If you have problems due to corrupted downloaded data, please consult this forum thread for a workaround.
To report any outstanding issues with Crucible 1.5.1, please visit this thread.
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We are planning a mass test on Singularity for testing changes for the February release.
This time we are testing a number of significant changes in the audio code and graphics engine, Upwell structure changes, and general client and server performance.
If you’re interested in attending please join us on Singularity on Thursday the 25th of January at 17:00 UTC.
Participants will receive a reward of two million skillpoints (available only on the test server Singularity).
Please note that numbers, art assets, and other game properties on the test servers are not final and may change before they are released.
]]>We're happy to announce that the Octopus Red Flight SKIN set has been made available in the New Eden Store for selected Caldari hulls:
Head on over to the New Eden Store to grab these SKINs for your collection!
Purchasing SKINs is easy:
Greetings capsuleers, and especially greetings fleet commanders and CEO's.
After some discussion with the CSM early last week about issues with filing fleet fight notifications, teams Webster and Tech Co have collaborated to bring an update and improvement to the fleet fight notification tool. For those who have not seen this before, this tool allows players to confidentially notify CCP of their intention to have a large fight. This allows us to place the solar systems involved in the fight on a dedicated high-performance node to provide the best possible experience.
The CSM raised the issue of players struggling to use the tool, which would sometimes reject requests for node reinforcement for unclear reasons. The common concerns were that the issue seemed to be related to requests for fights within the next 24 hours.
After investigation, we have found that the exact cause of the issue was a logic statement that was not quite correct, and went like this:
"If the start time of the fight is less than 24 hours from the time the request is filed, reject the request".
This is incorrect because nodes are mapped at downtime. Thus, if you file a request at 17:00 for a fight starting at 14:00 the next day, it will be rejected. If you file a request at 17:00 for a fight starting at 19:00 the next day, it will be accepted. However, these two statements are actually functionally synonymous, because the node must be mapped at downtime on the day regardless.
Savvy FC's have figured this out, but it is confusing to those not in on the secret. Prior to last Tuesday's fight in 9-4RP2, some pilots expressed frustration over their inability to file notifications, while others were able to slip requests in mere hours before downtime.
We have changed the logic of this procedure. The notification tool now performs three checks, in this order:
To put the third point another way: you must file a request at least one hour before the downtime prior to your anticipated battle.
We would like to remind pilots filing requests that more warning is better, but this change should take a lot of the pain out of filing short notice notifications.
This change was deployed today at 14:00 UTC.
]]>We're happy to announce that there is currently a 30% discount sale in progress on the following Equilibrium of Mankind SKINs in the New Eden Store:
These discounts will be available through until downtime on January 23rd, so be sure to grab SKINs for your collection at these lower prices while you can!
Purchasing SKINs is easy:
The 12th Council of Stellar Management will have its second summit of the term in Iceland this week.
The democratically elected council which represents player views and assists CCP development teams with advise and feedback year round, will have four days of back to back meetings at CCP HQ from Monday Jan 15 through Thursday Jan 18.
Developers and CSM members have requested to discuss many topics and the list of sessions has grown long as it tends to do. Full meeting minutes for each session are planned for release roughly two weeks after the summit.
Sessions include:
The Agency content finder, status and plans
Security and customer service session
PVE, NPC, AI session
Audio and Graphics updates
API, ESI and other technical matters
Onboarding of new players
Status of sov gameplay and null sec
Structures, status and plans
Feature Concept discussions
Alpha/Omega gameplay, status and options
In-game events
Economy Session
Ships and modules balance session
New recruitment program options
Feature and content brainstorming for winter 2018
Community session, community projects, tournaments etc
CSM Presents: Double session to discuss various issues from the CSM that don't fit elsewhere or don't need a whole session.
A sit down with producers to round up the summit and allow the CSM to follow up on
Note that this is probably not a final list of topics. Typically some topics get added once the summit gets underway and a couple of topics are already likely to get added.
This is a good time to reach out to the CSM members and let them know what you think they should bring up in the summit.
We're happy to announce that the Firewatch SKIN for the Marshal class battleship is now available.
For those pilots who've purchased this SKIN in the past for the Enforcer and Pacifier, now is your chance to complete the set!
The Firewatch SKIN for the Marshal is available in the New Eden Store for 250 PLEX.
In addition to this, a bundle of all three Firewatch SKINs is available too with a 10% discount on regular prices, for 423 PLEX.
Purchasing SKINs is easy:
We’re aware of this issue, which was not present in any of our testing and appears to be unique to Tranquility, and are currently working on a fix.
While we look to remedy this issue, we’ve temporarily re-enabled the expedition tab in the journal with a hotfix, and have also added an Expedition filter to The Agency.
We hope to have this issue fixed as soon as possible!
