Revamping every* ship in EVE is an intense process, leveraging the entirety of our art team from concept artists to tech artists and programmers to QA. It takes extreme staff coordination and resource commitment, not to mention a lockout of publishing while the work is underway (lest an incomplete asset somehow make it into game without appropriate textures and shaders). Overall, this overhaul of every hull is oeuvre hell.
We’ve done it twice in the last six months.
The initial Physical Based Rendering (PBR) effort, known informally as “V5,” helped us to increase the realism of our assets by abandoning the Phong reflection model. You can read more about the process in the exquisitely edited devblog here. While that first V5 initiative was a huge step toward presenting a more visually immersive experience, it left a lot to be desired with regard to the actual appearance of ships in New Eden. Some details were lost, some colors behaved sub-optimally, and the balance between reflective and non-reflective surfaces was inadequate on a number of hulls. We identified these shortcomings and others in December, then immediately began to determine ways we could adapt and improve.
The result of that research is “V5++,” a complete reworking and repacking of all ship texture maps into a new system which works with new shaders.
New Texture Maps
Our first PBR push last year added two new texture types to our system – Albedo to replace diffuse maps and Roughness to replace specular maps. With V5++, we are adding two new texture maps to all ships. Material now appears on its own, rather than being indicated two separate maps. By using a limited greyscale system, we have been able to expand the number of available materials per hull. We’ll discuss the benefits of that addition later on.
The Dirt map is completely new. This map will ultimately enable the display of a variable range of space grime, filth, and unsightly buildup according to selected parameters which are currently under consideration. Initially, however, the map is used to variegate the immaculate hulls of EVE at a predetermined level, providing contrast and color in addition to a little flavor.
Additionally, every ship now features an Ambient Occlusion map, once reserved only for capital ships. This enhances the realistic behavior of reflection on all ship hulls, reducing shine when a surface sits somewhere entirely lusterless. We’re still simulating the effect, but in a far more realistic manner than previously possible.
The p1 and p2 maps were once independently responsible for differentiating material surfaces on ship hulls. The initial PBR pass left this system in place, but in V5++, these maps have been combined into the material map mentioned above. All material information is now handled by this single map in four tone grey scale.
But wait, there’s more! Like an industrial strength mail order cleanser, this change introduces increased control over rust. The best way we’ve found to present rust in space involves the use of two separate materials. In the previous 3-material system that was a bit too expensive; we didn’t want to be limited to two materials and one accent. V5++, however, allows a 4th material. With the added utility we can now keep three primary materials, and have more realistic rust on Minmatar hulls. The Amarr, Caldari, and Gallente hulls receive non-rust benefits in the form of improved metal and tech areas.
Five years ago, as indicated in this antediluvian dev blog by CCP Salvo, EVE shifted from the quaint NGS file system to an updated system distinctively dubbed PGS. Late last year that obsolete method was supplanted by the new PBR model, but by and large the texture packing system remained the same. The addition of new maps, combination of older ones, and technical issues involved in the display of the work of our artists necessitated a new packing method to make our content shippable.
We’ve moved the albedo maps, which work with the factional information to generate the actual color information for the hull, to inhabit the R, G, and B channels of a texture called _AR. The alpha channel is occupied by the Roughness map, accounting for the name of the packed texture. A and R together…PBR Bros.
We run the Normal Maps, X and Y, into the high quality alpha and green channels of a second packed texture for maximum precision. Then the Occlusion map fills the blue channel to generate the _NO texture. The red channel of this texture is as of press unused, though CCP Salvo is ever so excited to explore additional ways to irritate CCP Mankiller, so who can say what the future may hold?
Material and Glow, which also benefit from increased quality, are set into the green and alpha channels of a third packed texture, and the Paint and Dirt maps round out the red and blue channels. This final texture is appropriately named _PMDG.
Those who remember that PGS changeover may recall the widespread application of triple-material shaders necessitating that move, which beneficially decreased client size and increased graphic quality. In the new V5++ model, our additional material information requires new 4-material shaders.
The fundamental lighting equations stay the same as they were in V5, so the big change is how we handle the dirt. In V5 dirt intensity was calculated by some eldritch occult mathemagics which made it very difficult for the artists to control. In V5++ we simply have a dirt map, which enables complete control by the artist.
In concert with the shader, this enables us to modify the dirt levels of individual ships in scene. With this initial effort, the dirt and rust levels are static. But attendees of Fanfest (or anyone who has taken the time to watch the art panel from that glorious event) will remember the demonstration of ship filth and the slew of questions regarding it that followed. Some features under consideration include dirt levels set by the age of the ship or by the use to which the vessel has been applied. We have also conceptually toyed with the idea of “ship wash” services to remove dirt from selected hulls. Naturally, no one is considering cleaning Minmatar spacecraft, which are structurally composed of no less than 51% dirt and could not possibly survive the burnishment.
Below are a few examples of ships going from 0% dirt to 100% dirt.
What’s the Point?
As before, this project has required special attention to ensure that everything is just right. Artists adjusted, redrew, or repainted every map. Tech Art provided tools to repack and republish the .dds files
We are confident to the edge of hubris that capsuleers across New Eden will enjoy touring the stars in these fully operational V5++ ships. That said, the opinions of the EVE Online community are the true test. We look forward to reading comments, feedback, and questions on the forums and will happily investigate defects submitted via the in-game bug reporting tool.
But before storming the forums, please login to the Singularity test server and give your favorite hull a spin or two. Better yet, undock with it and explore the far reaches of your local planetary system. To quote a great leader and personal hero of mine:
“Fly, my pretties, fly, fly!”
* - Okay, not the T3 Strategic Cruisers. Those divas are really difficult to work with.]]>
As Alliance Tournament XIII draws closer, it’s time for prospective teams to express their interest in honorable spaceship combat. Last year we had The Camel Empire blow up anyone that stood against them on their way to their finals victory against Nulli Secunda. If you're interested in challenging them this year, there's a few things you'll need to know.
Signups for the Alliance Tournament are open as of the posting of this blog. Any Alliance that is interested in signing up to participate should have their alliance executor (that is, the CEO of the executor corporation in the alliance) visit this page. Signups close 2015-06-08 at 23:59 UTC.
This year there has been a change to how teams are selected. Teams that achieved the top 16 places in Alliance Tournament XII are eligible to buy into the tournament at 5 PLEX. If you wish to use this option, please have your alliance executor enter the random draw as normal and additionally file a support ticket under Community Management indicating they wish to use this option.
The random draw will have 44 slots this year, plus any unused slots from the top 16 teams. These will be drawn on the 9th of June, with the results announced on the 11th of June at 20:00 on the o7 Show live on Twitch.tv. The silent auction this year will only have 4 slots, open only to those teams that were unsuccessful in the random draw. The results of the silent auction will be announced on June 16th.
For full details on signing up, please see the signup page.
This year, we will be seeding the brackets for the alliance tournament as follows:
All times and dates are given in UTC
Alliance Signups – 2015-05-20 at 15:00 to 2015-06-08 at 23:59
Random Draw Results Announced – 2015-06-11 at 20:00
Silent Auction – 2015-06-12 at 11:00 to 2015-06-15 at 11:00
Teams and Schedule Confirmed – 2015-06-16
Tournament Weekend One: Qualifiers (Non-broadcast) – 2015-08-15 and 2015-08-16
Tournament Weekend Two (Studio Broadcast) – 2015-08-22 and 2015-08-23
Tournament Weekend Three: Finals (Studio Broadcast) – 2015-08-29 and 2015-08-30
This is a single-stage, double elimination tournament with 64 teams allowed to enter.
As a player, you may only compete for a single alliance, regardless of how many player-accounts you own.
All competing pilots must be members of the alliance for which they are competing, and have been a member of that alliance by 11:00 UTC May 14th 2015.
All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.
Please note that both the format and match rules are subject to change. It is strongly advised that participants watch the tournament forum regularly for announcements.
Teams can field up to twelve pilots on the battlefield.
Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has the higher total points value will be declared winner. See "Victory Conditions", below.
Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.
The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.
A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the tournament referee's discretion. Decisions are final. Penalties may be levied against a player or team and may include, but are not limited to:
The format of the tournament will be a modified double-elimination setup which will culminate in a best-of-5 match final. The third place will go to the loser of the final Elimination bracket match.
Captains must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans.
Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Teams will be brought by a GM to a solar system in uncharted space and designated as team 1 and team 2. If you are not ready within this time allocation you will be disqualified from this match and the opposing team will be given an automatic win.
There are eight beacons in the system which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. Teams will be moved to the beacon of their captain's choosing. Once the teams are in system, all instructions will be given by the referee in local chat. You must keep an eye on that channel at all times once in system.
Once word is given, teams warp in to the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
The arena will measure 125 km radius around the central beacon.
The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all.
The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena.
If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.
Warping within the arena is NOT allowed.
Boarding a ship during the match is NOT allowed.
Dropping cargo containers, anchorable items or mobile structures is NOT allowed. Dropping regular jettison containers is allowed.
The following restrictions are in place after teams warp to the arena beacon, until the match begins:
Each team has 100 points with which to select their ships.
Each team may have up to 12 ships on the battlefield.
Teams may field no more than 2 of a given ship. This applies to specifically named ships only and not ship hulls. For example, 2 Merlins, 2 Hawks, and 1 Harpy would be legal.
Teams may field no more than 1 logistics ship, or 1 tech one support cruiser, or 2 support frigates in each match.
Ship point values are as follows. Ship types not listed in the table are not allowed.
The Nestor is NOT allowed.
Previous Alliance Tournament prize ships that have both T2 and Faction status fall under their T2 classes for point values.
All T1 and T2 modules are allowed, with the following exceptions:
Faction, COSMOS, deadspace and officer modules are NOT allowed.
T1 Rigs are allowed. T2 Rigs are NOT allowed.
All T1 and T2 ammunition, missiles and charges are allowed, with the following exception:
Faction ammunition, missiles and capacitor boosters are allowed.
Only standard T1 (tech one) combat drones and sentry drones are allowed. This means that T2, faction, augmented and integrated combat/sentry drones are NOT allowed. The Gecko is NOT allowed.
All logistics and electronic warfare drones are allowed.
Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
Genolution "CA-" implants are NOT allowed.
With the exception of Leadership Mindlinks, ONLY Hardwirings that have a name ending in "1", "2" or "3" are allowed.
All Leadership Mindlinks (including Navy Mindlinks) are allowed.
Boosters (drugs) are NOT allowed.
Cloaking is NOT allowed.
Cap Boosters are allowed.
Micro-jump drives are allowed.
Target Spectrum Breakers are NOT allowed.
Any standard T1 or Faction battleship hull may be designated as a flagship.
Team captains must indicate to the GM managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.
Flagships may ignore meta level restrictions for the following module types (this means they may fit faction, officer, cosmos, and deadspace versions):
Flagship ship types must be decided in advance and their ship type submitted to "CCP Alliance Tournament" character via EVEmail no later than August 7th. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain constant. Fittings may also be changed from match to match.
All flagship hull types will be published in the flagships section of the EVE Online Alliance Tournament site following the deadline date.
A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.
Flagships must still follow all non-meta level based fitting restrictions, including any restrictions that ban module types or limit the number of a certain module that can be fitted.
A flagship costs the same points value as for a normal ship of its type.
You are under no obligation to field your flagship in any given match.
If your flagship is destroyed, it may not be fielded again during the tournament.
During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that has scored the most points at the conclusion of the match, or that destroys the entire opposing team, is the winner.
If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score.
If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.
In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated “attack bar”.
Banning of ships will occur before all matches.
Team captains must be online and available to conduct ship bans 45 minutes before the start of each match. At 44 minutes before each match if the captain is unavailable their team’s bans are forfeit.
Each team gets two bans.
The way the banning phase works is as follows:
The team which starts the banning phase is decided randomly.
All ships that are eligible for competition are eligible for banning.
Bans are done in 1 – 2 – 1 order. For example Team A will take the first ban, Team B will take the second and third ban, and Team A will finish the banning phase with the fourth ban.
Each ban has a time limit of one minute; if no ship is selected within that timeframe the ban is forfeit.
Once the bans start, a drop down menu will appear where you select the ship to ban. You can type the name of the ship to speed up the process.
Please be aware that banning a ship will not remove it from the list. Selecting the same ship type twice is a wasted ban.
Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.
Teams should endeavor to have multiple ship setups available as bans may impact your primary team setup. No additional time will be given if teams do not have eligible ships available.
