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Dev Blog - Eve-Online FanSite


EVE Online Dev Blogs
Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2017-12-12T16:08:29Z

Source: http://community.eveonline.com/news/dev-blogs/a-new-skin-and-a-tribute-to-a-fallen-wingman/

A new SKIN, and a tribute to a fallen wingman


Published Date: 2017-12-12T11:25:06Z
Last updated on 2017-12-12T11:25:06Z
Author: Team TriLambda
ID #:95835963

Approximately four weeks ago on November 14th, CCP received the devastating news of the passing of a member of our staff.

CCP Blaze, one of our Senior Software Engineers with our Audio & Graphics team, passed away suddenly at the age of just 35, while on vacation in London celebrating his recent engagement.

He is survived by his fiancée and one year old daughter here in Reykjavík, and leaves behind an amazing legacy at CCP from his 8 years at our headquarters working on EVE Online.

As an incredibly skilled graphics programmer, Blaze was involved in almost every aspect of Team TriLambda’s work over the course of the last 8 years, and contributed extensively to projects that pilots interact with daily in New Eden, including the warp tunnel, the tactical overlay, temporal anti-aliasing, and a whole host of other projects.

Over the course of the last three weeks, the development team here at CCP have said goodbye to Blaze in our own way, hosting our own internal fundraiser and supporting his family, friends and co-workers as best as possible at this difficult time.

Alongside supporting those left behind, we feel that’s it’s also incredibly important to honor those lost and the incredible work and creativity they share with us.

To help us do this, we’ve decided to release a new SKIN set today in honor of CCP Blaze.

All profits from the sale of this set will be donated directly to his fiancée and daughter by CCP Games, on behalf of the EVE Online Community.

Available from today, we’d like to introduce you to the “Blaze” Squadron SKIN set.






 

This SKIN will only be made available as a one off, between today and downtime on December 19th. After that, it will be retired from the New Eden Store, and will never be sold again.

It will be available for the following hulls, in a bundle for 495 PLEX:

  • Barghest
  • Cerberus
  • Hurricane
  • Ishtar
  • Oracle

Additionally, it will be made available separately for the Armageddon, CCP Blaze’s favourite ship, for 110 PLEX.

We would like to reiterate that all profits from the sale of these SKINs will be donated directly to CCP Blaze’s fiancée and daughter on behalf of the EVE Online Community.

To honor CCP Blaze’s love for EVE Online and his many years as an EVE player, we’ve also chosen to write him into backstory as an immortalized part of New Eden’s history.

The description for this SKIN will read as follows:

 

“Blaze” Squadron SKIN (Permanent)

Designed by Angel Cartel engineers, and released as a tribute to the leader of the Dominations notorious “Blaze” hit and run squadron who was lost in battle in late YC119, this nanocoating was made available in very limited numbers for only six hulls.

Known only as “Blaze”, a name earned from both the trail of burning wreckage usually left in his wake and his appearance with a golden red beard, his squadron became his namesake after hundreds of daring raids against Republic Fleet assets.

Today, they wear his colors in honor of his legacy as one of the Angel Cartel’s most successful and notorious pirates.

“Gone, but never forgotten. His name lives on in all of you. Hoist his colors, and decimate anything that stands in your way.” Trald Vukenda – CEO, Dominations.


Keywords: A new SKIN, and a tribute to a fallen wingman
a-new-skin-and-a-tribute-to-a-fallen-wingman



Source: http://community.eveonline.com/news/dev-blogs/new-alpha-training-option/

New Alpha Training Option!


Published Date: 2017-11-14T15:23:05Z
Last updated on 2017-11-14T15:23:05Z
Author: Team Size Matters
ID #:95835960

We recently announced a massive upgrade to Alphas in this Dev Blog, where we described plans to make an additional 15 million skill points available for Alphas on top of the 5 million they already have. We also told you that we were going to offer a new way for Alphas to train all those added skill points and that’s what we’re here to tell you about today.

As we locked down the list of new Alpha skills, we realized that we really wanted a more affordable option that Alphas could use to train a little at a time. Saving up enough ISK to PLEX your way to Omega or buy a Skill Injector is difficult for new players and in many cases an Alpha may only need a small addition to their training to unlock a new ship class or weapon system, not 30 whole days of training.

The problem is that we can’t offer smaller portions of Omega time without running into issues like one day Cyno alts. We also faced a lot of messy tech and usability issues when trying to figure out how to offer smaller portions of training time (the entire skill and training system needs a refactor which we are currently investigating).

So, we approached the design with the following requirements:

  • Alphas must be able to acquire training in small chunks (one day's worth ideally)
  • Training rate from new option must not be faster than Omega
  • Must not activate Omega state or put character in a new Clone State
  • New option must be easily traded and available on market

With those in mind, we decided that we can use an item to deliver the skill points and use a daily limit on using the item to make sure the training rate never exceeds Omega.

This bite-size training will take the form of a ‘Daily Alpha Injector’.

Here are the basic rules for the Daily Alpha Injector:

  • Only one Daily Alpha Injector may be used per day, per character (resets at downtime)
  • May only be used by characters in the Alpha Clone State
  • Can be purchased in the NES for PLEX or purchased for your regions real money currency via secure.eveonline.com
  • Can be activated to immediately to add 50,000 skill points to your character's unallocated skill pool (roughly one day worth of Omega training)
  • Can be traded on the in-game market
  • Does not award Omega Status

Pretty simple! we're sure you have questions though, so we'll try and answer some of the most obvious and then we can follow up in discussion threads for the blog:

Why call it an injector, even though it’s different?

This question was hotly debated and we settled on injector because the basic function of an activated item which gives you unallocated skill points is the same, even though the source of the skill points and the daily limit are different. We think naming it a booster or training item would have been confusing and potentially sent the message that it would unlock Omega time.

How much will they cost?

We are planning to sell Daily Alpha Injectors for 20 PLEX each in the New Eden Store and directly on secure.eveonline.com in a range of packages with pricing to come at release. They will also be available on the in-game market where we expect ISK prices to be well within reach of an active Alpha.

Can every character on an Alpha Account use one per day?

Yes. The one-day limit is per character, not per account.

