Good day spaceship people. We have been actively working on a massive upgrade to the EVE in-space camera over the last few months. We initially released it to our public test server, Singularity in November and then moved it to opt-in beta on Tranquility last December, enabling us to collect a lot of great feedback. We’ve gathered a lot of data and made a lot of changes, fixes and improvements.
It is now time to take the next step, which is to turn the new camera on by default on TQ. Since changes to fundamental parts of core gameplay systems can be delicate, we’ve decided to keep the option of reverting to the old camera for about 1 month as of now. If, for whatever reason you feel it necessary revert, please us the forums to let us know why so that we’re able to squash any remaining issues before we pull the final plug on the old camera’s dwindling life support.
The initial driver for this substantial chunk of work was the identified need for a tactical camera that wasn’t necessarily attached to a space entity all the time—in preparation of the Capital rework and more coming in the EVE Online: Citadel Expansion. When we started digging into the code, we quickly realized that the old camera wouldn’t be a suitable foundation. During that digging we also found this:
/************************************************************************************* EveCamera.h Author: Hilmar Veigar Pétursson Created: November 2000 OS: Win32 Project: Trinity Description: See EVECAMERA_Description Dependencies: Blue, DirectX 9.0 (c) CCP 2000 **************************************************************************************/
I want to make it totally clear that my uncharacteristically careful phrase selection of “not suitable” to describe the old camera code is in NO WAY linked to the fact that it was originally written by our glorious, all-loving, all-knowing, dear CEO (that should be enough to keep my job).
Jokes aside, requirements and standards have changed quite a bit in the last 16 years, so even though the old camera did its job just fine when created and has had its share of fixes and improvements throughout the years, it was well overdue for a rewrite. What we have now is a system where multiple, special purposed cameras can happily live side by side to give you the best view possible of New Eden. As a result, we now have three different in-space cameras instead of the one before:
The video description contains time stamps to the various sections and features described below.
The Orbit camera (ALT+2) is active by default when you first enter the game and is fixed on orbiting around an object in space. You can switch to a new object by performing the “Look At” command on that object. This camera is designed to give the player a somewhat cinematic feeling and try to emphasize things like scale and speed while behaving pretty similar to the old camera in other regards.
The Tactical camera (ALT+1) is designed to be purely practical and works in a similar manner to Real Time Strategy cameras by allowing panning. Objects can be attached to by performing the “Look At” command, and detached from by panning away with the right mouse button. In this mode, we don’t have any of the cinematic effects of the orbit camera present.
The First Person camera (ALT+3) is probably the least practical (at least for now), yet most jaw dropping of the three. It is highly recommended that you try it out with the not-so-long-ago-introduced manual flight feature that is mapped to the keyboard arrow keys by default.
Marquee select is simply the act of drawing a box on the screen using the mouse to select one or more things. It can now be triggered by holding down any of the combat command shortcuts (ALT for “Look At” or C for “Track”, etc.) and dragging with the left mouse button over the 3d scene. On releasing the mouse button, the selected command will be performed on the selected entity or entities. Even though this new feature is not strictly tied to the new camera modes, it ended up in this package as it allows you to apply camera commands such as “Look At” and “Track” within the 3d scene, hassle free, as opposed to relying on the overview or right-click menus. “Look at” is now implemented to work nicely even when you select multiple entities at once, essentially allowing you to drill down into large clusters of ships step by step.
The nice side effect is that marquee selection also works nicely with any other in-space command such as “Orbit”, “Approach” or “Warp”. One of the major reasons why it previously wasn’t practical to play the game relying mostly or only on the 3d scene was the near impossibility of picking those tiny brackets moving at lightning speeds. Marquee selection solves this problem quite elegantly as it’s much, much easier to draw a box around a handful of moving pixels than it is to click them. Oh, did I mention you can now use CTRL + Marquee to target multiple things at once? It’s pretty neat. We also added a new “Select” command to be used with marquee which is triggered by holding SHIFT.
To accompany the new camera modes, we’ve cleaned up the camera settings section in the System Menu (ESC). We’ve unified all camera related settings under the one “Display & Graphics / Camera Settings” section, added settings for “Camera speed”, “Invert Y-axis” as well as options to disable the new Orbit Camera “Ship Speed Offset” and “Dynamic Field of View” as we recognize that the more dynamic behavior simply isn’t for everyone.
For those of you that don’t agree with us that the old camera needed a bit of work can simply turn off those two options, crank the camera speed up a bit and stick with the Orbit Camera, making the experience pretty much identical to the old setup.
The fact that we’ve now finally unlocked the possibility of having special purposed cameras that we can easily switch between has already sparked a lot of very interesting ideas, so don’t be too surprised if you’ll see some more camera related improvements in the future. There are some crazy ideas flying around let me tell you!
While the new camera remains in opt-out Beta (which, again, will be for about a month) we’ll be extra focused on monitoring feedback and making changes/fixes accordingly, so please make sure to voice your opinions on the forum thread attached to this blog sooner than later.
Fanfest 2016, the annual pilgrimage of capsuleers, mercs and valkyries to the frozen lands of Iceland from across the globe is only three months away, and the clock is ticking as we count down to three solid days celebrating all things New Eden.
This year, we have a lot of content to present, including a look forward to what’s in store for EVE in the coming year, as well as some significant announcements and a lot more information on where things are heading in 2016 and beyond.
Fanfest 2016 comes after another fantastic year of spaceship violence in New Eden as we return to pushing large, content rich expansions to our pilots, along with rapid, frequent releases for smaller content additions, fixes and balancing.
After an amazing Fanfest 2015 that saw us push the focus of the event to a far more player oriented program, we’re looking to continue this year by keeping our players, all of you guys, at the heart of the action.
The Fanfest team is super stoked to bring you Fanfest 2016, and on a personal note, with this being my 10th Fanfest, something of a milestone, I hope it’s going to be the best one yet!
We want to get you all involved with Fanfest again this year, with a solid lineup of player presentations, events and content that our developer presentations, roundtables and keynotes can supplement.
As we explained when we shifted to a more community focused program last year, this doesn’t mean we’re reducing the amount of CCP content at Fanfest, it just means that we want Fanfest to give MOAR.
We’re looking for players who’re comfortable presenting in front of a Fanfest audience, and who have something interesting or fun to talk about. These players will of course need to be fine with committing to putting together a presentation, hosting a roundtable, or putting together an event at Fanfest 2016.
In terms of presentations, we’re looking at three styles. The first is a full 45 minute session, the second is a shorter 10-20 minute presentation, and the third is a fast, five minute lightning talk. We’re hoping to get together at least one hour long session of lightning talks that would see between five and ten players take to the stage this year, each for five to seven minutes.
Alongside the official CCP schedule and program for Fanfest, there are a lot of player run events that occur every year as part of the greater Fanfest experience. If you’re hosting a party, get together, karaoke night or any other event that you think players and devs alike would enjoy, you can feel free to get in touch with us and we may be able to assist in making sure that your event has more visibility to attract a larger audience. We also may be able to help you get in touch with various venues and partners in Reykjavik to make your event even better.
The only requirements for this type of assistance are that the event is open to everyone, and that you’re already planning in coming to EVE Fanfest and are looking to host an event during Fanfest as CCP will not be supplementing airfare or passes for these efforts.
Feel free to send us a mail and see if we can help you out!
If you’re interested in being a part of the Fanfest 2016 lineup, you can send an email to email@example.com with a subject containing the words “Players at Fanfest” somewhere.
You’ll need to include the following information:
We’re looking for any content that you think would be interesting and fun for EVE players to share in.
The deadline for submitting your proposal for a presentation or roundtable is February 29th, 2016. After this we’ll start locking down the schedule and will need a full commitment from you to be a part of the lineup.
For external events you can inform us as soon as you have something concrete, preferably by the end of March.
Right now, we’re not going to commit to a specific number of speaker slots or events as there’s always room for more high quality content from our players. Our goal is to build a Fanfest program with a balanced and interesting program for all attendees.
We’re also looking for feedback on Fanfest over the years. If you’ve been an attendee and you’ve felt like there’s something you’ve particularly enjoyed, disliked or felt was missing from Fanfest, then now is your time to speak up and let us know.
Leave us some comments in the comments thread for this Dev Blog and we’ll see what we can do to make Fanfest even more awesome.
You can also tweet at me if you want to suggest cool things for Fanfest, or have memories and great photos and videos to share.
Looking forward to seeing you all there!
Fanfest 2016 is only three months away and we’re planning one hell of a Saturday night party to wrap up your visit to Iceland.
There will be warm-up DJs to kick things off while we all saunter in from the cold and learn what tastes best from the bar.
Then the epic Viking rock gods of Skálmöld take the stage to set your goosebumps on fire! They were first introduced to the EVE community when we used their song “Árás” (assault) in a video for new launcher graphics:
They played an amazing set at Fanfest 2013 and we got great feedback from attendees so we wanted to invite them again. If you’ve never seen them in action before, their performances are airtight and their lyrics are so good…they’re almost worth learning Icelandic for.
To top off the evening, The Permaband, CCP’s in-house band, is going to take over the rest of the party with a bunch of their best friends and make sure the dancefloor gets roflstomped into the night. In the past we’ve come on stage to do a couple of our own songs but this time we’ll basically host a whole new party within a party if that makes sense (as if a party has to make sense, haha!) We’ll bring DJs, all the best music, surprise guests, live music of course and lots of crazy…all to help you create a ton of good memories to not tell your grandkids about <3
Book your ticket HERE, keep your eyes open for more upcoming news of Fanfest, and we’ll see you in Iceland in April!]]>
Would you like the chance to help build the world of tomorrow?
Your friends at Upwell would like to help make your dreams a reality.
This is a very exciting time to be a citizen of New Eden! The Upwell Consortium has completed the design phase of the Astrahus Citadel and is ready to construct prototypes to test run their staggering new technologies before releasing construction and control of them to the capsuleer market. To accelerate their plans of allowing the establishment of citadels across the cluster, Upwell is seeking capsuleer assistance in securing research components.
Upwell have been able to obtain enough research components to start the construction of the initial Astrahus, however, many of these components have found their way in to the hands of pirate contraband dealers and must be retrieved from Serpentis Exploration Sites and Ghost Sites.