During the final day of competition, some matches will require teams to be ready within 15 minutes after the completion of banning. We expect that many teams will find this time limit challenging. The best teams in New Eden will be the ones that can adapt quickly.
All bans apply to both teams equally.
We’re looking forward to how teams will deal with the challenges presented by this year’s rules. Tournament fans should stay tuned for more news, and come join us in the Alliance Tournament Discussion forum.
On behalf of the Tournament Team
Hello again dear space friends and welcome back to another structure blog from Team Game of Drones. As we have been riding the Fanfest hype train and gathering feedback from the forums and other communication channels, we decided it was time to bring more details to chew on.
So, take a seat by the campfire and grab some marshmallows while we give you some updates on our structure overhaul plans.
Since the scope of a full structure overhaul is larger than the Stay Puft Marshmallow Man, we had to play smart and focus our efforts into one structure role at a time instead of crossing the streams everywhere.
There is difficulty involved in picking which one of those roles to start with. Since the first structure we release is going to require core mechanics to work, like fittings, deployment or even management, we need to make sure the foundation is solid while still delivering an interesting package for players to enjoy. When that is out of the way, it will significantly speed up development time for more advanced structure roles that have their own new mechanics but still require the core gameplay listed above.
You may remember the structure roles from our previous Dev Blog for being:
We will spare you the endless debates, bartering sessions and casualty reports coming out after locking two dozen EVE developers in various meeting rooms and go straight to the point: we have decided to start with Market and Office Hubs, but with a twist.
Since we like giving you a place you can call home and collectively interact with, be it for cooperative or competitive needs, this role is ideal to start with. At the same time we want to achieve much more than just adding a fresh coat of paint on existing structures. We want to develop their use in the EVE universe and develop excitement as a whole.
“Market and Office Hubs” sounds a little bland, like another day at the office dealing with a grumpy boss and an unreliable coffee machine. How about we spice that up a little bit?
Of all the structures, we want these to be the most dedicated to asset safety, protection, and a feeling of home – just like when you are tucked inside your bed sheets while the elements rage outside. At your coziest you should be fortified in giant bunkers equipped with mega death rays to weather the storm.
As such, we are slightly changing the purpose of the Market and Office Hubs structures and renaming them “Citadels” to give a better approximation of what they do (note: I initially wanted to have them called “space châteaux” but got rejected by a team full of damn barbarians who don’t know what good French taste is).
In time they will still retain the other functionality mentioned (Market, corporation offices, cloning, insurance, character customization, Customs Office and potentially Interbus), as we release new service modules.
CCP Nag and CCP Maximum Cats have scattered a few concept arts for the Citadel structures within this dev blog for you to feast your eyes upon. As usual, please remember those are still work in progress and may not represent final look.
As mentioned during the Fanfest presentation and associated Dev Blog, structures are sorted in various shape and sizes. Citadels are no exception.
Most if not all of those structures will have a replacement for the current Starbase forcefield with the use of the invulnerability link (final name to be discussed), which will ensure safety for friendly ships within a specific radius. This will not cause your ship to stay in space when logging off.
Sizes also determine their release order.
As mentioned during the last blog, we also have given some more thought on how players will be able to take structures out.
Small structures, which are going to assimilate existing deployables, cargo containers and mobile warp disruptors will still be able to be directly shot by players. Some exceptions may be kept around for the time being, like the Mobile Depot having a reinforcement timer on their own.
Medium, Large and X-Large structures will use a version of the Sovereignty capture mechanic, which means they will only be attacked through the use of the Entosis module. Please refer to this blog for more information on how that works and this blog for an update to those plans for this summer’s Carnyx and Aegis releases and beyond.
Some details will vary however, as our needs aren’t exactly identical:
Example: Capturing a Large Citadel structure could require attackers to go through 3 vulnerability phases before it is destroyed, while a Medium Observatory Array may only require 2.
Example: A structure vulnerability window lasts for 2 hours. Offllining the structure will immediately put it into a 2 hours vulnerability window. If the structure only had 1 hour of vulnerability window left when being offlined, the window will go back to 2 full hours.
Example: an alliance member having sufficient roles to interact with an Assembly Array will see it displayed in space / overview. A neutral pilot will not see it there however.
Below is a visual representation on how such capture process would look:
We have established Citadels need to be able to take care of themselves in a fight.
As such they should:
While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters).
While Citadel structures are specialized in repelling attacks (through specific bonuses and attributes), keep in mind most structures will be able to fit defensive options--if they have enough slots and fittings of course.
With that in mind, let’s have a look at what we are planning so far for defensive modules. Also remember this remains work in progress and is susceptible to change.
They are either going to be turrets or missiles (or maybe even a combination of both) which can be fitted in M, L and X-L structures, but only exist in 2 variations based on their role. Unlike ship weapons, they will not exist in multiple sizes themselves – we’ve investigated that option but felt it was not worth the small variety it brought next to the extensive design, technical and skill training costs.
They are going to require a new line of skills to operate, but most likely use existing gunnery and / or missile support skills. More details as we get them.
This particular weapon type is going to revive the torpedoes of old since they release an AoE blast on impact. They are meant to be particularly effective against fleets that cluster together.
Please note this launcher won’t be available for high-security space structures since they make no distinction between friends or foes.
Energy Neutralizers are part of the utility high-slot suite of defensive modules and drain capacitor from the targeted ships. Their effect works exactly in the same manner as their ship module counterparts. They remain available for L and X-L structures.
Two variations exist:
We are planning for structure to have drones as of one of their available weapon systems. Number and various bonuses given are going to vary depending on the structure type and size – larger ones could be focused towards fighter and fighter-bombers instead of regular drone for instance, but this is pretty much open at this point.
Structures will be able to fit their specific variations of Electronic Warfare modules we all know and love. They include, but are not limited to: ECM, remote sensor dampening, stasis webifiers, tracking disruptors, target painters and warp disruption. We are considering the introduction of area of effect variations of those modules later on.
Single target modules will be available for all sizes and locations, while AoE effects will most likely be restricted by size and security status.
This particular module will be similar to a smartbomb – by doing a certain amount of area of effect damage to anything close to the structure. As they are intended to clear drones or small deployable clutter near the structure undock points, they will have a constant damage but low reach.
This will only be available for large and X-Large structures and cannot be used in high-security space.
The Doomsday weapon will only be available on the X-Large structure, and have a similar purpose to the ones installed on Titans. However, it will have extra capabilities next to its ship counterpart to compensate for the single, static nature of the structure on the field.
For instance, we are considering a weapon that bounces off multiple times after hitting its main target, a bit like another weapon we’ve shown in the past.
Available on sizes
Available in High-sec
Single target weapons
M, L, X-L
M, L, X-L
Drone and fighters
M, L, X-L
M, L, X-L
Point defense batteries
And that’s it for now, we hope this answers a few of the questions you may have had, and most likely add a lot more into the fray. Please remember we still are at the beginning of the development process and many more Dev Blogs are due to come at a later date.
Greetings intrepid spaceship captains!
I am pleased to announce that the 13th Alliance Tournament will be kicking off on August 15th, 2015. While more details regarding all aspects including the ruleset for this year’s tournament will be published at a later date, there are a few things I can confirm now and some changes for this year I can share with you.
The format of the AT XIII will be the same as last years’ Alliance Tournament. 64 alliances will duke it out in a double elimination format where all matches matter. However, in a change from last year, we are compressing the tournament to three weeks of matches. During the first weekend on the tournament, we will be running the matches in two systems simultaneously. The final two weekends will be run as per previous years and broadcast on EVE TV.
To fly with an alliance in the Alliance Tournament XIII you will have to be a member of that alliance by downtime one week from now (May 14th, 11:00 UTC). Note that this is different from last year, where the cut off was the day before the announcement. As we are giving a window for players to move themselves to their home alliance, we will not be making any exceptions for anyone that has not joined their alliance after this date. If you are unable to move alliances before the deadline, please file a support ticket before the deadline under Other Issues -> Community Management. Each alliance may only field one team.
There will be future Dev Blogs in the coming weeks which cover the rules, broadcast schedule and sign up details, so stay tuned! For those who missed the previous ones - the matches from Alliance Tournaments IX, X, XI, and XII are available on the EVE Online YouTube channel.
EVE TV's Player Commentator Team
We will once again be opening up the application process for players who would like to be PVP commentators. A number internet spaceship analysts will be handpicked by us to fly out to Iceland for the tournament finals played over the final two weekends, joining the team here at CCP HQ to help us run the live broadcasts.
As a commentator you'll be on the set discussing the tournament, tactics, and teams and of course engaging in witty banter with developers about EVE live on air. You'll also take shifts in the commentary booth providing live commentary on the matches themselves. You need to know your PvP and you need to know how to keep on talking!
Alliance Tournament XIII will take place over three consecutive weekends starting on Saturday, August 15th and ending with the grand finale on Sunday, August 30th. Flights (from all Icelandair destinations) and accommodations are supplied by us. All you need is a little spending money.
So you're interested? The next step is to check this short list and make sure you match what we're looking for!
If you are interested in taking part, please email me at email@example.com by 23:59 UTC (Eve Time) on Sunday May 24th, 2015 with the following information.
A final note:
The Tournament from the perspective of a commentator is an amazing experience. You get to take part in a unique production, fly to Iceland, get a tour around the CCP office and chat to developers like almost no other players will ever get the chance to. But with great power comes great responsibility; planning and promotional shows take place during the weeks up to the final show and you may not be asked to fly to Iceland if you fail to take part or become unavailable during this time.
On behalf of the Tournament Team
Hello crafty capsuleers! This is CCP Fozzie bringing you another dev blog about our upcoming changes to Nullsec and Sovereignty. This blog is intended to update the community in a few different areas:
Before we get started, I want to thank everyone who has provided constructive feedback on the Nullsec and Sov designs so far. Special thanks to those who filled out our time zone mechanics survey.
This section of the blog will bring you up to date on the current status of the Sovereignty capture system design. We highly recommend that everyone read and understand our original dev blog covering the first public version of the proposal. These updates build upon the design that was laid out in that blog, and all the goals expressed there still apply.
While the basic mechanics and gameplay goals for the Entosis Link were clear in our original dev blog, we were intentionally vague about many details in that document. We then asked the EVE Community to participate in helping us design the ideal Entosis Link details, primarily in the Features and Ideas forum. We received a lot of great feedback in that thread, and together with the EVE community we have put together a much more detailed set of information about the Entosis Link module itself.
So that we’re all on the same page, I’ll spend a little time going over some of the key goals that we are working towards with the Entosis Link module design:
At its core, the Entosis Link mechanic is a way for the server to tell who won (or is winning) a fight in a specific location. The best way to win a structure or command node with the Entosis Link should be to gain effective control of the grid by simultaneously keeping your forces alive and eliminating your opponents. It’s expected that many fights over structures or nodes should go through a potentially extended period where the grid is effectively contested between multiple sides, and where the capture progress remains paused until one side or another has taken critical losses.
This goal would be broken if certain types of forces could somehow just ignore enemies (for instance, through overwhelming remote repair or through evasion) or if mechanics pushed fights towards indefinite deathless stalemates. This goal is the reason for most of the special restrictions and limitations on the Entosis Link, such as the “no remote reps” rule.
Entosis Links will always have some effect on the types of ships and tactics people find viable for Sov warfare, but we should strive to keep those effects to a minimum. As much as possible, we should work towards a prevailing metagame where whatever fleet concept would win the fight and control the grid would also be viable for using the Entosis Links.
This also means that we don't want to be using the Entosis Links to intentionally manipulate ship use. We've seen some people suggesting that we restrict Entosis Links to battleships, command ships or capital ships in order to buff those classes. Using the Entosis Link mechanics to artificially skew the metagame in that way is not something we are interested in doing.
This goal is why we intend to use the lightest touch possible when working towards the first two goals. It would be easy to overreact to potentially unwanted uses of the Entosis Link by placing extremely harsh restrictions on the module, but we believe that by looking at the situation in a calm and measured manner we can find a good balance.
This is a fairly obvious goal but I do think it's worth stating explicitly. If we can achieve similar results with two different sets of restrictions and penalties, we'll generally prefer to use the simpler and more understandable set. This also means that we'd generally prefer to use pre-existing mechanics that players will already be familiar with, rather than using completely new mechanics.
We announced this information in a forum thread in the Features and Ideas section, and we’re reprinting it here for visibility.