Can I use skill points from an Alpha Injector on Omega skills?

Yes and no. Alpha Injectors add skills to your unallocated pool where they stay until they are spent. As an Alpha you cannot apply those points to Omega skills, but, if you become Omega at some point with unallocated points in your pool they can be spent on any skill. The CSM was trying to find a way to abuse this but so far has not succeeded, please let us know if you do ??

Can I use Alpha Injectors while I still have free training available before I've reached five million skill points?

Yes, and we realize this may actually mean that in some cases an Alpha under five million skill points would train faster than an Omega with a sub-optimal attribute layout (we still need to deal with attributes in general). We are looking into new bonuses for first time Omegas to balance this out and will keep you up to date as we progress on those.

 

December is coming up fast and we can’t wait to see what our free players will do with all their new power. Let us know what you think in the comment section and we’ll see you in space!

Fly Free,

Team Size Matters


Keywords: New Alpha Training Option!
new-alpha-training-option



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-october-2017/

Monthly Economic Report - October 2017


Published Date: 2017-11-10T14:02:45Z
Last updated on 2017-11-10T14:02:45Z
Author: CCP Quant
ID #:92123069

This is the Monthly Economic Report (MER) for October 2017.

The raw data and graphs that make up this report, including the killmail data, can be downloaded here (29 MB).

Click on any graph in this report for an enlarged version.

 

Some of you may think those region graphs are pretty much useless graphical representations that could easily be replaced by simple bar charts. I absolutely agree with that, they were initially made as presentation material for EVE Vegas and not really suitable here, but now by popular demand, as you can see above, bar chart versions have been added to each of the regional graphs.

I've also been looking for interesting ways to visualize regional data, and came upon this reddit post one evening, that had this graph showing the population in Europe, bar Iceland of course (there's even a subreddit for this):

 

I thought this was a really interesting way to visualize data on a 2D map and wanted to see if I could apply this to the EVE Starmap. The first issue I had was that I couldn't, because to make a map like this you need a lot of datapoints (lat/long) to make the maps to begin with, then use the lat/long of cities to raise the lines relative to some number like population. I solved this issue by smearing out the starmap with a centered moving average filter, with some interesting results:


Keywords: Monthly Economic Report - October 2017
monthly-economic-report-october-2017



Source: http://community.eveonline.com/news/dev-blogs/clone-states-the-next-steps/

Clone States - The next steps


Published Date: 2017-11-02T15:38:00Z
Last updated on 2017-11-02T15:38:00Z
Author: Team Size Matters
ID #:95835960

  ?????? ?? ???????

Hi Clone People!

If you were with us at EVE Vegas or watching it from home, you should know by now that we have some big plans for Clone States coming up. It’s time to start sharing the details of that plan so you can begin preparing for the release later this year and so that we can gather more feedback in time to make any last-minute changes.

Let’s start by going over the results from the introduction of Clone States in 2016’s EVE Online: Ascension expansion and then talk about why we want to make changes at all.

The Good

All in all, our results have been very positive. Introducing Alpha clones increased day-to-day activity in EVE, increased new player numbers, and encouraged many former players to come back. Clone States improved the discussion around joining EVE for the first time, both in the media and in our community, where Clone States is supported and advertised as a great option for trying EVE for free at your own pace. And, importantly, EVE’s economy and gameplay ecosystem are intact and healthy despite some concerns before launch about potential abuse by free accounts (with Ghost Training as a speed bump:/ ).

The Could be Better

We have these great signs that Alpha access to EVE is something the world wants, but, on the other hand, we also see evidence that the current Alpha experience is too restricted to hold players long term. Being an Alpha is often described more like an infinite trial period than a true free experience, and our data seems to back that up. New players decide if the game is right for them very quickly, then either leave or subscribe rather than playing as an Alpha long term. Of course, more Omegas is fantastic but we think many of the players who leave might be willing to stay around if subscription didn’t feel like a requirement.

Expanded Alpha Set

That’s where the new skill list comes in. By expanding the amount of skills available to Alphas, the free experience will be much deeper and more powerful. We hope that with a stronger free experience, we see more players staying around to play as Alphas even if they can’t subscribe right away. This makes EVE even stronger for all pilots, for as we know players are the content in New Eden.

Let’s go over some of the highlights from the new Alpha skill set and talk about why we chose this list, then you can find the complete list at the bottom of the blog.

Tech II Small and Medium Weapons

Comparing Alpha ships to their Omega counterparts can look pretty brutal right now due to the lack of Tech II weapons. By adding them to the Alpha set, not only will DPS potential be much closer between Alphas and Omegas, Alphas will also pick up the extremely important utility granted by certain Tech II ammo variations.

Battlecruisers

The most obvious restriction that Alphas face is ship size. Even though EVE is unique in its design to allow even a frigate pilot to make a difference in any battle, the reality is that big ships offer capabilities and experiences that can be hard to get in Frigates and Cruisers. With Battlecruisers and Tech II Medium weapons available, Alphas should be able to make a big difference in any part of the game.

Battleships

Yes, Battleships! Battleships are some of EVE’s most iconic ships and the most common aspiration for new players. We see them as an essential part of a deep EVE experience and so we want everyone to be train to fly them. We’ve also heard loud and clear from the CSM and from the discussions surrounding the announcement at EVE Vegas that Battleships are widely considered powerful and this might be scary territory for existing players. That’s why we’re holding back on Tech II Large weapons for now, and it’s also why we will watch behavior post release very carefully. If we see negative effects, we will make changes. We hope that isn’t necessary though and we believe that granting access to Battleships for Alphas will be exciting for everyone in New Eden.

All Factions

Being restricted to one faction had some important goals at release, but it also had some big drawbacks and we’re going to let it go. Alphas will now be able to train Ship Command skills from all four factions and will also be able to train all weapon systems. Not only does this open up cross training, a key component of EVE progression, it also opens up pirate faction ships which are some of the most powerful ships in the Tech I arsenal.

Supporting Changes

We are making one other very important change to the way Alpha Clones work in this release to support the expanded skill set: Free Alpha Skill Training will stop when a character reaches 5 million total skill points.