From January 26th, Intaki Bank’s special accounts manager Lee Brinalle, will accept contracts (https://wiki.eveonline.com/en/wiki/Contracts_guide) from capsuleers for the item ‘Research Component’ to help build the citadels in 5 locations in New Eden. To reward you for your efforts, each Research Component contracted to Lee Brinalle, will entitle you to one entry in to an Upwell sponsored prize draw. The lucky winner of the draw will receive a unique token that can be exchanged for 1, fully researched, Astrahus citadel BPC.
But wait there’s more! Upwell would like to create 5 prototypes in different locations, so as capsuleers manage to provide the Research Component quota needed for the first citadel, Upwell will increase the rewards for each additional prototype citadel:
(All BPCs will be fully researched)
So the more ‘Research Component’ items you contract to Lee Brinalle, the more chances you have of being selected during the prize draw. There will be a draw for 1 Astrahus BPC after February 9th, where all capsuleers who donated Research Components will be automatically entered and in with a chance to win. If all 5 are completed, the draw will be for 5 Astrahus BPCs and 1 Fortizar BPC. In addition, the top contributor plus all prize winners will have their names immortalized on the descriptions for the prototype citadels they helped construct. As the prize draws will happen at the end, all entries from January 26th - February 9th will be a part of the draw for each reward.
You can start collecting Research Components any time, but starting January 26th, remember to contract them to “Lee Brinalle”, for your chance to be in the running.
Here is a photo of Lee Brinalle to help you double check you have contracted to the correct person:
Upwell will stop accepting contracts on February 9th and the winners will be announced before the end of February.
Good Luck Spacefriends!
- CCP Affinity on behalf of Team Astro Sparkle
New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.
We are here to tell you about the next milestone for Project Discovery which is arriving on the test server Singularity. Those of you who‘ve followed news about this feature may have seen our presentations on it at EVE Fanfest and EVE Vegas last year. If you haven‘t but are interested in the design philosophy behind it, we recommend you watch them.
Together with Swiss startup company Massively Multiplayer Online Science and Reykjavík University, CCP has been working on bringing real world scientific research into the EVE game experience. For the launch of Project Discovery we are collaborating with The Human Protein Atlas (HPA), a swedish research group that builds and provides a public database of human proteins that gets used by thousands of medical research groups. By participating in Project Discovery you will be helping HPA to analyze new protein images to expand their database and in turn contributing to the wellbeing of future patients being treated around the world.
Many endeavours in scientific research require substantial amounts of human processing on enormous sets of data. Examples of such processing include annotating images to indicate where anomalies are present (e.g., finding stars in an image of the night sky) or classifying images into one of several categories (e.g., to identify which proteins are present in an image of a cell). Performing such tasks computationally is very difficult, but non-experts can learn to do so proficiently with only minimal, example-based training.
Project Discovery is a classified research program founded and run by the Sisters of EVE. Their project lead, Professor Lundberg, will recruit you and provide you with a basic tutorial to be able to recognize specific patterns in biological samples already classified by experts. As soon as you graduate from the training program, you and other graduated contributors will be tasked with analyzing unique images fresh from the lab. To start you off you are tasked with increasingly difficult tasks which already have a solution, when you have finished with those you will get tasks that don‘t have a solution. Once enough contributors have reached a statistically accurate consensus on a task which has no solution, you will receive a boost to your Project Discovery accuracy rating. For every task you solve, the SoE will reward you with ISK and LP, as well as Analysis Points which contribute to your Project Discovery rank.
We would really like to hear your thoughts on this feature. Please give it a go on Singularity and if able please show up for the masstest on January 28th at 17:00 UTC (EVE time).
On behalf of the many contributors to Project Discovery
- CCP Scarpia
PS: Don't forget to check out our Project Discovery Website!
New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.
Good day Capsuleers!
A couple months ago we published a dev blog introducing you to the idea of Skill Trading. The blog sparked a really great discussion in the EVE community. We decided to be fairly hands off and see where it would lead without us trying to persuade anyone. We weren’t sure exactly what to expect but it quickly became clear that many of you were able to see the potential benefits and that you’re also ready for some big changes in EVE, especially when they might help bring in newer players or give you more freedom with your own characters. After going through a lot of feedback while refining the design, I am now here to announce that we will be adding Skill Trading to New Eden and it is currently scheduled for our February release.
We learned a lot from all the articles, comments, and forum posts on the first blog, but before I get into any changes we’re making I want to again describe how the feature works since there did seem to be some confusion last time around.
Let’s look first from the perspective of someone wanting to add skillpoints to their character. All they need to do is get themselves a “Skill Injector” item (we simplified the name here for clarity), which they can find on the EVE market for ISK, providing another player has listed it. Once they’ve bought one, or convinced a loving supporter to give them one, they simple activate the item which immediately adds skillpoints to their unallocated pool and consumes the Skill Injector. Those skillpoints can then be spent however they like (following normal skill progression restrictions of course). That’s it.
The injector items will give a different amount of skillpoints depending on what your character’s skillpoint total is when you use the item, according to the following scale:
But, the item you need and the process you use are the same no matter where you fall on the scale. One last thing here: we are making some big improvements to the UI for allocating skillpoints but I don’t have a screenshot of that for you just yet.
Now let’s look at the other side of the picture. If you’re someone wanting to sell some skillpoints, and your character has more than 5 million total skillpoints, you will need to get a “Skill Extractor”. This item comes from the New Eden Store, but can be traded on the market as well so you can choose the option that fits you best, ISK or AUR. Once you have a Skill Extractor all you have to do is activate it, which will give you a new window showing all your skills.
You mark skills for extraction until there are 500,000 skillpoints worth marked. Once you’re happy with the skills you have chosen, you hit Accept. Now you will have a Skill Injector in your item hangar and the Skill Extractor you used will be gone, along with the 500,000 skillpoints.
It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training.
The design hasn’t changed in any big ways since our last blog but you may have noticed that the diminishing returns scale has shifted somewhat since last time. Rather than seeing major concerns about this being used by high skillpoint characters we saw a lot of high skillpoint players who wanted better access to using it themselves and so we’ve relaxed the scale a little to allow more flexibility at the high end. Specifically, we changed the 3rd bracket which used to give 200,000 to now give 300,000, and the final bracket which used to give 50,000 to 150,000.
I’m sure you want to know about pricing for Extractors but we are going to announce that a little closer to release time.
That’s the big important stuff. As I said earlier, our target is February so you can expect to give this a try in the very near future. We very much appreciate all the debate and feedback based on the last blog and look forward to a second round following this blog. We are very excited to get this in your hands and hope it will have a great impact on EVE.
For now, fly safe,
CCP Rise for Team Size Matters
Hello space friends!
Today I bring you all the information you may need if you are planning to participate in CSM11 elections.
First things first, here is a breakdown of key dates for the election. Please note that we made a few changes to the process that will be explained further in this blog.
If you are familiar with how we usually run CSM elections you will have noticed that both the candidacy and voting periods were extended. This has been done after considering the amount of applications that were submitted too late in previous years. On top of that, we decided to make people’s lives easier by leaving more time between to make sure that all required security checks are done thoroughly and also to leave some time for all of those amazing player-organized interviews like CSM Watch, Crossing Zebras and Vote Match.
Another big change is the timeline itself, we begin the process earlier and for a good reason. As it often happens, a lot of potential CSM delegates attend Fanfest, however, you should bear in mind that the first CSM summit will be hosted a lot earlier than normally – at the start of CSM11 term, which means, that if you are planning to run for CSM11 you should make sure that you are able to travel to Iceland almost right after Fanfest. There are no solid dates as of now, but we are aiming for May, 2016. Please note, that while the summits are usually 3 to 4 days, selected delegates spend up to 7 days in Iceland around the summit.
The CSM whitepaper has been updated. You can find the new version here. The biggest change has been done to the actual formatting of the whitepaper, information has been put into separate and shorter sections, which should help with finding what you need faster.
This does not mean that no changes were made to the CSM structure and rules though. Here is a quick overview of major changes and a brief explanation of why we have made said changes.
If you are planning to run, here is the information you need:
Here is the information for those of you who are interested in voting in the upcoming elections:
That’s it from me. If you have any questions or suggestions, please feel free to contact us by sending an email to firstname.lastname@example.org
It’s that wonderful time of the year again! The holidays are firmly upon us and as we head full steam toward 2016, we would like to reflect on what a wonderful year 2015 has been in New Eden.
Starting 2015 releases early with Proteus, and ending with Operation Frostline, there have been a lot of big changes in EVE over the last year including a brand new Sovereignty system, new NPC AI and the Drifters, a lot of new ships and updates from our art team Trilambda who always strive to keep EVE beautiful. We also had the first rounds of the Amarr Championships and we cannot wait for the finals at Fanfest 2016.
With so many incredible moments this year like the amazing efforts of broadcast for reps, Kelon’s amazing performance in the Amarr Championships, the ever reliable Hydrostatic Podcast, the wonderful cosplay at Fanfest and the amazing Euro Tour we decided to ask a few Devs for their favourite memories of 2015.
My favorite thing this year has been all the passion people put in arguing with us over what EVE should be. I find it’s an enormous privilege to get to co-create this science fiction universe with people who care so much about it. To all of you who have chimed this year and given us your opinion, thank you for playing and thank you for making EVE with us. Happy holidays and see you all in 2016!
Some of my favorite memories of the past year have been seeing a big rise in player-made EVE videos and their complexity, storytelling, and artistry—whether corp commercials, propaganda pieces, battle recordings, solo pvp vids or any of the other hundreds of awesome vids.
I definitely had one of those wow moments with one in particular: Scott Manley’s “EVE Online VR Video – The Ships and Factions of New Eden”. It captures the majesty of the factions on an epic scale and shows the ingenuity of EVE players and what they can do with even the barest of tools – in this case EVE Probe. Plus it’s a great overview of the New Eden landscape, very well written and produced, and a FREAKING 360 VIDEO, which is super cool to show people on your phone when they ask about internet spaceships.
Meeting chillbros from EVE Online is absolutely my favorite part of being an EVE Online developer. I was lucky enough this year to attend EVE Nottingham, EVE Fanfest and EVE Vegas where I got to meet so many people from different places and live their enthusiasm and love for our game. Words cannot describe how rewarding this is for me and how much it encourages me to work harder on the game. I very much look forward to meet everyone again in 2016 <3
I am continuously surprised by the generosity of this Community and astounded that such ruthless players in-game are in fact the most caring and thoughtful people out of game. So many great player-driven movements and mini-communities exist, but one that has really stood out for me this year is the Care4Kids movement started by C4w3.