]]>We're delighted to announce that the January Release has been successfully deployed!
The January Release focuses on a number of fixes, as well as Improvements to The Agency and Forward Operating Bases, and a rework of the ammunition reloading system.
This release also includes more work to bring better graphics and textures to deadspace areas in missions, with more updates to textures and shaders on a large number of deadspace objects.
Check out EVE Updates for a high level overview of what's coming with this release. Patch notes are now available via EVE Updates and the Community Portal.
We'd love to hear your feedback on the January Release. Take a look at the following threads on the official forums where you can share your thoughts and report any issues you've encountered:
]]>Here at CCP, we are in the process of patching and performance testing our infrastructure with the aim of making the impact on game performance and player experience as minimal as possible, so that you guys can continue to enjoy blowing up each other’s internet spaceships.
Security patches for macOS, Window 7/8/10 and Linux are all in the process being rolled out from their operating system vendors (from Microsoft, Apple, and the Linux community) to address the issue. Both latest macOS and Windows 10 have already received updates that resolve the issue, and Windows 7 and 8 will receive updates tomorrow (2018/01/08). For many of our pilots, your systems will have either already received an update, if you’re running Windows 10 or latest macOS, or will be due to receive one tomorrow.
There have been reports of increased CPU usage for machines that are running the new update, ranging from a 5% to a 30% increase in CPU load, so we recommend that you keep an eye on your system’s performance.
Since EVE Online primarily uses your system’s graphics card for most of its workload, we anticipate that the performance impact on the EVE Online client will be minimal, however if you do notice any performance impact, or strange client behavior, feel free to let us know.
You can discuss this news item and give feedback, or let us know about issues in this thread on the EVE Online forums.
]]>We’re happy to announce that the January Release will be deployed on Tuesday, January 9 2017, during regularly scheduled daily downtime.
Daily down time will begin as normal at 11:00 UTC, and will run for 15 minutes.
We expect that the cluster will be online again and accepting connections at 11:15 UTC. Be sure to keep your eyes on the EVE Online Launcher and forums for further information on the progress of deployment.
The January Release focuses on a number of fixes, as well as Improvements to The Agency and Forward Operating Bases, and a rework of the ammunition reloading system.
This release also includes more work to bring better graphics and textures to deadspace areas in missions, with more updates to textures and shaders on a large number of deadspace objects.
Check out EVE Updates for a high level overview of what's coming with this release.
Patch notes will be available on release day via EVE Updates and the Community Portal.
]]>Wallpapers:
Our final of fifteen ship spotlights will focus on what is arguably one of the most powerful frigates widely available in the cluster – the Worm class frigate, designed by the Guristas Pirates.
An all-out combat frigate that relies on massive drone and missile damage to decimate its prey, the Worm was built for a singular purpose - piracy. With a huge bonus to drone durability and damage, coupled with a bonus to missile damage and shield resistance, the worm has the damage to threaten quite a few cruiser class hulls that roam the space lanes of New Eden.
A front line vessel for the Guristas Pirates, this light, fast, hard hitting hull has become a favourite among capsuleers across the cluster.
Class: Frigate
Weapons: 3 Launchers
Slot Layout:
Bonuses:
(Per level of Gallente Frigate)
(Per level of Caldari Frigate)
Role Bonus:
This Ship Spotlight will focus on a second hull from the Servant Sisters of EVE – the Astero class frigate.
Particularly adept at venturing into dangerous territories for the purposes of astrometry and recovering valuable salvage, the Astero is packed with highly advanced and heavily bonused sensor systems that make it perfect for scouting and surveying.
While Alpha pilots will not benefit from the Covert Ops bonuses of the Astero, this adaptable little frigate packs fantastic versatility and great durability with bonuses based around increasing drone and armor durability.
Class: Frigate
Weapons: 2 Turrets
Slot Layout:
Bonuses:
(Per level of Gallente Frigate)
(Per level of Amarr Frigate)
Role Bonus:
Today’s Ship Spotlight will focus on the second of the Angel Cartel vessels in the group we’ll be exploring – the Cynabal class cruiser.
On point during any Angel Cartel raid, the Cynabal is a fast attack cruiser that excels at providing a platform for hard hitting guerrilla warfare. With three bonuses dedicated to maximizing the damage application of its four turrets, plus a bonus to warp speed and warp acceleration, the Cynabal is adept at staying ahead of the pack while also having the ability to inflict crippling damage.
One of the earliest designs to come out of the Angel Cartel, the Cynabal’s function and blueprint has barely changed over the years, and it has remained a key vessel within the Cartel's fleet since it was first introduced.
Class: Cruiser
Weapons: 4 Turrets
Slot Layout:
Bonuses:
(Per level of Gallente Cruiser)
(Per level of Minmatar Cruiser)
Role Bonus:
This ship spotlight with focus on one of two hulls from the Servant Sisters of EVE that are featured in this series – this time it’s the Stratios class cruiser.