The most current design details for the Entosis Link Module are:
The Entosis Link comes in two distinct variations: Tech 1 and Tech 2.
T1 Entosis Link:
T2 Entosis Link:
More details about the Entosis Link module mechanics as well as the design goals for the module can be found in this forum thread.
The Activity Defense Multiplier is the mechanic that provides defensive advantages from active occupancy of a star system. This is the key mechanic through which we hope to achieve the goal of making unused space easy to conquer and heavily used space hard to conquer.
As described in the last Sov dev blog, this multiplier will be obtained through the existing Sovereignty system indices (Military, Industrial and Strategic), which together will form a collected defensive multiplier.
In-universe, this mechanic represents an advanced AI built into the Sovereignty structures that uses behavioral profiling to determine the difference between benign network access and dangerous intrusions. The more normal baseline activity in the system, the more data available for this AI to use in its intrusion detection system, minimizing system vulnerability and slowing hostile influence.
In practice, the Activity Defense Multiplier slows down the rate of hostile Entosis Link capture for all Sovereignty structures within the star system and all their associated command nodes, allowing defenders more time to respond to attacks and providing a major advantage to the defender when competing in a capture event.
We are making a number of changes to the original designs that increase the effectiveness and importance of this Activity Defensive Multiplier. We believe that these changes will go a long way towards improving the defensive options for alliances that make use of their space and avoid over-extending.
This change allows for much stronger defense of actively used systems, while still ensuring that defenders must undock and actively fight for their space when threatened.
This new cap for the multiplier means that disabling a station service with the Entosis Link would require between 5 minutes and 30 minutes of uncontested linking depending on the system activity level (under the old cap the range was 5-20 minutes) and reinforcing a structure or capturing a hostile command node would take between 10 and 60 minutes of uncontested linking (as opposed to the previous range of 10-40 minutes).
This higher multiplier is especially powerful during the capture events, where the defenders can capture command nodes up to 6x faster than the attackers if they have maximum activity. This allows much more powerful asymmetric warfare for smaller, determined defenders fighting larger attackers, and forces the invader to further split their forces to keep up with the node capture rates of an active defender.
One piece of feedback we’ve seen since the reveal of the initial designs is that a cap that matches the top level of all three indices can feel a bit too punishing, as reaching the cap would require the owners of a star system to be equally active in both NPC killing and mining. Ensuring that the cap is reachable without maximum levels of all three indices allows players to play to their strengths and interests without being punished. This also has the effect of increasing the multiplier of the average system, further increasing defender advantage.
With these new changes, the contribution towards the Activity Defense Multiplier for each level of system indices is increased significantly, and the final result is capped at 6x.
The new version of the table listing the bonus provided by the system indices is:
To determine the full bonus applied to each owned structure, find the appropriate value of your current level in each of the three indices and add them together, then add the base value of 1. If the final result is above 6, cap it at 6. The speed at which attackers reinforce or capture structures or command nodes is then divided by that result.
We’ve also created a new version of the example table from the last blog:
You’ll notice that the defensive benefits obtained from all of the system indices have been increased significantly.
The fairly achievable goal of having a Strategic Index of 5, one of Military or Industrial at 5 and the other at 3 is enough to reach the new cap of 6x.
This feature is designed specifically to address the fact that major staging systems are often singularly unsuitable locations for mining or ratting. These systems tend to be some of the busiest in Nullsec space, with many pilots docked and in space, very active markets and strong industrial operations. However they also tend to attract too much attention to make excellent PVE systems, and our first generation Activity Defense Multiplier system will not include contributions from typical capital system activity such as trading and manufacturing. We hope to work towards including these factors in future iterations of the Activity Defense Multiplier mechanic, but in the meantime we need an effective way for alliances to defend their staging systems.
Under this system, each alliance will be able to designate one system as their “capital”. The system they choose must already have an active Territorial Control Unit belonging to their alliance and when changing capitals, the bonuses in the new capital will not take effect for several days. This is intended to prevent alliances from shifting their capitals rapidly to react to invasions or to stabilize newly captured territory.
The capital system for each alliance will provide a flat +2 addition to the Activity Defense Multiplier of all Sovereignty structures owned by that alliance within that system. The cap of 6x multiplier still applies. This allows capital systems to hit the activity multiplier cap much more easily, even in systems that are not particularly safe ratting or mining locations.
If the bonus on this feature is too high there would be danger of alliance intentionally splitting just to get more capital systems, but we currently think that a +2 to the multiplier in a single system isn't so strong that it will push people too hard in that direction. We're of course interested feedback from the community on this feature. If people start abusing this feature by splitting alliances to gain large numbers of capital systems, we will not hesitate to reduce or even remove the bonus.
The designs surrounding vulnerability windows and time zones have been a major area of focus for us over recent months. Time zone safety is an absolutely critical part of any capture system in a worldwide game like EVE Online, and it is also one of the most challenging aspects of the design to get right.
Time zone safe game systems are those that allow players to determine the rough time period in which events can occur and their assets are in danger. They play two crucial roles in a game like EVE:
The initial design for reaching these goals was explained in the previous Sov dev blog, and we have been working with the community to improve and refine the designs from that point. We created a Sovereignty time zone mechanics survey which has been immensely helpful in collecting your feedback. As of now, the survey has received a little over ten thousand responses and we’re extremely grateful to everyone who took the time to participate, especially those of you who filled out the text answers.
We’re ready to announce two significant changes to the earlier vulnerability window design, which we believe will improve the system significantly and address the most crucial player needs expressed in your feedback.
Many players have expressed concerns that the alliance-wide prime time windows will reduce their freedom to designate certain structures and/or areas for defense by certain time zones within their alliance.
Under the new version of the vulnerability window design, each alliance will still have a default prime time set, and all newly captured or deployed structures would take on that default. Once the structure is in place though, the alliance would be able to choose to separate the structure from the default vulnerability timer and set a custom timer.
Changes to the vulnerability timer of a structure will have a delay before taking effect to prevent alliances from shifting timers to dodge enemies.
This system will allow alliances to choose their level of customization. If your alliances wishes, it can keep all Sovereignty structures on the alliance default to keep management simple, or it can spread out vulnerability windows to provide content for members within many different time zones.
This is an idea that was first suggested by Steve Ronuken at the CSM 9 Winter Summit, and has come up quite a few times since in the community feedback. In conjunction with the addition of the alliance capital systems described above, we believe that it has the potential to significantly improve the options for attacking forces in many time zones as well as reinforcing the importance of the Activity Defense Multiplier and active occupancy of Sovereignty systems.
Under the new design, the vulnerability window of each structure would get longer or shorter depending on the activity defensive multiplier of its specific system. The alliance chooses the middle of the window and the window scales in size in both directions from that middle.
The length of the vulnerability window would be 18 hours divided by the activity defensive multiplier (leading to windows ranging in length from 18 hours to 3 hours). Since the timer is divided by the activity index it begins to drop fast as the activity index increases even slightly. A system with Military and Industrial each at 1 would already have shrunk its vulnerability window all the way to 8.18 hours. A system with Military 5 and Strategic 5 (quite common) would have a vulnerability window of 4 hours.
To ensure that players are not surprised by last minute changes in vulnerability windows, the length of each day's vulnerability window will be locked in at the midpoint of the vulnerability window the day before.
Combined, we believe that these updates to the Sovereignty design represent significant improvements that will help ensure that we get the best possible system this summer. Team Five 0 wants to once again express our sincere thanks to every member of the community who has provided us with reasoned feedback.
As we have continued to incorporate community feedback into our designs and work on implementing the new system, we have been able to further refine our anticipated deployment schedule for these updates. As we discussed with the community previously, the original estimate was deployment on our June 2nd release, with the expectation that this estimate could change as implementation continued and we received a clearer picture of what work was needed.
We now have that clearer picture and we’re ready to announce that the currently announced changes will be spread across multiple releases. As previously announced, some Sovereignty changes were deployed last week in our Mosaic release.
We are planning to release the rest of the announced features across the upcoming June 2nd and July 7th releases.
The deployment on June 2nd is called the Carnyx release, and will contain the core Entosis Link influence mechanic and the Activity Defense Multiplier mechanic, which will be connected to the enabling and disabling of station services in that first release. We also plan to release the user interface for alliances to manage their default vulnerability window and capital systems, so that they can be selected and ready to go when the rest of the features release.
The deployment on July 7th is called the Aegis released, and will contain the rest of the announced changes. The Entosis Link will be expanded to impact all Sovereignty structures, the vulnerability windows will take effect, and the constellation-wide capture events and Freeport mode mechanics will become active.
This deployment schedule is intended to ensure that we will be able to release the most polished system possible. It also allows any potential issues with the core Entosis Link mechanic to expose themselves with the comparatively low-impact station services.
As part of this schedule update, we now expect that the Singularity test server playtests of the full system will take place in June. More details will be made available as we get closer to the date. We have received quite a few signups for the playtest so far, and we’ll be keeping signups open until downtime on Friday, May 22nd. If your alliance wishes to participate in a competitive playtest of the new Sovereignty capture system on SISI this summer, have your alliance executor corp CEO character send an EVEmail to the character “CCP Fozzie” expressing your interest, as well as a rough estimate of how many players you expect to get in fleets for such a test and information on your primary timezone(s) before downtime on May 22nd. As we announced at Fanfest, the winning alliance will have their alliance name added to the description of the Entosis Link I blueprint as a permanent testament to your contribution.
Our team is hard at work implementing the new system as well as refining the UI designs that will connect players with Sovereignty and provide them with the information they need to outplay their enemies. Keep in mind that these are work in progress images and there will be details in some of them that aren't correct or that reflect earlier versions of some designs. Here are a few UI mockups showing the latest versions of the UI design work in progress:
This image shows the updated system info panel, including icons for the three sovereignty structures and the Activity Defense Multiplier:
These mockups provide examples of the kinds of information we plan to share in tooltips for the system info panel:
(click image for a larger version)
This image shows the public show-info panel for a nullsec star system:
This image shows the summary window available to members of an alliance, helping them keep track of the status of their alliance’s sovereignty structures:
(click image for a larger version)
Those of you who read the forums, watch the o7 show on our Twitch.tv channel, or read the Mosaic release patchnotes already know that a few important improvements were made to the Sovereignty system last week with the Mosaic deployment. I want to quickly highlight these changes here as well, to ensure that every player is completely up to date.
One area changed in the Mosaic release was the Infrastructure Hubs and their Upgrades. We reduced the volume of Infrastructure Hubs and Infrastructure Upgrades so that they can be deployed more easily, and we also made all of the Infrastructure Upgrades manufacturable by players instead of selling them directly from NPCs.
The volumes of IHubs and Upgrades have been reduced to:
This allows IHubs and Military/Industrial upgrades to all be deployed by a wider variety of ships including Deep Space Transports. Strategic Upgrades still require at least a Jump Freighter or Freighter.
To go along with these changes we have enabled the deploying of all structures (including Starbase Control Towers) from fleet hangars, so that ships like Orcas and Deep Space Transports will have more structure deployment options.
We have also made all of the IHub upgrades manufacturable using PI materials. Blueprints are sold by the Empire Navy corporations, and the material requirements consist of Tier 4 PI Commodities and Capital Construction Parts.
More details about these changes can be found in this forum thread.
For the Mosaic release we deployed a huge set of changes to minerals, blueprints and ores aimed at improving nullsec, lowsec, and wormhole mining and enabling stronger nullsec industry. Anyone who has been watching the mineral markets will have already noticed the major impact this shakeup is having on mineral prices.
These changes are intended to make Nullsec more self-sufficient then it is currently. We continue to believe that no area of space should be completely independent of any other, but there is a lot of room to make nullsec more self-sufficient and improve the opportunities for zero-sec miners and industrialists.
These changes consist of three parts:
This is a fairly simple change, but it will have some significant effects. As first mentioned on the o7 show, we are doubled the Zydrine and Megacyte consumption of almost all blueprints in the game. This will bring the universe-wide consumption of Zydrine and Megacyte closer to some of the original designs for overall mineral consumption, and will provide a very significant boost to Nullsec (including wormhole) and to a lesser extent Lowsec mining.
This is the big set of changes that will enable a healthier Nullsec mining environment. Each of the "Nullsec ores" have been rebalanced to focus on one main mineral (except for Spodumain which is more widely distributed between four mineral types). This allows us to adjust the supply of each mineral in Nullsec to bring overall balance closer to the actual mineral consumption from the average industry job. It also makes it much easier for players to decide what ore to mine if they find themselves in need of a specific mineral. We are also making somewhat smaller sets of changes to the "Lowsec ores" to clean up their mineral spread and increase their value.
