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]]>
(click to enlarge)
Bloody Omir ran away,
Hiding from the light of day.
He made a base out in the night,
Far away from the Empire's might.
Holders think they all are safe,
Protected by the Empire's grace.
Silly people, you should know...
You shall reap just what you sow.
Bloody Omir is coming back,
With monsters from the endless black.
Wading through a crimson flood,
Omir has come to drink your blood.
An infamous nursery rhyme that sends chills down the spine of youngsters across the Amarr Empire, this tale speaks of Bloody Omir, the leader of the infamous Sani Sabik extremist cult, The Blood Raider Covenant.
After rising to power in YC84 upon successfully eliminating any rivals for leadership within the Blood Raiders, Sarikusa conducted a ruthless purge of the organization, over which he now assumes complete control.
Famed for their kidnapping, blood-letting and ruthless raids into space belonging to the Amarr Empire, the Blood Raiders are feared across the cluster, which has led to Omir Sarikusa being branded the most wanted heretic in the Amarr Empire for preaching an alternate take on the Amarr faith which is deemed heresy by the Theology Council.
With the Empire in a state of disarray after the loss of Empress Jamyl I and the Golden Fleet feeling the pressure from the presence of Drifter incursions within Imperial Borders, the Blood Raider Covenant has chosen the prefect time for tactical strikes against the Empire.
Will you assist them, or try to quash their heretic preaching and vicious raids into the Empire?
In celebration of this most appropriate time of the year, from October 20th through to November 2nd, there will be a number of Blood Raider themed offers occurring, along with some in game activities that players can take part in.
The Crimson Harvest is coming, and will include:
Blood Raider Gauntlets will be appear throughout New Eden during The Crimson Harvest, inviting you to test your piloting skills against some of the best of the Blood Raider ranks. These Gauntlets will appear on your overview as long as you have "Celestial Beacons" enabled, and should you successfully complete a gauntlet, you will be rewarded with a Blood Raider Abaddon SKIN in addition to a chance of receiving a special Blood Raider Cerebral Accelerator.
The accelerators are plugged in through the same method as a standard implant, and will last 24 hours before they are depleted. Be aware however, that you should use them with haste, as come November 2nd, they will cease to provide any training bonus.
As a reminder, the Blood Raider Gauntlet and the rewards found within will only be available during the Crimson Harvest and the Blood Raiders will make sure you cannot use the accelerator after the harvest ends... so you better be quick!
- Team Murder Services
Don't forget to visit The Crimson Harvest reactivation page for news and offers!
With EVE Vegas fast approaching, we're happy to announce a little about what you'll be able to find in the EVE Store at Planet Hollywood during the event, and a couple of efforts that we'll be running during the event for charitable causes!
Firstly, we'd like to share the finalized schedule with you all, which includes a whole host of roundtables and presentations by both players and developers alike. You can find it below in it's raw form as an image, and you can also take a look at the web version here!
(What is this, a schedule for ants??! Click to enlarge!)
There'll be a number of announcements regarding Capital Ships, Citadels, and features and content that are coming in Winter 2015 and Spring 2016, so be sure to come along to all the sessions you can make it to, and check out our youtube channel for recordings of all the key sessions if you can't make it to Vegas!
Now over to CCP Spitfire to see what new merchandise he's been cooking up for EVE Vegas 2015.
The EVE Vegas store returns! This year, we are bringing back everyone’s favourite EVE classics, but also adding some brand new things. We partnered with DPI Promo to create a new selection of player-inspired merchandise, and aim to offer it online to everyone in the nearest future.
Here is what you can expect at EVE Vegas:
As some of you might remember from Fanfest 2015, we auctioned 10 former server blades from Tranquility as part of the silent auction, in support of the Icelandic Children's Hospital. Each of these blades eventually sold at auction for very healthy prices, some in excess of $500 US.
Given that some of our US players can't make it across the pond for Fanfest, there were a number of requests from the community that we bring some to Vegas for an auction. Well, we're bringing 5 over for EVE Vegas 2015, and you'll be able to bid on them exclusively at the event in support of the Icelandic Children's Hospital, with all cash raised going toward the EVE Community's fund to buy new equipment for the hospital.
Please bear in mind that we won't be able to accept cash for this auction, as payments will be taken through the EVE Store's payment system, so only credit and debit cards will be able to be used for payment.
We’re happy to announce that as part of the celebrations at EVE Vegas, our fantastic partners at Nvidia have gifted us a Titan X Graphics card.
This is the amazing Flagship card from Nvidia, with 12GB of GDDR5 VRAM and insane performance.
The EVE Community is of course known for its charitable nature and as such, we thought that we’d use this opportunity to assist a good cause with a little bit of a competition and giveaway at EVE Vegas 2015.
In support of the fantastic work of Child’s Play, a specialized charity that seeks to improve the lives of children in hospitals and shelters across the world, using the generosity and kindness of the video games industry and power of its players across the globe, we’d like to offer all EVE Vegas attendees a chance to win this amazing piece of hardware, while also supporting a worthwhile and important cause.
So, come try out EVE: Valkyrie while you’re at EVE Vegas, make a donation if you like, and be in with a chance to take home what is arguably the most powerful graphics in the universe.
Here’s how it works!
Please bear in mind that we won't be able to accept card payments for donations for this giveaway, as payments will be taken seperately from the EVE Store's payment system. Only cash will be able to be used for donations to Child's Play.
Of course this wouldn’t be a real contest without more rules and legal stuff (the lawyers made me do it, I’m sorry!), so make sure you read these terms if you want to enter:
EVE Vegas Nvidia Geforce GTX Titan X Giveway Contest Rules:
If you haven't already secured your ticket for EVE Vegas and the EVE VEgas Pub Crawl then be sure to do so as soon as you can, there's only a few left before we sell out!
Looking forward to seeing you all there, and raising a glass!
Let's talk a bit about the Character Bazaar!
In case you aren't familiar, here's how it works currently: we provide a character transfer service that allows anyone to move characters from one of their accounts to any other account at a price of two PLEX per transfer. Based on this capability, we have a forum section where players trade characters between each other for ISK.
Not only does the Character Bazaar discourage people from participating in illegal account sales on eBay and other sites, it also creates a path to make dramatic changes in your progression in EVE. As a player, the Character Bazaar is how I made the switch from being a 15 million skillpoint Interceptor pilot to being a 33 million skillpoint Battleship pilot. I was able to afford it using the ISK I had earned in my first year plus the sale value of my character. This ability to either accelerate or change your character progression quickly is something players clearly appreciate having, as evidenced by the 70 or so character transfers that happen every day, and it’s also something we feel matches EVE’s core design which is focused on player control above all else.
While there’s a lot of things we like about the Bazaar, it also has some problems. For example, you would never know it existed from actually playing the game, 3rd party services are nearly essential when trying to shop for the right character, and you are forced into an awkward auction system using the forum thread which often leaves both buyer and seller unsure if they are getting a fair deal. On top of all that, you have to accept that you don’t get any personalization of the character you’re buying. The name, exact skill distribution and reputation are all set before you buy. That part really hits home for me because when I made that jump from 15mil SP to 33mil SP I went from being called ‘Turbo Dinosaur’ to being called ‘Kil2’. Puke. I also found out, after the fact, that Kil2 had been involved in some kind of corp theft which meant I had to deal with negative reputation issues for years afterwards.