A formidable drone platform with an armoured hull to match, the Stratios is perfectly suited to exploring and surviving the perils of deep space, and shines when flown in situations where exploring an unknown or hostile area of space is a key part of deployment.
While Alpha pilots will not benefit from the Covert Ops bonuses of the Stratios, this well-built cruiser still provides ample firepower, drone versatility and capability for non-covert exploration and astrometry that can be utilized by those flying with Alpha clones.
Class: Cruiser
Weapons: 4 Turrets
Slot Layout:
Bonuses:
(Per level of Gallente Cruiser)
(Per level of Amarr Cruiser)
Role Bonus:
A relatively new hull developed by Mordu’s Legion engineers in response to rumours of a new type of fast attack vessel from the Guristas Pirates, the Orthrus was born as part of a new breed of rapid strike vessels.
The crash development of this family of ships has seen the emergence of a new style of vessel that provides both tactical flexibility and solid firepower across several ship lines.
The Orthrus is at the core of Mordu’s Legion’s newest strike formations, and provides superior projection of damage using flexible missile subsystems, while still leaving room for fast target interdiction and the ability to effectively control the range at which engagements take place.
Class: Cruiser
Weapons: 5 Launchers
Slot Layout:
Bonuses:
(Per level of Gallente Cruiser)
(Per level of Caldari Cruiser)
Role Bonus:
The last of the battlecruisers in this series of Ship Spotlights, we’ll take a look at the Brutix, from the Gallente Federation.
While also adept at engaging at more of a distance with a railgun based loadout, the Brutix is very much at home as a warp to zero, in your face damage dealer.
Regarded as one of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.
With bonuses to damage, optimal range and falloff, coupled with a repair bonus that allows it to have the edge on the field when fitted correctly, the Brutix is fearsome in close quarters combat.
Class: Battlecruiser
Weapons: 6 Turrets
Slot Layout:
Bonuses:
(Per level of Gallente Battlecruiser)
Role Bonus:
Continuing our exploration of battlecruisers, this Ship Spotlight will focus on the Minmatar Republic’s Hurricane class.
In typical no-nonsense Matari fashion, the Hurricane’s design principles are relatively simple – speed, power and surprise, which make it perfect for guerrilla warfare and the typical lighting fast incursions that the Republic Fleet are famed for.
A highly versatile vessel, the Hurricane has enough turret hardpoints for a full-scale assault while remaining flexible enough to allow for plenty of missile fire. Couple this with sufficient speed to outrun its enemies and enough power capacity to outlast them, and the threat this nimble hull poses becomes very apparent.
With simple turret oriented bonuses to damage, rate of fire, optimal range and falloff, the Hurricane can be deadly in the hands of competent pilot.
Class: Battlecruiser
Weapons: 6 Turrets / 3 Launcers
Slot Layout:
Bonuses:
(Per level of Minmatar Battlecruiser)
Role Bonus:
With the holidays fast approaching, what better time to pick up your Fanfest 2018 tickets, or pick up a ticket for that special wingman or friend?
From April 12-14 next year, we’re back at Harpa on the Reykjavik ocean front, the home of EVE Online’s development team, to celebrate the fifteenth anniversary of EVE Online!
We’ll have presentations and roundtables galore as we celebrate the fifteenth anniversary, and start off the process of charting a course that will take us toward the third decade.
The fifteenth anniversary celebrations are set to take Reykjavik by storm, with the pub crawl, party on top of the world, and recent confirmation that the world’s first internet spaceships parade will be hosted in downtown Reykjavik during Fanfest 2018!
Tickets are now on sale on the EVE Fanfest website.
If you’ve ever had Fanfest on your bucket list, 2018 is absolutely the year so far to celebrate, with huge plans afoot to make Fanfest bigger, better and more awesome than ever before!
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Today’s Alpha Ship Spotlight is focused on the Harbinger class battlecruiser, which serves as one of the Amarr Navy’s primary heavy laser platforms.
Designed almost perfectly to be the baby brother of the Abaddon class battleship, Amarr starship engineering principles are seen at work in most of the Harbinger’s attributes. Heavy armor, a strong line up of turret hardpoints, and systems that give sizeable bonuses to damage and weapons efficiency make the Harbinger a lethal damage platform.
Seen by Amarr officers as a solid solution to ever-increasing numbers of hit and run attacks against Imperial Armed Forces assets by the Republic Fleet, the Harbinger is designed from the keel up to scorch heathens from existence.
Anything that remains is usually dispatched with ease by a compliment of drones.
Class: Battlecruiser
Weapons: 6 Turrets
Slot Layout:
Bonuses:
(Per level of Amarr Battlecruiser)
Role Bonus: