the functionality of the system that governs who can do what within a player corporation, we took a pallet knife to the UI, triaged the biggest issues people have with the current system, and threw away excess stuff to make a lighter system that is easier to navigate and manage.
Under the current system, the number of screens needed to set roles was a whopping 19 screens. That is a lot to go through. This is how the tree structure was:
Consolidating Roles and Grantable Roles was one of the key ingredients of this effort. By adding a tristate checkbox, we sliced the number of screens in half.
These states are:
Before the change there were 6 of these screens to deal with hangars
This is the access screen after the change
Previously, in order to deal with hangars and containers you had to go through a total of 12 screens, 6 for the standard roles and 6 for the grantable variants. With roles and grantable roles merged, this number was reduced to 6. On top of that we created a checkbox matrix allowing all access controls (whether HQ, Base or Other) to be on the same screen, cutting the original 12 screens down to 1. Not only does this make assigning these controls easier, but also gives you a much clearer overview of all the access controls for a corp member.
All in all, these changes bring the total number of screens for role management down to 5 from the initial 19.
One of the corp management features our players frequently requested is the ability to see all the content of each screen in the smallest resolutions. Instead of band-aiding that by adding a side scroll feature to the content, we tilted the column headers making them vertical. The labels get cut if they exceed the header height, but you can always hover over to get a tooltip with the full text string. This change solves the scrolling problem (all the screens fit in the minimum resolution) and also helps with tightening the checkbox matrix.
We also added a search field in the role management where you can search by a member name. The search widget is a new EVE UI component that gives you results from your text input in a dropdown that you can then select your results from
Ultimately, there are more things the team would like to do with the corporation management system, like additional quality of life improvements we can implement to make dealing with roles better. High on our list would be mirroring this new functionality in the title management system, as we’re aware that many corporations use these instead of roles, but in the meantime we are helping with the work on the new sovereignty system so more improvements will have to wait for now. Rest assured that we would like to get back to this, so stay tuned for future corp work from Five 0 and toss more suggestions for us in the comments section of this blog!
This feature is now live on the Singularity test server, please log in and check it out!
In the Rhea and Tiamat releases we introduced two of the most exciting new ships EVE has seen in a very long time. The Amarr Confessor and Minmatar Svipul are the first two members in the new Tactical Destroyer class, and have the ability to change between three different tactical modes on the fly. We’ve been very happy to see players embracing this new gameplay and enjoying the ships, but we’ve also been hearing the legitimate feedback that these ships are a bit too powerful relative to their competition.
We originally announced a set of balance changes to these two ships on the o7 show earlier this month, and while those changes achieved our main goals we heard more feedback from the EVE community letting us know some of the areas in which these changes could be improved. So we’ve gone back to the design and released a new and improved version of the proposal.
Under the new design, the Confessor and Svipul will move to 4 turret slots, and gain a new +50% damage role bonus. This allows us to more effectively balance the fitting requirements of long range and short range weapons. All the details of these changes can be found in this forum thread, and we want to thank everyone who helped us improve the design with your excellent feedback so far.
Another set of balance changes that we’ve been working on alongside feedback from the community and CSM is a set of tweaks to warp speed for battlecruisers and warp rigs.
In Mosaic we are increasing the warp speed and acceleration of all Battlecruisers by 8% to bring them in line with the rest of the ship size progression. We are also making a change to the penalties of warp rigs that will hopefully make them much more attractive to pilots who highly value the warp speed of their vessels. All warp rigs will now have a penalty to signature radius, instead of the old penalty to CPU capacity.
You can find all the details and discussion of these changes in this thread.
One final balance change that Team Five 0 has sourced from your feedback for Mosaic relates to the tactic known as “garage door cynos”. This tactic was taking advantage of starbase shield mechanics to provide for extremely safe movement of supercapital ships. After discussion internally and incorporating your feedback, we’ve decided to make changes that prevent this mechanic from allowing such safe travel. All the details and feedback can be found in this Features and Ideas thread.
When we introduced the first Burner Missions last year and the second round a few months later, we were very glad to see players enjoying the challenge provided by these extremely difficult missions. Burners are special rare missions with increased reward, much higher difficulty, and with no penalty for declining or failing. The first sets of missions were unique in that they only allowed frigate-sized ships entry, providing an optional challenge for mission runners looking for an occasional change of pace.
We’re now ready to return to these disparate groups of elite freelance pirates and this time their bases can be accessed by cruisers and battlecruisers. The next round of Burner missions will also be more distinct from each other, with unique gameplay mechanics and combat environments for each mission.
In the Mosaic release we will be adding the first two of these new Burner Missions.
We hope you enjoy these new missions and we look forward to releasing more to you in the upcoming releases.
All of the features mentioned in this blog are available for you to try out on our Singularity test server right now. We hope you have enjoyed this blog and we look forward to getting all these features and more to you in our Mosaic release on April 28th. Fly safe!]]>
I’m CCP Ghostrider and I’m here to tell you all about the two-factor authentication that we will be releasing to Account Management an April 28th.
Two-Factor Authentication is a security measure that adds an extra layer of security to your account authentication by asking for some sort of verification other than your password to complete the authentication. In our case we will start with offering two options:
This prevents others from accessing your account details in case your account credentials ever get compromised.
When you enable Two-Factor Authentication for your EVE Online account you will be required to provide the two-factor verification code when logging in through the EVE Online SSO or the Launcher.
This will protect you from nefarious people trying to steal your account by logging into account management and changing the registered email address, transferring your character etc.
Turning on Two-Factor Authentication is just a matter of a few easy steps.
Yes. It’s this easy! Here’s a few screenshots of the process:
Logged in with Two-Factor Authentication disabled
Two-Factor Settings, enabling Authenticator
Logging in with Two-Factor Authentication enabled
Yes. This does not prevent people from logging into the game client by circumventing the launcher. That is a legacy issue that we were unable to fix this time around. Also, if you change your registered email address, Two-Factor Authentication for the account will be disabled and will need to be enabled again after verifying the new email address.
That’s it for now. I encourage you to enable Two-Factor Authentication as soon as it’s released to help keep your account secure from the bad people out there.
Fly safe! o7]]>
Last time we spoke, I laid out a system we were about to begin live testing called Opportunities. A system we hoped would soon replace the old tutorial by giving new players a more engaging path to understanding how awesome EVE is. Today, I’m here to tell you that we are doing just that, starting on April 28th the old tutorial will be removed from the game completely and will be replaced by Opportunities.
Since the first Opportunities release, just after Tiamat in February, we’ve been closely monitoring the impact of the new system. By splitting new players into two groups and giving one group Opportunities and the other the old tutorial, we’ve been able to compare the two systems side by side on several important metrics. I can happily report that so far all signs are good. Players given Opportunities are roughly 10% more likely to become EVE subscribers and to continue flying their spaceships betwixt the stars than players given the old Tutorial. On top of that, we are seeing enormously increased engagement across a range of fundamental game features. Versus their old tutorial system counterparts, players using Opportunities are:
We’ve also been taking advantage of both data and feedback to make changes to the experience as fast as possible. In our second release in Scylla we roughly doubled the content in the system. We added some new essential opportunities including camera use, route setting and chat and also split some of the original set up into multiple opportunities to give us more room for details and to make the overall flow smoother.
With the full release we are going to continue expanding and improving on the content in the Opportunities system. We will be adding Opportunities for missions, exploration, manufacturing and joining player corps to name a few.
On April 28th we will not only be giving Opportunities to 100% of new players entering the game, we will also be giving the system to all of you, our proud veterans. For some of you this will be very good news as it means you will be able to check out the system that all our new players will be using, making it easier for you to guide them through their experience. For some veterans however, Opportunities won’t be necessary as most of the concepts covered so far are fairly elementary. Minimizing the Opportunities info panel should be easy enough and if you like you can disable all notifications for Opportunities as well using Notification settings.
Keep in mind that Opportunities from the last two releases will have been tracked on your characters and will be marked as done immediately if you’ve met the requirements during the last couple months. Newly added Opportunities other hand will need to be freshly completed.
We are very happy with the changes we’ve been able to make to the new player experience so far but we are absolutely not done. We have so many options for how to move forward that I’m not even sure what will come next but I can tell you some possibilities.
One area we are actively exploring is improving the visual experience of the Opportunity map view to make it more visually exciting and also make it easier to navigate all the Opportunities available, especially as the number continues to grow. Here’s a mockup showing one possible direction:
We are also discussing more interesting presentation for the content in each opportunity. Here’s another mockup!
Remember, these are just early ideas and don’t necessarily represent final product.
Visuals aren’t all though! Now that we’ve validated the base design for the system we are extremely interested in leveraging our A/B testing framework to try changes to certain system elements. For instance, we’ve stated from the beginning that we wanted to avoid tying rewards to Opportunities, mostly out of fear that it would encourage people to finish them all even if they weren’t actually interested in the activities required. Why not test and find out if players prefer rewards despite our assumptions?
There is also obvious potential to move Opportunities from being a new player experience feature to being a feature that even vets would appreciate. Kill a Titan Opportunity? Own a trillion ISK? Deliver 10,000 torpedoes? We’ve kept this possibility in the back of our minds while staying focused primarily on improving the NPE. Soon we may have the chance to explore difficult and long term Opportunities in more depth.
Whichever direction we move from here, we hope there is a bright future for Opportunities and we deeply appreciate your help and feedback.
On behalf of Team Pirate Unicorns,
Fly safe o/
PS – If you are interested in more details on the development and testing of Opportunities, I would recommend checking out our Fanfest 2015 talk on the NPE.]]>
Times have been very busy at CCP since Fanfest, and today I have updates for you on what's coming next to EVE, in our April 28thupdate that we are codenaming Mosaic.