Hearing regularly about their progress from just a simple idea to pass the time in hospital, to full-blown Non-Profit Organization status and hearing about all the external media coverage they have been receiving in Sweden has been fantastic. The support from the EVE Community has been no less awe-inspiring and one of my personal favorites of the contributions players have made, are the coloring-book additions created by Rixx Javix.
Such a great addition to help these kids feel a little bit better and be introduced to the amazing EVE Online Community that all of our wonderful players have created. More can be seen here.
This has been a great year! I had so much fun at Fanfest, Vegas and the LA player meet I had the opportunity to attend. I got to meet so many awesome players and chat about where we should take PvE in the future. My favourite part of 2015 has been involving players so much more in storyline. Storyline in EVE has taken a crazy, awesome turn this year and that is thanks to each and every one of you! From participating in events, coming up with crazy theories on who the Drifters are, creating podcasts and blogs, participating in the Amarr Championships. I am so thankful for each and every one of you and the enthusiasm you put in to the lore and your help in taking storyline to the next level.
It’s difficult to know where to start when talking about all the cool stuff that’s happened over the course of 2015. From having the privilege to continue to be part of the storyline team and work on making it a whole lot more interactive for our players, through to all the awesome player gatherings and events we’ve seen this year, it’s just been one hell of a ride overall.
I think for me a few of the things that stand out are a great Fanfest with some amazing entries to the cosplay contest, the return of the Amarr Championships, Alliance Tournament XIII and all the meta and drama that surrounded it, and of course seeing the o7 show really take on a life of its own.
We also had the biggest EVE Vegas ever (holy shit, it was huge this year!), an incredible EVEsterdam, hosted by the wonderful Dierdra Vaal, and a rock solid return for EVE Down Under (I gotta get myself over there one year!).
I’ve also enjoyed watching the community evolve over the course of the last year too, with more video production, kick ass artwork, and of course the annual Pod & Planet fiction contest! While there’s been a few bumps in the road this year, I’m looking forward to seeing where we go in 2016 as the community matures and grows more.
We’ve seen some amazing charity initiatives this year from Care4Kids through to Broadcast 4 Reps, and the community has raised a healthy sum for charity through both player organized funding drives, and those held at EVE Vegas and Fanfest 2015.
I’m incredibly proud of what the EVE Community have achieved over the course of the last 12 months, and I love writing these end of year blogs because although it can be pretty challenging at times, I feel like leading the community effort for CCP is pretty much the best job out there.
Also, a special nod to the wonderful citizens of the /r/eve community and the glorious community over at #tweetfleet, you guys will always have a special place in my heart, and have kept me entertained to no end over the course of the last year!
PLEX for GOOD:
In 2015, the community once again delivered an unbelievable level of charity support through the PLEX for GOOD program.
After a devastating earthquake hit Nepal and the surrounding region in May, the community rallied behind PLEX for GOOD and raised an astonishing $103,650 for the Icelandic Red Cross, bringing the total amount that the EVE Community has raised for PLEX for GOOD close to half a million US dollars.
With the donation from the EVE Community being one of the largest that the Icelandic Red Cross received, Ólafur Ragnar Grímsson, the President of Iceland came by to offer his thanks to the EVE Community for supporting such a worthwhile cause.
Given the number of amazing events we’ve seen this year, it’s pretty hard to formulate a list of everything that’s been happening. We’ve seen some incredible player gatherings that have touched all four corners of the world, including the following cities:
Not to mention the amazing growth of EVE New England, the biggest EVE Vegas yet, a much larger EVEsterdam, the 10th Anniversary of EVE London and gatherings in Paris and Berlin as part of the Euro Tour.
We hope you’ve had as much fun this year as we have, and we’d love to hear and see your favourite moments from the last year on twitter, using the hashtags #EVE2015 and #tweetfleet.
If you'd like to check out how to attend player gatherings in 2016, keep a keen eye on the Out Of Game Events & Gatherings forum, as well as the amazing player created www.evemeet.net for information on upcoming gatherings.
Finally, from all of us here at CCP, we’d like to wish you all Happy holidays, and best wishes for 2016.
Stay safe out there over the Holiday Sason, and we'll see you all on the flip side for an awesome 2016!
- Team Murder Services]]>
Good afternoon Capsuleers and Seasons Greetings from everyone here at CCP Games!
With Operation Frostline in full swing and the Serpentis Corporation taking a firm beating, we thought we'd continue the holiday cheer and give a little update as to some of the other items that will be making appearances across across New Eden through December and into January 2016.
(click to enlarge)
Firstly, the always popular stacks of snowballs and festival launchers will return to your hangars this holiday season, along with fireworks of various colors to help you celebrate the arrival of the new year (or distract a hostile pilot with pretty lights and flashing colors long enough to make a daring and heroic escape).
There will be two drops of Snowballs, Fireworks and Festival Launchers over the course of the holiday period. These will occur once for each active EVE Online account on the dates listed, and with the following items being deposited into your account's redeeming system:
December 24th, 2015:
December 30th, 2015:
If you're new to EVE, or are unsure how to redeem these items in character selection, then feel free to take a look at this article written by our friendly GM Team on the Customer Support Help Center for more information.
(click to enlarge)
In addition to this, Sodium Fireworks and snowballs have been seeded into the Operation Frostline loot drops as of downtime today, and are also available in the New Eden Store in the following batches, in case pilots would like to pick up even more of them:
It's been an interesting year for New Eden and what better way to commemorate it with a set of collectibles trinkets that have a little fun with both player and non-player backstory.
On December 24th, each active EVE Online account will also receive a set of 20 collectible special edition commodities that poke a little fun at some of the adventures and mishaps that have occured over the course of the last year. These will also appear in your redeeming system on character selection.
Come join us at the Annual Luminaire Snowball fight, hosted by Commander A9 on December 20th at 21:00 EVE Time, where there'll be a few CCPers ready to have some fun with snowballs and fireworks. You can find out more about the snowball fight, the light shows and the planned secret Santa event by heading on over to this forum thread.
There'll be more information next week on additional Holiday offers, as well as another blog from Team Murder Services. Until then, we've got pirates to hunt down...
- Team Murder Services]]>
You may have noticed as you fly through space that you only see other ships within a certain distance of your own. For example another player in the same solar-system just 150km away will be visible to you, but a different ship 30AU away will not.
The mechanism for determining what is visible and what is too far away is commonly referred to as the "grid". The solar system is divided up into many grids based on where players and static objects currently are located, and if you are inside the same grid as other players or objects then you will be able to see them.
Now there is a lot of complicated logic about where these grids appear, how they grow and shrink as things move around, and how after flying in a direction for long enough you eventually transition into a different grid.
This system has been in place in EVE since the beginning with very little change to it over the years, but with the upcoming introduction of Citadels it has forced us to challenge some old assumptions.
One of those assumptions thus far has been that the base grid size of 250km is big enough to contain all the space action you can handle. However things are about to get a whole lot bigger and we need to make some room for the new enormous structures coming next year.
So we are increasing the base grid size to be 32 times larger, from 250km up to 8000km across.
You will be able to see a lot further, if a ship is 3000km away but still in the same grid you will see them on the overview and in space. The same is true for stations, stargates, player owned starbases etc. For example the primary trade hub in New Eden Jita 4-4 is now on the same grid as its neighboring station.
(click to enlarge)
Any off grid bookmarks may now be on grid bookmarks. They will still be the same distance from the gate, station or asteroid belt you made them around but they will now be visible from that location.
You can see ships warping in from further away. This is a big one and we have actually wanted to change this for a while, because of the long time interval between when the server updates the physics and interest graph, particularly fast ships can look like they suddenly appear instead of approaching from a direction. Larger grids give us more room to have ships landing from warp, and it also leaves room for us to further tweak warp deceleration curves which we ran into problems with last time we changed warp speeds.
Some locations may have slightly moved in space such as wormholes and faction warfare structures, so bookmarks near these locations will need to be adjusted.
The distance between rooms of missions separated by acceleration gates has increased slightly but hopefully not in any noticeable way.
We have been doing a lot of challenging old assumptions of late, and often with delightful results. Just because something is doesn't mean it should be, and the 2016 spring Citadel expansion is doing plenty of challenging old assumptions which we can't wait to put it in your hands next year. For now though, enjoy more space in your space and the rest of the December 8 release.
- Team Game Of Drones]]>
The holiday season is firmly upon us, and over the course of December and into January 2016 we have a few treats in store for the pilots of New Eden.
Following the deployment of the December release tomorrow, there will be key moments during the season where pilots can celebrate the festivities with fireworks, snowballs, special offers on PLEX and Aurum, sales in the New Eden Store, and of course the customary array of collectible Christmas trinkets.
There’s also something a little bigger occurring in the world of New Eden this holiday season that some of our more eagle eyed players have noticed during testing on Singularity:
Operation Frostline is a long-running event that allows you to celebrate the holiday season with some good old fashioned spaceship violence and kick ass loot rewards for your efforts. It also sets the scene for the upcoming spring 2016 expansion, EVE Online: Citadel.
In mid-November a large multi-national manufacturing consortium was formed, drawing industrial and military talent from across the cluster into the largest collaborative research and manufacturing effort since the ill-fated Crielere project which collapsed in YC106.
Focusing on the design and manufacture of new space stations branded as “Citadels” to suit the ever growing demands of the Capsuleer market, Upwell was quick to enlist the industrial might of Outer Ring Excavations, the largest mining and mineral processing corporation in New Eden.
ORE has been under the control of the Serpentis Corporation for a number of years. By enlisting the military expertise of Mordu’s Legion Command to perform a simultaneous precision strike against Serpentis forces guarding ORE assets across the region of Outer Ring, Upwell was recently able to return ORE to its rightful owner and founder, Yani Sar Arteu.
While the operation was a success, a number of Serpentis vessels were able to escape, carrying valuable research materials and blueprints belonging to Outer Ring Excavations. Many of these blueprints, along with supplies and hardware both from ORE and the Serpentis Corporation, are currently scattered across New Eden and awaiting transport back to the Serpentis home region of Fountain.
That’s where you, the opportunistic capsuleer, enter the picture!
Numerous sources corroborate that sometime within the next 24 hours, Mordu’s Legion Command will publicly release coordinates and details of Serpentis Corporation storage sites located across New Eden.
With permission from the Upwell Consortium and Outer Ring Excavations, as well as with authorization from CONCORD, Mordu’s Legion will declare these sites open season for capsuleer assault, with attacking pilots entitled to any loot that survives the onslaught.
These Serpentis sites will appear globally on the overviews of all capsuleers without the need to scan them down, and will be labeled as “Operation Frostline Target” for ease of identification.
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As you can probably imagine, the Serpentis Corporation are a little angry about their operations being exposed, so when you warp to these locations, be sure that you’re adequately prepared to take on several waves of angry Serpentis frigate and cruiser pilots.
Oh, and watch out for other opportunistic pilots like yourself looking to claim the spoils of the firefight, because things could get a little messy.
Leaked manifests suggest loot from these vaults including apparel, synth-grade boosters, ship blueprints, all manner of high and low value modules, implants and Nexus Chips, so there’ll be plenty of trigger-happy pilots looking to make a quick profit from grabbing some of the more exotic salvage.
Also, please be aware that the loot drops will be changing over the course of the holidays to add in even more content, so be sure to keep your eye on the news for more information.
In addition to this, we will be actively monitoring the Twitter hashtag #frostline for cool stories, artwork and pretty screenshots, so be sure that if you’re tweeting screenshots of your escapades during Operation Frostline, than you remember the hashtag for the chance to win a few more prizes including PLEX and signed copies of EVE: The Art Of New Eden.
Over the course of the holidays we’ll have various offers on PLEX and Aurum, as well as sales in game through the New Eden Store.
You should be sure to check out the offers on PLEX and the additional SKINs available with some of the PLEX packages by heading over to account management.
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Please be aware however that these offers are time exclusive, and these SKINs will be available through other means in future if you wish to get hold of them without purchasing PLEX.
There will also be a number of deals on Aurum that include Serpentis skins for the Catalyst and Brutix. You can check out the packages by hitting the Aurum Store.
(click to enlarge)
Please be aware that you can also get hold of these SKINs in-game as part of the loot drops from Operation Frostline.
Finally, for those capsuleers who are on a hiatus from flight, we have a couple of seasonal reactivation offers in the works too, so be sure to pay attention to the news for Operation Frostline reactivation offers over the course of the next few days!
As well as all these offers and events, there’ll be the usual host of Festival Launchers, fireworks, snowballs and festive trinkets appearing in the redeeming systems of all capsuleers over the course of the holidays. Be sure to watch out for news for more information on when these will be added.
If you do need assistance with how to redeem items to your characters, then you can check out this knowledgebase article from our friendly GM Team.
We hope you all have as much fun with both the December release and Operation Frostline as we’ve had putting it together, and from everyone here at CCP Games, we’d like to wish all our capsuleers Happy Holidays and best wishes for 2016!
- Team Murder Services & Team Astro Sparkle]]>
It's been a little while since you've heard from the Operations team, so we thought we would give you a progress report on building the new server cluster that powers EVE Online. For a good initial overview of the project, check out this dev blog.
With endless amount of meetings, planning , reviewing, and reiterating the configuration while waiting for the hardware to arrive on the shores of Iceland, we finally have all the pieces together to construct this magnificent puzzle.
As I type this, the OPS team is building TQ Tech III. From a timeline perspective we have had some extra help - for instance 2016 is a leap year so we gained a whole working day in February 29th, which helps! Also we were prepared to assemble all the servers from millions of tiny pieces like each RAM chip and endless amount of fans, but all the bits actually were delivered assembled so we just hauled it from Nýherji (IBM Iceland) to CCP Headquarters in half a day instead of about two days.
We set up a camera to record a time lapse for a long and very repetitive assembly day, but then it turned out to be a very short and dull video of us unpacking boxes, as you can see here:
So then, back to CCP HQ.
Setting this up in our staging racks was way more fun, and seeing the new hardware come to life after months and months of talks and actually getting to touch this beautiful hardware was exhilarating. I imagine it being similar to undocking your first capital ship.
Right now we have the virtual environment up and running and operating systems deployed. We have already seen preliminary boosts. For example, in code deployment it now takes 2-3 min to push out a build vs 10-13 min.
It is way too soon to say or even brag about the improvements for EVE, but stuff like this is fun to see in the early stages. Here are two simple demos to demonstrate the sheer power of this cluster when it comes to "non-EVE" performance.
First we have a Virtual Machine migration, which is in essence a copy paste of a server's memory (4GB of RAM in this case) from one physical host to another physical host. As you can see, the new hardware is awesome!
Then here we have a Virtual Server running on Tranquility Tech III being rebooted. I counted about 5 seconds .
How about them apples?!
At the next big milestone we aim to allow you all to log in while the Tranquility Tech III hardware is still in Iceland for some initial testing. Please note though, there are about extra 40ms of network latency added compared to London as the intertubes go through the Atlantic Ocean, a glacier, some hot springs and couple of volcanoes before reaching CCP Headquarters here in Iceland.
Some of our eagle eyed players have noticed that there's two test servers that have appeared in your new Beta Launchers: Solace, and Quantum. CCP Falcon had responded to questions about this on the forums, and now this is the Dev Blog that was promised!
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On Friday December 4th @ 15:00 GMT a test server called Solace which is running on the TQ Tech III hardware will be available through the new launcher, so if you have not already downloaded the Beta version you should do so.
We'd like you all to come and try out the new hardware with us so that we can gather some information on how smoothly it's running. All we need you guys to do, is be yourselves! Fly around, shoot eachother in the middle of the face, have some fun and enjoy some spaceship violence. We'll do the rest.
As part of the fun, when we bring Solace online for testing, we've decided that we're going to seed the market in a similar way we do with Singularity, and give you all maxed out skillpoints to play with during the test. We hope to see as many of you there as possible for some fun!
We think a massive fleet fight would be a pretty good test for this, so get your ships ready! We hope you'll join for a massive fight on Friday so that we can see how the new hardware runs!
Please bear in mind, however, that any characters or accounts created after 09:30 UTC on November 30th will not be accessible on Solace, as this is when the mirror from Tranquility was taken. We will not be reactivating any accounts that were inactive on Tranquility at the time the mirror was taken. Additionally, if you changed your password on Tranquility since that date, please use your old password.
Oh, and what's better than closing this Dev Blog with a picture of the new Tranquility Tech III hardware in our testing racks here in Reykjavik?
On a final note, the next blog in this series will be when we are setup and ready in London.
Expect that blog to be published late January 2016. Thanks for all the comments on the first blog! Reading the threads on the forums and on Reddit thread warmed our hearts and I can safely say this hardware is equally arousing to us:
Fly safe guys, we hope to see you shooting at eachother on Friday!
- CCP Gun Show & the Operations Team]]>
The universe of EVE depends upon spaceships. In spaceships, players run missions, claim territory, ferry goods, and engage with the other residents of New Eden who make this game what it is. There are hundreds of thousands of capsuleers in New Eden, and every one of them has the potential to fly any number of the hundreds of types of ships that exist in the game. There are millions of spaceships across the galaxy, ranging from newly assembled hulls to ancient vessels which have cruised between the stars for the entire past 12 years. Some ships have never seen a battle, and some have been instrumental in the demise of countless miners, criminals, and mission runners. Despite their ubiquity, like snowflakes or sandwiches, each hull is precious. Each hull holds meaning to its owner.
Each hull has a history.
In the December 8th release, the art department wanted to introduce ways to help players convey those histories - essentially each ships’ biography - to each other in a visual way. When we sought inspiration, two things stood out immediately: age and accomplishment.
Focusing on the age of a vessel from the moment of activation and the kills it has actually delivered gave rise to our features: Dirt and Kill Marks. Let’s take a look at the specific effects of these types of individualization, and what they mean for you and your glorious ships.
The V5++ shaders and textures introduced in the PBR Project gave us the ability to set a dirt level for ships. Initially, we were happy to have that level be uniform across the board. For the past few months, every ship in New Eden has been sporting a fine patina of grease and grime.
Now, however, a new ship will start clean and accumulate dirt over time. The curve from spotless to soiled is gradual, but definite. Players will notice the difference, but everything won’t be covered in soot overnight. The accumulation is linked directly to the initial boarding date of a ship. The clock starts for any given ship when a capsuleer first makes that ship active.
We’ve never recorded that date before, so faced with the problem of either generating artificial age data for hulls that have been around for years or starting from scratch, we opted for the latter. With the introduction of this feature, every ship in New Eden shall be fully refurbished to a new, clean state.
Of course, clean ships are gorgeous, and not everyone will want to give up that sparkling New Ship™ gleam. We’ve included a method by which fastidious pilots can always automatically reset the dirt level on a hull to 0. In the left-hand panel of the fitting window, below the Ship Skin information, capsuleers will now find a button labelled “Clean Ship.” Clicking that button removes all traces of dirt, as if the ship were newly assembled. One warning: this is an irreversible process, so if you value the visual signs of aging, be careful in the fitting window! And beware of repackaging, which will also reset the dirt level to zero.
Provided that a pilot never clicks “Clean Ship,” and never repackages the hull, dirt will accumulate and dinginess will increase over time, even when a vessel is stored in a hangar or ship maintenance array. We have left the option open for future developments that modify the accumulation curve according to actual events (mining, combat, hours in space, gate/wormhole jumps, etc.) and the graphic programmers are interested in investigating some of those options in future releases. But for now, days active since the last ship cleaning means dirt accrued. No exceptions.
To keep those ships sparkling, you’ve got to use a little elbow grease.
The final blow is more than simply a moment when danger ebbs because the number of enemies has decreased by one. It’s not just a decluttering of the overview. The final blow is one of the most satisfying events in EVE Online. Accordingly, we think that delivering a final blow should have an impact beyond the UI. Destruction of a capsuleer-piloted vessel should be a badge one can wear with pride. The Kill Mark feature reflects that belief.
For every capsuleer opponent slain in space, the vessel responsible for delivering the final blow will acquire a special mark which appears somewhere on the hull. Any offensive weapon can be used in the killing blow. Drone, bomb, missile, turret of any kind; if it destroys a piloted ship, it will generate a mark.