Training after 5 million skill points works normally, that is, you can train skills with Omega time or Skill Injectors. Any skills you’ve previously trained which fall under the Alpha set can be used at any time, regardless of Clone State. It looks like this:

As we looked at adding more skills to the Alpha set we realized that bringing along free passive training up to the new Alpha cap, like we did the first time around, would cause problems. The more free training we give away the less valuable skill points become, which is not good for existing players, scary for CCP, and inevitably harmful to game balance and the game economy.

By stopping training below the current skill extraction limit, skill points keep their value and new players can invest in them at their own pace without being required to subscribe every month to use the skills they’ve already trained.

And that’s it for today! Look below for the complete list of new skills and please let us know if you think it’s missing something or if there’s something that doesn’t belong!

Thanks for reading,

Fly Free
Team Size Matters

 

Revised Alpha Clone Skill Set for the December 2017 Release

Total SP:  20,443,989

Skill Name

Skill Level

Skill Group

Skill Rank

Skill Points

Armor Layering

1

Armor

3

                                                750

EM Armor Compensation

2

Armor

2

                                            2,828

Explosive Armor Compensation

2

Armor

2

                                            2,828

Hull Upgrades

5

Armor

2

                                        512,000

Kinetic Armor Compensation

2

Armor

2

                                            2,828

Mechanics

5

Armor

1

                                        256,000

Remote Armor Repair Systems

3

Armor

2

                                          16,000

Remote Hull Repair Systems

2

Armor

2

                                            2,828

Repair Systems

5

Armor

1

                                        256,000

Thermal Armor Compensation

2

Armor

2

                                            2,828

Corporation Management

1

Corporation Management

1

                                                250

Drone Avionics

4

Drones

1

                                          45,255

Drone Durability

4

Drones

5

                                        226,274

Drone Interfacing

4

Drones

5

                                        226,274

Drone Navigation

4

Drones

1

                                          45,255

Drone Sharpshooting

4

Drones

1

                                          45,255

Drones

5

Drones

1

                                        256,000

Light Drone Operation

5

Drones

1

                                        256,000

Medium Drone Operation

5

Drones

2

                                        512,000

Repair Drone Operation

2

Drones

3

                                            4,243

Heavy Drone Operation

4

Drones

5

                                        226,274

Amarr Drone Specialization

2

Drones

5

                                            7,071

Caldari Drone Specialization

2

Drones

5

                                            7,071

Gallente Drone Specialization

2

Drones

5

                                            7,071

Minmatar Drone Specialization

2

Drones

5

                                            7,071

Electronic Warfare

4

Electronic Systems

2

                                          90,510

Propulsion Jamming

4

Electronic Systems

3

                                        135,765

Weapon Disruption

4

Electronic Systems

3

                                        135,765

Sensor Linking

3

Electronic Systems

3

                                          24,000

Target Painting

3

Electronic Systems

3

                                          24,000

Advanced Weapon Upgrades

3

Engineering

6

                                          48,000

CPU Management

5

Engineering

1

                                        256,000

Capacitor Emission Systems

4

Engineering

2

                                          90,510

Capacitor Management

4

Engineering

3

                                        135,765

Capacitor Systems Operation

3

Engineering

1

                                            8,000

Electronics Upgrades

5

Engineering

2

                                        512,000

Energy Grid Upgrades

5

Engineering

2

                                        512,000

Energy Pulse Weapons

2

Engineering

2

                                          2,828

Power Grid Management

5

Engineering

1

                                        256,000

Thermodynamics

4

Engineering

3

                                        135,765

Weapon Upgrades

5

Engineering

2

                                        512,000

Controlled Bursts

4

Gunnery

2

                                          90,510

Gunnery

5

Gunnery

1

                                        256,000

Medium Energy Turret

5

Gunnery

3

                                        768,000

Motion Prediction

4

Gunnery

2

                                          90,510

Rapid Firing

4

Gunnery

2

                                          90,510

Sharpshooter

4

Gunnery

2

                                          90,510

Small Energy Turret

5

Gunnery

1

                                        256,000

Surgical Strike

4

Gunnery

4

                                        181,019

Trajectory Analysis

4

Gunnery

5

                                        226,274

Small Pulse Laser Specialization

3

Gunnery

3

                                          24,000

Medium Pulse Laser Specialization

3

Gunnery

5

                                          40,000

Small Beam Laser Specialization

3

Gunnery

3

                                          24,000

Medium Beam Laser Specialization

3

Gunnery

5

                                          40,000

Large Energy Turret

4

Gunnery

5

                                        226,274

Small Blaster Specialization

3

Gunnery

3

                                          24,000

Medium Blaster Specialization

3

Gunnery

5

                                          40,000

Small Rail Specialization

3

Gunnery

3

                                          24,000

Medium Rail Specializatoin

3

Gunnery

5

                                          40,000

Large Hybrid Turret

4

Gunnery

5

                                        226,274

Small Autocannon Specialization

3

Gunnery

3

                                          24,000

Medium Autocannon Specialization

3

Gunnery

5

                                          40,000

Small Artillery Specialization

3

Gunnery

3

                                          24,000

Medium Artillery Specialization

3

Gunnery

5

                                          40,000

Large Projectile Turret

4

Gunnery

5

                                        226,274

Rocket Specialization

3

Gunnery

3

                                          24,000

Heavy Missile Specialization

3

Gunnery

5

                                          40,000

Light Missile Specialization

3

Gunnery

3

                                          24,000

Heavy Assault Missile Specialization

3

Gunnery

5

                                          40,000

Medium Hybrid Turret

5

Gunnery

3

                                        768,000

Small Hybrid Turret

5

Gunnery

1

                                        256,000

Medium Projectile Turret

5

Gunnery

3

                                        768,000

Small Projectile Turret

5

Gunnery

1

                                        256,000

Leadership

3

Leadership

1

                                            8,000

Torpedoes

4

Missiles

5

                                        226,274

Cruise Missiles

4

Missiles

5

                                        226,274

Guided Missile Precision

3

Missiles

5

                                          40,000

Missile Launcher Operation

5

Missiles

1

                                        256,000

Light Missiles

5

Missiles

2

                                        512,000

Heavy Assault Missiles

5

Missiles

3

                                        768,000

Heavy Missiles

5

Missiles

3

                                        768,000

Missile Bombardment

4

Missiles

2

                                          90,510