Our new ship SKIN feature that lets you change the look of your ship from the fitting window and get a permanent license to fly iconic faction looks is a big part of it, but Mosaic also brings a slew of other changes. An extended version of our Opportunities system introducing new players to EVE will go live for everyone, along with the new Star Map that comes out of Beta and becomes the default map. Tactical Destroyers get a balance pass, warp speed rigs get a buff, there's new Blood Raiders and Serpentis Burner missions for Cruiser size ships, a new corporation role management UI, new force field and starbase construction visual effects, and some big changes to the mining prospects in 0.0 space. And then those Circadian Seekers and their Drifter friends always seem to be up to something new.
Take a look at all of these features on EVE Updates - our new website that shows what's coming to EVE Online: http://updates.eveonline.com
Continuous updates to EVE Online
EVE Updates was introduced during the EVE Online keynote at EVE Fanfest in March, and marks a change in how we communicate about what's coming up in EVE Online. Below is a repeat of that information, for those who did not catch the keynote.
What you really need to know is that from now on, all information about upcoming changes to EVE Online can be found on EVE Updates - and as we announce features, we will put information about them there. For each date where we are making an Update to EVE Online, you'll see a section with the features that are coming on that date. Bigger updates will get a code-name once the main features are locked in.
We will continue to do bigger code deployments about every five weeks – and these are the dates we have planned for 2015:
But we’re now in this great place where we release things to EVE so often, that putting all this focus on the release dates has stopped making sense like it used to. Many features will of course still go live on those dates:
But more and more features are possible for us to release in between these bigger deployments:
Changes like the length of the trial, two factor authentication, or new ship skins or clothing, or even balance changes or activation of bigger features such as new exploration sites, are now possible for us to release to you as a player at pretty much any time, not just on these deployment dates.
To reflect this new reality, we needed a new way to communicate what’s upcoming in EVE.
With so much change going on in EVE, it's also harder to keep up with what has changed if you have been away from EVE for a while, so that's another thing we wanted to address.
Features, features, features!
So, instead of announcing a certain number of releases, EVE Updates has a rolling list of the features that are coming to EVE Online, and when they will become available to you as a player. Here's an example from the Scylla update last month:
Sometimes we announce things well up ahead, such as our planned changes to the Sovereignty system, but most of the time you'll see things on EVE Updates a few weeks before an update to EVE will go out.
If you've taken a break from EVE, you'll also be able to look in the Archive on EVE Updates, to see what features have been released since you were away. We are working on populating the detailed feature information for past releases, at least for 2014, to help those coming back to EVE after a break.
So, that's EVE Updates and the coming Mosaic update on April 28th - enjoy!
Executive Producer, EVE Online
CCP Terminus here to talk about Super Kerr-Induced Nanocoatings (aka SKINs), the new visual customization system coming to the spaceships of New Eden.
Following the successful prototype Ship Painting Pilot Program we introduced last year and months of offering ship skins in the store, we have created a new more robust system, which provides a multitude of customization and usability benefits. It allows us to maintain and upgrade our ship catalog in a much more sustainable manner, and provides a multitude of interesting options for future developments. We believe the SKIN system will accentuate the visual experience of living in New Eden and allow you to put a personal mark on the ships you love most.
This blog will also go into the details on how we will be converting from the old system to the new SKINs, which will launch with 102 brand new SKINs. If you're wondering how the old system worked or are curious as to the reasons behind the change, please reference CCP FoxFour's excellent dev blog.
How many of you DIDN'T try to ship spin that amazing image? If you didn't then I suggest leveling up your ship spinning skill and trying again.
With Ship Paint Pilot Program, you would manufacture a custom ship by combining a blueprint of a paint pattern and a packaged version of the base ship. This meant that the paint patterns fate was locked to the fate of the ship. So for instance, if you wanted to self-destruct a bunch of Interbus Moros' instead of flying them halfway across New Eden, the paint style would go with it.
In contrast, the new SKIN system acts much closer to the way skillbooks work in EVE. Each SKIN variant comes as a SKIN item (a licensed pattern), which you can activate for your character or sell on the market. This character then has access to the SKIN for any ships that it applies to, meaning once you lose a skinned ship, you can simply hop in to another and reapply the SKIN pattern. If your character loses their pod and dies or jump clones from one location to another they will still have access to use all their SKIN's.
So to recap:
Permanent SKINs exist as items which are bought from the NES. Once activated for a character they last indefinitely, and allow that character access to visual variants for a certain ship or collection of ships. Other characters on the same account will not have access to the SKIN.
Time-limited SKINs will drop in game and may be available through other means in the future. They work exactly like Permanent SKINs when interacting with them. The only difference is they do not last indefinitely. Time-Limited SKINs have the following properties:
The reasoning for having time-limited SKINs comes down to a few factors. First, we want the SKINs you find in-game to retain their ISK value by preventing market saturation over time. By having them time-limited, we create a continuing demand for the SKIN, which keeps the loot valuable. Time-limited SKINs also allow for a number of promotional opportunities like SKIN giveaways, and possible try-before-you-buy options in the future.
The selected SKIN can be changed at any time while you're in space by opening your fitting window and selecting a new SKIN. Though the magic of nanites, electric fields, and SCIENCE! the outward appearance of your glorious ship changes before your very eyes.
If you are concerned about potential performance issues, you can turn off SKIN changes in space by deselecting "Inspace Skinning Effect" in the Display and Graphics menu. This will not prevent you or other players from changing your SKIN in space, but the effect will not be played and the model will not change until it is reloaded.
For now, there are certain technical limitations to when you can change your SKIN in space. You will not be able to change your SKIN under the following conditions:
Purchasing SKINs will work in the same way as all other purchases from the NES. Simply access the NES from the character selection screen or in-game from the sidebar. SKINs will have their own category in the NES.
Once a SKIN is purchased, the item will be placed in your account's redeeming queue and can be redeemed for any character in that account as normal.
Above: A player has the Nefantar SKIN active for their Rifter, is previewing the Krusual SKIN, and has clicked on the purchase for Aurum button for the Krusual SKIN.
The fitting screen allows you to purchase SKINs for the ship you are looking at directly from the left side menu. SKINs will always have a link to the appropriate market category for the SKIN, and they may also be purchased directly from the NES if the item is available. If there are any active time-limited SKINs the amount of time remaining will be shown beside the SKIN name.
In this location you can also preview SKINs you may want to purchase, and select your active SKIN from the list of purchased options. By clicking on a SKIN it will change the ships visuals. If the SKIN clicked on is part of the My SKINs category, this also sets that SKIN as the active one. If you wish to return the ship to its default visuals you can do so by simply de-selecting the currently active SKIN.
The 3D Preview screen (accessed by clicking on the image icon in the Show Info window) will contain a copy of the left sidebar available in the fitting window. This sidebar will function exactly the same as the fitting window, with all of the purchasing and linking options. Because it can be of any ship, the 3D preview window will also allow you to preview and purchase any SKIN on any ship. 3D previews for specific SKINs are also linked from the show info window of a specific SKIN item. Simply find the SKIN item through in the market, or linked from the SKINs tab of the show info window for the desired ship. Then click on the hexagonal SKIN icon in the upper left to bring up the 3D preview.
The character sheet has been updated with a new SKINs section on the sidebar. This section will show you all the potentially available SKINs in the game, and all of the SKINs you currently own, with a countdown visible for time-limited SKINs. In this section, SKINs are divided in to factions/designer categories, allowing you to see the size of your collection both overall, and for a certain faction/designer.
The general conversion plans will give you a SKIN if you had a Blueprint perviously, or a SKIN and base ship if you had a skinned ship. If you do not have the ship at the time of conversion (ex. you sold it or it was blown up) you will not receive a SKIN. The conversion process is as follows:
As a way to reward early adopters of the Ship Paint Pilot Program, and in preparation for the new SKIN system release, all existing skin Blueprints will no longer be purchasable from the NES as of the publication of this dev blog.