For those reasons, we’ve been wanting to take a look at improving the Bazaar for some time now. Recently, we’ve seen new threads emerging where EVE players discuss options to help new players with progression. The combination of your threads and our Character Bazaar evaluation together were that extra kick in the pants to get us into gear.
We quickly realized that to make a significant improvement to using the Bazaar, we would be looking at a large web feature for browsing, buying, and selling characters. Even if we hit that work out of the park, we would still have an experience outside the client that is hard to discover and fairly inconvenient to use. Why not instead move the experience into the client? By doing that we increase discoverability and we can avoid the awkward auction system.
We also discovered that the vast majority of complexity involved in character sales goes away if you make them more granular. Rather than requiring that characters be sold whole, we could allow them to be broken up and sold in chunks. This means that buyers get to retain all the individuality associated with their characters and sellers can make some money off their training mistakes or unused skills without having to part ways with an entire character.
I’m sure by now you’re ready to hear some details. We are still in pretty early stages so please remember that everything below may change, but we think it’s valuable for you to be able to concentrate feedback on something concrete so here goes.
As you can see, this design favors skill transfers for younger characters and makes them very inefficient for older characters. We’ve designed it this way so that we protect the prestige associated with long commitment to a single character.
Why have diminishing returns at all? We want to make sure training decisions are still very important and that rapid respeccing of skills is not an efficient choice at any point. Note that respeccing below 5mil SP is not possible because characters that new are not allowed to create the SP items.
Feedback on how exactly to set up the diminishing returns, or even alternate ideas to reach the same goals would be very helpful here. We think we are in the ballpark but getting the numbers right is very important.
By putting more control of your characters in your hands we hope to improve the game for everyone. Whether you’re an older player who would rather have ISK than those mining skills you don’t use any more, a clever new player looking to invest your fortune into your character, a Corp leader trying to move everyone into a new doctrine or someone like me who just realized that they would rather fly Armageddon’s than Stilettos, this feature has you covered. This all fits nicely to our overall game design philosophy of giving you control over your experience through cooperation and competition with each other.
There is a lot to be careful about here though, and we understand that. The skill system is a fundamental part of EVE so we need to make sure we account for all outcomes, which is why we're talking to you now. We hope that because this feature is modeled from the Character Bazaar, a long-standing and well-established feature, we are already pointed in a good direction. We would like feedback on everything from how the diminishing returns work to what ways you could see this feature being exploited to what ISK price to expect a Skill Packet to fetch so please let us know what you think.
Oh, and one last note on the Bazaar, it won't go anywhere for now. It still offers something unique and valuable so we don't see a need to remove it. We just think this is our best route to providing a better skill trading experience.
Looking forward to your feedback
- CCP Rise on behalf of Team Size Matters]]>
Here's the latest round of iterations on the sovereignty system coming in the Parallax release on Nov 3rd, as well as a few other features that your space friends in Team Five 0 have been working on.
Some of these changes were previously covered in our last dev blog “NEXT SET OF SOV AND CAPITAL MOVEMENT ITERATIONS”. Most of the details from that blog are still valid, but I’ll cover them here again with the latest updates as appropriate. Let’s start with…
All structures that can be captured by Entosis Link modules will now have the ability to automatically regenerate towards defender control. This applies to Infrastructure Hubs, Territorial Claim Units, Conquerable Stations/Outposts, Station Service Modules, and Command Nodes. If one of these structures has a defender alliance, then the structure will slowly capture itself on behalf of that alliance whilst it is idle. The rate of defensive regeneration is fixed for each type, and is unaffected by any modifier such as the Activity Defense Multiplier.
For structures with daily vulnerability intervals, when the structure has completely re-secured itself by defensive regeneration, it will be able to enter an invulnerable period as normal.
If any ship begins capturing a structure with an Entosis Link module (after the module has completed its warm-up cycle), the defensive regeneration is disabled. If a ship stops capturing the structure for any reason, the structure will immediately resume the defensive regeneration.
As a defender, manually re-securing your structures (or capturing your Command Nodes) with an Entosis Link module will always be faster than relying on the defensive regeneration. It does mean however that you aren't always forced to re-fit in order to undo a small amount of capture progress by an uncommitted attacker once you’ve chased him off. Just keep the area secure from further interference and the structure will take care of itself.
Note that if a Station Service Module has been completely disabled by an attacker, it will not have any regeneration and will need to be manually re-enabled by the defender. However an enabled Station Service Module that has partial attacker progress but was not fully disabled will be able to regenerate back to fully secured.
The following table shows the regeneration times for each type of item. (Values are unchanged from the previous blog)
|Base capture time (sec)||Regen Speed Multiplier||Regeneration time (min)|
|Station service||235||x 0.04||98|
|Command node||325||x 0.40||98 (neutral starting point)*|
* An unattended capture node event will self-complete in < 196 minutes (assuming all solar systems in the constellation have been visited by at least one player since downtime)
Command Nodes linked to the same parent structure will regenerate independently of one another. When one Command Node is being manually captured, any other related idle node will still continue to regenerate by itself. Any command node that completes 100% regeneration will count as being captured by the defenders, and award them 5% progress to the overall campaign as normal.
Command Nodes associated with a free-ported station will not have any defensive regeneration, as there is no defender alliance in this scenario.
For those not familiar with Infrastructure Hubs and their associated Infrastructure Upgrades, the upgrades are items that can be installed in an IHub in order to provide some kind of bonus or ability within a solar system. These include extra pirate/asteroid spawns or the ability to anchor certain restricted starbase structures such as Cynosural System Jammers or Supercapital Ship Assembly Arrays. Infrastructure Upgrades are similar to rigs in that once installed they cannot be removed. Some upgrades also add to the weekly upkeep bill that the owner of the IHub is required to pay. This means that an IHub can become quite expensive to run if it includes upgrades that are only required on a temporary basis.
Prior to the release of the new Sovereignty system in the Aegis release, one workaround for this forced billing cost was to use multiple IHubs. An alliance would launch two IHubs in a system, one fitted with the high-upkeep upgrades and one without. They could then offline one and online the other, letting them switch between different billing levels according to their current circumstances.
With the Aegis release the mechanics of activating IHubs changed, such that only a single IHub could ever be launched in a solar system at a time. The only way to switch to a new IHub would be to destroy the old one. This obviously makes it extremely cost (and time) inefficient to swap out IHubs just to avoid paying upkeep for an upgrade module that isn't currently required.
We are therefore introducing the ability to switch Strategic Upgrades on and off once they are installed in an IHub. (Strategic Upgrades are the only type that increase the weekly IHub bill)
When a Strategic Upgrade is switched off, any starbase structures dependent on it will immediately go offline. These structures cannot be put back online without first switching the Upgrade back on. If the structure is currently running any industry jobs, these jobs will be immediately paused for as long it remains offline. When the next weekly IHub bill is generated, any disabled upgrades will not count towards the bill value.
We've also added a new 'Weekly Cost' label to the IHub management UI that shows you the next billing amount for the current upgrade configuration. This label will update as you switch upgrades on or off.
If you have a keen eye for details, you might now be thinking that you can save some ISK by switching off an upgrade just before the next bill is generated, and then switch it back on just after. I'm sorry to disappoint you, but this is already accounted for: When installing a new upgrade, or switching on an existing upgrade, you will now be required to pay an upfront activation cost. This cost is equal to the weekly upkeep for that item, and must be paid by the character performing the action.