These marks represent an active tally and appear in three sizes reflecting their representative values: 1, 10, or 100. When a ship has acquired nine marks of one level, earning another will result in a single mark on the next tier. In this way, up to 999 kills can be recorded on a ship, using just 27 marks. If you see someone with 26 marks, contact your nearest Logi.
The style of the marks themselves is determined by the manufacturer of the ship; Amarr ships display Amarr-themed kill marks and so on. Pilots can see all the different types of marks by succeeding in combat while flying hulls from each branch of the ship tree. ORE kill marks are particularly delightful.
Naturally, there are some rules about how these marks are earned. Ships do not get a mark for indirect kills. That means damage assists, logistics support, and EWAR combat garner no credit; it’s a kill shot or nothing. To those who fleet up with known opportunists: be on the lookout for kill mark ninjas. Ships don’t get a mark for destroying “lower tier” targets, either. The destruction of Pods, Shuttles, Rookie Ships, and unmanned vessels represents very little accomplishment to an established combat veteran, and won’t generate a mark. And capsuleers won’t be chalking up hulls with structure, can, wreck, drone, or NPC kills. They may matter, but they don’t count.
In an effort to keep trophy hunters from skewing the numbers, killing players on trial accounts will also not create a mark. And to keep the farming to minimum, no intra-corporate kills will decorate any hull. Seek battle beyond your organization for maximum kill mark adornment.
That’s not all you’ll see from the Art team in this release. Also be on the lookout for modified cynosural field graphics, enhanced local repairer effects, impressive new flames issuing forth from your engines, 13 new ships, and improved logos on every ship and station. All in all, New Eden has never looked better!
We recommend taking a moment to reflect on your favorite ship. Fly around for a few days and reminisce about the great times you’ve had crushing your enemies, seeing them driven before you, and hearing the lamentation of the crewmen.
- Team TriLambda]]>
So much is going on in EVE for the Holidays!
Operation Frostline kicks off fully on December 8th 2015. New ships and effects are coming to EVE, and events and sites all over New Eden will give you a chance at some serious rewards. Pay attention to The Scope and news items from in game and from CCP to find out more.
Here are the features coming to EVE on December 8th - you can also see all of this on EVE Updates and of course read the patchnotes when they become available for the detailed list of changes.
Four new Tech II Destroyers that favor defense and speed and can fit the powerful and versatile area-of-affect Micro Jump Field Generators, which microjump you and any ships nearby far from your current location.
More options for camera controls allow for increased cinematic and tactical depth. Please note that this feature is completely opt-in.
You’ve been flying your favorite ship for a good while now, and dozens have fallen before you. But how do you stand out from those simply telling tall tales? Kill marks from your PVP victories are here, ship-based and bearing witness to your combat legacy. The counting begins with the feature's release!
All new shield, armor and structure hit effects bring an epic new feel to any engagement in true sci-fi fashion. The more your ship sees active duty, the more dust and debris collects on its hull. Ships also collect rust in station hangars. Layers of history prove survival in a universe where everything is fleeting and only the best of the best grow old. Have no fear, worn ships can be cleaned through a service available in the Fitting window. Enjoy our early preview!
Ninja-mine lucrative ice fields, slip into frigate-only shattered wormholes, and sneak between your favorite mining spots with the nimble new Tech II Ice Mining Frigate „Endurance“.
New Tech Two versions of the remote-repairing Support Frigates are being released, opening up new progression paths for your friendly neighborhood Logibros. These ships are especially well suited for supporting fleets of fast-moving Frigates and Destroyers without falling behind the pack.
With instability spreading across the cluster, the Empire navies are hard at work developing new ships to reward and equip their dedicated loyalist Capsuleers. Four new Navy Disruption Frigates are rolling off the assembly lines, wielding powerful electronic warfare systems alongside strong applied damage. These ships are an excellent match for small gang and solo pvpers.
A huge number of effects have been redone, from Cynos to ECM to smartbombs and more. Check out a first preview!
While your engines are giving you all they’ve got, you’ll be busy staring at these powerful new effects for each and every ship. Revel in beautiful new visuals!
Neutralizers, remote repair modules, and energy transfers now have falloff which reduces their effectiveness at range and offers new tactical options.
New advances in electronic warfare technology allow pilots to disrupt the missile guidance systems of their enemies.
A new slider has been added to the Settings Menu to brighten or darken the display to fit your room’s lighting conditions and tailor the visual experience to your personal tastes.
Anti-aliasing smooths out edges, removing “jaggies” and other imperfections that can happen during 3D rendering. Temporal Anti-Aliasing (TXAA) is a technique designed specifically for games, correcting flickering and other issues common to rendering moving objects.
Always enhancing the spatial 3D feel of the EVE universe, the art and graphics teams have added more vibrancy to the star fields and given a new level of depth to nebulae. Admire the celestial bodies that surround you and nevermind that red blip on the overview... just keep looking at the stars...
Client stability and performance improvements for the Mac client.
Fly safe, and see you around!
Executive Producer, EVE Online
Hello space friends!
Today is a good day, but the day we released Parallax on November 3rd was a GREAT day. As many of you know we released Brain in a Box with Parallax. What is less known is that we also released an update to our CREST API that allows third-party applications such as killboards and fitting applications to save fits directly to your character. This means that if you give them permission you can directly manage your saved ship fittings from outside the client. For example when you see a fit on zKillboard that you really like you could with just a few clicks have that fit saved to your character in EVE.
How does this actually look though? Here is an example of how it works on zKillboard:
In EVE Vegas I presented a lot of data we've either rarely or never made public before. This also meant a lot of new graphs, often complex ones that in hindsight are not very suitable to fit into a 30 minute presentation at the 3rd day of EVE Vegas. In this devblog I will go through all the graphs presented and the details behind them. FYI for the data science minded: Every single graph is made procedurally in R with the ggplot2 package, with no post-processing done what so ever. All line-graphs have the same theme; the daily series is a thin barely visible line, with the thick line representing a 30-day moving average.
Many players rely on daily Peak Concurrent Users (PCU) numbers to estimate activity in EVE Online since PCU is the only official number that is available for players to see, e.g. on Chribba's eve-offline.net, but here is a graph showing the 30 day moving average of it since Aug 2012:
While EVE PCU has been declining a bit for the past two years for various reasons, e.g. skillqueue changes, I wanted to give you a glimpse into actual activity numbers and the state of the EVE Online economy.
First to summarize what players are doing when they log in, these are just some semi-random events I took from our logs:
It's good to see that so many of you going out of the stations to get some fresh air, the market is used heavily of course, which fuels devblogs like this one to happen.
You can see some interesting and unexpected things like the fact that only 1.5% of players run Incursions and 13.8% of players engage in PVP on any given day. The former is especially interesting considering the fact that incursion payouts were the 3rd largest ISK faucet in September, at 8.3T ISK, which you'll see this later in this blog, and on top of this is the added value of Concord LP payouts for clearing incursions.
Moving on to Production and Destruction in EVE, here is a graph showing the total value destroyed (orange) vs. the total value of end products(e.g. excluding components) produced (blue):
Here you can see that, contrary to some conclusions that can be drawn from the PCU graph, activity is not going down overall. If we normalize it by unique logons, we rather see those numbers increasing, meaning that those playing now contribute relatively more to the sandbox than the general population in the previous years, which is a great sign:
It's also interesting to look at how the major activity metrics like production, destruction, mining, and trading are different by region in September 2015:
I also include trade balance by regions. This can be done by taking the total value(ships, cargo, fittings) entering and exiting regions through jumps, be it through star gates, wormholes, portals, or jump drives. The net trade balance is then = exports - imports. This is analogous to real life countries' Balance of trade and is generally an interesting metric that shows the depth of the EVE economy and the intricacies of the universe's political- and astrogeographic landscapes.
And by taking the volume of each individual item instead of the market value, we get a feeling for how much stuff is being imported into and exported out of regions:
A side by side comparison of the top 20 regions (by trade value) shows a nice summary and the unrelenting dominance of Jita as a central hub:
Presenting this at EVE Vegas, it only felt natural to show how granular we can go on the trade balance data with another good example:
What really stood out there is the fact that the wormhole region E-R00024 is ranked as the 4th largest net importer of female exotic dancers. Those of us who have been in W-Space know how lonely things can get there . Of course we should include male exotic dancers there as well:
We can see how male dancers are really piling up in The Forge (Jita), and again we see wormhole regions being pretty active in the trade of ecdysiasts, with one of them evacuating a lot of "entertainers". These would make for the perfect scrolling headlines in the Scope by the way.
Sticking to September 2015 as the target month, the following graph shows
And since we are looking at total active ISK in EVE at the start and end of September, we might as well look into how it has been developing over the past years, broken down by Character and Corporation wallets respectively:
This graph actually ends at the date it was created, which was Oct 20. An interesting thing here is the large drop in corporate wallets back in August 2014. I'll leave it to you guys to figure out the cause of this. As you can see though, the Active ISK float is just increasing and has been doing so pretty consistently since the start of EVE. By taking the total isk market trade value over the total active isk float on every day, we get a metric called Velocity of ISK (see Velocity of money). In other words, citing the wikipedia article, it is the estimated number of times one isk is spent to buy goods each month, in this case a 30 day moving sum of total trade over total active isk each day:
Currently just under 0.5, it has been on a downward trend for the past few years, which indicates that players are sitting on more isk these days that they don't use, and since EVE doesn't have reliable banks that offer interest rates, and no minimum costs of living, players might be inclined to invest in something. This brings us to the price of EVE's equivalent of the gold standard, PLEX:
While I'm not going to go any deeper into analysing the price of PLEX and where it's heading, the information provided here should make for some interesting discussion in the market trader community. Just out of curiosity I looked into how PLEX prices have been on the Serenity server (Tranquility's counterpart in China):
They're currently trading at around 6.8B each over there. This is quite a lot considering that a PLEX costs on average about $9 compared to about $17 on TQ. Another interesting fact is that gold pods(Capsule - Genolution 'Auroral' 197-variant) are selling there for 50B ISK right now. However, these are two completely different economies and comparing them would make for a complete sepearate devblog!
What about inflation in New Eden?