The following existing ships will be converted to the new SKIN system:
|Class||Race||Existing Item||New Skin||Price / Aquisition||Preview|
|Frigate||Amarr||Punisher Kador Edition||Punisher Kador SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Punisher Tash-Murkon Edition||Punisher Tash-Murkon SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Sarum Magnate||Magnate Sarum SKIN (Permanent)||Market||Preview|
|Frigate||Amarr||Tash-Murkon Magnate||Magnate Tash-Mukron SKIN (Permanent)||Market||Preview|
|Frigate||Caldari||Merlin Nugoeihuvi Edition||Merlin Nugoeihuvi SKIN (Permanent)||4300||Preview|
|Frigate||Caldari||Merlin Wiyrkomi Edition||Merlin Wiyrkomi SKIN (Permanent)||740||Preview|
|Frigate||Caldari||Sukuuvestaa Heron||Heron Sukuuvestaa SKIN (Permanent)||Market||Preview|
|Frigate||Gallente||Incursus Aliastra Edition||Incursus Aliastra SKIN (Permanent)||4300||Preview|
|Frigate||Gallente||Incursus Inner Zone Shipping Edition||Incursus Inner Zone Shipping SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Inner Zone Shipping Imicus||Imicus Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Frigate||Gallente||Tristan Quafe Edition||Tristan Quafe SKIN (Permanent)||Market||Preview|
|Frigate||Minmatar||Rifter Krusual Edition||Rifter Krusual SKIN (Permanent)||740||Preview|
|Frigate||Minmatar||Rifter Nefantar Edition||Rifter Nefantar SKIN (Permanent)||1540||Preview|
|Frigate||Minmatar||Vherokior Probe||Probe Vherokior SKIN (Permanent)||Market||Preview|
|Navy Faction Frigate||Gallente||Police Pursuit Comet||Police Pursuit Comet SKIN (Permanent)||Concord LP Store||Preview|
|Destroyer||Amarr||Coercer Blood Raiders Edition||Coercer Blood Raiders SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Caldari||Cormorant Guristas Edition||Cormorant Guristas SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Gallente||Aliastra Catalyst||Catalyst Aliastra SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Catalyst Serpentis Edition||Catalyst Serpentis SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Gallente||Inner Zone Shipping Catalyst||Catalyst Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Intaki Syndicate Catalyst||Catalyst Intaki Syndicate SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||InterBus Catalyst||Catalyst InterBus SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Quafe Catalyst||Catalyst Quafe SKIN (Permanent)||Market||Preview|
|Destroyer||Minmatar||Nefantar Thrasher||Thrasher Nefantar SKIN (Permanent)||Market||Preview|
|Destroyer||Minmatar||Thrasher Thukker Tribe Edition||Thrasher Thukker Tribe SKIN (30 Days)||Loot drop||Preview|
|Industrial||Amarr||Bestower Tash-Murkon Edition||Bestower Tash-Murkon SKIN (Permanent)||Market||Preview|
|Industrial||Caldari||Tayra Wiyrkomi Edition||Tayra Wiyrkomi SKIN (Permanent)||Market||Preview|
|Industrial||Gallente||Iteron Inner Zone Shipping Edition||Iteron Mark V Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Industrial||Minmatar||Mammoth Nefantar Edition||Mammoth Nefantar SKIN (Permanent)||Market||Preview|
|Cruiser||Amarr||Omen Kador Edition||Omen Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Omen Tash-Murkon Edition||Omen Tash-Murkon SKIN (Permanent)||1095||Preview|
|Cruiser||Caldari||Caracal Nugoeihuvi Edition||Caracal Nugoeihuvi SKIN (Permanent)||2830||Preview|
|Cruiser||Caldari||Caracal Wiyrkomi Edition||Caracal Wiyrkomi SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Thorax Aliastra Edition||Thorax Aliastra SKIN (Permanent)||2830||Preview|
|Cruiser||Gallente||Thorax Inner Zone Shipping Edition||Thorax Inner Zone Shipping||1965||Preview|
|Cruiser||Gallente||Vexor Quafe Edition||Vexor Quafe SKIN (Permanent)||Market||Preview|
|Cruiser||Minmatar||Stabber Krusual Edition||Stabber Krusual SKIN (Permanent)||1095||Preview|
|Cruiser||Minmatar||Stabber Nefantar Edition||Stabber Nefantar SKIN (Permanent)||1965||Preview|
|Battlecruiser||Amarr||Prophecy Blood Raiders Edition||Prophecy Blood Raiders SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Caldari||Ferox Guristas Edition||Ferox Guristas SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Gallente||Brutix Serpentis Edition||Brutix Serpentis SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Minmatar||Cyclone Thukker Tribe Edition||Cyclone Thukker Tribe SKIN (30 Days)||Loot drop||Preview|
|Battleship||Amarr||Abaddon Kador Edition||Abaddon Kador SKIN (Permanent)||3455||Preview|
|Battleship||Amarr||Abaddon Tash-Murkon Edition||Abaddon Tash-Murkon SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Rokh Nugoeihuvi Edition||Rokh Nugoeihuvi Edition SKIN (Permanent)||4300||Preview|
|Battleship||Caldari||Rokh Wiyrkomi Edition||Rokh Wiyrkomi Edition SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Scorpion Ishukone Watch||Scorpion Ishukone Watch SKIN (Permanent)||Market||Preview|
|Battleship||Gallente||Dominix Quafe Edition||Dominix Quafe SKIN (Permanent)||Market||Preview|
|Battleship||Gallente||Hyperion Aliastra Edition||Hyperion Aliastra SKIN (Permanent)||4300||Preview|
|Battleship||Gallente||Hyperion Inner Zone Shipping Edition||Hyperion Inner Zone Shipping||2390||Preview|
|Battleship||Gallente||Megathron Quafe Edition||Megathron Quafe SKIN (Permanent)||Market||Preview|
|Battleship||Minmatar||Maelstrom Krusual Edition||Maelstrom Krusual SKIN (Permanent)||1540||Preview|
|Battleship||Minmatar||Maelstrom Nefantar Edition||Maelstrom Nefantar SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Mackinaw ORE Development Edition||Mackinaw ORE Development SKIN (Permanent)||Market||Preview|
|Capital Industrial Ship||ORE||Rorqual ORE Development Edition||Rorqual ORE Development SKIN (Permanent)||Market||Preview|
|Dreadnought||Amarr||Revelation Sarum Edition||Revelation Sarum SKIN (Permanent)||4300||Preview|
|Dreadnought||Caldari||Phoenix Wiyrkomi Edition||Phoenix Wiyrkomi SKIN (Permanent)||3455||Preview|
|Dreadnought||Gallente||Moros Interbus Edition||Moros Interbus SKIN (Permanent)||3455||Preview|
|Dreadnought||Minmatar||Naglfar Justice Edition||Naglfar Justice SKIN (Permanent)||3455||Preview|
As an addendum, there are a few ships we would like to convert over in the future, and will be doing so in subsequent releases.
Below is a list of all new SKINs which will be added to New Eden. All of the SKINs below will be available for purchase from the NES and can be resold on the market. If you are interested in purchasing Aurum in order to purchase SKINs from the NES, this can be done from the account management website.
|Frigate||Amarr||Crucifier Kador SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Crucifier Sarum SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Executioner Ardishapur SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Executioner Kador SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Inquisitor Khanid SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Inquisitor Tash-Murkon SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Magnate Ardishapur SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Magnate Tash-Murkon SKIN (Permanent)||740||Preview|
|Frigate||Amarr||Tormentor Ardishapur SKIN (Permanent)||740||Preview|
|Frigate||Amarr||Tormentor Sarum SKIN (Permanent)||4300||Preview|
|Frigate||Caldari||Kestrel Wiyrkomi SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Atron Interbus SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Atron Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Imicus Syndicate SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Maulus Inner Zone Shipping SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Maulus Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Navitas Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Tristan Inner Zone Shipping SKIN (Permanent)||2390||Preview|
|Frigate||Minmatar||Slasher Krusual SKIN (Permanent)||740||Preview|
|Frigate||Minmatar||Vigil Krusual SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Coercer Ardishapur SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Coercer Sarum SKIN (Permanent)||2390||Preview|
|Destroyer||Amarr||Dragoon Kador SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Dragoon Khanid SKIN (Permanent)||2390||Preview|
|Destroyer||Gallente||Algos Interbus SKIN (Permanent)||1540||Preview|
|Destroyer||Gallente||Algos Syndicate SKIN (Permanent)||1540||Preview|
|Destroyer||Minmatar||Talwar Sebiestor SKIN (Permanent)||2390||Preview|
|Industrial||Amarr||Sigil Kador SKIN (Permanent)||1540||Preview|
|Industrial||Gallente||Iteron V Interbus SKIN (Permanent)||4300||Preview|
|Cruiser||Amarr||Arbitrator Ardishapur SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Arbitrator Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Augoror Ardishapur SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Augoror Khanid SKIN (Permanent)||2830||Preview|
|Cruiser||Amarr||Maller Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Maller Tash-Murkon SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Omen Sarum SKIN (Permanent)||2830||Preview|
|Cruiser||Caldari||Moa Laidai SKIN (Permanent)||1965||Preview|
|Cruiser||Caldari||Osprey Wiyrkomi SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Celestis Interbus SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Celestis Syndicate SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Exequror Syndicate SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Vexor Interbus SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Vexor Syndicate SKIN (Permanent)||1965||Preview|
|Cruiser||Minmatar||Bellicose Krusual SKIN (Permanent)||1095||Preview|
|Battlecruiser||Amarr||Harbinger Kador SKIN (Permanent)||1965||Preview|
|Battlecruiser||Amarr||Harbinger Khanid SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Oracle Khanid SKIN (Permanent)||4300||Preview|
|Battlecruiser||Amarr||Oracle Sarum SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Prophecy Kador SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Prophecy Tash-Murkon SKIN (Permanent)||1965||Preview|
|Battlecruiser||Caldari||Ferox Laidai SKIN (Permanent)||2830||Preview|
|Battlecruiser||Caldari||Naga Wiyrkomi SKIN (Permanent)||1965||Preview|
|Battlecruiser||Gallente||Brutix Roden SKIN (Permanent)||1095||Preview|
|Battlecruiser||Gallente||Brutix Syndicate SKIN (Permanent)||1965||Preview|
|Battlecruiser||Gallente||Myrmidon Interbus SKIN (Permanent)||2830||Preview|
|Battlecruiser||Gallente||Myrmidon Syndicate SKIN (Permanent)||1095||Preview|
|Battlecruiser||Gallente||Talos Duvolle SKIN (Permanent)||4300||Preview|
|Battlecruiser||Gallente||Talos Interbus SKIN (Permanent)||1965||Preview|
|Battlecruiser||Minmatar||Cyclone Krusual SKIN (Permanent)||1965||Preview|
|Battlecruiser||Minmatar||Hurricane Sebiestor SKIN (Permanent)||2830||Preview|
|Battlecruiser||Minmatar||Tornado Nefantar SKIN (Permanent)||1095||Preview|
|Battleship||Amarr||Apocalypse Ardishapur SKIN (Permanent)||1540||Preview|
|Battleship||Amarr||Apocalypse Kador SKIN (Permanent)||3455||Preview|
|Battleship||Amarr||Apocalypse Khanid SKIN (Permanent)||4300||Preview|
|Battleship||Amarr||Apocalypse Tash-Murkon SKIN (Permanent)||2390||Preview|
|Battleship||Amarr||Armageddon Kador SKIN (Permanent)||2390||Preview|
|Battleship||Amarr||Armageddon Tash-Murkon SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Raven Wiyrkomi SKIN (Permanent)||2390||Preview|
|Battleship||Gallente||Dominix Inner Zone Shipping SKIN (Permanent)||3455||Preview|
|Battleship||Gallente||Dominix Syndicate SKIN (Permanent)||1540||Preview|
|Battleship||Gallente||Megathron Inner Zone Shipping SKIN (Permanent)||2390||Preview|
|Battleship||Gallente||Megathron Syndicate SKIN (Permanent)||2390||Preview|
|Battleship||Minmatar||Tempest Krusual SKIN (Permanent)||1540||Preview|
|Battleship||Minmatar||Tempest Nefantar SKIN (Permanent)||2390||Preview|
|Battleship||Minmatar||Typhoon Krusual SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Hulk Buddy SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Skiff Buddy SKIN (Permanent)||2390||Preview|
|Ind. Command Ship||ORE||Orca Buddy SKIN (Permanent)||3455||Preview|
|Freighter||Amarr||Providence Ardishapur SKIN (Permanent)||3455||Preview|
|Freighter||Amarr||Providence Kador SKIN (Permanent)||4300||Preview|
|Freighter||Caldari||Charon Wiyrkomi SKIN (Permanent)||3455||Preview|
|Freighter||Gallente||Obelisk Inner Zone Shipping SKIN (Permanent)||3455||Preview|
|Freighter||Gallente||Obelisk Quafe SKIN (Permanent)||4300||Preview|
|Freighter||Minmatar||Fenrir Krusual SKIN (Permanent)||3455||Preview|
|Carrier||Amarr||Archon Kador SKIN (Permanent)||4300||Preview|
|Carrier||Amarr||Archon Tash-Murkon SKIN (Permanent)||3455||Preview|
|Carrier||Caldari||Chimera Laidai SKIN (Permanent)||3455||Preview|
|Carrier||Gallente||Thanatos Quafe SKIN (Permanent)||3455||Preview|
|Carrier||Gallente||Thanatos Roden SKIN (Permanent)||3455||Preview|
|Carrier||Minmatar||Nidhoggur Krusual SKIN (Permanent)||3455||Preview|
|Dreadnaught||Amarr||Revelation Kador SKIN (Permanent)||3455||Preview|
|Dreadnaught||Caldari||Phoenix Laidai SKIN (Permanent)||3455||Preview|
|Dreadnaught||Gallente||Moros Roden SKIN (Permanent)||3455||Preview|
|Supercarrier||Amarr||Aeon Khanid SKIN (Permanent)||4300||Preview|
|Supercarrier||Amarr||Aeon Sarum SKIN (Permanent)||6500||Preview|
|Supercarrier||Caldari||Wyvern Wiyrkomi SKIN (Permanent)||4300||Preview|
|Supercarrier||Gallente||Nyx Interbus SKIN (Permanent)||4300||Preview|
|Supercarrier||Gallente||Nyx Quafe SKIN (Permanent)||4300||Preview|
|Supercarrier||Minmatar||Hel Sebiestor SKIN (Permanent)||6500||Preview|
|Titan||Amarr||Avatar Kador SKIN (Permanent)||4300||Preview|
|Titan||Amarr||Avatar Khanid SKIN (Permanent)||6500||Preview|
|Titan||Gallente||Erebus Duvolle SKIN (Permanent)||6500||Preview|
|Titan||Gallente||Erebus Interbus SKIN (Permanent)||4300||Preview|
We would like to address some common questions which have been asked over the course of developing the SKINS feature:
Q) Why is there a lack of Caldari and Minmatar SKIN options?
A) It will require a little more time in order to address the disparity between the Amarr and Gallente versus the Caldari and Minmatar ship SKIN lines. We are aware of it and are working towards a state of greater parity.
Q) Does the skin for a T1 ship also apply to any T2 variants?
A) Unless the SKIN item specifically mentions it affects multiple ships it will only affect the ship hulls stated on the item. Therefore a Rifter Nefantar SKIN (Permanent) item will only work on a Rifter, not a Jaguar or Wolf for instance.
Q) Will SKINs follow a character if it is traded to another account?
A) Yes. Like skills, SKINs will transfer when you purchase a character from the Character Bazaar.
Q) Will the SKINs I have active be exposed in the API?
A) Yes, we plan on making that information available from the API, however it will not be available on launch.
Q) Will the active SKIN on a ship be shown in Killmails?
A) On initial release we will not be recording the active SKIN for a ship when it is destroyed. However, we do realize the rich tradition of celebrating the loss of something shiny and it is on our list for further developments in the future.
Thank you for taking the not-insubstantial time to read this dev blog, and remember to fly safe! (Especially with those skinned ships!)
See you in the comments section for this blog.
CCP Terminus on behalf of Team Size Matters
I’m CCP Nobody and I’m here to show you some of the beautiful new visuals for assembling structures in EVE Online. These changes will cover anchorable Player Owned Starbases and their accompanied anchorable structures.
When you anchor a structure in EVE, the lore explanation is that you first deploy a nanocontainer with massive material tanks that contain all the materials used to build the structure. Then, through the magical science of nanites, it gets built. For the new visuals, we’ve redesigned the nanocontainer to fit its function.
While anchoring the structure, the nanocontainer projects a blueprint of what is being built in space, which represents the final form of the structure. The structure is then printed by lasers using the materials in the material tanks.
When unanchoring the structure, the nanocontainer will start the process of deconstructing the structure from the inside out. The lasers are used to melt the structure and collect the materials back into the material tanks, so the structure can be constructed somewhere else at a later date.
The shader created for this effect is the first shader for EVE that uses Geometry Shaders. This means that only users running the client with DirectX 11 will experience the lasers assembling and disassembling their structures. Users running with DirectX 9 will unfortunately will not witness the glory of nanites, as shown below:
The videos above are sped up due to the long time it takes to anchor and unanchor most structures. To give you a better feel for how this looks ingame in realtime, here is a special bonus video:
These new assembly visuals are headed your way with other features on April 28th.
Thank you for reading!
Good afternoon pilots!
Last year after a number of issues relating to the ownership of alliance logos, we placed logo submissions on hold temporarily while we reviewed our alliance logo usage policy and the submission process that players use to have their logo displayed in game.
During the review process, we worked through several different proposals for how we could display the identity of alliances within the EVE Universe, some of which included the creation of a template system much like corporation logos, generating logos from a pre-assigned template set and color palette, and some of which relied on player created submissions.
After a little experimentation, we feel that the best course of action is to continue to allow organizations in EVE Online to create a unique identity within New Eden by using player submitted content for alliance logos.
For us to do this, we need to make changes to the alliance logo submission process along with the technical requirements and specifications for alliance logos that are submitted for approval. This is for a number of reasons.
First, this is to allow members of the community to retain the ownership of their alliance logos so that usage and ownership does not fall into dispute. Second, it allows CCP to protect the intellectual property of the EVE Universe by owning all content that is included in the EVE Online client.
With this in mind, alliance logo submissions are now re-opened, but with a few changes to the submission process and how logos are displayed in game.
Changes to logos on submission
Upon accepting logos, the original design that is sent to CCP will be altered slightly and watermarked to create a derivative work that will be used to represent the alliance in the EVE universe. This derivative work will be packaged with the client and will be the property of CCP in order for us to ensure that all content within the EVE client remains the property of CCP.
The original logo will then continue to be owned by its original creator, and can be used however the alliance it represents sees fit outside the EVE Universe.
Examples of watermarked logos, which contain the five pointed CONCORD star as a watermark and a texture to differentiate them from the original are shown below. These versions will be displayed within the EVE Universe
So, onward to the submission process and how to have your alliance logo represented in game!
Please be aware that the submission process has completely changed, as have the requirements.
As such, you will need to refresh your memory with regards to how to submit your alliance logo in order to have it displayed in game.
Please read this blog fully to ensure that you comply with the requirements for an alliance logo to be added to the game for your organization. This will also ensure that you submit your alliance in the correct manner and in the correct format.
This submission process is also reflected in a new thread on the Corporation, Alliance & Organization Discussions forum that details the submission process in an easy to find place.
Submission Style Guidelines
Below are a list of aesthetic guidelines that will assist you in making sure that your logo has a high chance of approval.
Design & Theme:
Submission Style Requirements
Submission Technical Requirements
The alliance logo submission process has been simplified to allow for faster turnaround for alliance logo approvals.
If you have any questions regarding alliance logos and the submission process, please post in this thread and they will be answered as soon as possible.
What if I already have an alliance logo submission pending?
Since the technical requirements for alliance logo submissions have changed with this announcement, all previous and pending alliance logo submissions are now void.
If you would like to have your alliance logo displayed in game, you will need to resubmit it with the new technical requirements in mind.
When can I expect to see my alliance logo in game?
We aim to add the first batch of alliance logos that are approved to the game in the June release, on June 2nd to be precise.
After that, given the new release cadence, the wait for your alliance logo to be displayed in game could be as short as 3-5 weeks depending on the release schedule, when you submit the logo, and how busy the submission queue is.
What about existing alliance logos in game? Will they be removed?
All existing alliance logos that are currently in game will be removed from the game, as they do not comply with the new submission requirements. However, we’d like to give a grace period before this, so that alliance are not left without an in-game identity.
We intend to remove all existing alliance logos from the game with the June 2nd release. This means that if you submit your new alliance logo before then, the transition will be seamless and your logo will simply be updated, rather than reverting to the default placeholder logo.
Why has the alliance size requirement changed for logo eligibility?
We have increased the minimum size and age of an alliance that is required to be eligible for an alliance logo in order to ensure that alliances who submit logos for approval are reasonably well established and stable before their logos are added to the game.
What about alliances that have logos in game now that don’t meet the new requirements?
It would obviously be unfair for us to deny an alliance that already has a logo in game the ability to carry over a new design with the new submission process. As such alliance whose member count or age are below the requirement, but whom already have a logo represented in game will be permitted to submit a new logo to have their original updated.
Will all alliances who have a logo in game right now be automatically approved with a new logo if it is the same as the old one?
No. Any alliance logos submitted after this announcement will need to comply with the new requirements laid out above. If existing logos contain material that is copyrighted by other real world organizations, or content that does not fit within the content guidelines previously explained in this blog, then logos will not be re-approved.
What if I have other questions regarding alliance logo submissions?
Please ask in this thread, and your questions will be answered.
We look forward to seeing some awesome alliance logo designs from you guys in the coming weeks!
EVE Universe Community Manager]]>
Fanfest is over, and I think I finally lost my hangover.
On behalf of the entire security team at CCP, thank you very much for attending, and thanks to those who watched us live on Twitch. We had some fun reviewing those chat logs afterwards!
The purpose of this dev blog is to publish our presentation, which can be viewed on YouTube, here:
We are continuing the tradition of publishing our slides this year as well. Please find a .pdf version here:
Fanfest 2015 - Team Security slides - Better Safe Than Sorry
We’ll try to answer your questions in the dev blog discussion thread. You can also find us on Twitter:
https://twitter.com/CCP_Peligro - Security Analyst
https://twitter.com/CCP_Grimmi - Security Analyst
https://twitter.com/CCP_Random - Security Engineer
https://twitter.com/CCP_Bugartist - Director of Information Security
https://twitter.com/CCP_Arkanon - Internal Affairs Manager
I also want to include a special shout-out to our guest speaker and friend, The Nosy Gamer. He blogs about interesting stuff, check him out at: http://nosygamer.blogspot.com/
As always, our official policies can be found here: https://community.eveonline.com/support/policies/
1st offense - 30 day temporary ban, removal of proceeds, permanent outbound character transfer lock
2nd offense - permanent ban
For further information on our stance on macro use and how this is dealt with, please read the Dev Blog linked below:
1st offense - 7 day ban and removal of proceeds
2nd offense - Permanent ban
For further information on this, please check out our last dev blog:
Please note that penalties for breaches of our policies always results in action taken against all accounts found to belong to the perpetrator. In other words, action is not limited to the “offending” account(s).
That’s all for now, thanks for reading and I look forwards to seeing you at Fanfest next year!
I hope all those who were able to come to Reykjavik had an awesome time at Fanfest 2015 and have fully recovered from the party at the top of the world!
The creativity and imagination you all put into your Fanfest costumes has always impressed us, so this year we decided to try out a cosplay contest and it was amazing to see how many of you put so much effort in to your incredible outfits.
Each day we awarded three prizes, including a mix of in-game outfits, PLEX, Razer swag and EVE Collector’s Editions.
We would like to thank everyone who entered our cosplay competition and announce that we will bring it back for Fanfest 2016 – so get planning!
The Winners of Day 1:
The Winners Of Day Two:
The Winners Of Day Three:
We also had a grand prize winner, for someone who went above and beyond and impressed us on all 3 days with something new and amazing.
Huge congratulations to our grand prize winner, the Harbinger of The Faith, Max Singularity!
Some more of my favorite photos from the contest…
It was so great to see all of you and I look forward to seeing more of your cosplay creations next Fanfest!
CCP Leeloo here to remind you that during Fanfest 2015, CCP Seagull announced the election results for the 10th Council of Stellar Management (CSM10). For more information about what the Council of Stellar Management is, check here.
During this year’s election we used the Single Transferrable Vote (STV) system as per our tradition since 2013. This means that all CSM members below have received the necessary amount of votes and all are equal members of the council.
The 14 delegates of the Tenth Council of Stellar Management are:
(click to enlarge)
Your permanent attendees this year are Manfred Sideous and Sugar Kyle. You can find more information regarding your elected delegates for CSM10 on the EVE Community Portal.
For those of you, who are interested in contacting your new delegates, check out this forum post.
We had a record 100 applications this year, from which (also a record) 75 candidates were approved for the final ballot. Almost all rejected candidates did not submit their identification documents.
Eligible voters cast 36,984 votes, meaning that we have 15% increase since the last year’s election. We have also noticed a 3% turnout increase since last year and it’s a nice trend that we hope to keep for the next election as well.
The average age of users who have voted was 34 years, and the average age of an account was 3.8 years, a 0.2 year increase from the last election. 96.31% of voters are male and 3.69% are female.
Age in days
Comparing to the last year’s election we saw two spikes on the first and last two days of the election.
(click to enlarge)
Despite a higher turnout, we noticed a drop in the amount of votes from our localized communities, which we consider a result of a lack of CSM delegates from said communities for the past few years and thus a drop in interest.
We are hoping to make the information about CSM more accessible to our localized communities.
(click to enlarge)
As usual, raw data is available for downloading.
On behalf of CCP I would like to thank the delegates of CSM9 for their hard work over the last term and congratulate the newly elected delegates of CSM10 on their new roles.
We would also like to thank everyone who participated in voting this year. Please feel free to contact us if you have any suggestions or feedback about the Council.
No doubt some of you are still recovering from the festivities of Fanfest 2015, I know for sure that I am!
With this year’s Party At The Top Of The World upon us and Fanfest drawing to a close, we must now look to the future and the many more years of glorious internet spaceships shenanigans ahead of us. With this in mind, CCP Curtis has once again retired to his secret volcano lair beneath the frozen wastes of Iceland to begin plotting an even bigger, better and badder Fanfest for 2016 from April 21st to 23rd.
As has just been announced at the Fanfest 2015 closing ceremony, tickets for Fanfest 2016 are now on sale!
You can pick them up by visiting our Eventbrite site here!
“Eventbrite???!?” I hear you say?
We’ve been trying out Eventbrite for some of our gatherings and events in the past (including EVE Vegas and EVE Paris) and we’d like to switch to using this service as our ticketing portal for all events going forward, given how well it’s been working so far.
The in-house ticketing system that we’ve used for Fanfest in previous years is not as robust as we’d like it to be, and by using Eventbrite going forward we free up the manpower of having to maintain an old system so that our web developers can spend their time more productively to bring more functional tools and webpages to you all.
The use of Eventbrite also gives us a more fluid toolset to work with, including real time tracking of ticket sales and the ability to be more responsive with the community when dealing with ticket sales, including being able to directly message all ticket buyers based on a whole host of filters, as well as offering solid mobile support for ticket sales.
What about buying tickets for PLEX?
Maintaining a dual ticketing system like we did for EVE Vegas and previous Fanfests is costly and complex, especially when we consider that only 3.5% of the ticket sales for Fanfest 2015 and 5.9% of the ticket sales for EVE Vegas 2014 were purchased with PLEX.
As such, we won’t be supporting dual ticketing going forward via Eventbrite.
We will however be announcing a special PLEX ticket sale for EVE Fanfest 2016 that will allow those who want to use PLEX as payment method a chance purchase ticket for PLEX for a limited time. There’ll be more details to come on the Fanfest 2016 ticket sales for PLEX in a future Devblog, and we’ll be sure to message as widely as possible so that players don’t miss out on the opportunity to purchase for PLEX.
Keep your eyes peeled and riveted to the Devblogs feed for more information.
Onward, to EVE Vegas 2015!
The dates have been announced at the Fanfest 2015 Closing Ceremony and tickets are now on sale! You can click the banner above to go directly to the EVE Vegas website, learn more, and pick up your tickets.
Staged at the Planet Hollywood Resort & Casino and packed with player and developer presentations, this is an EVE themed party like no other that you don’t want to miss out on!
Last year EVE Vegas was sold out for the first time. We are preparing for an even bigger event this year, with this celebration right on the Las Vegas Strip set to be the largest event that CCP has hosted in North America. Ticket sales are now open via Eventbrite, and you can pick them up from the EVE Vegas website.
Grab your tickets for Fanfest 2016 today, and make sure that you’re here to celebrate all things New Eden with us at next year’s event.
o7, pilots… see you on the flip side! (hopefully!)
Before we go into the new system, we would like to spend a little bit of our time explaining how current structures work for the non-initiated.
There are currently five different types of structures available in the game, each with a unique purpose, which we shall quickly review now.
Our exploratory work highlighted many pain points in the existing structures design. Since they have been progressively added one after another over a long period of time (the first Starbase structures were added during the Exodus expansion in 2004), they show disparate behaviors in their functions, use, attack and management options.
Our first deliverable was as such to come up with a list of high-end goals that any new structure system should aspire towards. Those became:
With all the goals above in mind, we set out on our prototyping search and came up with different ideas. We quickly looked for comparison points regarding existing gameplay and what players like the most in our game: ship control and fitting.
Before we move forward, we would like to make it clear the changes listed below are ideas and highly theoretical. Those are not set in stone or fixed, we are telling our plans to you, our players, months in advance to initiate feedback and spark interest. Also please remember that concept art is just that, concept.
We are also not going to remove existing structures instantly without a transition plan. There is a detailed example of this particular point further down this blog.
With that in mind, we would like to introduce the following.
Instead of forcing players to anchor multiple individual structures to provide basic functions, we are taking a different approach by making structures fittable, just like ships, with all the repercussions this implies. This means we can get rid of the Control Towers and greatly reduce anchoring complexity. Please note such modules will be in a different category from the ones used on ships to avoid design issues that would overcomplicate balancing as a whole.
We are striving towards making our largest new structures as imposing and as visually rewarding as possible to reflect on the massive effort required to deploy them. Below you can see an approximation between our current structures and the new size system, which will again be very logical with what we used for ships (structure hulls may be small, medium, large or extra-large).
Current structure sizes:
While most modules can be fitted in any of the new structures, if they fit powergrid, CPU, calibration or size restrictions, we want to incentivize further specialization in roles, like we currently do with ships. To that end, we are going to release various structure lines, each focusing in a specific area and provide various bonuses to that purpose.