Given the strategic importance of some upgrades, switching them off can only be done by a character with Director roles in the corporation owning the IHub. Installing a new upgrade or switching on an existing upgrade requires the Station Manager role. [EDIT: This previously incorrectly stated a requirement of Configure Starbase role]
Following on from configurable infrastructure upgrades, another requested feature was the ability for corporations to manually remove their own sovereignty structures without having to have a different alliance come along and complete a multi-day capture process. We are now adding a Self-Destruct option to Infrastructure Hubs and Territorial Claim Units. This will provide a quicker way for an alliance to tear down their assets in a solar system.
The self-destruct option requires Director roles, and will trigger a countdown similar to self-destruct on a normal ship. However this countdown is longer - it will take 20 minutes to complete. Initiating a self-destruct will send a notification to the owner alliance, which includes details on the responsible character. Any other Director within the corp can travel to the structure and cancel the self-destruct, provided he does so before the countdown completes.
As with ship self-destruct sequences, a server down-time will automatically cancel any ongoing countdowns. This is intended to mitigate out-of-game issues such as unpredictable patch times from interfering with the ability of owners to abort a self-destruct.
Whilst we have your attention, we have a few other additional changes that we want to highlight. All the changes mentioned in this blog are already on the Singularity test server, awaiting your evaluation.
We are reducing the maximum fatigue cap down to 5 days (from 30 days). This means the effective maximum jump cooldown timer is now 12 hours (down from 2 days 22 hours). During the Parallax deployment downtime we will update any characters with jump fatigue higher than 5 days, or jump cooldown higher than 12 hours, to bring them within the new limit.
This isn’t the final iteration on Jump Fatigue, and you can expect to see more tweaks in the future.
Hopefully by now you’ve watched this video, as seen on the EVE Updates site.
With the Parallax release, we are adding the necessary behind-the-scenes kill tracking for individual ships. This is in preparation for the availability of Kill Marks coming to ships in a subsequent release.
There are going to be a few restrictions about what type of kills will count towards a ship’s Kill Mark tally. Here are the current rules about which targets will be scoring:
Only the ship with the final blow can earn a point for a kill. If a drone, missile or bomb kills a target, the parent ship will count as the killer.
So start warming up those guns.
Does your ship have a Fleet Hangar? Have you ever wanted to scoop items in to it?
Well now you can!
There’s not much more to explain here - this image tells you everything you need to know.
That’s the latest round-up from Team Five 0. Thanks for reading, and some of us will see you in Vegas! :-)
PS: Thanks for all the pizza!]]>
On behalf of the Operations Team, and with blog writing music blasting on full (Skálmöld), I am privileged to be telling you about a huge project called Tranquility Tech III, which we plan to complete by early 2016.
The project is called TQ Tech III (TQ is short for “Tranquility”, the live server for EVE Online) because this is the third time the EVE infrastructure is physically moved, and CCP is now also making a significant investment in all new hardware (Network, Storage, and Servers) whilst moving it all to a new hosting facility within London.
We’ve accomplished such a herculean task a few times in the past. Here’s a quick trip down devblog memory lane to remind you:
In the continued commitment to EVE Forever, it is time for TQ to level up again, with new methods and technology having emerged to help inform us in our approach to running the super-complicated service and game and universe that is New Eden.
TQ Tech III has a many highlights which I’ll go over and enlist fellow devs to explain.
Warning: It’s about to get super tech-freaky up in here!
TQ’s storage is mirrored and redundant. The storage array has always been redundant but now we’ve added more failsafes.
There will be a full SAN mirror so that we can both maintain TQ and failover live, replicating a copy of the TQ Database across the ocean to Iceland, land of fire and ice.
From the storage side this is how TQ will look once we're done:
What you see here are 2x IBM SAN volume controllers which govern and control 2x IBM V5000 controllers which store all the data with 3x expansion shelves that house 9x800 GB SSD's with a grand total of 83x 1.2TB 10K SAS disks.
Remember this is all mirrored so double these disk numbers for the full picture!
All this lightning fast and redundant storage has to talk to servers...
Since day one, EVE has been operated by IBM blade servers. For the upgrade we chose the next generation of IBM servers called IBM FLEX.The above picture demonstrates 1x FLEX Chassis connections to its storage
The FLEX concept is similar to the blade centers in that there is a chassis which has power and cooling and you can have up to 14x nodes in each chassis.
In comparison, the current TQ blade centers run on 4x 1Gbit network connections then each of the 14x blade has access to 2x1GB as they have 2x network cards.
The new IBM Flex chassis will have 4x 10Gbit network connections, giving each flex node access a total of 2x 10Gbit throughput.
For the current way that EVE runs this is an overkill but having this in place allows for our engineers to test out interesting new ways to scale TQ and architecture performance, that will take time of course but the immediate benefit is that our deployment times will speed up a lot!
Also this will drastically improve our virtual server environment for example when we live migrate Virtual Machines across physical hosts.
Oh yeah, we will have 6x chassis btw :D
Isn't she a beauty?
You can see a lot of redundancy in the internal components, which is planned so we can maintain TQ by swapping a whole chassis out of rotation while EVE players continue to battle, trade, chat, manufacture, explore, and scam on the other 5.
The servers are connected to the storage via 2498-F48 IBM SAN 16Gbit Switches with everything cross-connected so there is no single point of failure.
Today we have one server which we call the “Everest” node. It is assigned to all the most prolific high–load EVE situations, typically the biggest fleet battles in all of gaming.
With TQ Tech III there will be 6x Everest Nodes.
That leaves a lot of potential for a lot of spaceships to explode at the same time. It also means that certain alliances can forget to pay several crucial bills at one time if they so choose!
Let’s take a deeper look at the cluster, starting with TQ's database machines.
The 4x Microsoft SQL Database machines will have a whopping 768GB of RAM each running on 1866MHz. They have 2 Intel E7-8893 v3 - 3.2GHz CPU's with 4 cores (8 hyper-threaded) and 45MB cache which are ideal for database-intensive workload.
To go into little bit more detail on the DB side, here are some notes from the Database Administration team.
Currently we have three main production DB clusters:
All three are on very different types of hardware, spanning multiple generations of architecture, and mostly held together with Minmatar duct tape, soulful Amarr prayers, the naïve and hopeful Gallente spirit, and low-grade mass-produced Caldari chicken wire from upgrades over the years.
With our New TQ cluster, we're looking to consolidate and free up physical space so we'll be combining Web and Account Management and Payment clusters while we keep TQ separate.
For CPU's we are upgrading from ancient 5 year old X7560's @ 2.26 GHz to brand spanking new E7-8893 v3's @ 3.2 GHz. That's a 45% increase in clock speed alone, and on top of that we get a huge 75% increase in memory bus speed by going from 1066 to 1866!! Make no mistake, we need all that extra memory speed as we go from 672GB of RAM to 1.5TB, yes you read that right - 1.5 TERA bytes of RAM! That’s how we roll these days, we count our TQ hardware memory in terabytes!
Keep in mind these numbers are just from active nodes, so the New TQ DB cluster total is double this when we factor in the secondary / passive nodes. 3 TB of RAM for our 2 production DB Clusters--mmmmm, tasty!