Missile Projection

2

Missiles

4

                                            5,657

Rapid Launch

4

Missiles

2

                                          90,510

Rockets

5

Missiles

1

                                        256,000

Target Navigation Prediction

3

Missiles

2

                                          16,000

Warhead Upgrades

3

Missiles

5

                                          40,000

Acceleration Control

3

Navigation

4

                                          32,000

Afterburner

3

Navigation

1

                                            8,000

Evasive Maneuvering

3

Navigation

2

                                          16,000

High Speed Maneuvering

3

Navigation

5

                                          40,000

Navigation

4

Navigation

1

                                          45,255

Warp Drive Operation

3

Navigation

1

                                            8,000

Biology

3

Neural Enhancement

1

                                            8,000

Cybernetics

3

Neural Enhancement

3

                                          24,000

Infomorph Psychology

1

Neural Enhancement

1

                                                250

Industry

5

Production

1

                                        256,000

Mass Production

3

Production

2

                                          16,000

Mining

4

Resource Processing

1

                                          45,255

Ice Harvesting

2

Resource processing

1

1414

Mining Upgrades

4

Resource Processing

4

                                        181,019

Reprocessing

3

Resource Processing

1

                                            8,000

Gas Cloud Harvesting

2

Resource Processing

1

                                            1,414

Salvaging

3

Resource Processing

3

                                          24,000

Armor Rigging

3

Rigging

3

                                          24,000

Astronautics Rigging

3

Rigging

3

                                          24,000

Hybrid Weapon Rigging

3

Rigging

3

                                          24,000

Launcher Rigging

3

Rigging

3

                                          24,000

Shield Rigging

3

Rigging

3

                                          24,000

Projectile Weapon Rigging

3

Rigging

3

                                          24,000

Drones Rigging

3

Rigging

3

                                          24,000

Electronic Superiority Rigging

3

Rigging

3

                                          24,000

Energy Weapon Rigging

3

Rigging

3

                                          24,000

Jury Rigging

3

Rigging

2

                                          16,000

Archaeology

3

Scanning

3

                                          24,000

Astrometric Acquisition

2

Scanning

5

                                            7,071

Astrometric Rangefinding

2

Scanning

8

                                          11,314

Astrometrics

3

Scanning

3

                                          24,000

Hacking

3

Scanning

3

                                          24,000

Survey

3

Scanning

1

                                            8,000

Science

4

Science

1

                                          45,255

EM Shield Compensation

2

Shields

2

                                            2,828

Explosive Shield Compensation

2

Shields

2

                                            2,828

Kinetic Shield Compensation

2

Shields

2

                                            2,828

Shield Emission Systems

3

Shields

2

                                          16,000

Shield Compensation

4

Shields

2

                                          90,510

Shield Management

4

Shields

3

                                        135,765

Shield Operation

4

Shields

1

                                          45,255

Shield Upgrades

4

Shields

2

                                          90,510

Tactical Shield Manipulation

4

Shields

4

                                        181,019

Thermal Shield Compensation

2

Shields

2

                                            2,828

Connections

2

Social

3

                                            4,243

Criminal Connections

2

Social

3

                                            4,243

Diplomacy

3

Social

1

                                            8,000

Distribution Connections

2

Social

2

                                            2,828

Mining Connections

2

Social

2

                                            2,828

Negotiation

2

Social

2

                                            2,828

Security Connections

2

Social

2

                                            2,828

Social

3

Social

1

                                            8,000

Amarr Battlecruiser

4

Spaceship Command

6

                                        271,529

Amarr Battleship

4

Spaceship Command

8

                                        362,039

Caldari Battlecruiser

4

Spaceship Command

6

                                        271,529

Caldari Battleship

4

Spaceship Command

8

                                        362,039

Minmatar Battlecruiser

4

Spaceship Command

6

                                        271,529

Minmatar Battleship

4

Spaceship Command

8

                                        362,039

Gallente Battlecruiser

4

Spaceship Command

6

                                        271,529

Gallente Battleship

4

Spaceship Command

8

                                        362,039

Amarr Cruiser

4

Spaceship Command

5

                                        226,274

Amarr Destroyer

4

Spaceship Command

2

                                          90,510

Amarr Frigate

4

Spaceship Command

2

                                          90,510

Amarr Industrial

1

Spaceship Command

4

                                            1,000

Mining Frigate

4

Spaceship Command

2

                                          90,510

Spaceship Command

4

Spaceship Command

1

                                            8,000

Caldari Cruiser

4

Spaceship Command

5

                                        226,274

Caldari Destroyer

4

Spaceship Command

2

                                          90,510

Caldari Frigate

4

Spaceship Command

2

                                          90,510

Caldari Industrial

1

Spaceship Command

4

                                            1,000

Gallente Cruiser

4

Spaceship Command

5

                                        226,274

Gallente Destroyer

4

Spaceship Command

2

                                          90,510

Gallente Frigate

4

Spaceship Command

2

                                          90,510

Gallente Industrial

1

Spaceship Command

4

                                            1,000

Minmatar Cruiser

4

Spaceship Command

5

                                        226,274

Minmatar Destroyer

4

Spaceship Command

2

                                          90,510

Minmatar Frigate

4

Spaceship Command

2

                                          90,510

Minmatar Industrial

1

Spaceship Command

4

                                            1,000

Anchoring

1

Structure Management

3

                                                750

Long Range Targeting

3

Targeting

2

                                          16,000

Signature Analysis

3

Targeting

1

                                            8,000

Target Management

4

Targeting

1

                                          45,255

Broker Relations

2

Trade

2

                                            2,828

Marketing

2

Trade

3

                                            4,243

Trade

3

Trade

1

                                            8,000

           

 

 


Keywords: Clone States - The next steps
clone-states-the-next-steps



Source: http://community.eveonline.com/news/dev-blogs/the-agency-helping-you-find-pve-content-in-new-eden/

The Agency - Helping you find PVE content in New Eden


Published Date: 2017-10-23T17:15:03Z
Last updated on 2017-10-23T17:15:03Z
Author: Team Psycho Sisters
ID #:95870221

 

Greetings capsuleers,

We're coming up on EVE Online's fifteenth anniversary and that means fifteen years of content being added to the game. With so much to do in New Eden it is sometimes very difficult to find exactly what you're looking for. In fact, for new players it can be overwhelming.