For instance, the new equivalent to Research Laboratories could manufacture or reprocess items if fitted accordingly, but may not be able to do so as effectively as the new version of our Manufacturing or Reprocessing Arrays. The new roles currently being discussed are:
Mainly dedicated to production and item assembly.
Related to any kind of science profession or functionality.
Heavily focused toward trade and serve as the primary home for social groups. More on that further below.
Focused on resource harvesting as a whole.
Dedicated to intelligence gathering.
Structures specialized toward movement in general.
Structures affecting solar system control and ownership as a whole.
Structures mainly aimed toward propaganda spreading.
We want to significantly unify and improve structure acquisition as a whole. As such they will involve:
Proper housing of player items and ships is a critical must-have if we wish those structures to be used over NPC stations. As such, we have different ideas up our sleeves to make that happen.
First, docking will still be available for the largest structures, as long as you have rights and your ship isn’t too big for this kind of purpose (we are looking at you, Supercarriers and Titans).
For the smallest structures, or if your e-peen is too large for docking, mooring will be preferred option. Replacing forcefield mechanics, this will make your ship invulnerable and not being able to be bumped as long as you are within a specific radius of the structure. Of course, when that is the case you will not be able to interact with the outside world either. The idea for the mooring capabilitis are that they are configurable and have a finite limit, so multiple structures will be required to house particularly large fleets.
This is again a hot topic that needs to be addressed. We are currently discussing the following options:
Proper management is a priority as well, and we have given some thought on improving corporation assets and how to interact with them.
It is obvious such changes will not come in one release, nor that we are going to alter or remove existing structures without prior and sufficient warning.
As such our plan is to:
We hope reading about those plans made you as excited as we were coming up with them. Please remember everything mentioned is highly subject to change based on feedback, time, and implementation methods.
Our goal is to release the first set of new structures sometime within 2015 and we look forward to opening up gameplay possibilities and inspiring new emergent behaviors from our player base.]]>
Greetings new capsuleers!
So, we’ve got some big news when it comes to inviting new players into the game: as of 18 March 2015 users with an EVE Online trial account can now use use our Buddy Invite system.
In short, this allows you to send an invitation to your friends to join you in trying out EVE Online, and if any of them decide to become EVE Online subscribers, CCP will reward you with 30 days of game time! This means that your account will be upgraded to full status and all trial restrictions removed – and thus you’ll be able to experience all that EVE Online has to offer.
Using our Buddy Invites couldn’t be simpler: we’ll give you a link you can post to social media or send to friends however you want, and you have the option to use our email system so that buddies are mailed the link directly to their inbox (with a personal message from you – no spam, promise!).
This has come out of an effort to enable EVE newcomers to share their early experiences with friends, thus allowing you to learn the game together at your own pace. We hope that with a 30 day trial and the ability to easily invite friends, you will be afforded plenty of time to feel out New Eden with your buddies, find the kind of activities you enjoy doing together, and even join a corporation that suits you.
Try out the Buddy Invites now!
Some specifics about the Buddy Invites for trial users:
The Fanfest 2015 HD Stream is FREE this year! Three packed days of presentations, unveiled mysteries, interviews and nail-biting PVP action.
But that probably raises the question; what about the Fanfest goodies? For the last few years we’ve sold the HD stream separately and bundled it with the Fanfest digital items. This has been a popular tradition for many who can’t attend in person, who like to collect nice things or perhaps want to show their support for Fanfest. This year the Fanfest digital items include not one but THREE ship skins and we want to make all three of them available in alternative ways for those unable to cross the Atlantic Ocean to attend the greatest party ever held on a glacial rock.
To get your hands on these beautiful commemorative ship skins you can head on over to Account Management at right now, and choose from one of the game time bundles at the standard multi-month discounts.
Some practical information:
See you at Fanfest or on the stream!]]>
Last year, CCP and Dark Horse Comics released a book called EVE Source. With illustrations and detailed descriptions of the lore of the EVE Universe, its success exceeded everyone’s expectations. EVE fans were happy. Dark Horse was happy. Logistics companies were happy. Paper mills were happy. Trees and octopi were not happy.
Yet while happy, the EVE fans were not content. Au contraire! They wanted more. “Moar hawt picz” as someone put it. Luckily, an even bigger endeavor was in the works:
CCP and Dark Horse Comics are proud to announce the release of EVE Universe: The Art of New Eden. A massive compendium of concept art, covering the origins of EVE Online to the sprawling universe, now manifested between in EVE, DUST 514 and (Soon™) EVE: Valkyrie. At 192 pages and roughly a thousand images, this book tells, by definition, close to a million words ( if each picture tells a thousand words, that is to say ).
Wealth of Unseen Art
This book contains a plethora of unseen material, along with some classics. We discovered that much of the original concept art from EVE was sitting in dark, musky drawers, deep in the bowels of the art department. Those were rescued, scanned and filed. For digital art, servers and backups were scoured. Every nook and cranny of the internal CCP network was crawled in a relentless art preservation and data gathering effort that would have made national museums and intelligence agencies proud. The art must be unearthed.
Dead End Thrills Screenshots
We have long been fans of Duncan Harris’ website Dead End Thrills. Duncan takes screenshots from popular games, often providing a novel perspective on worlds that we think we knew already. He has done so for EVE, with great success. We reached out to him and commissioned several new EVE screenshots especially for this book, and he graciously allowed us to reprint several others he had already made and shared with the public
Ground warfare illustrated
As well as containing hundreds of EVE Online concept images, this book contains a lot of previously unseen images from the surface of New Eden’s war-torn planets, illustrating the different terrestrial landscapes and installations, some of which are theatres of war for DUST battles.
What is behind The Door? Well, even though you can’t open it in EVE Online, you can still see what station interiors look like in the minds of our artists.
Rides of the Valkyries
We were able to secure work in progress concept art from CCP’s upcoming VR dogfighting shooter EVE: Valkyrie, fresh from our development team in sunny Newcastle. Valkyrie adds yet another dimension to New Eden, the world's largest living work of science fiction, and we are excited to share glimpses of it with you.
The Standard Hardcover and Kindle Edition – Open for Pre-orders
This book will be released in three different editions. First, there’s the hardcover. This is the book that you would find on Amazon.com or at Barnes & Noble or Forbidden Planet. It’s beautifully printed, solid and affordable, at $39.99 (and even lower at some places). There’s also an e-book edition, available at various online retailers.
The Uber-Limited edition
Now this Limited Edition is quite something. It comes in 2001 units, which is not a lot. EVE: Source’s Limited Edition came out in 1400 units and sold out in less than 7 hours and it didn’t have as many pretty pictures as this one. Come to think of it, we should have done more than 2001 units. But then it wouldn’t have been limited. Ah, the dilemmas of our age!
Check it out:
Bound in white, non-animal-suffering-faux-leather, it comes in a custom sleeve and is loaded with beautiful lithographs. The lithos are signed if you are one of the lucky first 1000 who makes an order. It also contains an anodized aluminum commemorative plaque featuring our home away from home, Jita 4-4. The plaque has a code that redeems for special in-game items to wear, in the same theme as the book itself. And it’s nice. It comes in a solid white protective case . It also is exactly the same size as the EVE: Source limited edition, so if you have that one, this one fits right in next to it!
We added a redeemable code to the limited edtion, that will give you these shiny clothes, to slip into as you flip through the pages.
On sale March 20th at 15:00 GMT
The Limited Edition will go on sale Friday 20 March at 15:00 GMT/11am ET/8am PT. You cannot pre-order it. You have to make the order once it goes live. But take heed. It will sell out. This is not us just saying that. We realize it will sell out and after that, there will be no way to get one online.
Out of the 2001 copies, CCP staff actually got primae rights, so 110 have been purchased already by spaceship-loving CCPers. Another 150 went to Dark Horse Comics and will be sold at their booth at conventions and events such as San Diego Comic-Con in July. A final 150 units went to IKON publishing in Australia, who will be making them available there. That leaves 1591 books available to order.
To keep shipping costs down, we split the stack in two and are shipping half out of the US and half out of Europe. Rest of world countries will received theirs from the US. So we have 795 units in the USA and 795 in Europe.
We have created a custom page for ordering this edition.
You can check it out, but no orders can be made before March 20th at 15:00 GMT.
Thank you for reading!
We are very excited to hear what you think about this book, and having the opportunity to share it with you.
Torfi Frans Olafsson
Creative Director, EVE IP develoment
Fanfest 2015 is taking place in Reykjavik, Iceland next week (19-21 March) and I am here to give you a comprehensive overview of everything that’s going down in the land of ice, fire and spaceships!
For the 11th year in a row, EVE enthusiasts from all over the world make their way to take part in this celebration of the EVE Universe and everyone involved in it. Fanfest will again take place in the space’esque Harpa Conference Center and it will be three days packed full of presentations, roundtables and various other activities to enjoy and partake in. This year is looking to be the second biggest Fanfest yet (damn you Second Decade Fanfest!) when it comes to attendee numbers, with over 1,100 friends and rivals attending.
This year Fanfest coincides with a solar eclipse which is taking place on Friday morning. Unless you live in the Faroe Islands, Iceland is one of the best places in the world to witness this rare event of the moon obstructing the sun. The next solar eclipse visible in Europe will only be in the year 2026! We encourage all attendees to come outside Harpa Friday morning to see the eclipse starting at 8:30, being the strongest around 9:30 and finishing at 10:30. We will provide you glasses in your goodie bags to protect your optical implants and we hope to see you there.
You can find the session schedule for this year’s Fanfest here. This year we also have a comprehensive app which you can use to see the schedule, read session descriptions, view maps and places of interest, as well as the option to rate sessions and more. You can get it by downloading the Guidebook app and entering the redemption code “evefanfest2015”. Guidebook is available for iOS and Android devices. All in all we have nearly 100 sessions taking place this year, so if you are attending you have plenty to choose from and the app will help you decide and plan your days.