The following values are for a theoretical 100% refine of a batch of each ore type. The upgraded versions of each ore will continue to contain +5% and +10% minerals as they did before. Volumes of each ore did not change in this pass.
With these changes, the total mineral supply gained by mining out an entire Ore Prospecting Array anomaly (other than the small belts) will now more closely match the average mineral consumption across the EVE universe, allowing alliances to more easily source the bulk of their raw minerals locally for industrial activities. The relative compositions of each anomaly are slightly different, allowing each corporation or alliance to decide which best matches their personal industrial activities.
The ore compositions of other mining anomalies found within Nullsec, Lowsec, and Wormhole space have not changed, but the mineral changes will cause the value of mining those anomalies to rise significantly as well.
We have also updated the rate at which mining and NPC killing contributes to the current Sovereignty system indices. Since Mosaic, mining now builds the Industrial Index much more quickly than before, and ratting now builds the Military Index slightly slower than before.
Together, these changes represent a huge shift in how minerals are obtained in Nullsec. We have already seen significant increases in overall Nullsec mining volume in the first week since these changes and we hope that many miners will find themselves free to choose between multiple viable locations to ply their trade.
Thanks for joining us for this update dev blog, and I hope you are all as excited as we are to see the results of our upcoming summer releases. As always, we welcome feedback on all the updates described in this blog, as well as all other aspects of the new designs.
-CCP Fozzie on behalf of Team Five 0]]>
Last October, a pirate, scholar and gentleman by the name of Rixx Javix published a blog post on a series of art print posters featuring the major ships of EVE Online. The album that initially had a meager three ships – a Ferox, Slicer and Gnosis (of all things!) – now comprises well over a hundred designs.
Naturally, the most common question Rixx was asked was “How can we buy these?”
He reached out to CCP to see if we were open to some kind for collaboration; being long-time fans of his work, we obviously were. Besides, it has been almost 4 years since we sold any kind of EVE poster. Time to fleet up with him!
The natural place to start was EVE Fanfest. We selected four ships for the initial set, printed a limited amount of posters, and put them for sale in the Fanfest store. At the same time, Rixx hosted an ‘EVE Fan Art’ presentation to share some insights into the project (highly recommended!)
The results were great – as a matter of fact, the set was the second best-selling item in the store! Of course, many players did not attend Fanfest, so the next natural step was to make these art prints available online. Fortunately, we already had an established partnership with Quantum Mechanix, a Los Angeles-based creative developer of collectibles inspired by some of our most beloved shows and movies, including Battlestar Galactica, Doctor Who, Firefly and Star Trek. In other words, we knew we’d fit right in.
And so, without further ado, let me introduce the EVE Online Battlecruisers Art Print Set. It includes four 18”x24” art prints produced on 100-lb, satin-finish paper, featuring four iconic EVE ships: Drake, Harbinger, Hurricane and Myrmidon. It costs $34.95 US for a set of four posters and is available for delivery to most countries.
Over to Rixx Javix:
"I've always been fascinated by spaceships and the ships of EVE are uniquely powerful, complex and riveting from an artistic perspective. They are, in so many ways, the pure expression of ourselves within the game. They each have personalities and histories that are as individual as the people who fly them. That spirit is what I've tried to capture in these pieces.
The important thing for me was to treat each ship with the respect and knowledge that it deserved, to try and capture the elements that make it what it is, in an artistic design. To put on paper what it is about these ships that make them important to me. A unique spirit that lives within a universe of wonder, darkness and expression.
Removing the ships from the confines of how we normally see and experience them, within the rendered space of our computer monitors, brings the focus purely on the design of the ships themselves. These are objects of immense significance to anyone that lives and plays in the world of EVE Online, but they are also souls unto themselves, brought to life by thousands of players each and every day. In so many ways, they are us and we are them.
I am extremely encouraged by the overwhelming response these pieces have received from the EVE Community and from CCP Games. And I'm proud of our partnership with Quantum Mechanix that gives us the chance to finally bring these to a wider audience. It can be a daunting prospect to have your work open to the world and I hope the response continues so that we can bring fans of Eve, and fans of science-fiction and gaming, even more in the future."
What’s next for merchandise?
These art prints, gorgeous as they are, are not the only thing we are currently working on. CCP’s contract with Musterbrand has concluded and our priority right now is to implement a suitable replacement – taking into account everything we’ve learned from that relationship.
The most important lesson is that the most inspired designs tend to come from the community itself. Whatever we end up doing in the future, we want to make sure we incorporate the ideas, the feedback, and the passion of you, the players of EVE Online.
UPDATE - 2015/05/12 - 11:30 UTC
DUE TO A SECOND EARTHQUAKE THIS MORNING, WHICH REGISTERED AT 7.3, PLEX FOR GOOD HAS BEEN EXTENTED BY ONE WEEK, AND WILL CONCLUDE AT 23:59:59 UTC ON SUNDAY, MAY 24TH 2015.
On Saturday April 25th, a massive earthquake of 7.8 magnitude struck Nepal and the surrounding region, swiftly followed by an initial aftershock measuring 6.6 and a second measured at 6.7 the next day.
These earthquakes have caused unprecedented destruction across the area, leveling homes, businesses and reducing to rubble heritage that has stood for thousands of years. With the United Nations confirming that the death toll has surpassed 6,000 people, foreign aid has begun to pour in from across the globe.
An additional 14,000 people are known to have been injured, with the events over the weekend also affecting Mount Everest, which suffered a massive avalanche after the initial earthquake that struck the mountain’s base camp, killing at least fifteen climbers and stranding almost 100 more. The UN estimates that approximately 3 million people are in urgent need of aid, with 24,000 living in makeshift camps, and over 130,000 homes destroyed by the earthquakes.
A report today from the United Nations Office of the Resident Coordinator estimates that around eight million people in 39 districts have been affected in total, of which over two million live in the 11 most severely affected districts, with landslides and challenging weather continuing to slow rescue efforts.
Along with the EVE Online community, CCP have been following the devastating impact of these events, and we were extremely humbled to see support tickets start to flood in and requests begin to appear on the EVE forums and social media sites requesting that we launch a PLEX for GOOD initiative to assist those affected.
Beginning today, Friday, May 1st 2015 through to 23:59:59 on Friday May 15th 2015, CCP will be accepting PLEX for GOOD donations from our players.
For each PLEX donated during this period, CCP will contribute USD $15 to the Icelandic Red Cross to fund their aid efforts in Nepal.
To make your PLEX for GOOD donation:
Please ensure the receiving character is the one named above, and double check the character is in the C C P Corporation to avoid contracting PLEX to the incorrect character. CCP cannot guarantee the return of PLEX contracted to the wrong character.
Once again, as we say with every PLEX for GOOD drive, we cannot thank the EVE Community enough for the support, encouragement and dedication that you all show to the PLEX for GOOD program.
Previous PLEX for GOOD drives have resulted in donations totaling over $340,000 to those in need during natural disasters in Japan, Haiti, Pakistan, and the United States, with the last PLEX for GOOD drive raising an astonishing $190,890 for those affected by Typhoon Haiyan in the Philippines during November 2013.
As a gesture of thanks, for each PLEX you donate CCP will give you two virtual in-game t-shirts: the Sisters of EVE Food Relief “'Humanitarian' T-shirt YC117” (one male and one female) for use in EVE to show your support for PLEX for GOOD. These t-shirts are currently being designed, and will be distributed with a later release once they are finalized. Here’s a preview of what they’re going to look like:
To learn more about how this program works, please check out this FAQ. You can also learn more about PLEX here. Please note that your contribution to PLEX for GOOD is not tax-deductible. For information on the Icelandic Red Cross (Rauði Krossinn á Íslandi), please visit their website at http://www.raudikrossinn.is/ or contact them at Efstaleiti 9, 103 Reykjavík, telephone +354 570 4000, firstname.lastname@example.org.
On behalf of the PLEX for GOOD Taskforce
Please note that CCP regards any scamming attempts surrounding PLEX for GOOD to be morally reprehensible, and any attempts at scamming relating to this program will be met with the harshest and swiftest action at our disposal.]]>
I have good news! The star map beta has been running now for several months (since the Rhea release back in December) and we are now ready to make the transition out of beta. Starting on April 28th, with the release of Mosaic, we will set the new star map as the default for all EVE players.
We are close to having all important features from the old map migrated into the new one and are hoping that soon we can leave the old behind completely. That said, we want the transition to be as smooth as possible for you, so for the time being we will be leaving the check box in the escape menu (Try the New Map check box) which will allow you to switch back to the old map. Even with the new map on, you will also still be able to access the old map through the Neocom menu.
While the map was in beta we were constantly adding features, fixing bugs and making adjustments based on your feedback. This release will be no different, so let me tell you about a few of the things we are adding or improving in Mosaic.
Probe scanning improvements
The use of scan probes in the new map was made possible in the last release, but there were some usability issues that needed to be ironed out. As of Mosaic, probing for both sites and hostiles should feel noticeably smoother.
Those changes include:
We have a lot of nice changes to the presentation and usability of color filters in the map. My personal favorite is extremely simple but brings a huge improvement: we are adding a section at the top of the filters selection box for recently used filters. No more having to scroll all the way to the bottom every time you want to switch from pilots in space to pilots currently docked and active!
Second, as you might have noticed in the picture above, we’ve rearranged the grouping of filters. At first this might be a little disorienting but we feel this arrangement makes a lot more sense. We’ve also added color filters for faction warfare and sovereignty, which had been missing until now.
Lastly, we’ve adjusted the way filter visualization is normalized. This should make it easier to figure out where that blob is!
Thanks for reading. As always, let us know what you think in the comments.
Hi pilots, this is CCP Sharq and CCP Fozzie from Team Five 0.
We’ve been working hard on a number of improvements for the Mosaic release that’s headed your way on April 28th. For Mosaic, Five 0 focused on a few key features:
This blog will contain details on the first three features listed above. CCP Sharq will be showing off the new corporation role management user interface in all its glory and then CCP Fozzie will walk you through the balance changes and new missions. The nullsec and sov changes in Mosaic will be described in detail along with more updates in another blog.
Instead of fundamentally changing the functionality of the system that governs who can do what within a player corporation, we took a pallet knife to the UI, triaged the biggest issues people have with the current system, and threw away excess stuff to make a lighter system that is easier to navigate and manage.
Under the current system, the number of screens needed to set roles was a whopping 19 screens. That is a lot to go through. This is how the tree structure was:
Consolidating Roles and Grantable Roles was one of the key ingredients of this effort. By adding a tristate checkbox, we sliced the number of screens in half.
These states are:
Before the change there were 6 of these screens to deal with hangars
This is the access screen after the change
Previously, in order to deal with hangars and containers you had to go through a total of 12 screens, 6 for the standard roles and 6 for the grantable variants. With roles and grantable roles merged, this number was reduced to 6. On top of that we created a checkbox matrix allowing all access controls (whether HQ, Base or Other) to be on the same screen, cutting the original 12 screens down to 1. Not only does this make assigning these controls easier, but also gives you a much clearer overview of all the access controls for a corp member.
All in all, these changes bring the total number of screens for role management down to 5 from the initial 19.
One of the corp management features our players frequently requested is the ability to see all the content of each screen in the smallest resolutions. Instead of band-aiding that by adding a side scroll feature to the content, we tilted the column headers making them vertical. The labels get cut if they exceed the header height, but you can always hover over to get a tooltip with the full text string. This change solves the scrolling problem (all the screens fit in the minimum resolution) and also helps with tightening the checkbox matrix.
We also added a search field in the role management where you can search by a member name. The search widget is a new EVE UI component that gives you results from your text input in a dropdown that you can then select your results from
Ultimately, there are more things the team would like to do with the corporation management system, like additional quality of life improvements we can implement to make dealing with roles better. High on our list would be mirroring this new functionality in the title management system, as we’re aware that many corporations use these instead of roles, but in the meantime we are helping with the work on the new sovereignty system so more improvements will have to wait for now. Rest assured that we would like to get back to this, so stay tuned for future corp work from Five 0 and toss more suggestions for us in the comments section of this blog!
This feature is now live on the Singularity test server, please log in and check it out!
In the Rhea and Tiamat releases we introduced two of the most exciting new ships EVE has seen in a very long time. The Amarr Confessor and Minmatar Svipul are the first two members in the new Tactical Destroyer class, and have the ability to change between three different tactical modes on the fly. We’ve been very happy to see players embracing this new gameplay and enjoying the ships, but we’ve also been hearing the legitimate feedback that these ships are a bit too powerful relative to their competition.
We originally announced a set of balance changes to these two ships on the o7 show earlier this month, and while those changes achieved our main goals we heard more feedback from the EVE community letting us know some of the areas in which these changes could be improved. So we’ve gone back to the design and released a new and improved version of the proposal.
Under the new design, the Confessor and Svipul will move to 4 turret slots, and gain a new +50% damage role bonus. This allows us to more effectively balance the fitting requirements of long range and short range weapons. All the details of these changes can be found in this forum thread, and we want to thank everyone who helped us improve the design with your excellent feedback so far.
Another set of balance changes that we’ve been working on alongside feedback from the community and CSM is a set of tweaks to warp speed for battlecruisers and warp rigs.
In Mosaic we are increasing the warp speed and acceleration of all Battlecruisers by 8% to bring them in line with the rest of the ship size progression. We are also making a change to the penalties of warp rigs that will hopefully make them much more attractive to pilots who highly value the warp speed of their vessels. All warp rigs will now have a penalty to signature radius, instead of the old penalty to CPU capacity.
You can find all the details and discussion of these changes in this thread.
One final balance change that Team Five 0 has sourced from your feedback for Mosaic relates to the tactic known as “garage door cynos”. This tactic was taking advantage of starbase shield mechanics to provide for extremely safe movement of supercapital ships. After discussion internally and incorporating your feedback, we’ve decided to make changes that prevent this mechanic from allowing such safe travel. All the details and feedback can be found in this Features and Ideas thread.
When we introduced the first Burner Missions last year and the second round a few months later, we were very glad to see players enjoying the challenge provided by these extremely difficult missions. Burners are special rare missions with increased reward, much higher difficulty, and with no penalty for declining or failing. The first sets of missions were unique in that they only allowed frigate-sized ships entry, providing an optional challenge for mission runners looking for an occasional change of pace.
We’re now ready to return to these disparate groups of elite freelance pirates and this time their bases can be accessed by cruisers and battlecruisers. The next round of Burner missions will also be more distinct from each other, with unique gameplay mechanics and combat environments for each mission.
In the Mosaic release we will be adding the first two of these new Burner Missions.
We hope you enjoy these new missions and we look forward to releasing more to you in the upcoming releases.
All of the features mentioned in this blog are available for you to try out on our Singularity test server right now. We hope you have enjoyed this blog and we look forward to getting all these features and more to you in our Mosaic release on April 28th. Fly safe!]]>
I’m CCP Ghostrider and I’m here to tell you all about the two-factor authentication that we will be releasing to Account Management an April 28th.
Two-Factor Authentication is a security measure that adds an extra layer of security to your account authentication by asking for some sort of verification other than your password to complete the authentication. In our case we will start with offering two options:
This prevents others from accessing your account details in case your account credentials ever get compromised.
When you enable Two-Factor Authentication for your EVE Online account you will be required to provide the two-factor verification code when logging in through the EVE Online SSO or the Launcher.
This will protect you from nefarious people trying to steal your account by logging into account management and changing the registered email address, transferring your character etc.
Turning on Two-Factor Authentication is just a matter of a few easy steps.
Yes. It’s this easy! Here’s a few screenshots of the process:
Logged in with Two-Factor Authentication disabled
Two-Factor Settings, enabling Authenticator
Logging in with Two-Factor Authentication enabled
Yes. This does not prevent people from logging into the game client by circumventing the launcher. That is a legacy issue that we were unable to fix this time around. Also, if you change your registered email address, Two-Factor Authentication for the account will be disabled and will need to be enabled again after verifying the new email address.
That’s it for now. I encourage you to enable Two-Factor Authentication as soon as it’s released to help keep your account secure from the bad people out there.
Fly safe! o7]]>
Last time we spoke, I laid out a system we were about to begin live testing called Opportunities. A system we hoped would soon replace the old tutorial by giving new players a more engaging path to understanding how awesome EVE is. Today, I’m here to tell you that we are doing just that, starting on April 28th the old tutorial will be removed from the game completely and will be replaced by Opportunities.
Since the first Opportunities release, just after Tiamat in February, we’ve been closely monitoring the impact of the new system. By splitting new players into two groups and giving one group Opportunities and the other the old tutorial, we’ve been able to compare the two systems side by side on several important metrics. I can happily report that so far all signs are good. Players given Opportunities are roughly 10% more likely to become EVE subscribers and to continue flying their spaceships betwixt the stars than players given the old Tutorial. On top of that, we are seeing enormously increased engagement across a range of fundamental game features. Versus their old tutorial system counterparts, players using Opportunities are:
We’ve also been taking advantage of both data and feedback to make changes to the experience as fast as possible. In our second release in Scylla we roughly doubled the content in the system. We added some new essential opportunities including camera use, route setting and chat and also split some of the original set up into multiple opportunities to give us more room for details and to make the overall flow smoother.
With the full release we are going to continue expanding and improving on the content in the Opportunities system. We will be adding Opportunities for missions, exploration, manufacturing and joining player corps to name a few.
On April 28th we will not only be giving Opportunities to 100% of new players entering the game, we will also be giving the system to all of you, our proud veterans. For some of you this will be very good news as it means you will be able to check out the system that all our new players will be using, making it easier for you to guide them through their experience. For some veterans however, Opportunities won’t be necessary as most of the concepts covered so far are fairly elementary. Minimizing the Opportunities info panel should be easy enough and if you like you can disable all notifications for Opportunities as well using Notification settings.
Keep in mind that Opportunities from the last two releases will have been tracked on your characters and will be marked as done immediately if you’ve met the requirements during the last couple months. Newly added Opportunities other hand will need to be freshly completed.
We are very happy with the changes we’ve been able to make to the new player experience so far but we are absolutely not done. We have so many options for how to move forward that I’m not even sure what will come next but I can tell you some possibilities.
One area we are actively exploring is improving the visual experience of the Opportunity map view to make it more visually exciting and also make it easier to navigate all the Opportunities available, especially as the number continues to grow. Here’s a mockup showing one possible direction:
We are also discussing more interesting presentation for the content in each opportunity. Here’s another mockup!
Remember, these are just early ideas and don’t necessarily represent final product.
Visuals aren’t all though! Now that we’ve validated the base design for the system we are extremely interested in leveraging our A/B testing framework to try changes to certain system elements. For instance, we’ve stated from the beginning that we wanted to avoid tying rewards to Opportunities, mostly out of fear that it would encourage people to finish them all even if they weren’t actually interested in the activities required. Why not test and find out if players prefer rewards despite our assumptions?
There is also obvious potential to move Opportunities from being a new player experience feature to being a feature that even vets would appreciate. Kill a Titan Opportunity? Own a trillion ISK? Deliver 10,000 torpedoes? We’ve kept this possibility in the back of our minds while staying focused primarily on improving the NPE. Soon we may have the chance to explore difficult and long term Opportunities in more depth.
Whichever direction we move from here, we hope there is a bright future for Opportunities and we deeply appreciate your help and feedback.
On behalf of Team Pirate Unicorns,
Fly safe o/
PS – If you are interested in more details on the development and testing of Opportunities, I would recommend checking out our Fanfest 2015 talk on the NPE.]]>
Times have been very busy at CCP since Fanfest, and today I have updates for you on what's coming next to EVE, in our April 28thupdate that we are codenaming Mosaic.
Our new ship SKIN feature that lets you change the look of your ship from the fitting window and get a permanent license to fly iconic faction looks is a big part of it, but Mosaic also brings a slew of other changes. An extended version of our Opportunities system introducing new players to EVE will go live for everyone, along with the new Star Map that comes out of Beta and becomes the default map. Tactical Destroyers get a balance pass, warp speed rigs get a buff, there's new Blood Raiders and Serpentis Burner missions for Cruiser size ships, a new corporation role management UI, new force field and starbase construction visual effects, and some big changes to the mining prospects in 0.0 space. And then those Circadian Seekers and their Drifter friends always seem to be up to something new.
Take a look at all of these features on EVE Updates - our new website that shows what's coming to EVE Online: http://updates.eveonline.com
Continuous updates to EVE Online
EVE Updates was introduced during the EVE Online keynote at EVE Fanfest in March, and marks a change in how we communicate about what's coming up in EVE Online. Below is a repeat of that information, for those who did not catch the keynote.
What you really need to know is that from now on, all information about upcoming changes to EVE Online can be found on EVE Updates - and as we announce features, we will put information about them there. For each date where we are making an Update to EVE Online, you'll see a section with the features that are coming on that date. Bigger updates will get a code-name once the main features are locked in.
We will continue to do bigger code deployments about every five weeks – and these are the dates we have planned for 2015:
But we’re now in this great place where we release things to EVE so often, that putting all this focus on the release dates has stopped making sense like it used to. Many features will of course still go live on those dates:
But more and more features are possible for us to release in between these bigger deployments:
Changes like the length of the trial, two factor authentication, or new ship skins or clothing, or even balance changes or activation of bigger features such as new exploration sites, are now possible for us to release to you as a player at pretty much any time, not just on these deployment dates.
To reflect this new reality, we needed a new way to communicate what’s upcoming in EVE.
With so much change going on in EVE, it's also harder to keep up with what has changed if you have been away from EVE for a while, so that's another thing we wanted to address.
Features, features, features!
So, instead of announcing a certain number of releases, EVE Updates has a rolling list of the features that are coming to EVE Online, and when they will become available to you as a player. Here's an example from the Scylla update last month:
Sometimes we announce things well up ahead, such as our planned changes to the Sovereignty system, but most of the time you'll see things on EVE Updates a few weeks before an update to EVE will go out.
If you've taken a break from EVE, you'll also be able to look in the Archive on EVE Updates, to see what features have been released since you were away. We are working on populating the detailed feature information for past releases, at least for 2014, to help those coming back to EVE after a break.
So, that's EVE Updates and the coming Mosaic update on April 28th - enjoy!
Executive Producer, EVE Online
CCP Terminus here to talk about Super Kerr-Induced Nanocoatings (aka SKINs), the new visual customization system coming to the spaceships of New Eden.
Following the successful prototype Ship Painting Pilot Program we introduced last year and months of offering ship skins in the store, we have created a new more robust system, which provides a multitude of customization and usability benefits. It allows us to maintain and upgrade our ship catalog in a much more sustainable manner, and provides a multitude of interesting options for future developments. We believe the SKIN system will accentuate the visual experience of living in New Eden and allow you to put a personal mark on the ships you love most.
This blog will also go into the details on how we will be converting from the old system to the new SKINs, which will launch with 102 brand new SKINs. If you're wondering how the old system worked or are curious as to the reasons behind the change, please reference CCP FoxFour's excellent dev blog.
How many of you DIDN'T try to ship spin that amazing image? If you didn't then I suggest leveling up your ship spinning skill and trying again.
With Ship Paint Pilot Program, you would manufacture a custom ship by combining a blueprint of a paint pattern and a packaged version of the base ship. This meant that the paint patterns fate was locked to the fate of the ship. So for instance, if you wanted to self-destruct a bunch of Interbus Moros' instead of flying them halfway across New Eden, the paint style would go with it.
In contrast, the new SKIN system acts much closer to the way skillbooks work in EVE. Each SKIN variant comes as a SKIN item (a licensed pattern), which you can activate for your character or sell on the market. This character then has access to the SKIN for any ships that it applies to, meaning once you lose a skinned ship, you can simply hop in to another and reapply the SKIN pattern. If your character loses their pod and dies or jump clones from one location to another they will still have access to use all their SKIN's.
So to recap:
Permanent SKINs exist as items which are bought from the NES. Once activated for a character they last indefinitely, and allow that character access to visual variants for a certain ship or collection of ships. Other characters on the same account will not have access to the SKIN.
Time-limited SKINs will drop in game and may be available through other means in the future. They work exactly like Permanent SKINs when interacting with them. The only difference is they do not last indefinitely. Time-Limited SKINs have the following properties:
The reasoning for having time-limited SKINs comes down to a few factors. First, we want the SKINs you find in-game to retain their ISK value by preventing market saturation over time. By having them time-limited, we create a continuing demand for the SKIN, which keeps the loot valuable. Time-limited SKINs also allow for a number of promotional opportunities like SKIN giveaways, and possible try-before-you-buy options in the future.