While we had discussed having a single two node Active-Active cluster, we decided against this for various reasons. For example, with one cluster.exe crash the whole shebang could go down. Having the TQ DB cluster isolated gives us great peace of mind across the whole system.
With that said, we have 4 amazingly powerful DB machines to host our two clusters and have come up with a very interesting plan in an attempt to maximize redundancy.
Before we go further, keep in mind that this is a proof of concept that we have yet to test. It is entirely possible we'll ditch this and just go with plain normal clusters (that still happen to be running on insanely UltraMegaShiny hardware from the heavens).
Our plan is to create a 4 node ESXi cluster farm with the 4 monster nodes. On top of the hypervisor we'll build both of our SQL Server clusters with one cluster node per ESXi server - as if they were physical. No real change there!
The real benefit comes into play when (or if, but more likely when) one of these physical hosts needs hardware maintenance or needs to be taken offline for some reason. At this point, in a typical two-node physical cluster we would be forced to run on only one cluster node and have fingers crossed that our now-single-point-of-failure does not fail. Lots of soulful Amarrian prayers would be required.
With our virtual direction, we could simply vMotion the passive cluster node from its dedicated ESXi host to another ESXi host (the one hosting the 2nd cluster’s passive node)...and Bob’s yer uncle! Sure that one host with two passive nodes will now be over-allocated, but we would have to lose two more hosts before that becomes an issue!
This means that not only are we redundant on the SQL Instance level by using Windows Failover Clustering, but we'll now be able to survive more than one hardware failure as well! We have a lot of testing to do with this but for the most part this is all proven tech, so really, what could possibly go wrong?!
CCP DeNormalized, CCP Hunter, CCP Stephanie, and CCP Jolin
Specs of Current TQ Tech II vs TQ Tech III
TQ Tech II
TQ Tech III
Standard SOL Nodes
51 x IBM HS21XM - Intel X5260 CPU @ 3.33GHz with 32GB RAM (1333MHz)
30x IBM x240 - Intel E5-2637-V3 CPU @ 3.5GHz CPU with 64GB RAM (2133MHz)
Enhanced SOL Nodes
9 x IBM HS23 - Intel Xeon CPU @ 3.30GHz with 64GB RAM (1333MHz)
6x IBM x240 – Intel E5-2667 v3 CPU @ 3.2GHz with 128GB RAM (2133MHz)
DUST514 Proxy Node
4 x IBM HS22 - Intel X5687 @ 3.60GHz with 24GB RAM (1333MHz)
Will run on Eve proxies
EVE Proxy Node
5 x IBM HS23 - Intel E5-2643 0 @ 3.30GHz with 64GB RAM (1600MHz)
6x IBM x240 - Intel E5-2667 v3 CPU @ 3.2GHz with 128GB (2133MHz)
ESXi / Virtual hosts
4x IBM HS 22 - Intel E5620 @ 2.4GHz 146GB RAM (1333MHz)
3x IBM HS 22 - Intel E2640 @ 2.6GHz 146GB RAM (1333MHz)
2x IBM HS 22 - Intel X5690 @ 3.4GHz 96GB RAM (1333MHz)
6x IBM Flex x240 Intel E5 2640 v3 @ 2.6GHz 386GB RAM (2133MHz)
2x IBM X3960 X5 – Intel X7560 @ 2.26 GHz with 512GB RAM (1066 MHz)
2x X880 X6 FlexNode – Intel E7-8893 V3 @ 3.2 GHz with 768GB RAM (1866 MHz)
At this stage, we have talked a lot about fast servers with a ton of fast storage. But something needs to connect that all together and then to the place with all the funny cat pictures (the Internet). Otherwise EVE Online is not so much... online.
Over to our Network Team for more info.
At the network edge, our trusty Cisco 7606 routers have served us well since 2009. We peer with over 20 providers and get full BGP tables from five of them, making for a total of over two million path attribute entries that get compiled into the half-million global BGP best-path route table on each edge router. These venerable beasts of the routing world have been handling all of that without breaking a sweat.
Still, technology has moved forward in leaps and bounds during the last six years, and it's time to retire those old routers and replace them with a new generation. In order to best serve you, the glorious pilots of New Eden, we are once again investing in the best and the greatest. TQ deserves nothing less!
The new boxes are a whole order of magnitude more powerful, offering throughput of 120Gbps and more than double the memory, allowing us to peer with more providers. The extra RAM also allows them to keep pre-calculated backup BGP routes in memory for every active route, so that a failed path may be switched to a secondary path in a matter of few milliseconds. That means that if a directly-connected provider fails, most players routed via that provider get switched to a new provider without being disconnected. The new routers will allow us to provide better connectivity while opening a whole new universe of possibilities with their new features, doing so with expanded memory and processing power.
Other fundamental part of TQ’s current edge network are Cisco ACE 30 load-balancers. As quirky as those boxes have been to configure, they have a special place on our technology-loving hearts here at CCP as they have allowed us to rapidly deploy major changes to TQ and have proved to be rock-solid.
However, a couple of years ago Cisco pulled out of the load-balancing market and left the ACE as a moribund platform dying a slow death. Since then we have been testing different platforms and are excited to have found a great replacement that brings improved performance as well as a whole new bag of tricks.
In performance terms alone, with New TQ we are increasing throughput from 16Gbps to 30Gbps and maximum concurrent connections from 4 million to 24 million. The new load-balancers have gotten all of us, not only in OPS but also in EVE Development, rubbing our hands with glee like a capsuleer who just got their hands on their first Titan.
We are not just replacing old hardware with new, but also looking at what more can be done to improve the player experiences with regards to connectivity. As part of that effort, we will be deploying a new Intelligent Routing Platform to optimize BGP routing. This system will automatically test both latency and packet loss to every single player upon connection to TQ, running tests simultaneously over each of our connected providers and peers back to the player's ISP (Internet Service Provider).It will also non-disruptively switch each connection to the best available path.
Active connections get tested every few hours. This system has proven to be able to seamlessly bypass many problems and blackouts that regularly afflict the rough seas of the Internet. The excellent reporting will also allow us to tailor our selection of providers to the ones that perform best for EVE players.
On our tests, as you can see on the charts above, the Intelligent Routing Platform was able to improve on connections to over 7,000 ISP networks worldwide, eliminating packet loss in 91% of connections to TQ where packet loss existed, and bypassing blackouts on internet routes in 59% of cases. Latency is also much improved, with reduction of at least 20% in more than half of the high-latency connections. Those are the types of metrics we love to see!
Finally, we will continue to expand our peering with LINX, the London Network Exchange, which allows us to peer directly with a large number of ISPs. That way, players connecting via those ISPs can reach TQ directly, without crossing any additional networks on the public internet, cutting down on the number of hops and offering a much more stable connection.
We would love to tell you all about the specs of these new boxes in mind-numbing details (we can talk about that endlessly, believe me!), but our security specialists tell us that we must keep most of that secret. But, but, but, if you come to the OPS discussion roundtable at the next EVE Fanfest, we promise to share with you glimpses of this wonderfully new and improved world of Internet spaceship networking.
- CCP Lucca and CCP Skylark
TQ started in a hosting center called Cable and Wireless in London, then moved across the street into Telecity in February 2006. Now, about a decade later, it is time to move to a new data center (opened in 2014) with the latest design in the data center industry.
For couple of months we will have both sites operational in parallel. Then, when we are ready, we will swap over with the goal to have as short of a downtime as possible.
We aim to have TQ Tech III up and running in very early 2016.
Then we will relocate what is soon-to-be-known-as “Old TQ” back home to Iceland to another data center with Verne Global (which is powered by mysterious geothermal volcano power).There we will host all the test servers like Singularity (Sisi), Multiplicity, etc with the best bits from Old TQ, plus some upgrades.
Starting then, we will begin replicating New TQ’s database from London to Iceland so we have a secondary site capable of taking over in case Ragnarök happens and is centered in England.
You can expect another blog in beginning of November with pictures of the hardware being installed in Reykjavík and a progress report.
We in the Operations department are truly excited and proud of the TQ Tech III and what it means for EVE Online and its players.
That's enough writing it for now. Time to get back to the project!
- CCP Gunshow, on behalf of the CCP Ops Team]]>
Greetings marvelous ones!
We tend to use devblogs and news articles to call attention to exciting new things our developers are working on or what to expect in the next release just a few weeks away, but I wanted to change that up a bit for once, and give a shout out to the friendly generosity of EVE players.
A few weeks ago, a simple post appeared on Reddit by AgonistX. Two Redditors (raphendyr and cornak_firefist) then took this a step further and the idea of buying a round of tasty development fuel was born, #CCPizza became a thing, and a GoFund.me page was created. Donations and comments poured in, and can still be viewed here.
In just over 21 hours, more pizza money had been raised than the EVE developers in Reykjavik could possibly eat in a sitting, so the funding page was shut down temporarily while myself and Cornak Firefist tried to work out what to do with the extra cash.
In the spirit of the effort, we decided to extend the pizza to all CCP offices and give the leftover funds to the Icelandic Red Cross. The page was reopened and allowed to run for the full 7 days originally planned. Here is what it all broke down to:
And because you guys love your graph pr0n…
Total pizzas consumed by office
Total pizzas that contained pepperoni
Total pizzas that contained pineapple
Thank you to everyone, not just those who contributed, but all of you who make up this great community we are all so happy to be a part of. Fly safe o7
We have been working on a new way to install and update the EVE client, and are now ready to give you a preview of a brand new launcher.
This should result in fewer cases of failed patching. We no longer rely on HTTP 1.1 and ranged gets - files are simply downloaded as a whole. We are also planning on doing more diagnostics in the launcher to help identify connection issues.
You can leave it running past TQ downtime and it will refresh automatically - not just on startup.
No more separate installs to run against Sisi or Duality. The binaries are downloaded in a very similar way to how the resources are downloaded on demand in the client, using the same sort of CDN setup and the same shared cache. A lot of the binaries and resources are the same between different servers so there is very little overhead in keeping binaries around for multiple servers.
For each client you launch, you can select a settings profile. This is somewhat simplistic, though - really all that is happening is you are selecting a settings folder to use for the client.
You can set up logins to multiple accounts, and then launch multiple clients with one button click. The logins can be remembered between sessions if you want.
The launcher also keeps track of clients it has launched so you won't accidentally launch on an account that is already logged. You can switch focus to any running client from the launcher, or close it down.
Verifying, purging extra files and downloading the full resource cache are all handled by the launcher. You can also move the cache to a different location.
You can select to run clients with logging, making it easier to gather logs for bug reports.
Right now! Download it from here: https://binaries.eveonline.com/EveLauncher-969236.exe
To begin with we'll offer this new launcher as an alternative to the current one. It is still in an early state and we want your feedback before we commit to switching over. The current launcher will continue to be offered until we are fully confident that the new launcher provides a better experience for all players.
As of yet, we do not provide a path to migrate settings to the new setup. We do plan on developing a simple tool to help with migrating settings, though, so do not despair.
The Mac version is not available in this first pre-release, but we are working on it.
There are some challenges in maintaining an application that needs frequent updating, as the EVE client does. On Windows, the regular install location is under the Program Files folder (or C:\Program Files (x86) to be more precise). With UAC enabled (as it is by default), this folder is protected and you have to allow programs to make changes.
The new launcher downloads the binaries into the same location as the resources - the shared cache. The binaries for each server you connect to are then staged in individual folders under the shared cache folder and run from there. The shared cache has to be in an unprotected location, of course, so that the launcher (and the client) can download resources as well as binaries.
Even if you install the launcher under Program Files, the EVE client(s) it launches will not be run from there. How does the old launcher get around this? It actually changes the permissions on the installation folder - a method that is not recommended by Microsoft (see https://msdn.microsoft.com/en-us/library/bb530199.aspx for a discussion on patching methods).
CCP Snorlax and Team RnB
Today, we are adding a lot of information about upcoming changes to Eve Online on our EVE Updates website. We want to get you more of this information earlier, and in this blog you'll find a summary of what we are announcing today. We will keep adding more features and information as we refine our plans, and EVE Updates will have the latest information. Take a look, and give us your feedback as we develop all of these features in the next weeks and months!
Always go to updates.eveonline.com for current and accurate dates.
New Launcher in Beta
Sovereignty Structure Modifications
Jump Fatigue Reduction
The Crimson Harvest
Invasion of the Throne Worlds Returns
Probe Scanning Map
More Ship SKINs
Toggle: Camera Movement When Idle
Brain in a Box Performance Update
Ice Mining Frigate
Community-Driven Ship Updates
Mysterious Happenings in Drifter Sites
Missile Guidance Disruptors
Falloff For Neuts and Remote Assistance Modules
Ewar Module Tiericide
PVP Kill Marks on Ships
New Propulsion Systems
Module Effects Galore
A More Vibrant Universe
More Camera Options
D-Scan in the New Map
Physically-Based Rednering on Strategic Cruisers
New Tranquility Server Hardware
Mac Client Improvements
More EVE Music
Capitals and Citadels
Stay tuned because there will be more to come during this timeframe.
Fly safe, and see you around!
Executive Producer, EVE Online
In the Vanguard release on September 29, 2015, we introduced a new feature called multibuy that will allow you to purchase multiple items from the market at once. The multibuy window should already look familiar to you, as it's very similar to the multisell window which we brought you last year.
The ability to buy many items at a time has been a frequently requested feature by players and devs alike, so we are pretty excited to be adding it. Now reshipping after losing a ship will be so much easier :)
The target user group for this feature is the crowd that wants to buy their stuff "here and now", even though that can come at a slightly higher price.
Those who like to play the market game and focus on margins will probably in most cases want to have a full context for the orders of each item, so we decided to focus the user experience on the immediate buyers and keep things simple. Therefore, multibuy only offers immediate buys in a station in your current solar system, but you are still able to set up single non-immediate orders just like before.
Convenience comes at a price, so with multibuy, the unit price you pay for each item type will be the price at which you can buy the quantity you requested. Similar to the multisell window, each item type in the multibuy window shows how the unit price compares to the average price, and a tooltip will show the best price in the station, solar system and region. If the price is not to your liking you can always remove those items from the buy order and buy them type by type from the market window. Just like in the multisell window, the market details for each of the item type can be easily accessed by clicking on the little icons representing the difference from average price (“equal” and up and down arrows).
To make it easier on you to buy a few rounds of ships or blueprint materials, the multibuy window comes with the ability to specify how many orders you want to buy.