To help you narrow down your content search within EVE’s various gameplay systems, we've come up with a feature so you can view lots of content in one place. Introducing The Agency

But don’t we already have a feature called The Agency?

We do, and it will be assimilated to this new and improved version of The Agency so that we have one UI that will be a hub for all PVE content. Industry, Planetary Interaction and other “non versus” gameplay will still be housed in their particular UIs.

Supported Content

The new version of The Agency connects you to all the PVE content in the game and provides you with access to this content in a manner that should fit any play style or time allowance. For the initial release coming in the October 24th Lifeblood expansion, the following content will be included:

  • Events (The previous Agency)
  • Agents
  • Resource Wars (new in Lifeblood!)
  • Asteroid Belts
  • Epic Arc Agents
  • Signatures and Anomalies

I am sure some of you are reading this list thinking that we are killing exploration by including Anomalies and Signatures. Worry not, these items will only appear for the system that you are currently in and you will still have to scan down signatures to know exactly what they are. Once you have scanned them they will appear in your list of available cards.

We have our sights set on adding the following systems to the Agency in the future:

  • Incursions
  • Landmarks
  • Factional Warfare
  • Escalations from exploration sites

Filtering The Agency

You can imagine with 15 years of EVE content, it all amounts to A LOT of cards for players to sift through! We want you to find content that's both accessible and interesting to you, but with all this possible content and information available, how will you be able to find the content you want and make sense of The Agency?

We will be providing some filters so you can discover the content you want to run and where you want to run it. The goal here is to give enough control over your search without burdening you with too much clicking.

On release we will have two top level, user configurable filters to narrow down to the content you want. The first filter is "Range", which lets you to select your current system, 2 jumps, 5 jumps, 10 jumps or any distance to indicate the maximum distance you're willing to travel.

The second filter is “Content Type”, which breaks down in the following way:

  • Suggested - This will be a mix of all the available content to you
  • Combat - This will be a mix of all available combat content, such as Security Agents and combat sites
  • Mining - A mix of all available mining content, such as Mining Agents and Asteroid Belts
  • Specify - One specific type of content. In some cases, this comes with content type specific filtering, such as, faction, corp, level and type for agents, to give players more precise control:
    • Agents
    • Sites
    • Asteroid Belts
    • Signatures
    • Epic Arc Agents

At this point, the Agency will provide a shortlist of the most suitable content based on the user selected filters, location, standings, skillpoints and other relevant parameters. The details of how we come up with the shortlist would probably require a blog of its own, but the mantra is that we always give you the best, nearest content you can actually participate in right now, while avoiding redundant choice.

Interacting with The Agency

Once you have filtered down to the content you want, how do you go about finding out more information?

Each piece of content is going to have a basic card that will appear as a list on the left of the window.

Clicking on the basic card will open an expanded card offering more details about the content.

With these expanded cards we are going to try and expose all the relevant information that will be required for participation in the content and the possible rewards that can be received. The expanded card should be clearly explaining what the content is, how to participate if you cannot already (ship restrictions), what progression mechanics it ties into (standings), and how to get to it based on your current location (Set Destination, Warp to).

Some examples of extra information that will be included:

  1. We will show you the potential asteroids that can appear Asteroid Belts, Ore Sites, and Ice Belts.
  2. The hostiles that may appear in the sites. We are also looking at including NPC damage types in future iterations of The Agency so that should free up some space in all your bios.
  3. If any content requires special modules to participate, we would like to let you know this in advance

This is just the first iteration of The (new) Agency, so we look forward to hearing your feedback on what other filters, content or information you would like to see included.

The Agency will be released with the Lifeblood expansion on October 24th.

Fly safe,
Team Psycho Sisters


Keywords: The Agency - Helping you find PVE content in New Eden
the-agency-helping-you-find-pve-content-in-new-eden



Source: http://community.eveonline.com/news/dev-blogs/the-goo-must-flow-everything-about-refineries-and-moon-mining/

The Goo must flow: Everything about Refineries and Moon mining


Published Date: 2017-10-20T13:55:00Z
Last updated on 2017-10-20T13:55:00Z
Author: Team Five 0
ID #:95835951

 

Greetings industrious capsuleers!

As some of you will have seen, the new Refineries and Moon Mining are available for testing on our test server Singularity and we are actively gathering your feedback in the forums. In this devblog, we will be giving you a bit more information about the structures themselves, the new rigs that will influence their performance and also introduce the Scheduler, which you use to set and initiate Moon Mining extractions. All of these additions to New Eden will be released in the Lifeblood Expansion on October 24th 2017.

Upwell Consortium delivers the third line of Structures: Refineries

Just as the Engineering Complexes brought diversity to the specialization of structures with their bonuses to Manufacturing and Science, and Citadels continue to be indomitable strongholds throughout New Eden with their combat focused hulls, the new Refineries stake their claim as the exclusive locations for both Moon Mining and Reactions activity, as well as the favored facilities for Reprocessing with their bonuses in these functions.

As with both the Citadels and the Engineering Complexes, Upwell has seen to keep some of the existing systems. As such, the key similarities between all Upwell Structures are:

  • All Upwell Structures use the same vulnerability, reinforcement and damage cap system for defense. The damage caps for each size of structure remain the same whether that structure is a Citadel or Engineering Complex or Refinery
  • All Upwell Structures use the same asset safety system for recovering contents when destroyed or unanchored
  • All Upwell Structures use the same access list system for managing access to the structure and its services
  • All Upwell Structures are dockable and include tethering for nearby friendly ships. 
  • All core functions like refitting, repair, insurance, contracts and direct trade are available in all lines of structures.