The selected SKIN can be changed at any time while you're in space by opening your fitting window and selecting a new SKIN. Though the magic of nanites, electric fields, and SCIENCE! the outward appearance of your glorious ship changes before your very eyes.
If you are concerned about potential performance issues, you can turn off SKIN changes in space by deselecting "Inspace Skinning Effect" in the Display and Graphics menu. This will not prevent you or other players from changing your SKIN in space, but the effect will not be played and the model will not change until it is reloaded.
For now, there are certain technical limitations to when you can change your SKIN in space. You will not be able to change your SKIN under the following conditions:
Purchasing SKINs will work in the same way as all other purchases from the NES. Simply access the NES from the character selection screen or in-game from the sidebar. SKINs will have their own category in the NES.
Once a SKIN is purchased, the item will be placed in your account's redeeming queue and can be redeemed for any character in that account as normal.
Above: A player has the Nefantar SKIN active for their Rifter, is previewing the Krusual SKIN, and has clicked on the purchase for Aurum button for the Krusual SKIN.
The fitting screen allows you to purchase SKINs for the ship you are looking at directly from the left side menu. SKINs will always have a link to the appropriate market category for the SKIN, and they may also be purchased directly from the NES if the item is available. If there are any active time-limited SKINs the amount of time remaining will be shown beside the SKIN name.
In this location you can also preview SKINs you may want to purchase, and select your active SKIN from the list of purchased options. By clicking on a SKIN it will change the ships visuals. If the SKIN clicked on is part of the My SKINs category, this also sets that SKIN as the active one. If you wish to return the ship to its default visuals you can do so by simply de-selecting the currently active SKIN.
The 3D Preview screen (accessed by clicking on the image icon in the Show Info window) will contain a copy of the left sidebar available in the fitting window. This sidebar will function exactly the same as the fitting window, with all of the purchasing and linking options. Because it can be of any ship, the 3D preview window will also allow you to preview and purchase any SKIN on any ship. 3D previews for specific SKINs are also linked from the show info window of a specific SKIN item. Simply find the SKIN item through in the market, or linked from the SKINs tab of the show info window for the desired ship. Then click on the hexagonal SKIN icon in the upper left to bring up the 3D preview.
The character sheet has been updated with a new SKINs section on the sidebar. This section will show you all the potentially available SKINs in the game, and all of the SKINs you currently own, with a countdown visible for time-limited SKINs. In this section, SKINs are divided in to factions/designer categories, allowing you to see the size of your collection both overall, and for a certain faction/designer.
The general conversion plans will give you a SKIN if you had a Blueprint perviously, or a SKIN and base ship if you had a skinned ship. If you do not have the ship at the time of conversion (ex. you sold it or it was blown up) you will not receive a SKIN. The conversion process is as follows:
As a way to reward early adopters of the Ship Paint Pilot Program, and in preparation for the new SKIN system release, all existing skin Blueprints will no longer be purchasable from the NES as of the publication of this dev blog.
The following existing ships will be converted to the new SKIN system:
|Class||Race||Existing Item||New Skin||Price / Aquisition||Preview|
|Frigate||Amarr||Punisher Kador Edition||Punisher Kador SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Punisher Tash-Murkon Edition||Punisher Tash-Murkon SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Sarum Magnate||Magnate Sarum SKIN (Permanent)||Market||Preview|
|Frigate||Amarr||Tash-Murkon Magnate||Magnate Tash-Mukron SKIN (Permanent)||Market||Preview|
|Frigate||Caldari||Merlin Nugoeihuvi Edition||Merlin Nugoeihuvi SKIN (Permanent)||4300||Preview|
|Frigate||Caldari||Merlin Wiyrkomi Edition||Merlin Wiyrkomi SKIN (Permanent)||740||Preview|
|Frigate||Caldari||Sukuuvestaa Heron||Heron Sukuuvestaa SKIN (Permanent)||Market||Preview|
|Frigate||Gallente||Incursus Aliastra Edition||Incursus Aliastra SKIN (Permanent)||4300||Preview|
|Frigate||Gallente||Incursus Inner Zone Shipping Edition||Incursus Inner Zone Shipping SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Inner Zone Shipping Imicus||Imicus Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Frigate||Gallente||Tristan Quafe Edition||Tristan Quafe SKIN (Permanent)||Market||Preview|
|Frigate||Minmatar||Rifter Krusual Edition||Rifter Krusual SKIN (Permanent)||740||Preview|
|Frigate||Minmatar||Rifter Nefantar Edition||Rifter Nefantar SKIN (Permanent)||1540||Preview|
|Frigate||Minmatar||Vherokior Probe||Probe Vherokior SKIN (Permanent)||Market||Preview|
|Navy Faction Frigate||Gallente||Police Pursuit Comet||Police Pursuit Comet SKIN (Permanent)||Concord LP Store||Preview|
|Destroyer||Amarr||Coercer Blood Raiders Edition||Coercer Blood Raiders SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Caldari||Cormorant Guristas Edition||Cormorant Guristas SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Gallente||Aliastra Catalyst||Catalyst Aliastra SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Catalyst Serpentis Edition||Catalyst Serpentis SKIN (30 Days)||Loot drop||Preview|
|Destroyer||Gallente||Inner Zone Shipping Catalyst||Catalyst Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Intaki Syndicate Catalyst||Catalyst Intaki Syndicate SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||InterBus Catalyst||Catalyst InterBus SKIN (Permanent)||Market||Preview|
|Destroyer||Gallente||Quafe Catalyst||Catalyst Quafe SKIN (Permanent)||Market||Preview|
|Destroyer||Minmatar||Nefantar Thrasher||Thrasher Nefantar SKIN (Permanent)||Market||Preview|
|Destroyer||Minmatar||Thrasher Thukker Tribe Edition||Thrasher Thukker Tribe SKIN (30 Days)||Loot drop||Preview|
|Industrial||Amarr||Bestower Tash-Murkon Edition||Bestower Tash-Murkon SKIN (Permanent)||Market||Preview|
|Industrial||Caldari||Tayra Wiyrkomi Edition||Tayra Wiyrkomi SKIN (Permanent)||Market||Preview|
|Industrial||Gallente||Iteron Inner Zone Shipping Edition||Iteron Mark V Inner Zone Shipping SKIN (Permanent)||Market||Preview|
|Industrial||Minmatar||Mammoth Nefantar Edition||Mammoth Nefantar SKIN (Permanent)||Market||Preview|
|Cruiser||Amarr||Omen Kador Edition||Omen Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Omen Tash-Murkon Edition||Omen Tash-Murkon SKIN (Permanent)||1095||Preview|
|Cruiser||Caldari||Caracal Nugoeihuvi Edition||Caracal Nugoeihuvi SKIN (Permanent)||2830||Preview|
|Cruiser||Caldari||Caracal Wiyrkomi Edition||Caracal Wiyrkomi SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Thorax Aliastra Edition||Thorax Aliastra SKIN (Permanent)||2830||Preview|
|Cruiser||Gallente||Thorax Inner Zone Shipping Edition||Thorax Inner Zone Shipping||1965||Preview|
|Cruiser||Gallente||Vexor Quafe Edition||Vexor Quafe SKIN (Permanent)||Market||Preview|
|Cruiser||Minmatar||Stabber Krusual Edition||Stabber Krusual SKIN (Permanent)||1095||Preview|
|Cruiser||Minmatar||Stabber Nefantar Edition||Stabber Nefantar SKIN (Permanent)||1965||Preview|
|Battlecruiser||Amarr||Prophecy Blood Raiders Edition||Prophecy Blood Raiders SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Caldari||Ferox Guristas Edition||Ferox Guristas SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Gallente||Brutix Serpentis Edition||Brutix Serpentis SKIN (30 Days)||Loot drop||Preview|
|Battlecruiser||Minmatar||Cyclone Thukker Tribe Edition||Cyclone Thukker Tribe SKIN (30 Days)||Loot drop||Preview|
|Battleship||Amarr||Abaddon Kador Edition||Abaddon Kador SKIN (Permanent)||3455||Preview|
|Battleship||Amarr||Abaddon Tash-Murkon Edition||Abaddon Tash-Murkon SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Rokh Nugoeihuvi Edition||Rokh Nugoeihuvi Edition SKIN (Permanent)||4300||Preview|
|Battleship||Caldari||Rokh Wiyrkomi Edition||Rokh Wiyrkomi Edition SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Scorpion Ishukone Watch||Scorpion Ishukone Watch SKIN (Permanent)||Market||Preview|
|Battleship||Gallente||Dominix Quafe Edition||Dominix Quafe SKIN (Permanent)||Market||Preview|
|Battleship||Gallente||Hyperion Aliastra Edition||Hyperion Aliastra SKIN (Permanent)||4300||Preview|
|Battleship||Gallente||Hyperion Inner Zone Shipping Edition||Hyperion Inner Zone Shipping||2390||Preview|
|Battleship||Gallente||Megathron Quafe Edition||Megathron Quafe SKIN (Permanent)||Market||Preview|
|Battleship||Minmatar||Maelstrom Krusual Edition||Maelstrom Krusual SKIN (Permanent)||1540||Preview|
|Battleship||Minmatar||Maelstrom Nefantar Edition||Maelstrom Nefantar SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Mackinaw ORE Development Edition||Mackinaw ORE Development SKIN (Permanent)||Market||Preview|
|Capital Industrial Ship||ORE||Rorqual ORE Development Edition||Rorqual ORE Development SKIN (Permanent)||Market||Preview|
|Dreadnought||Amarr||Revelation Sarum Edition||Revelation Sarum SKIN (Permanent)||4300||Preview|
|Dreadnought||Caldari||Phoenix Wiyrkomi Edition||Phoenix Wiyrkomi SKIN (Permanent)||3455||Preview|
|Dreadnought||Gallente||Moros Interbus Edition||Moros Interbus SKIN (Permanent)||3455||Preview|
|Dreadnought||Minmatar||Naglfar Justice Edition||Naglfar Justice SKIN (Permanent)||3455||Preview|
As an addendum, there are a few ships we would like to convert over in the future, and will be doing so in subsequent releases.
Below is a list of all new SKINs which will be added to New Eden. All of the SKINs below will be available for purchase from the NES and can be resold on the market. If you are interested in purchasing Aurum in order to purchase SKINs from the NES, this can be done from the account management website.
|Frigate||Amarr||Crucifier Kador SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Crucifier Sarum SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Executioner Ardishapur SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Executioner Kador SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Inquisitor Khanid SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Inquisitor Tash-Murkon SKIN (Permanent)||2390||Preview|
|Frigate||Amarr||Magnate Ardishapur SKIN (Permanent)||1540||Preview|
|Frigate||Amarr||Magnate Tash-Murkon SKIN (Permanent)||740||Preview|
|Frigate||Amarr||Tormentor Ardishapur SKIN (Permanent)||740||Preview|
|Frigate||Amarr||Tormentor Sarum SKIN (Permanent)||4300||Preview|
|Frigate||Caldari||Kestrel Wiyrkomi SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Atron Interbus SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Atron Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Imicus Syndicate SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Maulus Inner Zone Shipping SKIN (Permanent)||740||Preview|
|Frigate||Gallente||Maulus Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Navitas Syndicate SKIN (Permanent)||1540||Preview|
|Frigate||Gallente||Tristan Inner Zone Shipping SKIN (Permanent)||2390||Preview|
|Frigate||Minmatar||Slasher Krusual SKIN (Permanent)||740||Preview|
|Frigate||Minmatar||Vigil Krusual SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Coercer Ardishapur SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Coercer Sarum SKIN (Permanent)||2390||Preview|
|Destroyer||Amarr||Dragoon Kador SKIN (Permanent)||1540||Preview|
|Destroyer||Amarr||Dragoon Khanid SKIN (Permanent)||2390||Preview|
|Destroyer||Gallente||Algos Interbus SKIN (Permanent)||1540||Preview|
|Destroyer||Gallente||Algos Syndicate SKIN (Permanent)||1540||Preview|
|Destroyer||Minmatar||Talwar Sebiestor SKIN (Permanent)||2390||Preview|
|Industrial||Amarr||Sigil Kador SKIN (Permanent)||1540||Preview|
|Industrial||Gallente||Iteron V Interbus SKIN (Permanent)||4300||Preview|
|Cruiser||Amarr||Arbitrator Ardishapur SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Arbitrator Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Augoror Ardishapur SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Augoror Khanid SKIN (Permanent)||2830||Preview|
|Cruiser||Amarr||Maller Kador SKIN (Permanent)||1965||Preview|
|Cruiser||Amarr||Maller Tash-Murkon SKIN (Permanent)||1095||Preview|
|Cruiser||Amarr||Omen Sarum SKIN (Permanent)||2830||Preview|
|Cruiser||Caldari||Moa Laidai SKIN (Permanent)||1965||Preview|
|Cruiser||Caldari||Osprey Wiyrkomi SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Celestis Interbus SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Celestis Syndicate SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Exequror Syndicate SKIN (Permanent)||1965||Preview|
|Cruiser||Gallente||Vexor Interbus SKIN (Permanent)||1095||Preview|
|Cruiser||Gallente||Vexor Syndicate SKIN (Permanent)||1965||Preview|
|Cruiser||Minmatar||Bellicose Krusual SKIN (Permanent)||1095||Preview|
|Battlecruiser||Amarr||Harbinger Kador SKIN (Permanent)||1965||Preview|
|Battlecruiser||Amarr||Harbinger Khanid SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Oracle Khanid SKIN (Permanent)||4300||Preview|
|Battlecruiser||Amarr||Oracle Sarum SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Prophecy Kador SKIN (Permanent)||2830||Preview|
|Battlecruiser||Amarr||Prophecy Tash-Murkon SKIN (Permanent)||1965||Preview|
|Battlecruiser||Caldari||Ferox Laidai SKIN (Permanent)||2830||Preview|
|Battlecruiser||Caldari||Naga Wiyrkomi SKIN (Permanent)||1965||Preview|
|Battlecruiser||Gallente||Brutix Roden SKIN (Permanent)||1095||Preview|
|Battlecruiser||Gallente||Brutix Syndicate SKIN (Permanent)||1965||Preview|
|Battlecruiser||Gallente||Myrmidon Interbus SKIN (Permanent)||2830||Preview|
|Battlecruiser||Gallente||Myrmidon Syndicate SKIN (Permanent)||1095||Preview|
|Battlecruiser||Gallente||Talos Duvolle SKIN (Permanent)||4300||Preview|
|Battlecruiser||Gallente||Talos Interbus SKIN (Permanent)||1965||Preview|
|Battlecruiser||Minmatar||Cyclone Krusual SKIN (Permanent)||1965||Preview|
|Battlecruiser||Minmatar||Hurricane Sebiestor SKIN (Permanent)||2830||Preview|
|Battlecruiser||Minmatar||Tornado Nefantar SKIN (Permanent)||1095||Preview|
|Battleship||Amarr||Apocalypse Ardishapur SKIN (Permanent)||1540||Preview|
|Battleship||Amarr||Apocalypse Kador SKIN (Permanent)||3455||Preview|
|Battleship||Amarr||Apocalypse Khanid SKIN (Permanent)||4300||Preview|
|Battleship||Amarr||Apocalypse Tash-Murkon SKIN (Permanent)||2390||Preview|
|Battleship||Amarr||Armageddon Kador SKIN (Permanent)||2390||Preview|
|Battleship||Amarr||Armageddon Tash-Murkon SKIN (Permanent)||1540||Preview|
|Battleship||Caldari||Raven Wiyrkomi SKIN (Permanent)||2390||Preview|
|Battleship||Gallente||Dominix Inner Zone Shipping SKIN (Permanent)||3455||Preview|
|Battleship||Gallente||Dominix Syndicate SKIN (Permanent)||1540||Preview|
|Battleship||Gallente||Megathron Inner Zone Shipping SKIN (Permanent)||2390||Preview|
|Battleship||Gallente||Megathron Syndicate SKIN (Permanent)||2390||Preview|
|Battleship||Minmatar||Tempest Krusual SKIN (Permanent)||1540||Preview|
|Battleship||Minmatar||Tempest Nefantar SKIN (Permanent)||2390||Preview|
|Battleship||Minmatar||Typhoon Krusual SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Hulk Buddy SKIN (Permanent)||2390||Preview|
|Exhumer||ORE||Skiff Buddy SKIN (Permanent)||2390||Preview|
|Ind. Command Ship||ORE||Orca Buddy SKIN (Permanent)||3455||Preview|
|Freighter||Amarr||Providence Ardishapur SKIN (Permanent)||3455||Preview|
|Freighter||Amarr||Providence Kador SKIN (Permanent)||4300||Preview|
|Freighter||Caldari||Charon Wiyrkomi SKIN (Permanent)||3455||Preview|
|Freighter||Gallente||Obelisk Inner Zone Shipping SKIN (Permanent)||3455||Preview|
|Freighter||Gallente||Obelisk Quafe SKIN (Permanent)||4300||Preview|
|Freighter||Minmatar||Fenrir Krusual SKIN (Permanent)||3455||Preview|
|Carrier||Amarr||Archon Kador SKIN (Permanent)||4300||Preview|
|Carrier||Amarr||Archon Tash-Murkon SKIN (Permanent)||3455||Preview|
|Carrier||Caldari||Chimera Laidai SKIN (Permanent)||3455||Preview|
|Carrier||Gallente||Thanatos Quafe SKIN (Permanent)||3455||Preview|
|Carrier||Gallente||Thanatos Roden SKIN (Permanent)||3455||Preview|
|Carrier||Minmatar||Nidhoggur Krusual SKIN (Permanent)||3455||Preview|
|Dreadnaught||Amarr||Revelation Kador SKIN (Permanent)||3455||Preview|
|Dreadnaught||Caldari||Phoenix Laidai SKIN (Permanent)||3455||Preview|
|Dreadnaught||Gallente||Moros Roden SKIN (Permanent)||3455||Preview|
|Supercarrier||Amarr||Aeon Khanid SKIN (Permanent)||4300||Preview|
|Supercarrier||Amarr||Aeon Sarum SKIN (Permanent)||6500||Preview|
|Supercarrier||Caldari||Wyvern Wiyrkomi SKIN (Permanent)||4300||Preview|
|Supercarrier||Gallente||Nyx Interbus SKIN (Permanent)||4300||Preview|
|Supercarrier||Gallente||Nyx Quafe SKIN (Permanent)||4300||Preview|
|Supercarrier||Minmatar||Hel Sebiestor SKIN (Permanent)||6500||Preview|
|Titan||Amarr||Avatar Kador SKIN (Permanent)||4300||Preview|
|Titan||Amarr||Avatar Khanid SKIN (Permanent)||6500||Preview|
|Titan||Gallente||Erebus Duvolle SKIN (Permanent)||6500||Preview|
|Titan||Gallente||Erebus Interbus SKIN (Permanent)||4300||Preview|
We would like to address some common questions which have been asked over the course of developing the SKINS feature:
Q) Why is there a lack of Caldari and Minmatar SKIN options?
A) It will require a little more time in order to address the disparity between the Amarr and Gallente versus the Caldari and Minmatar ship SKIN lines. We are aware of it and are working towards a state of greater parity.
Q) Does the skin for a T1 ship also apply to any T2 variants?
A) Unless the SKIN item specifically mentions it affects multiple ships it will only affect the ship hulls stated on the item. Therefore a Rifter Nefantar SKIN (Permanent) item will only work on a Rifter, not a Jaguar or Wolf for instance.
Q) Will SKINs follow a character if it is traded to another account?
A) Yes. Like skills, SKINs will transfer when you purchase a character from the Character Bazaar.
Q) Will the SKINs I have active be exposed in the API?
A) Yes, we plan on making that information available from the API, however it will not be available on launch.
Q) Will the active SKIN on a ship be shown in Killmails?
A) On initial release we will not be recording the active SKIN for a ship when it is destroyed. However, we do realize the rich tradition of celebrating the loss of something shiny and it is on our list for further developments in the future.
Thank you for taking the not-insubstantial time to read this dev blog, and remember to fly safe! (Especially with those skinned ships!)
See you in the comments section for this blog.
CCP Terminus on behalf of Team Size Matters
I’m CCP Nobody and I’m here to show you some of the beautiful new visuals for assembling structures in EVE Online. These changes will cover anchorable Player Owned Starbases and their accompanied anchorable structures.
When you anchor a structure in EVE, the lore explanation is that you first deploy a nanocontainer with massive material tanks that contain all the materials used to build the structure. Then, through the magical science of nanites, it gets built. For the new visuals, we’ve redesigned the nanocontainer to fit its function.
While anchoring the structure, the nanocontainer projects a blueprint of what is being built in space, which represents the final form of the structure. The structure is then printed by lasers using the materials in the material tanks.
When unanchoring the structure, the nanocontainer will start the process of deconstructing the structure from the inside out. The lasers are used to melt the structure and collect the materials back into the material tanks, so the structure can be constructed somewhere else at a later date.
The shader created for this effect is the first shader for EVE that uses Geometry Shaders. This means that only users running the client with DirectX 11 will experience the lasers assembling and disassembling their structures. Users running with DirectX 9 will unfortunately will not witness the glory of nanites, as shown below:
The videos above are sped up due to the long time it takes to anchor and unanchor most structures. To give you a better feel for how this looks ingame in realtime, here is a special bonus video:
These new assembly visuals are headed your way with other features on April 28th.
Thank you for reading!
Good afternoon pilots!
Last year after a number of issues relating to the ownership of alliance logos, we placed logo submissions on hold temporarily while we reviewed our alliance logo usage policy and the submission process that players use to have their logo displayed in game.
During the review process, we worked through several different proposals for how we could display the identity of alliances within the EVE Universe, some of which included the creation of a template system much like corporation logos, generating logos from a pre-assigned template set and color palette, and some of which relied on player created submissions.
After a little experimentation, we feel that the best course of action is to continue to allow organizations in EVE Online to create a unique identity within New Eden by using player submitted content for alliance logos.
For us to do this, we need to make changes to the alliance logo submission process along with the technical requirements and specifications for alliance logos that are submitted for approval. This is for a number of reasons.
First, this is to allow members of the community to retain the ownership of their alliance logos so that usage and ownership does not fall into dispute. Second, it allows CCP to protect the intellectual property of the EVE Universe by owning all content that is included in the EVE Online client.
With this in mind, alliance logo submissions are now re-opened, but with a few changes to the submission process and how logos are displayed in game.
Changes to logos on submission
Upon accepting logos, the original design that is sent to CCP will be altered slightly and watermarked to create a derivative work that will be used to represent the alliance in the EVE universe. This derivative work will be packaged with the client and will be the property of CCP in order for us to ensure that all content within the EVE client remains the property of CCP.
The original logo will then continue to be owned by its original creator, and can be used however the alliance it represents sees fit outside the EVE Universe.
Examples of watermarked logos, which contain the five pointed CONCORD star as a watermark and a texture to differentiate them from the original are shown below. These versions will be displayed within the EVE Universe
So, onward to the submission process and how to have your alliance logo represented in game!
Please be aware that the submission process has completely changed, as have the requirements.
As such, you will need to refresh your memory with regards to how to submit your alliance logo in order to have it displayed in game.
Please read this blog fully to ensure that you comply with the requirements for an alliance logo to be added to the game for your organization. This will also ensure that you submit your alliance in the correct manner and in the correct format.
This submission process is also reflected in a new thread on the Corporation, Alliance & Organization Discussions forum that details the submission process in an easy to find place.
Submission Style Guidelines
Below are a list of aesthetic guidelines that will assist you in making sure that your logo has a high chance of approval.
Design & Theme:
Submission Style Requirements
Submission Technical Requirements
The alliance logo submission process has been simplified to allow for faster turnaround for alliance logo approvals.
If you have any questions regarding alliance logos and the submission process, please post in this thread and they will be answered as soon as possible.
What if I already have an alliance logo submission pending?
Since the technical requirements for alliance logo submissions have changed with this announcement, all previous and pending alliance logo submissions are now void.
If you would like to have your alliance logo displayed in game, you will need to resubmit it with the new technical requirements in mind.
When can I expect to see my alliance logo in game?
We aim to add the first batch of alliance logos that are approved to the game in the June release, on June 2nd to be precise.
After that, given the new release cadence, the wait for your alliance logo to be displayed in game could be as short as 3-5 weeks depending on the release schedule, when you submit the logo, and how busy the submission queue is.
What about existing alliance logos in game? Will they be removed?