In rare cases, the items you are trying to buy become unavailable or fail to buy for some reason or another. Then the multibuy window will repopulate with the items that were not successfully purchased. This will allow you to search for those items in other stations or make other arrangements for the items you are missing.
Please note that when this happens, the order multiplier mentioned above is set to 1 and the quantity of each of the item types is adjusted.
However, if all items in the window where successfully purchased when the Buy button was hit, the multibuy window will close automatically.
The multibuy window can be accessed in a few ways:
Greetings prospective Champions
As previously announced during Alliance Tournament XIII, after the death of Empress Jamyl I, the Amarr Empire will be holding the Succession Trials to determine the next Emperor, or Empress, of the Amarr Empire. The primary component of the trials is the Amarr Championships, where each of the heirs from the royal houses picks a champion to represent them in a tournament. As with last time the trials were held, these champions will be picked from among you, the players of EVE Online.
In total, there are 6 heirs from the royal houses of Amarr that are in contention for the throne. They are:
Each of these heirs will seek four team captains, from which they will draw their champion through combat trials within their respective House. Eligible characters may put themselves forward for selection by submitting an application to the house steward for the house they wish to represent. In order to be eligible, characters need to fulfill a few requirements:
Applications must include:
Applications should be posted in the threads created by the house steward of the heir you wish to represent by October 11th @ 23:59 UTC.
The stewards for each of the houses are listed as follows, and clicking their names will link you to the application thread for that particular house:
Any in character questions that you would like to post regarding the Succession Trials and the Amarr Championships can be posed to Sourem Itharen, Capsuleer Emissiary to the Court Chamberlain, in this thread. Any out of character questions can be posed in the comments thread for this Dev Blog.
Please be aware that Stewards will not respond to in-game mails.
Once the 4 captains have been selected by each house, their identities will be announced on October 16th, 2015. They will then need to submit evidence of their passport details to CCP. The captains must then select 3 more pilots to join their team and assist them in matches. These pilots must be named by the champion in the announcement thread within 24 hours of the announcement of the identities of the captains. Like the captains, they must have an unmodified standing of at least +0.5 to the Amarr Empire, they must be approved by the heir, and they need to submit their passport details to CCP. The additional team members do not need to submit a video or additional supporting text. Details on how to submit passport information will be given to selected players.
Once all of the houses have finalized their teams, each of the houses will pit their own teams against the other teams from the house in a single elimination series to determine which team will be that house’s champion. Teams will be randomly seeded, and the matches will play out on the 7th and 8th of November, live on EVE TV with a full studio. Like the Alliance Tournament, these matches will take place on Tranquility, and competitors must supply their own items.
Once the champion for each of the houses has been decided, the various heirs will pit their teams against each other in a round robin tournament on the 14th and 15th of November. Like the previous matches, this weekend will also be broadcast live on EVE TV with a full studio. The two teams that achieve the highest scores in the round robin will move onto the finals. The finals will be held live, on stage, at Fanfest 2016 on April 22nd, with the two teams making it to the finals being flown to Iceland at CCP’s cost. The two teams will fight in a best of 5 series, with the winner of the series becoming the new champions. The heir they represent will then be crowned the new leader of the Amarr Empire.
Like the Alliance Tournament, the Amarr Championships has a set of rules for matches. However, unlike the Alliance Tournament, there’s a few differences, the main one being that the types of ships permitted in each round of the tournament is fixed, and will change from round to round. For example, in the first round, all pilots may be required to fly Frigates only, while in the second round, teams may only be able to fly Curses. Additionally, each of the houses will have different ship types permitted in their own selection stages. The ships permitted in each round will be released the day before the match occurs. While we realize that this gives teams a small amount of time to prepare their fittings, being able to come up with setups under time pressure is part of the challenge. Additionally for the finals, teams will be required to come up with their fittings for each round before the event without the assistance of members outside of their team.
As such, you need to make sure that members of your team can fly all sub-capital Amarr ships other than Mauraders, Black Ops and Tech 2 Industrial ships. You will not be required to fly ships that require any racial ship skills other than Amarr (this includes Sansha, Blood Raider and Sisters of EVE). Khanid Innovations ships (such as Vengeance, Damnation, and Sacrilege) are included in the list of ships that may be used in the ship restrictions. Additionally, unique Amarr ships (such as the Vangel, Malice, and Armageddon Imperial Issue) will not be used.
Full rules such as module restrictions and match proceedings will be provided at a later date.
Again, like the Alliance Tournament, the Amarr Championships offer a set of unique prizes.
In anticipation of the Tournament, both the Gold and Silver Magnate have been rebalanced. Their stats are shown below, without taking into account pilot skills:
Amarr Frigate skill bonuses per level:
10% reduction in Small Energy Turret activation cost
25% bonus to Small Energy Turret damage
50% bonus to Small Energy Turret optimal range
20% bonus to all Armor Resistances
Slot layout: 3H, 4M, 6L, 3 turrets
Fittings: 65 PWG, 225 CPU
Defense (shields / armor / hull): 500 / 1750 / 1000
Capacitor (amount / recharge rate / average cap per second): 1275 / 425s / 3
Mobility (max velocity / agility / mass / align time): 500 / 2.2 / 1,500,000 / 4.57s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 725 / 6
Sensor strength: 15 Radar
Signature radius: 30
Cargo capacity: 300
Amarr Frigate skill bonuses per level:
10% reduction in Small Energy Turret activation cost
20% bonus to Small Energy Turret damage
50% bonus to Small Energy Turret optimal range
20% bonus to all Armor Resistances
Slot layout: 3H, 4M, 5L, 3 turrets
Fittings: 60 PWG, 200 CPU
Defense (shields / armor / hull): 400 / 1400 / 800
Capacitor (amount / recharge rate / average cap per second): 900 / 300s / 3
Mobility (max velocity / agility / mass / align time): 450 / 2.2 / 1,500,000 / 4.57s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 700 / 6
Sensor strength: 13 Radar
Signature radius: 30
Cargo capacity: 250
With these unique prizes on the line, and the chance to make a major change in the history of the Amarr Empire, the Amarr Championship looks to be an exciting event. Make sure you join us to watch the best of the Amarr Empire decide who will take the throne of the largest empire in New Eden.
On behalf of the Amarr Championships Team
Welcome back to another blog on structures by Team Game of Drones. You may be surprised that we are going to discuss structure protection and attack yet again, a point already tackled in Citadels, Sieges and You. This is mostly due to our quite radical change in direction regarding what we would like to achieve regarding structure assault mechanics – a shift that happened after reading feedback from various sources and extensively debating that point with the CSM.
Long story short, we have had long meetings about the structure attack system, and came to the conclusion that, while Entosis Links do indeed achieve our design goals for the Citadels, they are not actually delivering an experience we are satisfied to provide.
So, there are several points that come out of this:
With that in mind let’s have a look on how the new attack process is going to look like.
We wanted to simplify it as much as possible next to the previous version. You will notice we merged the online and reinforced states altogether, which technically work the same way (the structure cannot be shot) – we also introduced the concept of a repair timer. More on that later.
We also removed the concept of three vulnerability and reinforced states. Since structures can now be damaged through regular means, we are simply going to represent that by using structure shields, armor and hull, which is a much more visual and familiar way to represent structure attack phases.
A structure enters this state during the weekly vulnerability window or after it has been anchored / unanchored. Damage can be applied to the structure in this state. When any kind of damage is received, the structure enters a repair state.
The weekly vulnerability window design hasn’t changed much from the last blog. This still represents a specific amount of hours that have to be assigned on a weekly basis, during which the structure will be vulnerable. Hours are assigned on a calendar and players with proper roles have control when they should happen. What has changed however, is that the vulnerability window will not vary based on Sovereignty indexes anymore, as this we realized it would cause management nightmares when trying to apply vulnerability hours while Sovereignty indexes are changing. Sovereignty indexes will instead modify repair timers (see below).
Citadel weekly vulnerability window
All areas of space
Example from the last blog in case people missed it:
Soft Croissant Incorporated™ is a small 5 man corporation having a Large Citadel structure in high security space with 6 hours of weekly vulnerability window. Not being a hardcore gamer, the structure owner decides to set the vulnerability window 2 hours during Tuesday evening and 4 hours on Saturday. During that time the structure will be vulnerable to damage (a war declaration is still needed to shoot a structure in high-security space).
The structure cannot be attacked through any means when in this state. It serves to protect the owner assets, pauses gameplay and gives a chance for all players within different time zones to interact with each other.
Invulnerable state duration:
Any damaged structure that is in a vulnerable state will automatically try to repair its shields, armor or hull after a specific amount of time. Unlike regular ship shields, this is not an on-going regeneration process – it’s like a shield booster or armor repairer that would instantly restore all hit points after a specific cycle time has passed. Please note this will not happen if the structure is invulnerable.
It will not be possible to accelerate the process using any kind of remote repair modules – we do not want to favor static fleets of logistics or carriers sitting near the structure and preventing incoming damage to be applied. In the same vein, we do not believe requiring players to sit for hours repairing a structure manually after a fight to be interesting gameplay.
This repair timer will automatically be paused whenever damage is being applied to the structure. This gives attackers a chance to take the shields, armor or hull layer down before the structures repairs itself.
As such, the attacker goal is to maintain a presence near the structure to keep applying damage over a specific amount of time until either the shields, armor or hull hit points reach 0.
Adversely, the defender goal is to remove attacking ships doing damage to the structure before the HP layer is depleted (shields, armor or hull) – this can be done by assuming direct control of the structure, and / or by using your own fleet to repel the attackers (without the part where we give you a quick access route to the structure power core to blow it up with a few torpedoes, sorry).
Repair timer for all Citadel sizes
High-security space and null-security space with full indexes
Low-security and W-space
Null-security space, owner has no index
Be aware that we are actively seeking to prevent types of hit and run tactics that would allow the attacker to apply damage without committing to the battlefield (we are looking at you, Stealth Bombers). If you want to attack someone’s assets, be ready to commit your fleet to it.
Even if they’re not going to be directly involved any longer, we do believe Entosis Links promote beneficial gameplay in the sense they do create a more level playing field between various player entities: using an HP metric as an attack system alone strongly encourages blobs to pile up on structures. This in turn encourages us to create structures with lots of HP to make sure blobs take time to bring them down. Which removes any incentive for the smaller gangs to engage in structure assaults, thus reinforcing large blob attacks.
This is a vicious circle we intend to break while singing dirty French limericks and wielding a garlic-infused baguette. How? By introducing damage mitigation on structures.
The way damage mitigation is going to work is pretty simple:
Not all structures are going to have the same damage mitigation. That is going to vary depending on the structure size and role. Here are the numbers we have so far, along with some very rough calculations on how many ship types would be required to reach the indicated damage mitigation for each size (yes, those are very rough, no nitpicking).
Number of Frigates to reach damage mitigation
Number of Cruisers to reach damage mitigation
Number of Battleships to reach damage mitigation
Number of Dreadnoughts* to reach damage mitigation
*Assuming current damage numbers for Dreadnoughts, which may change with the planned capital rebalance
As further iteration from the previous attack mechanic, we would like structure assaults to take around 30 minutes to complete, no matter where the structure is deployed. This ensures a unified experience and prevents confusion as a whole.
Based on the damage mitigation numbers above, we end up with the following HP and resistance profiles for Citadels:
Time to attack
Shield, armor and hull resistances
As a side note, there won’t be hull, armor or shield hardeners, or anything that increases structure EHP since we do not want attack time to drag on forever. There may be modules that switch the resistance profiles however, from, for instance, 20% EM / 20% thermal / 20% kinetic / 20% explosive to 0% EM / 80% thermal / 0% kinetic / 0 explosive.
We want the various timers and states to be visible to the owners and players partaking in structure attack, as such:
There is a certain number of special cases we wish to tackle specifically in this blog, to avoid the recurring questions we’ve had in the past.
The CSM requested we use an example to help illustrate the new attack system, which we thought was a good idea. We are going to start with a corporation owning a Medium Citadel in high-security space, the Croque-Monsieur Conglomerate™ (CMC).
CMC acquired a Medium Citadel structure and deployed it in Tar (0.8 security status system in Gallente space) at 18GMT on the 10th of September. As such, the structure will be invulnerable until the 11th of September at 18GMT, at which point it will become vulnerable for 15 minutes (located in high-security space), and only have hull as an active defense layer. An attacking entity who would have bothered to declare war on CMC and showed up might have been able to destroy, but that didn’t happen.
A Medium Citadel located in high-security needs to have 3 hours of vulnerability set up weekly. One of the directors of CMC, having enough roles, set them to Saturday, from 17 to 20GMT.
As such, the Medium Citadel will be invulnerable all the time, except each Saturday, from 17 to 20GMT, where shields may be shot. During that time, at 19:40GMT, an enemy corporation, the Implacable Kartoffelsalat™ (IKS), having a proper war declaration, shoots the shields.
As the structure has been damaged, it will now try to repair itself. Such a process would take 15 minutes in high-security space, which would bring end of repairs to 19:55GMT. Unfortunately, IKS keeps shooting the structure, which pauses the repair timer indefinitely. Since CMC is unable to repel IKS before the shields are brought to 0, the Medium Citadel enters an invulnerability phase at 20:10GMT, since it took 30 minutes for IKS to bring the shields down due to the damage mitigation mechanics.
Note the weekly vulnerability window would normally end at 20GMT, but was overruled due to the repair timer being active.
The Medium Citadel will stay invulnerable for a specific amount of time (again, how and when is still left to debate). Let’s say the Medium Citadel will come out of invulnerability 24 hours after the repair timer started, so 19:40GMT on Sunday.
As it comes out of invulnerability, the Medium Citadel armor is now susceptible to attack. As it is damaged, the Medium Citadel immediately starts a 15 minutes repair timer.
Since IKS doesn’t show up to damage the armor, the structure successfully repairs itself at 19:55GMT on day 2, causing all its shields, armor and hull to be fully repaired. Since there is no weekly vulnerable window set up on Sunday, the structures becomes invulnerable as soon as the repair timer runs out.
If IKS had shown up to damage the armor, the process would have been the same than for shields.
We do hope this new attack system will fulfill player needs more closely than the last version, while bringing more interesting fights and interactions around the new structures. Keep in mind this is still subject to change based on relevant feedback.
Our next blog will deal on how to build those new structures and which consequences this will have for your average industrialist or market trader out there.