Some of the major differences between the classes of structures are:

  • Each type of Upwell Structure hull is bonused to a different strength:
  • Citadels gain bonuses to combat rig strength and Citadel service module fuel use
  • Engineering Complexes gain bonuses to manufacturing/science jobs and engineering service module fuel use
  • Refineries gain bonuses to reprocessing and are the only structures that can be used for Moon Mining or to run Reactions
  • Both the Medium Refinery (Athanor) and the Large Refinery (Tatara) will require 20 hours of vulnerability weekly 
  • Medium Refineries allow docking of subcapital and Freighter vessels, the same as their Citadel  and Engineering Complex counterparts
  • Large Refineries share the same docking restrictions as Medium structures but will also allow the docking of Rorquals. No other capital ships can be docked at these structures.

Deployment

With the release of the Upwell Refineries, Reactions (of all types) and Moon Mining will become exclusive to these new structures and they will no longer be performed in Player-Owned Starbases (POSes). Details about the changes to Reactions and the Service Modules that will perform these functions can be found in this devblog.

Moon Mining will be exclusive to Refineries when they are deployed in the Moon Mining Location around a viable moon. Full details about this process were listed in this devblog, but to summarize, here are the key points:

  • Refineries can be deployed in all regions of New Eden, including High Sec and Wormhole space. All Upwell Structures are built and deployed in the same way, with the same deployment location restrictions (not allowed in certain newbie or trade hub systems, must be placed at least 1000 km from other Upwell structures). However, the Moon Mining Drill Service Module cannot be fitted in a Refinery that is not in a valid Moon Mining location.
  • Every viable moon (every moon in Low Sec and Null Sec space with a few exceptions for the very large moons) now has a specific Moon Mining location. These locations are a new warpable option in the right-click and radial menus for moons: "Warp to moon mining location"
  • Only one Refinery can be deployed within 250km of the Moon Mining Location and extract moon ores from that moon 
  • When deploying a Refinery, the UI will inform you if you are in a valid location, if you are in a valid location but cannot moon mine, or if you are in an invalid location:

 

When the designs for Refineries were first being fleshed out, we knew that tying a single structure to a single moon would amplify some of the combat issues that face other Upwell Structures. With valuable input from the CSM and the feedback they have sourced from the Community, we will be using the introduction of these structures to make a change to the vulnerability of ALL Upwell Structures:

  • When an Upwell Structure is first deployed, it will enter an initial 15-minute vulnerable state (with the same repair timer mechanics and damage caps) before entering the 24 hour Anchoring state. 
  • Once anchored, the vulnerability of the structure will match the Vulnerability windows set by its owners.

This will mean that keeping control of the area in which you are planning to deploy your structure is paramount.

Further changes to the Vulnerability and Combat systems of all Upwell Structures are now underway and some early details about these upcoming changes can be found in the EVE Vegas Keynote.

As with all Upwell Structures, the new Refineries will be able to fit all the standard Standup Service Modules, allowing their occupants access to services ranging from Clone Bays to Manufacturing and the other basic services this line includes. 

Athanor (Medium)

Role Bonus:

2% bonus to refining yield for all variants of Ore and Ice
20% reduction in Reprocessing and Reaction Service Module fuel consumption

Slot Layout: 3H, 3M, 1L, 3 Service, 1 Launcher

Fittings: 1,200,000 PWG, 15,000 CPU
Defense (shields / armor / hull): 4,800,000 / 4,800,000 / 4,800,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 5000
Fighter Slots: 0 Tubes
Weekly vulnerability hours: 20
Capacitor (amount / recharge / cap per second): 100,000, 3600s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, freighters

The required materials for building an Athanor are:

Structure Construction Parts

1

Structure Hangar Array

1

Structure Storage Bay

1

Structure Repair Facility

1

Structure Reprocessing Plant

3

Structure Docking Bay

1

Structure Electromagnetic Sensor

1

Structure Acceleration Coils

1

At current market prices this represents a build cost of approximately 1.1 billion ISK (price is subject to capsuleer market fluctuations).

 

Tatara (Large)

Role Bonus:

4% bonus to refining yield for all variants of Ore and Ice
25% reduction in Reprocessing and Reaction Service Module fuel consumption
25% reduction in time requirements for reaction jobs

Slot Layout: 5H, 4M, 3L, 5 Service, 3 Launcher

Fittings: 2,500,000 PWG, 30,000 CPU
Defense (shields / armor / hull): 14,400,000 / 14,400,000 / 14,400,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 15,000
Fighter Slots: 4 Tubes, 3 Light, 3 Support
Weekly vulnerability hours: 20
Capacitor (amount / recharge / cap per second): 200,000, 7200s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, freighters, Rorquals

The required materials for building a Tatara are:

Structure Construction Parts

8

Structure Hangar Array

4

Structure Storage Bay

20

Structure Laboratory

2

Structure Factory

2

Structure Repair Facility

4

Structure Reprocessing Plant

24

Structure Docking Bay

4

Structure Market Network

4

Structure Medical Center

2

Structure Office Center

4

Structure Advertisement Nexus

2

Structure Electromagnetic Sensor

6

Structure Acceleration Coils

6

At current market prices this represents a build cost of approximately 9.6 billion ISK (price is subject to capsuleer market fluctuations).

 

Refining your performance: Rigs and Bonuses

While the structures themselves have bonuses to Reprocessing, Upwell are also introducing rigs to improve the functionality exclusive to these new structures. These are focused on the activities that only these structures can perform: Reactions and Moon Mining. 

Rigs that effect the Moon Drill come in two sizes, Medium and Large.

Moon Drilling Efficiency - these rigs effect the volume of the moon chunk that is pulled from the moon, in relation to the amount of time set for the extraction.

  • Moon Drilling Efficiency Rig M Tech 1 - 2% volume/time increase
  • Moon Drilling Efficiency Rig M Tech 2 - 2.4% volume/time increase

Moon Ore Stability - these rigs effect the radius of the asteroid belt created when the moon chunk is exploded, making them easier and faster to mine. They also effect the stability of the ores, increasing the time until the chunk automatically explodes and increasing the time the asteroids take to decay.