All existing alliance logos that are currently in game will be removed from the game, as they do not comply with the new submission requirements. However, we’d like to give a grace period before this, so that alliance are not left without an in-game identity.
We intend to remove all existing alliance logos from the game with the June 2nd release. This means that if you submit your new alliance logo before then, the transition will be seamless and your logo will simply be updated, rather than reverting to the default placeholder logo.
Why has the alliance size requirement changed for logo eligibility?
We have increased the minimum size and age of an alliance that is required to be eligible for an alliance logo in order to ensure that alliances who submit logos for approval are reasonably well established and stable before their logos are added to the game.
What about alliances that have logos in game now that don’t meet the new requirements?
It would obviously be unfair for us to deny an alliance that already has a logo in game the ability to carry over a new design with the new submission process. As such alliance whose member count or age are below the requirement, but whom already have a logo represented in game will be permitted to submit a new logo to have their original updated.
Will all alliances who have a logo in game right now be automatically approved with a new logo if it is the same as the old one?
No. Any alliance logos submitted after this announcement will need to comply with the new requirements laid out above. If existing logos contain material that is copyrighted by other real world organizations, or content that does not fit within the content guidelines previously explained in this blog, then logos will not be re-approved.
What if I have other questions regarding alliance logo submissions?
Please ask in this thread, and your questions will be answered.
We look forward to seeing some awesome alliance logo designs from you guys in the coming weeks!
EVE Universe Community Manager]]>
Fanfest is over, and I think I finally lost my hangover.
On behalf of the entire security team at CCP, thank you very much for attending, and thanks to those who watched us live on Twitch. We had some fun reviewing those chat logs afterwards!
The purpose of this dev blog is to publish our presentation, which can be viewed on YouTube, here:
We are continuing the tradition of publishing our slides this year as well. Please find a .pdf version here:
Fanfest 2015 - Team Security slides - Better Safe Than Sorry
We’ll try to answer your questions in the dev blog discussion thread. You can also find us on Twitter:
https://twitter.com/CCP_Peligro - Security Analyst
https://twitter.com/CCP_Grimmi - Security Analyst
https://twitter.com/CCP_Random - Security Engineer
https://twitter.com/CCP_Bugartist - Director of Information Security
https://twitter.com/CCP_Arkanon - Internal Affairs Manager
I also want to include a special shout-out to our guest speaker and friend, The Nosy Gamer. He blogs about interesting stuff, check him out at: http://nosygamer.blogspot.com/
As always, our official policies can be found here: https://community.eveonline.com/support/policies/
1st offense - 30 day temporary ban, removal of proceeds, permanent outbound character transfer lock
2nd offense - permanent ban
For further information on our stance on macro use and how this is dealt with, please read the Dev Blog linked below:
1st offense - 7 day ban and removal of proceeds
2nd offense - Permanent ban
For further information on this, please check out our last dev blog:
Please note that penalties for breaches of our policies always results in action taken against all accounts found to belong to the perpetrator. In other words, action is not limited to the “offending” account(s).
That’s all for now, thanks for reading and I look forwards to seeing you at Fanfest next year!
I hope all those who were able to come to Reykjavik had an awesome time at Fanfest 2015 and have fully recovered from the party at the top of the world!
The creativity and imagination you all put into your Fanfest costumes has always impressed us, so this year we decided to try out a cosplay contest and it was amazing to see how many of you put so much effort in to your incredible outfits.
Each day we awarded three prizes, including a mix of in-game outfits, PLEX, Razer swag and EVE Collector’s Editions.
We would like to thank everyone who entered our cosplay competition and announce that we will bring it back for Fanfest 2016 – so get planning!
The Winners of Day 1:
The Winners Of Day Two:
The Winners Of Day Three:
We also had a grand prize winner, for someone who went above and beyond and impressed us on all 3 days with something new and amazing.
Huge congratulations to our grand prize winner, the Harbinger of The Faith, Max Singularity!
Some more of my favorite photos from the contest…
It was so great to see all of you and I look forward to seeing more of your cosplay creations next Fanfest!
CCP Leeloo here to remind you that during Fanfest 2015, CCP Seagull announced the election results for the 10th Council of Stellar Management (CSM10). For more information about what the Council of Stellar Management is, check here.
During this year’s election we used the Single Transferrable Vote (STV) system as per our tradition since 2013. This means that all CSM members below have received the necessary amount of votes and all are equal members of the council.
The 14 delegates of the Tenth Council of Stellar Management are:
(click to enlarge)
Your permanent attendees this year are Manfred Sideous and Sugar Kyle. You can find more information regarding your elected delegates for CSM10 on the EVE Community Portal.
For those of you, who are interested in contacting your new delegates, check out this forum post.
We had a record 100 applications this year, from which (also a record) 75 candidates were approved for the final ballot. Almost all rejected candidates did not submit their identification documents.
Eligible voters cast 36,984 votes, meaning that we have 15% increase since the last year’s election. We have also noticed a 3% turnout increase since last year and it’s a nice trend that we hope to keep for the next election as well.
The average age of users who have voted was 34 years, and the average age of an account was 3.8 years, a 0.2 year increase from the last election. 96.31% of voters are male and 3.69% are female.
Age in days
Comparing to the last year’s election we saw two spikes on the first and last two days of the election.
(click to enlarge)
Despite a higher turnout, we noticed a drop in the amount of votes from our localized communities, which we consider a result of a lack of CSM delegates from said communities for the past few years and thus a drop in interest.
We are hoping to make the information about CSM more accessible to our localized communities.
(click to enlarge)
As usual, raw data is available for downloading.
On behalf of CCP I would like to thank the delegates of CSM9 for their hard work over the last term and congratulate the newly elected delegates of CSM10 on their new roles.
We would also like to thank everyone who participated in voting this year. Please feel free to contact us if you have any suggestions or feedback about the Council.
No doubt some of you are still recovering from the festivities of Fanfest 2015, I know for sure that I am!
With this year’s Party At The Top Of The World upon us and Fanfest drawing to a close, we must now look to the future and the many more years of glorious internet spaceships shenanigans ahead of us. With this in mind, CCP Curtis has once again retired to his secret volcano lair beneath the frozen wastes of Iceland to begin plotting an even bigger, better and badder Fanfest for 2016 from April 21st to 23rd.
As has just been announced at the Fanfest 2015 closing ceremony, tickets for Fanfest 2016 are now on sale!
You can pick them up by visiting our Eventbrite site here!
“Eventbrite???!?” I hear you say?
We’ve been trying out Eventbrite for some of our gatherings and events in the past (including EVE Vegas and EVE Paris) and we’d like to switch to using this service as our ticketing portal for all events going forward, given how well it’s been working so far.
The in-house ticketing system that we’ve used for Fanfest in previous years is not as robust as we’d like it to be, and by using Eventbrite going forward we free up the manpower of having to maintain an old system so that our web developers can spend their time more productively to bring more functional tools and webpages to you all.
The use of Eventbrite also gives us a more fluid toolset to work with, including real time tracking of ticket sales and the ability to be more responsive with the community when dealing with ticket sales, including being able to directly message all ticket buyers based on a whole host of filters, as well as offering solid mobile support for ticket sales.
What about buying tickets for PLEX?
Maintaining a dual ticketing system like we did for EVE Vegas and previous Fanfests is costly and complex, especially when we consider that only 3.5% of the ticket sales for Fanfest 2015 and 5.9% of the ticket sales for EVE Vegas 2014 were purchased with PLEX.
As such, we won’t be supporting dual ticketing going forward via Eventbrite.
We will however be announcing a special PLEX ticket sale for EVE Fanfest 2016 that will allow those who want to use PLEX as payment method a chance purchase ticket for PLEX for a limited time. There’ll be more details to come on the Fanfest 2016 ticket sales for PLEX in a future Devblog, and we’ll be sure to message as widely as possible so that players don’t miss out on the opportunity to purchase for PLEX.
Keep your eyes peeled and riveted to the Devblogs feed for more information.
Onward, to EVE Vegas 2015!
The dates have been announced at the Fanfest 2015 Closing Ceremony and tickets are now on sale! You can click the banner above to go directly to the EVE Vegas website, learn more, and pick up your tickets.
Staged at the Planet Hollywood Resort & Casino and packed with player and developer presentations, this is an EVE themed party like no other that you don’t want to miss out on!
Last year EVE Vegas was sold out for the first time. We are preparing for an even bigger event this year, with this celebration right on the Las Vegas Strip set to be the largest event that CCP has hosted in North America. Ticket sales are now open via Eventbrite, and you can pick them up from the EVE Vegas website.
Grab your tickets for Fanfest 2016 today, and make sure that you’re here to celebrate all things New Eden with us at next year’s event.
o7, pilots… see you on the flip side! (hopefully!)
Before we go into the new system, we would like to spend a little bit of our time explaining how current structures work for the non-initiated.
There are currently five different types of structures available in the game, each with a unique purpose, which we shall quickly review now.
Our exploratory work highlighted many pain points in the existing structures design. Since they have been progressively added one after another over a long period of time (the first Starbase structures were added during the Exodus expansion in 2004), they show disparate behaviors in their functions, use, attack and management options.
Our first deliverable was as such to come up with a list of high-end goals that any new structure system should aspire towards. Those became:
With all the goals above in mind, we set out on our prototyping search and came up with different ideas. We quickly looked for comparison points regarding existing gameplay and what players like the most in our game: ship control and fitting.
Before we move forward, we would like to make it clear the changes listed below are ideas and highly theoretical. Those are not set in stone or fixed, we are telling our plans to you, our players, months in advance to initiate feedback and spark interest. Also please remember that concept art is just that, concept.
We are also not going to remove existing structures instantly without a transition plan. There is a detailed example of this particular point further down this blog.
With that in mind, we would like to introduce the following.
Instead of forcing players to anchor multiple individual structures to provide basic functions, we are taking a different approach by making structures fittable, just like ships, with all the repercussions this implies. This means we can get rid of the Control Towers and greatly reduce anchoring complexity. Please note such modules will be in a different category from the ones used on ships to avoid design issues that would overcomplicate balancing as a whole.
We are striving towards making our largest new structures as imposing and as visually rewarding as possible to reflect on the massive effort required to deploy them. Below you can see an approximation between our current structures and the new size system, which will again be very logical with what we used for ships (structure hulls may be small, medium, large or extra-large).
Current structure sizes:
While most modules can be fitted in any of the new structures, if they fit powergrid, CPU, calibration or size restrictions, we want to incentivize further specialization in roles, like we currently do with ships. To that end, we are going to release various structure lines, each focusing in a specific area and provide various bonuses to that purpose.
For instance, the new equivalent to Research Laboratories could manufacture or reprocess items if fitted accordingly, but may not be able to do so as effectively as the new version of our Manufacturing or Reprocessing Arrays. The new roles currently being discussed are:
Mainly dedicated to production and item assembly.
Related to any kind of science profession or functionality.
Heavily focused toward trade and serve as the primary home for social groups. More on that further below.
Focused on resource harvesting as a whole.
Dedicated to intelligence gathering.
Structures specialized toward movement in general.
Structures affecting solar system control and ownership as a whole.
Structures mainly aimed toward propaganda spreading.
We want to significantly unify and improve structure acquisition as a whole. As such they will involve:
Proper housing of player items and ships is a critical must-have if we wish those structures to be used over NPC stations. As such, we have different ideas up our sleeves to make that happen.
First, docking will still be available for the largest structures, as long as you have rights and your ship isn’t too big for this kind of purpose (we are looking at you, Supercarriers and Titans).
For the smallest structures, or if your e-peen is too large for docking, mooring will be preferred option. Replacing forcefield mechanics, this will make your ship invulnerable and not being able to be bumped as long as you are within a specific radius of the structure. Of course, when that is the case you will not be able to interact with the outside world either. The idea for the mooring capabilitis are that they are configurable and have a finite limit, so multiple structures will be required to house particularly large fleets.
This is again a hot topic that needs to be addressed. We are currently discussing the following options:
Proper management is a priority as well, and we have given some thought on improving corporation assets and how to interact with them.
It is obvious such changes will not come in one release, nor that we are going to alter or remove existing structures without prior and sufficient warning.
As such our plan is to:
We hope reading about those plans made you as excited as we were coming up with them. Please remember everything mentioned is highly subject to change based on feedback, time, and implementation methods.
Our goal is to release the first set of new structures sometime within 2015 and we look forward to opening up gameplay possibilities and inspiring new emergent behaviors from our player base.]]>