Until then, may the odds be in your favor.]]>
Being the custodians of EVE Online in 2015 is both an amazing and challenging task. In many ways EVE as a game is better than it has ever been, and at the same time it’s clear from listening to you that we still have a lot of work to do.
In this blog, I'll take you through what we have in the works and how you can help us craft a proud future for EVE Online.
We are investing in a long-term future for EVE Online.
We want an EVE Online where you the players control more of the EVE universe, and where exerting that control provides for conflict, collaboration, cleverness, and reasons to live amongst the stars. We want you to build the market hub in your area of space and make money off it, and then defend it when someone wants to destroy it. We want your alliance to build the industrial headquarters of your coalition in a solar system, and then have the coalition use its military might to protect its assets when enemies attack. We want your home in space to be something you built, not just a place you moved into. We want this to be available on a suitable scale for the most massive coalitions down to the smallest corps of friends and even the lone wolves amongst you. We believe this is the path to bringing you more of the kind of epic conflicts and player driven experiences that are unique to EVE Online. EVE should be a universe where the infrastructure you build and fight over is as player driven and dynamic as the EVE market is now.
Changes like jump fatigue and Aegis sovereignty have an important role on the road to this kind of EVE with more dynamic, human challenges of more sizes, but other big pieces to the puzzle, like our new structures, are still missing.
The new Structures will be our biggest step yet to building player-driven space colonization in EVE from the ground up, and truly put space infrastructure into your hands in an unlimited way. That's why the introduction of them is at the heart of our next expansion.
Yes, I said expansion. We want to give you EVE Online expansions with a more epic feel to them again, but in a new form.
In the summer of 2014, we started delivering updates to EVE in a new way: instead of two expansions per year, we switched to a more rapid way of releasing features, doing about 10 releases per year.
Here's what we’ve liked about releasing updates almost every month:
Here's what we think hasn’t worked so great with this new release cadence:
We have gotten a lot of feedback along these same lines from you players, so we are going to change to a hybrid release model that hopefully brings together the best of both worlds:
So for the most part, we'll continue with the style of releases you have seen since Kronos in 2014. The next two are Vanguard and Parallax, bringing you things like multi-buy, new burner missions, alterations to the new sovereignty system, changes to jump fatigue, and a whole mess of graphical improvements.
But we will also bring back expansions. What's then the difference between a release and an expansion in this hybrid form? First, an expansion will be a set of big, connected features that both make impactful change on EVE, and make a statement about what kind of game EVE is. Second, there won't be a fixed number of them per year, but rather we will announce when we have one in the making and what the main features are. While we will have a timeframe in mind for the release of the expansion and tell you about it, the exact date won’t be pinned down until we are confident that the state of all the connected features are in a good place.
The new Citadel structures will be at the heart of the next expansion. You already know a lot about them from the dev blogs we have been publishing in the last months, but in addition to three sizes of Citadels and all new service modules, the expansion will bring big news and a big role for capital ships. We are hard at work on finalizing all of our plans, and you can expect the full reveal of what the expansion will be at EVE Vegas.
If you want to support us in taking EVE to the next level of one-of-a-kind sandbox gameplay, here's what you can do to help:
We will be working with the Council of Stellar Management to do more town halls, sounding boards and dedicated feedback sessions for areas of upcoming change – we are dedicated to working with the EVE community on the next steps for EVE, while doing our part to bring you amazing new things. The CSM has seen some of what we have in the works at the ongoing CSM summit, and we’re really excited to show it to you all in full style at EVE Vegas.
On behalf of the whole EVE team, it's an honor to bring you EVE Online. Together, we are creating the world's largest living work of science fiction.
Fly safe, and see you around more often from now on – I’ll be blogging more regularly as we move ahead on all these changes.
Executive Producer, EVE Online
Team Five 0 is hard at work on our next set of iterations to sovereignty (as well as some changes to Jump Fatigue) and we're ready to get your feedback on some of the changes scheduled for the next two releases. These are the second set of major iterations to the Sov capture system since Aegis, with the first set having been released in our earlier Galatea release.
The first of these changes is scheduled for the Vanguard release on September 29th, and the rest will be coming in the Parallax release on November 3rd.
As always, we want to express our thanks to everyone who has been providing valuable feedback on these areas of the game, as well as all the players who are engaging with the new sov capture system on Tranquility. We've been watching and listening very closely and we couldn't do all of this without you.
Vanguard Release (September 29th)
It will no longer be possible to online Entosis Links on Interceptors
We've been observing activity closely since the Aegis release, and after internal discussion and thought we have decided to propose a restriction on Entosis Links for Interceptors. We continue to be committed to leaving the maximum possible player choice and allowing strong options for asymmetrical warfare, however we think this restriction will help encourage greater variety of ships in Entosis gameplay and create more interesting combat opportunities. We'll be closely watching the results of this change and we are leaving all options open for future changes, including potentially adding more restrictions or even rolling back these changes depending on the observed results.
Parallax Release (November 3rd)
Passive regeneration of structure capture progress
Alongside the Interceptor change in Vanguard, this change is intended to add a new tool for adjusting the balance between asymmetric attackers and defenders. It makes defending your sov structures against uncommitted attackers less of a chore.
All Entosis capture progress for owned structures, command nodes for owned structures and online station services will regenerate towards full owner control if nobody has an active link running. This regeneration only applies when the structure is partially contested, not while reinforced.
The pace of this automatic regeneration will be slower than active linking from defenders, but it provides another option for defenders to choose between after they have driven off their attackers.
Under the current plans, station services that have been disabled won't regen (in any direction) until someone re-enables them. Structures and nodes with no player owner (such as recently dropped structures and freeport capture event nodes) won't regen either.
Our currently planned numbers for the regeneration pace are as follows:
(click to enlarge)
* An unattended capture node event will self-complete in < 196 minutes (assuming all solar systems in the constellation have been visited by at least one player since downtime)
Ability to self-destruct sov structures
This is a simple change to allow corps to willingly drop their sov structures. This will be especially useful for alliances that are willingly dropping control of some space to allow another alliance to take it. It takes the form of a new right click option on sov structures that's only available to Directors in the owning corp, and it will work much like ship self destruct. We currently have it set to a 20 minute delay, and as soon as the countdown starts a notification would be sent to the whole alliance. If this self-destruct is due to nefarious rogue director sabotage, any director in that corp would then be able to fly over and stop the destruct within the time delay. Delay duration is easy enough for us to change if we see the need, and we are very interested in your opinions on how to find the proper balance.
Downtime will abort any pending self-destructs, just like it does with ships.
There's also another couple sov changes that we are currently working on but that aren't far enough along to start talking about quite yet.
The Parallax release will also contain a significant iteration to the Jump Fatigue mechanic.
This change is designed to reduce the damage that a character can inflict by overjumping, reducing the maximum possible fatigue from 30 days to 5 days. In general, this means that a player who is mostly active on the weekend will have fully recovered from one weekend by the next. We will be closely watching how this change impacts behavior and we hope that it will make the fatigue mechanic less punishing without losing the key benefits of curtailing power projection. We are also investigating and working on tweaks to the formula itself, but those changes aren't quite far enough along to talk about yet.
A reminder as always that we are committed to continuing to iterate on the sovereignty capture system in the long term, and these changes will not be the last. We are very interested in your feedback on these proposals and we hope that you'll join in a productive and civil discussion in this blog's forum feedback thread.
Thanks and good hunting!
- Team Five-0