  • Moon Ore Stability Rig M Tech 1 - Asteroid belt radius -20%, Time before self explode +20%, Asteroid decay time +50%
  • Moon Ore Stability Rig M Tech 2 - Asteroid belt radius -24%, Time before self explode +24%, Asteroid decay time +100%

Moon Drilling Proficiency - These large rigs combine the benefits of both Moon Drilling Efficiency rigs and Moon Ore Stability rigs

  • Moon Drilling Proficiency Rig L Tech 1 - Volume/time up by 2%, Asteroid belt radius -20%, Time before self explode +20%, Asteroid decay time +50%
  • Moon Drilling Proficiency Rig L Tech 2 - Volume/time up by 2.4%, Asteroid belt radius -24%, Time before self explode +24%, Asteroid decay time +100%

Details about the rigs that effect Reactions can be found here.

 

Reprocessing Rigs and their Blueprints

With the release of Refinery Structures that are bonused to reprocessing, we are planning some changes to the existing reprocessing rigs that were released with Citadels in the Citadel Expansion. As Refineries are only available in the Medium and Large size, unlike Citadels and Engineering Complexes which also have an Extra Large version, we have had to make some changes to the value of the XL rigs. The following changes will then be made on the day of release:

  • All reprocessing rigs are receiving upgrades to the breadth of ores that receive their bonuses. Existing M reprocessing rigs will be consolidated into one variant that applies to all standard ores and one variant that applies to all ice. A new variant that applies to moongoo ore will also be added, reducing the total number of M reprocessing rigs from 4 to 3. Existing L reprocessing rigs will be consolidated into a single rig type that applies to all forms of ore and ice
  • Since L reprocessing rigs will now provide exactly the same benefits as XL reprocessing rigs we are reducing the cost of XL reprocessing rigs to the same level as L rigs
  • The strength of the reprocessing bonuses provided by all reprocessing rigs will be reduced slightly (a 1% absolute reduction in the base highsec yield for both T1 and T2 rigs)
  • All reprocessing rigs (M, L and XL) will be unfitted from their current locations and placed in the Corp Deliveries hangar of the structure in which they are located. The owners of the structure will then be able to decide if they wish to keep them in their current location or move them to a new Refinery once it has been built
  • All XL reprocessing rig items (and their corresponding blueprints) will be duplicated to compensate for the change in build requirements and value. All duplicate blueprints will hold the same levels of research as the ones currently owned. Extra rigs and blueprints owned by characters will be placed in the owner's personal Item Hangar in their home station. Extra rigs and blueprints owned by a corporation will be placed in the Corp Deliveries hangar in the corp HQ station

 

Standup Moon Drill I

The Standup Moon Drill I Service Module is installed as a regular service module in a structure, taking a Service Module slot, but it is exclusive to Refineries that have been deployed in a valid Moon Mining location. Once they have been fitted, they grant access to the Scheduler (described below) from which Moon Mining extractions can be controlled. Fitting this module requires the same access as any other structure fittings, and like other service modules, it requires fuel to Online and to run.

Fittings: 10,000 PWG, 200 CPU
Fuel usage: 360 fuel to online / 5 fuel per hour

 

Scheduling your Extractions

All pilots who have access to Take Control of a Structure will be able to Schedule and initiate a Moon Mining Extraction. However, only those pilots with the Station Manager role will be able to cancel an ongoing extraction.

Through the Scheduler, Structure Controllers will be able to determine how long they wish an extraction to take and to find a time that suits them and their miner buddies to gather for the harvest. The amount of time chosen will determine the size of the moon chunk being extracted on a linear scale. Extractions can be set at any period between 6 days and 56 days to complete.


Ratios/types/volumes reflect not the final stats in-game

 

The Extraction Scheduling window allows:

  • Setting a Ready date by manually entering a desired time and date, or through manipulating the slider
  • Determining when an extraction will be ready in conjunction with when the Structure will be vulnerable
  • Estimating the volume of ore that the moon chunk will hold, for better organization of your mining fleet needs
  • Ability to add the Extraction event to your Corporation Calendar, to inform your members when to assemble for the harvest

 

Once a Moon Extraction has been set, the Moon Drill will fire at the moon and begin to draw a chunk of the moon towards the Refinery. This process will take several days, and during this time the chunk cannot be disrupted, except by those with the Station Manager role (who are able to stop the drilling process), or if the Moon Drill Module is offlined or the structure is destroyed. If this happens whilst an extraction is in progress, the chunk will be destroyed and a new extraction will have to be started from the beginning.


Ratios/types/volumes reflect not the final stats in-game

 

Once the extraction time has passed and the chunk of moon has been pulled into position next to the refinery, the next stage of the process can begin.

Once a chunk is ready, the structure controllers will fire the Moon Drill laser at the chunk to explode it into an asteroid field of mine-able asteroids comprising the moon ores. Miners in the vicinity can then mine these asteroids as normal to receive the riches within them. All asteroids mined from this field will be logged in the Corporation Mining Ledger of the Refinery owning corporation and details about the ledger can be found here.

Please note that if no one detonates the moon chunk once it is ready, it will automatically explode into a field after 3 hours (or longer if the appropriate rig is fitted). This could happen if no one fires the laser, or the Moon Drill runs out of fuel after the extraction has finished, or if the structure has been reinforced.

Once a chunk has been shattered into asteroids, the Moon Drill can be used to start another extraction. A new extraction can be started before all of the asteroids have been mined out. The moon ore asteroids are also not perpetual and will decay approximately two days after the chunk is fractured. Miners are free to mine the choicest of rocks, leaving those less suitable to their needs to the ravages of the harsh vacuum of space. This decay lifetime can be extended up to four days with rigs, but asteroids will always expire before the next chunk can be fractured.

 

But wait, there's more! Jackpot asteroids

On rare occasions the Moon Drill can penetrate a particularly rich vein of ore on the moon's surface and the resulting chunk will yield far richer treasures. Although the composition of the chunk will still correspond to the moon, the moongoo ore that is brought up in the chunk and blasted into the asteroid field has a yield of 100% more materials when reprocessed.

More details about the new ores that can be found in moons and how they will be distributed across New Eden can be found here

 

Help test these features with us

We want to give a great loud shout out to all of you who have been helping us test and stress these features on the Singularity test server. Your time spent contributing to help us get these structures and all of the supporting features we have planned into a releasable state has been invaluable. We want you to know that we appreciate your help.