Time to look deeply into the economic price indices of EVE. Back in the days Dr. Eyjó and CCP Recurve maintained an excel file of the price indices with a lot of manual work, which made it time consuming to maintain and regularly release them. I recently rewrote some of their work in SQL/R, which now takes about 20 minutes to recompute the entire history of the 4 price indices. This makes it much easier for us to publish them automatically and more frequently. The price indices are Chained Laspeyres Indices and while I comically failed to try to explain them in simple terms during my EVE Vegas 2015 presentation, here goes for another try: You have a basket of items, for CPI those would be end-products that characters buy: ships, modules, implants, skills, ammunition, structures, rigs, drones, boosters, fuel, etc. You take what this basket of items (including total units sold by item) from previous month, and find the ratio of how much it would cost this month over how much it actually cost last month. The base period is set to 100 and then changes each month are applied from there on. The difference between a chained and non-chained calculations is that in non-chained your item basket is set by the base period. So we're looking at price index development since January 2004, we would still use that same basket today. This is problematic since we constantly add and change products (types) to EVE through releases. The market basket of consumer goods today is vastly different since 2003 since we've e.g. added Tech II, III.
So here we go, price indices of New Eden since 2003:
Naturally, everyone looking at this graph will wonder about the spikes here and there, the permanent downward or upward spikes or slopes, etc. Being able to answer for all of them, one would have to know every single detail to every patch we've ever done on EVE. Not being one of those who do, I wanted to make graphs that could help decomposing both the basket component weights of each index and the every monthly change, i.e. which part of each basket contributed to the largest changes over time. I also included some vertical line markers for notable spikes/events and marked in the expansion closest to them. I'll only do a brief summary on some interesting changes and observations, letting you guys do the deep diving into the specifics.
On this graph you can see that Tech I ships were by far the largest part of the CPI basket back in 2003-2005. Since then we've added rigs, a lot more T1 modules, T2, T3, etc, making the CPI more blended across groups.
This graph shows what groups of items contributed most to a change in the index at any given month. This clearly shows that a lot of the downward trend after Revelations is because of lowering prices of T2. Can you spot why?
The main part of the mineral price index was high-end minerals (Megacyte, Zydrine, Nocxium, and Morphite) back in 2004-2007, low-end minerals dominated between 2007 and mid-2015 when we doubled the amount of Zydrine and Megacyte in almost every product, making these two mineral groups weigh closer to equal in the Mineral Price Index.
This change can clearly be seen here shortly after the Scylla release. Low-end minerals increased in price steadily leading up to Escalation (to Inferno) and high-end minerals spiking temporarily.
Ore was the primary component of the primary producer index pre 2005, and soon after planetary commodities took over as the primary component for 2 years. This graph is using current naming, which explains why you're seeing planetary commodities prior to Tyrannis. For the past 8 years or so, the primary components of the index have been Raw and Advanced Moon Materials.
On the delta graph we can see how a rapid drop in the prices of datacores were the main reason for the decline in this index back in 2007. Most of the overall volatility seems to be coming from Moon Materials.
The primary producer index currently has salvage, blueprints, and planetary commodities as the main components.
The spike in the price of planetary commodities caused a permanent rise in the index when we released Planetary Interaction back in Tyrannis.
Many of these graphs will become a part of our Monthly Economic Report (announced on the o7 show), which will in a way be filling the information gap that was created when the Quarterly Economic Newsletters(QENs) were discontinued. We might later move these releases into the EVE client itself, so the Secure Commerce Commission would be taking over. We'll also be looking at ways to distributing some datasets behind these graphs.
The economic devotee in me hopes that, in the not so distant future, all items in EVE Online will be player made and tradeable, including blueprints, skills, and skillpoints. There is a lot to be considered, discussed, and adjusted before then, but that’s my hope.
CCP Quant out!
Hi scanning fans,
Team Psycho Sisters here to let you know about some of the improvements we’ve made to the Probe Scanner interface, the Solar System map, and the Directional Scanner. Firstly, let’s go over these features and their purpose.
The Probe Scanner interface, coupled with the Solar System map, is the primary way explorers in EVE discover their content. The Probe Scanner allows them oversight of their probes, as well as a display of all Cosmic Signatures in a system and any Cosmic Anomalies (the ones you don’t need to scan down). This window will also show any combat probe-using scanners the ships, structures and drones that may be in a system. The Solar System Map visualizes both your probes and the signatures themselves, and is the primary place where explorers will actually work with their probes – moving them across the map and resizing them to get more precise locks on Signatures. Finally, the Directional Scanner informs you, at the click of a button, what is in space within a certain range and from a certain angle of your ship’s position and camera’s alignment in space.
In developing this feature, we tried to gather as much player feedback as possible. Assisted by the CSM, we put out forum threads, several reddit posts (due to the temporal nature of reddit), and even a survey. We took this approach because, maybe more so than any other system in EVE outside of combat, scanning has an incredible variety of use cases and styles. It’s impossible to intuitively know them all, so we went to the experts – you!
We were incredibly happy with the results that came out of the extended feedback threads, chats with the CSM, and the survey. The interaction gave us plenty of things to work on, showed us when we were headed down a bad path, and even inspired a few awesome little things that we were able to implement along with the primary changes. Let’s take a look at the new features now.
Probe Scanner Interface
The new Probe Scanner window has a sleek, polished look, bringing it in line with our UI modernization efforts. It retains its former functionality, but has moved some things around.
The really big changes here are:
Solar System Window
The Solar System map has been decoupled from the Star map. It now resides in its own resizable window accessible at the moment via either the new Probe Scanner or new Directional Scanner. Right now there is no other way to access it, but this will change when the feature leaves beta.
Options can be found in the top left and right corners of the window. We strongly encourage use of the filtering options on the left to reduce bracket noise in the map to fit your needs. To the right of the filters, we have a “Focus on Location” button, which snaps the camera to center on your ship. To the right of that there is an option to permanently align your Directional scanner to your camera.
Docking options are located on the right hand side of the window. Beside the X, there is a square button you can push to make the map full-screen, to dock it to the left or right of the screen, and to return it to a floating window. We have also added the system name to the header of the window.
Working with probes in the Solar System map has changed slightly. Resizing probes by “picking” the sides of the spheres had caused some issues for people, so we added the ability to hold the Alt key and use your mouse wheel to resize the probes. Initially we had replaced the resizing system with this solution, but after concerns from players over accessibility issues and laptops not having mouse wheels, we determined that both methods could happily live side by side.
There is one change that will hopefully come as a nice surprise to all you hunters out there – the radial menu in the solar system map now allows you to snap your Directional scanner to whichever celestial you select, making your hunting that much more precise. Doing so also refreshes your Directional scan when your camera snaps to the location. This works whether you have your Directional scanner aligned to your camera or not.
On the subject of the Directional scanner, we have made some changes to the way that that works, too. The first, and one you will likely be aware of if you follow updates.eveonline.com, is the visualized Directional scanner in the Solar System map.
In the same style as the Analyze hotkey, there is now a mappable hotkey for Directional scanning. It retains the same time gate as hitting the button. This might seem like a powerful balance change, but players were already able to do this as long as the Directional scanner was their active window, so we thought we’d made it easily accessible for all.
There is one very important change to be aware of, and we mentioned it above but will do so again. Players may now choose to have the camera permanently align to the Directional scanner. This means that when you move your camera, your map and correspondingly your Directional scanner will move with you. Similarly, when you use the radial menu to snap your camera to a celestial, your map and in-space view will both track to that celestial, as long as the “Align Directional scanner with camera” option is selected. This option is accessible in the Directional scanner.
That about wraps up our changes! The feature went live on Tranquility in the Parallax release on the 3rd November as an opt-out beta package to give people time to adjust, although the old system will be phased out entirely in an upcoming release.
The opt-out can be toggled in the System menu, under the General tab. We will be releasing a Flight Academy video to provide additional guidance on scanning and assist new players. We hope you will begin using the new system though and keep giving us the feedback to make it as great as it can possibly be.]]>
Welcome contenders and capsuleers alike! The Amarr Championships are upon us. To help guide you through one of the most sacred events to the Amarr Empire, here are some details on the upcoming schedule and rules.
The initial two rounds of the Amarr Championship will take place on the 8th, 14th and 15th of November. Note that this is a change from the previously advertised dates, in that the matches on the 7th of November have been rescheduled for the 8th. Times that matches will begin are below.
2015-11-08: 13:00 UTC, 18 matches total – House Single Elimination
2015-11-14: 15:00 UTC, 9 matches total – Inter-house Round-Robin
2015-11-15: 15:00 UTC, 6 matches total - Inter-house Round-Robin
The match schedule for the 8th of November is below:
|Match #||Time||House||Team 1||Team 2|
|Match 1||13:00||Ardishapur||Rodj Blake||Laerise|
|Match 2||13:20||Ardishapur||Venix||SoulLess Zealot|
|Match 3||13:40||Kador||Max Singularity||Fafer|
|Match 4||14:00||Kador||Joshua Mistweaver||Ithica Hawk|
|Match 5||14:20||Khanid||Tyrrax Thorrk||edeity|
|Match 6||14:40||Khanid||Soldarius||Damassys Kadesh|
|Match 7||15:00||Kor-Azor||Aldrith Shutaq||Lysus|
|Match 8||15:20||Kor-Azor||Uriel Paradisi||Morgaine Mighthammer|
|Match 9||15:40||Sarum||Elise Randolph||Smitty Uitra|
|Match 10||16:20||Sarum||Mitara Newelle||Flyinghotpocket|
|Match 11||16:40||Tash-Murkon||Chessur||Kelon Darklight|
|Match 12||17:00||Tash-Murkon||Raphael Saint||Rachea|
|Match 13||17:20||Ardishapur||Winner of Match 1||Winner of Match 2|
|Match 14||17:40||Kador||Winner of Match 3||Winner of Match 4|
|Match 15||18:00||Khanid||Winner of Match 5||Winner of Match 6|
|Match 16||18:20||Kor-Azor||Winner of Match 7||Winner of Match 8|
|Match 17||18:40||Sarum||Winner of Match 9||Winner of Match 10|
|Match 18||19:00||Tash-Murkon||Winner of Match 11||Winner of Match 12|
The schedule placement for teams on the 14th and 15th of November will be announced next week once competing teams have been determined. Match Schedule for those days is as follows:
|Match #||Time||Match #||Time|
|Match 19||15:00||Match 28||15:00|
|Match 20||15:20||Match 29||15:20|
|Match 21||15:40||Match 30||15:40|
|Match 22||16:20||Match 31||16:20|
|Match 23||16:40||Match 32||16:40|
|Match 24||17:00||Match 33||17:00|
All matches in the Amarr Championships will be streamed live on CCP’s twitch channel. Make sure you watch to see who will make it to the final weekend at Fanfest to decide who the next Emperor of the Amarr Empire will be.
To help all those loyal followers of various royal houses, we’ve made a bit of a starter kit to help you create the best propaganda possible. You can find all the great stuff here. Included are a bunch of vector files for the logos of the houses and the championships. Make sure you share your creations with us!
Alternatively, if you’re looking for some pre-made stuff, we’ve got you covered! Splash a banner on your website, or give your wallpaper a victorious make over. Send us a picture with your battlestation showing your loyalties!
Wallpapers: (also available as png files – just change the extension)
The rules listed below are shared across the entirety of the Amarr Championship. There will also be additional special rules that will apply for matches or sets of matches during Championship. The additional special rules will be made public at the following times:
This Championship has been called by the Imperial Succession Committee, comprised of the Theology Council and the Privy Council, in accordance with the traditional Rituals of Succession. It shall be conducted in a manner which brings glory to God and the Amarr Empire.
The Capsuleer Emissary to the Court Chamberlain (tournament referee) shall have all authority to ensure that this Championship is conducted in an honorable and godly fashion. The Emissary may levy any penalties deemed necessary to any champions or retainers that are found to be acting against the spirit of this competition.
All ships flown during the matches of this Championship must originate within the Amarr Empire and/or Khanid Kingdom. Ships that require any racial ship skill other than Amarr skills are not eligible to be flown in this Championship.
All the Champions and Retainers involved in this Championship have been selected by the respective Heirs of the Houses they represent. The Emissary and the Heirs reserve the right to eject any Champions or Retainers whose actions reflect poorly on their Houses or the Empire.
Pilots are forbidden from flying the colors of heretics during matches in this Championship. As such, ship SKINs connected to the following factions must not be displayed at any point during the Championship:
If SKINs connected to either of these heretical groups are used at any point during the Championship, penalties will be levied against the pilot and their team at the discretion of the Emissary. Potential penalties for flying heretical colors include, but are not limited to:
This tournament is intended to showcase the talents and valor of pilots and should be both entertaining to viewers and honorable in the eyes of God. If any team is determined to be acting in a dishonorable fashion, the Emissary (tournament referee) is empowered to destroy ships at her discretion. This penalty will be levied against any team that appears to be acting in collusion with another team, or if a team acts in a cowardly manner by attempting to evade combat until time runs out.
Teams consist of 4 pilots.
Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has more surviving ships will be declared winner. See "Victory Conditions", below.
Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.
The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.
The Referee has final say in all matches and in any disputes.
A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the discretion the Tournament Referee. Decisions are final. Penalties may be levied against a player or team and may include, but are not limited to:
This Championship is made up of three phases, each with a different structure:
Captains must be online and available one hour prior to the match. If required, bans will be made at 45 minutes before their match starts. Further details on bans can be found in the special rules for any match or round that includes banning.
Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Teams will be brought by a GM to a solar system in uncharted space and designated as team 1 and team 2. If you are not ready within this time allocation you will be disqualified from this match and the opposing team will be given an automatic win.
There are eight beacons in the system which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. Teams will be moved to the beacon of their captain's choosing. Once the teams are in system, all instructions will be given by the referee in local chat. You must keep an eye on that channel at all times once in system.
Once word is given, teams warp in to the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
The arena will measure 125 km radius around the central beacon.
The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all.
The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena.
If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.
Warping within the arena is NOT allowed.
Boarding a ship during the match is NOT allowed.
Dropping cargo containers, anchorable items or mobile structures is NOT allowed. Dropping regular jettison containers is allowed.
The following restrictions are in place after teams warp to the arena beacon, until the match begins:
The details of Ship restrictions will be provided in the special rules for each match or round.
No special rules will ever allow pilots to fly any non-Amarr ships.
No special rules will ever allow pilots to fly Capital Ships, Marauders, Black Ops or Tech 2 Industrial Ships.
No special rules will ever allow pilots to fly “unique” limited issue ships such as the Malice or Armageddon Imperial Issue.
No special rules will ever force a team to include a command ship (although teams may find themselves at a disadvantage in some rounds if they do not have the ability to field command ships). No special rules will ever allow more than two pilots on a team to simultaneously fly command ships in any match.
All T1 and T2 modules are allowed, with the following exceptions:
Faction, COSMOS, deadspace and officer modules are NOT allowed.
T1 Rigs are allowed. T2 Rigs are NOT allowed.
All T1 and T2 ammunition, missiles and charges are allowed, with the following exception:
Faction ammunition, missiles and capacitor boosters are allowed.
Only standard T1 (tech one) combat drones and sentry drones are allowed. This means that T2, faction, augmented and integrated combat/sentry drones are NOT allowed. The Gecko is NOT allowed.
All logistics and electronic warfare drones are allowed.
Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
Genolution "CA-" implants are NOT allowed.
With the exception of Leadership Mindlinks, ONLY Hardwirings that have a name ending in "1", "2" or "3" are allowed.
All Leadership Mindlinks (including navy mindlinks) are allowed.
Boosters (drugs) are NOT allowed.
Cloaking is NOT allowed.
Cap Boosters are allowed.
Micro-jump drives are allowed.
Target Spectrum Breakers are NOT allowed.
During a match, a team scores 25 points for each enemy ship it kills. All ships in the tournament have an identical point value. The team that has scored the most points at the conclusion of the match, or that destroys the entire opposing team, is the winner.
If a team chooses to field less than the maximum allowed points for any given match, non-fielded points count towards the opponent's score.
If a fight is tied after 10 minutes, a 5 minute overtime period will begin.
During the overtime period, if the Emissary determines that the match has been delayed by one team acting in a cowardly fashion she may eliminate the offending team at her discretion using the might of the Imperial Navy.
In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated “attack bar”.
Some matches and/or rounds of the tournament may involve banning of ships. The specific rules for banning in each match will be provided in the special rules for that match or round if necessary.
We look forward to see both capsuleer, contender and champion at the event. If you haven’t seen who is competing yet, you can find the complete list of contenders and their retainers here. Otherwise, if you have further questions, you can get in contact with myself via support ticket or by posting on the Alliance Tournament forums.
And remember: the best ship, is Emperorship.
-CCP Logibro, on behalf of the tournament team]]>
Hello again dear spacebros extraordinaire and welcome back to another structure blog by team Game of Drones. We have previously talked about the structure defense mechanics, asset safety, time has now come to discuss how they are going to be built.
Missed a structure blog? Have a look at the following:
Let’s have a look at the global plan and explain the various item types that can be acquired before going into details.
With this in mind, let’s go over them one by one.
We had a look at how various structures were currently built right now and we came up to the following conclusion:
With all of this in mind, we came up to the following:
To do this, we are going to overhaul and use Station Components currently required to build Outposts.
Exact details are available below:
Which thus give us this build layout for the Citadel Structures:
The picture above doesn't show that we may add janitors, exotic dancers or other types of personel to be required in the final product manufacturing as well. After all, these structures aren't going to clean themselves.
Which may be compared to Outpost composition on Tranquility there:
Or if you prefer, here are the total PI, mineral and fuel block composition for the new structures versus existing Outposts:
Structure hull volumes are set so that:
Regarding the blueprints themselves:
We want the prices to be that high to keep a long term goal and investment for industrial players, while making sure there is gameplay involved with selling blueprint copies to third parties. Please note the Citadel Hulls and their associated blueprints are the most expensive structure set due to the importance regarding asset safety and home defense. Other structures will vary in price based on their role and intended persistence.
Details on the Citadel blueprint themselves are available below:
On a similar note, we will most likely rename the Outpost Construction skill to Structure Construction, since Outposts currently are following the same evolution trend than dinosaurs.
The modules fitted into new structures are fairly simple to build. They only require Tech I minerals and the new structure fuel blocks. If and when we release Tech II or faction modules the material build-up will be properly modified to match. Please remember the list below is not exhaustive of all the modules we will release over time, but only represent the first batch we intend on delivering.
Structure module blueprints are again worth 10 times the value list above. Exact details are available below.
The most observant people among you may notice defensive modules we didn’t list in our previous blog on the topic which warrants a quick explanation.
Service modules are more similar to structure hulls than the other modules. While they do not require Structure Components to build, they do require a mix of PI materials, minerals and the new structure fuel block.
Again, this is not the exhaustive list of all service modules that are planned for structures, but just the first batch.
Except from the hull themselves, rigs are going to be the most expensive piece of equipment to acquire. That is because they are going to offer great bonuses to the installed hull, and overtake the upgrade system currently in place for Outposts. Again, we’ll save the exact bonuses for the next structure blog not to overwhelm you guys all at once.
Rigs are entirely made from existing and regular salvage. Since we are going to have both Tech I and Tech II variations, they will be built in a similar manner to ship rigs, but with a much more expensive cost. We are aware such requirements will increase the demand for salvage, and increase rig price as a result. We will monitor how the market evolves and take additional measures if need be.
Below is an overview on the various rigs we want to release in the first batch:
The rig names we have above are generic categories to show their building costs. Exact rig types are much more numerous. Their associated effect and bonuses will be further explained in our next blog.
Tech I rig blueprints will be available from the market through NPC sell orders. Tech II rig can be invented or found in sites as BPCs. Prices are going to be 100m ISK for a Tech I Medium Structure rig blueprint, 500m ISK for a Tech I Large Structure rig blueprint and around 2.5b ISK for an X-Large Structure rig blueprint.
As mentioned above, new structures are going to use a new type of fuel block, which will be required to manufacture the various hulls, modules and online service modules.
As a consideration for players living in null-security space, we are investing coming up with more ways to build such fuel block to reduce the logistic hassle to haul four types of isotopes around. For example, we are considering adding 4 more blueprints to build the new fuel block with one racial isotope instead of 4, but increasing the amount to compensate.
Please remember all of those numbers and requirements are work in progress and subject to change before the release. Nevertheless, we wish you happy stockpiling and merry market manipulation hunger games. See you guys for our next blog, which will tackle structure hull fittings, bonuses, layout and why it’s usually better to upgrade to a larger sized structure if you have the means to do so.