This year we are taking a slightly different approach with the Keynotes. We kick things off immediately at noon on Thursday with the opening keynote ‘Welcome to Fanfest and the Future of VR at CCP’. This Keynote will give an overview of what has happened since last year, how this year’s Fanfest looks and what kind of a future Virtual Reality has at CCP, including the latest on EVE: Valkyrie.
The EVE Online Keynote will follow at 5pm on Thursday and it will cover all EVE Online related topics including a bit of a recap, upcoming features, future vision and the CSM election results. Having the keynote earlier than previous years will hopefully reduce the amount of times a dev tells you that you have to wait till the Keynote to be able to talk about something.
To wrap things up we have a Closing Ceremony at 5pm on Saturday where recap this year’s Fanfest and look forward to what EVE fans can expect next year.
There is a good variety of EVE Online presentations happening this year and there is something for everyone. The effort of Making EVE Real continues this year with a presentation by super smart scientist David Grinspoon where he talks about Creating Planetary Civilizations. A session you should not miss! This is followed by a panel of four scientists who are ready to answer your questions of how close we are to making EVE real.
There are design-related sessions like ‘Game Design Panel’, ‘Ship and Module Balance’, ‘Future Vision of Structures’ and ‘Using Science to Help Newbros’. For those interested in the beautiful arts of EVE there is the traditional ‘Concept Art Session’ with a slightly different focus this year, a panel to drill the creative brains of our artist team, as well as an in depth look at the rendering in EVE in ‘The Future of Spaceship Rendering’. If you are more interest in the code behind the magic of New Eden you should check out ‘Survival Guide to Legacy Code’, ‘Behaving Like a Boss with AI’ and ‘Rewriting Old Dogma’. These are just some of the many sessions over the three days, make sure to check the schedule to see what sounds the best to you.
Nearly all these sessions have a roundtable to go with them, giving you the chance to have a dialogue with the developers on the various topics. The roundtable schedule is packed with nearly 50 sessions over the three days and we are looking forward to your thoughts on all subjects.
This year we are putting more emphasis on player hosted presentations. Last year we had a few player made presentations and their quality was great. This year we have a dozen presentations hosted by players on various topics. Many of these sessions are 20minutes in length, giving everyone a chance to hear about even more topics over Fanfest. Be sure to check out what your fellow players have been up to and what they have learned over the years when it comes to all aspect of EVE Online.
At Fanfest we will be giving you all the latest updates on what is going on with EVE: Valkyrie. The keynote will give an overview of where things are at and it is followed by a panel where you have a chance to talk many of the developers of Valkyrie.
Over the three days there are roundtables on various aspects of EVE: Valkyrie, like Art, Engineering and VR. In these sessions you can drill the brains of the developers to get their insights on how it is to work on a pioneering project like this.
Not only will you be able to go hands on with the latest version of EVE: Valkyrie throughout Fanfest, we will also be hosting a tournament to determine who are the deadliest Valkyries on the planet. This tournament is taking place on Saturday and the whole show will be streamed on a separate channel from rest of the Fanfest, giving those at home a chance to feast your eyes on some dog fighting VR carnage! Commentators will be running everyone through what is happening in the finals and naturally there are prizes for the winners. Although wouldn’t you say being the winner of the first ever EVE: Valkyrie tournament is something to brag to your friends already? Tune in at 14:00 on Saturday to see the whole tournament!
At the venue
Throughout Fanfest there will be numerous things happening at the venue.
What’s happening besides all the presentations and roundtables?
Prior to Fanfest
This year you will be able to pre-register to get your passes ahead of time. Monday and Tuesday, 1pm-6pm, you can go to the Center Hotel Plaza and on Wednesday, 9am-5pm, you can go to the Harpa for your passes. Registration on Thursday begins at 9am, but to avoid queues we recommned pre-registering if possible.
If you want to catch some of the great sights of Iceland, the Golden Circle with a Dev is the thing for you. This 7 hour tour on Wednesday goes through some impressive nature and you will be able to enjoy it with fellow capsuleers and developers.
To bring a bit of balance to Fanfest, there are also a few sporty events taking place, which are not part of the official Fanfest program. On Tuesday 8pm there is a football match taking place between the devs and our players. Who has the most stamina and the best team play? You can find out more in this blog and if you want to come spectate there will be a bus from the CCP office at 7pm on Tuesday. Seats are limited and you can sign up here. If Skiing is more your style, a group of devs and players are heading off to Bláfjöll for an afternoon of skiing on Wednesday. You can find out more on this forum thread.
This year the Charity Dinner with CEO and Devs will have a slightly different format to give it a more personal touch. We are taking it a bit closer to home and attendees will be able to join a host of developers at the CCP Headquarters’ for a memorable evening. Things kick off with pre-drinks at the HQ and the dinner will be downstairs at the Maritime Museum. There are still a few tickets left so be sure to check it out for a special evening.
If you are coming to Fanfest and you are not quite as keen to spend hours discussing the finer details of ship fitting as your friend or spouse is, the Sisters of EVE tour is what you need. This full day tour of the beautiful sights of Iceland puts you into wicked super jeeps, giving you the best possible experience of sightseeing.
On Friday afternoon there will be an EVE Online Tournament of epic proportions. In the Worlds Collide event the best teams from Tranquility and Serenity will go head to head to determine which server deserves the crown of 'the best internet spaceship captains'. Not only is there pride and glory at stake, if your server wins and you are subscribed at the time, you will receive an exclusive ship that will never be given to the other server. For more details of the event head over to here and you can find more information on the teams here . Be sure to support your server on the EVE TV Stream or on site in the main hall at the venue.
Now there’s a name every Fanfest attendee is very familiar with. If however you haven’t heard of it before, it is an epic night where capsuleers and developers take over downtown Reykjavik. Divided into strike groups, the massive fleet descends into the many pubs of Reykjavik to have a blast, enjoy beverages and share war stories of all sorts. After swarming through several mission locations, all groups will end up at Idno for the final stage of the siege of Reykjavik. This event is not something you want to miss!
Pub Crawl Fleet Form-up
Pub Crawl FC distributing "special" ammo
Fleet Formation Holding!
After a final day of activities it is time for the Party at the Top of World! All Fanfest attendees have access to this party to celebrate all things EVE. This year the party will be exclusively for Fanfest attendees, unlike previous years when the public was able to purchase tickets to it as well. This means that everyone there will be a VIP and you don’t have to worry about someone not catching that cool EVE reference you just came up with during the party. This year’s acts include Melrakkar, an Icelandic super group who cover Metallica songs, DJ Apfelblut vs DJ Ívar Pétur and Permaband is rumored to make an appearance as well!
It wouldn’t be a complete event if you didn’t take the time on Sunday morning to go to the Blue Lagoon Hangover Party There is nothing like soaking in the blue warm waters of the Blue Lagoon in order to repair all that structure damage from the battles in the days prior. Perfect way to end your Fanfest experience and relax those muscles for the flight home.
Is there more?
There’s plenty more cool stuff and here’s some of the highlights!
Have you ever thought about what it is like to be a capsuleer and relax at the local joint after a day full of podding your enemies? If so you are in luck as this year we partnered up with our friends at the Gæðingur brewery and they have brewed us four awesome EVE Online beers! I present to you the Brew Eden Collection:
These four awesome brews will be available in limited quantities at Micro Bar, Skúli Craft Bar, the end party of the pub crawl and at the Charity Dinner. I personally can’t wait to share a Rust Rinse with you guys while debating the bigger questions of life (or just chilling and talking nonsense)!
Every year at Fanfest some attendees put in the extra effort and dress up properly and that is awesome. There has been some great EVE Cosplay over the years and this time we really want to encourage you to show up in your EVE outfits. There is an EVE Cosplay competition and we will have daily prizes for the best cosplayers and you can find more information in this blog.
As always, EVE TV will be streaming every day at Fanfest. As we announced in the o7 show, the HD stream will be free this year for everyone to enjoy Fanfest in glorious high definition. They will cover all key presentations, interview both players and devs and in general catch the Fanfest vibes. A blog detailing the EVE TV Broadcast will be out soon. You can see the schedule for the Fanfest stream on our twitch channel here!
Previous years those at home were able to get the Fanfest specific ships by buying the HD Stream, but as that is now free, we are offering the Quafe ships as part of various game time purchase options.. We will be sharing more information on this very soon!
See you next week!
Fanfest kicks off in just a few days and everyone at CCP is excited to welcome you to Reykjavik once again for an epic week of comradery. As with many of you, Fanfest is the highlight of the year for us, giving us the chance to show us all the stuff we have been working on, discuss everything, get your feedback and just hang with amazing players! Don’t ever hesitate to come up to a dev at any point during Fanfest just to say hi if nothing else. We are there for you as much as you are here for us and each other.
The weather in Iceland has been very snowy and windy, so make sure you pack some warmer clothes and check for any potential delays with your flights before you leave.
See you soon!
Worlds Collide at Fanfest 2015. Champions from both Tranquility and Serenity arrive on the scene and take up honorable, albeit rule-bound, spaceship combat that can only end with one victorious team. That victorious team will win reputation, bragging rights, physical prizes from Razer, and a special ship for their whole server: the Victorieux Luxury Yacht will be given to every player with an active subscribtion to the game at the time of the event. With the event imminent, we decided to have a bit of a chat with the two teams that will be fighting it out live on stage at Fanfest for the glory of their server.
The City of Angels team representing Serenity at Worlds Collide is comprised of Stepnick (the team captain), Bitter, Tanis, Jed and ASK.
CCP: So what has been one of the biggest successes for City of Angels in EVE so far?
COA: We consider our biggest success so far to have been our transformation from our origin as a roaming pirate alliance to that of a sovereignity holding empire in Null sec, holding Providence and Catch. We’ve also been able to maintain the growth of our alliance. It’s not easy to break into a territory holding group, and we’re really proud of that achievement.
CCP: What has been the greatest upset for City of Angels?
COA: Our greatest upset would have to be the battle in 49-U6U in March 2014. Our coalition (ROCOA/FDK) lost a large number of super capital ships including titans. We lost a lot, but we’re not out yet.
CCP: So focusing on the team, who would you call your wild card?
COA: We’re all pretty consistent. If we had to name a “wild card”, it would be Jed. He’s one of COA’s combat squad commanders. His perspective on the game is a little different from most people, and he can pull out amazing maneuvers with his ships at times. It really makes a difference at crucial moments for us.
CCP: How much time do you estimate will go into practicing for Worlds Collide?
COA: We’ve been preparing for this event for the past 2 months. There’s a lot of effort that goes into theory crafting ship fittings and then practicing with those ships. It really is a lot of effort.
CCP: So when you’re in the zone and you’re ready to go, what are your fighting words?
COA: Here we come and none shall stand.
CCP: So tell us a bit more about yourselves
Stepnick: I’m 26 years old and I work as a HR manager in Beijing. I’ve been playing EVE for nearly 9 years.
Bitter: I’m 28 years old and I work as a data analyst. I first started playing EVE around Red Moon Rising about 7 years ago.
Tanis: I’m 31 years old and I’m a director in the informationization department for an electric company. I’ve been playing EVE since Serenity was in closed beta.
Jed: I’m 29 years old, and I’ve been playing EVE for 9 years, all the way from university life and beyond.
ASK: I’m a 23 year old university student, interning at a bank. I haven’t been playing EVE for quite as long as the others on the team, only since I started studying at university a few years ago.
CCP: How has your EVE career been so far?
Bitter: Previously I was part of D3 until their defeat in 1V-LI2, at which point I branched out solo and roamed the constellations. Some friends introduced me to MLGB, which was one of the forerunners to GOW and COA.
Tanis: I’ve been in either one of the predecessor groups of COA or in COA my entire EVE career. Always found my calling in PvP.
Jed: I was previously a part of Jupiter Alliance, but after it collapsed I followed some of my old corporation members to COA. I specialize more in covert ops and I’ve got a group of 20-30 pilots that I lead.
ASK: I originally started playing EVE after seeing some cool screenshots from the game. The person that posted them was in COA, so I followed them to it. I’ve been here ever since.
Stepnick: I’ve previously been a chief scout for MLGB, Squad commander for Gear of War and Axis Alliance, Battle Commander for COA and South United and a Fleet Commander for The Coalition of South and North. I was also the commander for GOD of War when they helped found COA.
CCP: What’s your favorite ship?
Tanis: Vindicator is my favorite because it bring so much raw power to a fight. That power brings Sovereignty.
Jed: My favorite ship is the Cynabal. It’s fast, powerful, has lots of utility, all at a reasonable price.
ASK: Machariel and Augoror Navy Issue are my favorites. The Machariel brings unmatched speed with its firepower, while the ANI is a moving fortress, with an amazing tank for it’s size.
Bitter: I really like the Nyx. It’s model and symmetrical design is great.
CCP: Do you have any pets?
Bitter: Not at the moment, but I like the idea of getting a Samoyed
Tanis: I don’t have a pet right now, but if I got one I think I would get a dog
ASK: Nothing right now, but I’m considering getting a poodle.
The Camel Empire is representing Tranquility at Worlds Collide and is comprised of Niart Gunn (team captain), WaTeR Ubersnol, Sturm Gewehr, F4bske, and Eshnala.
CCP: So what has been one of the biggest successes for The Camel Empire
Camel: Definitely winning Alliance Tournament XII and becoming one of the best small-scale PvP alliances in EVE
CCP: What is one of the biggest challenges you’ve had?
Camel: Not being relevant enough to hold any sovereignty anywhere.
CCP: Who is the team’s wild card?
Camel: There are no wild cards on The Camel Empire. We’re a Full-House.
CCP: How much time do you estimate will go into practicing for this event?
Camel: If you took all the time and energy we put into practice, you could probably buy and maintain a rather large yacht. Maybe even one that has a helicopter.
CCP: So when you’re in the zone and you’re ready to go, what are your fighting words?
Camel: There’s only one right answer to that question: AAAAAAAAAHHHHHHHHHHH!
CCP: So tell us a bit more about yourselves
WaTeR Ubersnol: I’m a 30 year old Team Leader in The Netherlands.
F4bske: I’m 23 years old, and I work as an IT apprentice in Germany.
Eshnala: I’m 28 years old and I’m from Germany. I’m currently living in France where I’m working on my Diploma-thesis in Automotive Engineering
Niart Gunn: I’m 25 years old, and I’m doing my Masters in Film Studies in Switzerland.
Sturm Gewehr: I’m 25 years old, and I’m from California, USA.
CCP: How has your EVE career been so far?
F4bske: I started playing in 2009, where I was in Nullsec after just a week. I stayed with that first group of friends for a long time, moving from 0.0 to highsec, wormholes, all over. I got into PvP after watching “Burning EVE 4” by DHB Wildcat, with the end result for me being the loss of a badly fit Bhaalgorn. I moved onto “No Mercy.”, followed by Matari Exodus, who are an awesome bunch of people who taught me a lot. I moved on from them to join Hydra Reloaded, as I wanted a chance to play in the Alliance Tournament. We came 2nd that year. As Hydra went a bit inactive I joined a friend’s corporation, Mining Industry Exile Foundation which later in turn joined with TURN LEFT to form The Camel Empire.
Eshnala: I started playing in 2009. After some highsec dwelling and brief stint in Providence during the –A-/CVA war in 2010, I decided to focus on small scale PvP. I’ve been in Cry Havoc, Rote Kapelle and Ninja Unicorns, doing just about everything there is to do in PvP. I decided to form TURN LEFT with some friends in 2011 to focus more on small gang PvP.
Sturm Gewehr: I started out in EVE University, where I first got a taste for PvP. I remember one of my first PvP experiences where I used a remote sensor booster (thinking it was a local) when I had a hostile smartbombing battleship targeted. My Thrasher very quickly got Concordokkened for that. After that I flew and held sov with KIA before taking a bit of a break. On my return, I joined Rote Kapelle with my brother. He flew in Alliance Tournament VIII against Hydra Reloaded, and me sitting next to him during that match was how I discovered my passion for PvP. I eventually got to fly in Alliance Tournament X with Rote Kapelle where we beat Pandemic Legion while 7 points down before losing to Verge of Collapse. After taking another break, I came back after hearing about some former teammates from Rote and “Exodus.” were forming a new Alliance Tournament team. So I joined The Camel Empire, and we won Alliance Tournament XII!
Niart Gunn: My brother originally got me into the game back in 2006, but I’ve only seriously played since 2011. I joined Ninja Unicorns with Huge Horns, grinding Level 5 missions and roaming around for PvP. Eventually I left with a bunch of my corporation members to form TURN LEFT, where we later moved into a more nomadic lifestyle and using wormholes to get around easily.
WaTeR Ubersnol: I’ve been playing for about 5 years, and was part of the group that originally founded TURN LEFT and The Camel Empire. My work in game mostly consists of being a small gang Fleet Commander and organizing roams for everyone. I just wish there were more people willing to put up a good fight so we could roam more!
CCP: So what’s your favorite ship?
Niart Gunn: The Moracha, the Cruiser reward from Alliance Tournament XI. It’s the wonderful bastard child of a Rapier and a Cynabal. And yes, I own one! As far as non-unique ships go, it would have to be the Keres, the golden little ship that doesn’t let you lock or warp. It’s amazing in small skirmishing gangs.
Sturm Gewehr: I find it hard to pick a single favorite ship in EVE. Generally I enjoy hulls with mobility and good damage projection, but in the end I just enjoy variety. In a tournament, I enjoy flying Battleship and Command Ship hulls the most. The micromanagement of all the modules is really challenging and I enjoy that.
Eshnala: Tough Question. I think the Machariel is up there; it looks amazing, and it’s a huge ship. It’s great in some skirmish fights and is excellent at bumping and killing capital ships. A ship I do miss from the past is the old nano-Drake. It’s got a great engagement envelope and was perfect for fooling the enemy into thinking “It’s just a Drake, what could go wrong?” Such nostalgia reminds me of the early days of TURN LEFT.
F4bske: My favorite ship is an Orthrus with a 100MN Afterburner fitted. That combination offers a lot of outplay potential as its faster than everything that is stronger than it is.
WaTeR Ubersnol: I don’t really have a ship I favor over others, as there are a lot of ships that are very usable these days. If I had to pick one, it would be the Confessor. I’ve been having a real blast with it since it was released recently.
CCP: Do you have any pets?
F4bske: I have a cat named Figo, but my favorite is a flounder since it looks like a Barghest.
Eshnala: I have a cat named Charlie, and she’s awesome.
Sturm Gewehr: My “pet” is my roommate’s demon spawn flame tip Siamese that likes to destroy all my stuff. It’s lucky that it’s just too adorable to be made into a rug.
WaTeR Ubersnol: My pet is awesome. He even plays EVE! Besides the German accent, it’s the most sweet, tender and loveable pet you could wish for. I recommend that everyone gets one.
Niart Gunn: I don’t have any pets anymore, but I grew up with a cat that made it to my 21st birthday. She had been with me as long as I could remember. The day she died was one of the saddest days of my life. I’d love to have another cat or two in the future though.
Thanks go to the players on both teams for taking time out of their busy training schedules and answering our questions. The setups for each team have been published so go check them out here. Remember that the team that wins secures an Victorieux Luxury Yacht for all players on that server that are subscribed at the time of the event, so pick a team to favor and cheer them on to victory! When Worlds Collide this Fanfest we will all come away from it changed!
On behalf of the Tournament Team
- CCP Gargant]]>