Big shout-out to CCP Maximum Cats for graciously allowing us to use various Citadel concept arts for this blog.]]>
Welcome to the first blog about Capital ships in the Citadel expansion in early Spring 2016.
This blog is about concepts and goals, it is not about numbers. The numbers will come later and there will be many more blogs to come, don't worry!
We want feedback from all of you lovely people. So post away in the comments. We'll be reading and replying. All the images shown below are concepts, mockups or tech demos. Once more for good measure: these are not finished designs and will change.
Before we started looking at details, we wanted to firmly fix the goal of the design for capitals
Time to reimagine and clarify capital roles. Currently, players choosing 'My First Capital' almost always chose a Carrier. They provide more utility than a Dreadnought through the use of fleet hangars, ship hangars, damage, and repair abilities.
We are going to level the playing field.
All capitals will now get:
We want both Dreadnoughts and Carriers to be a valid choice for 'My First Capital'. We're going to split off the remote repair role from the Carrier and instead they will focus on fighters and support abilities.
Their repair role will go to a brand new set of capital ships.
Four brand new massive internet spaceships! Force Auxiliary Capitals will take over the remote repair role from Carriers. They will be the only class able to fit the Triage module and the only capital class with bonuses to remote repair modules. They will have limited combat abilities of their own, being unable to fit any guns or launchers. However, we will be giving them a drone bay for self defense. They will never be the damage dealers of the fleet, but instead, they will become the new logistics backbone.
Force Auxiliary Capitals will also have Fleet hangars Ship hangars, and refitting abilities to all their fleet mates like any other capital.
We understand that a lot of capsulers purchased their carrier as a logistics platform. We don't have defined plans for a transition between existing Carriers to the new Force Auxiliaries, but I can assure you it is on our radar, and we'll be announcing the transition plan with plenty of time for everyone to get ready.
We have a vast range of balance changes to go with all of this. First and foremost...
Remote-Repairing Carrier & Super-Carrier fleets will be a thing of the past. The N+1 nature of these tactics encourages enormous blobs and currently the best counter is to bring an even bigger group of your own capitals. The more carriers and super-carriers you bring, the more your entire fleet can tank. Under the Citadel expansion’s capital changes, the bar to killing capitals is limited to what a single Force Auxiliary in Triage can tank. If you can kill that, eventually you can kill the entire capital fleet...assuming you can stay alive and keep them tackled (smile)
The incredibly talented and endlessly creative players of EVE Online have taken combat refitting to its extremes. With some capsuleers refitting during combat from maximum shield resists, to max armor resists, and finally maximum hull HP to ensure they last as long as possible. Currently if you're shooting at carriers in a large group, which evercarrier you're shooting will refit to maximum tank to ensure that the remote repairs of its fleet-mates are most effective, while the other carriers fit to provide maximum remote repairs. Bring jamming support to counter this? They will refit ECCM on the fly. The Swiss-army knife nature of refitting capitals makes trying to balance them impossible. Anything you bring to fight them can be countered in seconds.
After the Citadel expansion, no ship will be able to refit while it has a weapons timer. The fittings you chose before the battle began become a lot more important and counterable. It is not impossible to refit...but you will have to wait out your weapons timer and, effectively, be out of the battle while you do so. We're considering adding a weapons timer to triage & siege modes...but we'd like your feedback on that.
Yes, titans can be tackled by enough Rifters, or jammed by enough Falcons. We've got some interesting mechanics for this and I'll go through them one by one -
Warping: Supercarriers and Titans will have an innate warp strength of around 20 to 50. We haven't locked these numbers in and we'd love to hear from you on what you think is appropriate. Heavy Interdictors with a focus point will work as they do now, as will bubbles.
ECM / Tracking Disruptions / Sensor Dampeners / Target Painters: We're introducing a new attribute 'Electronic Warfare Resistance'. If your ship has 50% Electronic Warfare Resistance, any electronic warfare modules will be 50% less effective on the target. In the specific case of ECM, this takes effect before the roll against Sensor Strength is done. So it is possible to Jam / Disrupt / Damp a Titan...but for best results you should use bonused ships. Force Auxiliaries going into Triage and Dreadnoughts going into Siege could have their Electronic Warfare Resistance attribute set very high, but they won't be un-counterable.
Stasis Webifying: We're introducing a new attribute 'Webifying Resistance' and it works the same as Electronic Warfare Resistance.
All titans, supers, carriers and dreadnoughts will have their HP re-balanced. The Hel and Nidhoggur will no longer be the black sheep of the family, and will have equivalent HP statistics. Titans and supercarriers will be receiving a cut to their total EHP. The current scale between ship classes currently looks something like this:
After the Citadel Expansion, it will be a little flatter. However, capital pilots will have more options to increase their EHP.
All existing capital sized modules will be getting a full set of Meta, Tech 2, and Faction variants. Yes, this includes Tech 2 guns (and the skills for them). We're also introducing a bunch of new modules -
All of these modules, HP and damage will be re-balanced in accordance with structures. We're not ready to release any figures yet, but watch for more devblogs full of graphs and spreadsheets! A few quick notes...
These will be re-balanced to the new Capital EHP levels. They will also have their effectiveness on sub-capitals greatly reduced.
New rapid firing anti-sub-capital weapon batteries are specifically designed to fire at sub-capitals. However their damage will be considerably lower than current XL weapon systems (in the 1 to 2k DPS range on a Sieged Dreadnought). They are short range guns, and their tracking will probably be somewhere in the battleship gun range.
This forms a large part of the HP balance. While traditionally a large part of a sub-capitals EHP came from plates or extenders, there are no capital equivalents. No longer! The choice on what to fit (plates, the most powerful guns, capital neutralizers, etc) will be a very important decision post Citadel expansion.
The new capital scramblers and disruptors will offer higher scramble strength with no bonuses to range. Existing officer disruptors and scramblers (which are capital modules) will keep their current roles as longer range capital tackle.
We are completely re-imagining fighter game-play.
The carriers of the Citadel Expansion will launch squadrons, made of up to 12 fighters of the same type.
These squadrons act as a singular unit. Carrier pilots give orders to an entire squadron. You lock an entire squadron as one unit, except instead of Shields, Armor and Hull, the number of fighters remaining in that squadron are shown.
Carriers & Super-Carriers will launch up to 5 separate squadrons at a time. We are intending on introducing 3 classes of fighters, these will replace all existing fighters and fighter-bombers.
|Light Fighters||Optimized for anti-Fighter combat and light damage roles|
|Support Fighters||Optimized for Electronic Warfare tasks including (but not limited to) Stasis Webifiers, Warp Disruptors, Neutralizing, Tracking Disrupting, etc.|
|Heavy Fighters||Optimized for launching waves of bombs or torpedoes, able to do tremendous damage to capitals and structures.|
The number and types of squadrons a carrier or super-carrier can launch will be limited.
Management of fighters ready on the launch decks will be an important consideration for carrier pilots. It takes time to swap one squadron of ready fighters out for another, or re-arm your Heavy Fighter Torpedo squadrons.
Each fighter squadron can have up to three abilities. These are similar to modules on ships, however there is no fitting for fighter squadrons.
Some of the abilities we're considering to include
Carrier pilots will need to be masters of multitasking and positional gameplay. We're introducing a new control paradigm for fighter squadrons. You can order your fighter squadrons to go to a point in space, instead of just objects.
Your fighter squadrons will be limited to the same grid as your carrier or super-carrier. No more warping fighters. However, they could be fighting several hundred kilometers away...so Team Psycho Sisters are doing some work on the camera for us. We're enabling you to detach the camera from your ship, or any ship and move it across the grid. They have a whole bunch more Camera magic they are working on, and you'll probably see a devblog from them soon!
And lastly, we will be providing you a lot more information about what your squadrons are doing. This is a mock up, and we have a lot of play-testing to do, but it gives you an idea of what we're aiming toward.
We have a wide range of super-weapons we're looking at for the Citadel Expansion. We had several requirements for all our Doomsdays -
Using the new UI, a Titan pilot can select two points in space and a powerful energy beam will slash from the Titan to the first point and then move to the second damaging any ships unlucky enough to intersect with the path of the beam.
The energy requirements of this weapon are so great however, that before firing the Titan neutralizes any ships unlucky enough to be close to it before checking to ensure it has enough capacitor and firing. The Sickle does not differentiate between friend or foe, damaging anyone in its path.
Lastly, it takes a while for the Sickle to warm up. During this period it becomes obvious where the beam will slice, giving ships time to get out of the way if their pilots are paying attention.
Similar to the Sickle, instead of slashing though space this beam is stationary. It neutralizes capacitor, then fires along a path, pulsing every second and doing damage to anyone who stays in its effect radius.
Utilizing Jump Drive technology, the Hand of God will generate an anomaly in space. After a short period of time, anything that isn't a structure or capital class ship will be teleported, together, to a random location in the same system away from the Titan, while the titan stays put. While the effect isn't powerful enough to teleport capitals, it will disrupt their warp and jump drives for a period of time.
Utilizing advanced new technology, this weapon destabilizes the capacitors on a ship. After a short period of time (10-15 seconds) any charge on capacitor rapidly discharges...like a smartbomb. The more capacitor the ship has, the more damage it does to itself and nearby ships.
Super-carriers won't be left out however! Fighters by their nature can be fighting hundreds of kilometers away from their upercarrier. The super-carriers special weapons compliment this. Building on the Remote ECM Burst, supercarriers will be getting a whole range of remote EWar AOE weapons. The exact details of these weapons aren't finalized, however we're exploring a bunch of option for these, such as:
We are looking at expanding this line...think very localized and short term Wormhole effects. However there are some technical challenges to overcome here...so watch this space.
Supercarriers will also have stronger fighter squadron compositions and abilities than Carriers. We feel that the new fighter squadron gameplay and the projected Electronic Warfare Abilities go hand in hand.
I hope you are all as excited about these changes as we have been imagining and coding them. We will have more devblogs over the coming months, going into specifics about each of these topics. Tell us what you think, including suggestions and concerns. Over the coming weeks we'll be posting how you can apply to be a part of the capital focus group. Keep an eye out for that!
- CCP Larrikin on behalf of Team Five-0]]>