Thank you from all of us, not just on Team Five-0, but throughout the Eve Development team.

 

If you haven't yet, but would like to join your fellow capsuleers in helping us out, please check out these details on how you can test on Sisi, or add your comments here on the forums. All feedback is welcome.

 

Thank you again, and we'll see you in space.

Team Five-0


Keywords: The Goo must flow: Everything about Refineries and Moon mining
the-goo-must-flow-everything-about-refineries-and-moon-mining



Source: http://community.eveonline.com/news/dev-blogs/introducing-the-mining-ledger-new-tools-for-miners-in-eve-online/

Introducing the Mining Ledger - New tools for miners in EVE Online


Published Date: 2017-10-16T14:36:09Z
Last updated on 2017-10-16T14:36:09Z
Author: Team Five 0
ID #:95835951

  ?????? ?? ???????

Greetings capsuleers,

With the October 24th Lifeblood Expansion fast approaching we want to introduce you to a mining activity tracking tool we will be releasing to complement Lifeblood’s Moon Mining and Reactions changes. The Mining Ledger allows both individuals and corporations to track mining activity in order to make more informed decisions about their industrial enterprise.

Spreadsheets in Space

When we first began discussing plans for the new Refineries structures and the changes to Moon Mining with the Council of Stellar Management, the rationale of increasing the amount of information available to both individuals and corporations gained more weight and importance. There was a clear call from the CSM for corporations and alliances to be able to track who is mining the materials cleaved from moons by refinery structures, and the developers saw a strong need for all pilots to be able to track their own individual mining activity. Out of these discussions the Personal and Corporate Mining Ledgers were born.

Personal Mining Ledger

We know that a vast majority of you love graphs, and so we've made sure your personal mining activity is represented in ways you like best: lines and bars - with filters to boot! 

The Personal Mining Ledger tracks all of the mining activity done by a character, anywhere in New Eden. It allows pilots to see the types of ores, gas and ice they’ve collected, the areas of space they frequent, and of course their activity over time. As a pilot mines, the mining information is collected and batched into days in order to create a personal mining history.

We have been gathering the mining data of each individual pilot in New Eden since the June release to allow miners a glimpse into their activity history when the ledger is released.

The ledger can be accessed through the Business section of the Neocom and is available to all pilots in all areas of space. Just like other tools, the Ledger can be dragged from this section to your Neocom, so that it is always readily available. For more details about customizing your Neocom, check out this great Eve University page about all the functionalities available.

To try out the Personal Ledger before the Lifeblood Expansion on October 24th, login to the Singularity test server to try it for yourself.

Corporate Mining Ledger

Keeping the books straight and your members in line is the eternal work of all BPM gurus. The Corporate Mining Ledger grants information on who exactly has been mining your moon ore, both friend and foe.

The Corporate Mining Ledger is tied to mining activity around Refineries. Once a Refinery has extracted a moon chunk from its nearby moon and exploded this chunk into a field of moon material asteroids, capsuleers can mine these asteroids through normal mining activity. Who mines these asteroids, what corporation they belong to and how much they mine, is tracked in the Corporate Mining Ledger. This information is available to capsuleers with the Accountant, Director or CEO role in the corporation that owns the structure when the asteroid is mined. 

It is worth noting that this information is not available in real-time and corporations must be vigilant in their guarding against those who may wish to steal their precious ores. 

APIs, Exports and you

The information in both the Personal Mining Ledger and the Corporate Mining Ledger is being presented in this simple format as we know that each individual and individual group will have their own needs and ways of using this information. Group size, organizational structure and internal tax policies are just a few aspects that affect how this information can be used. Rather than restrict this use through formatting, we are presenting this to you as openly as possible in order to give you the chance to make the most of your mining. 

The information in the Personal and Corporate Mining Ledgers can be exported to your Clipboard or reached through the API endpoints due to be published shortly. We are looking forward to the tools that our very talented 3rd Party Developer community creates in this regard. More about some of their already released projects, can be found here.

The specifications for these API end points have been released and details on their scopes can be found here.

 

That's it for this installment. Thank you and fly safe.

o7
Team Five-0


Keywords: Introducing the Mining Ledger - New tools for miners in EVE Online
introducing-the-mining-ledger-new-tools-for-miners-in-eve-online



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-september-2017/

Monthly Economic Report - September 2017


Published Date: 2017-10-02T14:54:00Z
Last updated on 2017-10-02T14:54:00Z
Author: CCP Quant
ID #:92123069

This is the Monthly Economic Report (MER) for September 2017. 

The raw data and graphs that make up this report, including the killmail data, can be downloaded here (25 MB).

Click on any graph in this report for an enlarged version.



Keywords: Monthly Economic Report - September 2017
monthly-economic-report-september-2017



Source: http://community.eveonline.com/news/dev-blogs/guest-blog-eve-valkyrie-enterthewarzone/

Guest Blog - EVE Valkyrie - #ENTERTHEWARZONE


Published Date: 2017-09-26T18:11:18Z
Last updated on 2017-09-26T18:11:18Z
Author: CCP Falcon
ID #:92532650

Greetings capsuleers!

Have you seen the launch trailer for EVE: Valkyrie – Warzone yet? Check it out here:

It’s hard to believe it was all the way back in 2013 when the EVR project was showcased to the community at Fanfest, with the overwhelming support that followed allowing this project to become a fully-fledged game in EVE: Valkyrie. Since then we’ve had the pleasure to continue opening our doors to more and more players on different platforms, using different virtual reality headsets, all the while keeping one unified playerbase.

Now with the release of the Warzone expansion, we’re taking our biggest step yet and removing the requirement of a VR headset, while sticking with our mantra of keeping all players together.
Whether you are VR or flatscreen, mouse and keyboard or controller, PC or console, you can fly, fight and die together.

In my completely biased opinion as a level designer, probably my favourite additions in Warzone are our two brand new maps. It’s both a treat and a privilege to glimpse into New Eden and look for compelling locations and ideas that inspire the maps of EVE: Valkyrie. This time around, we looked at two extremes – the Sisters of EVE, who contrast sharply with the threatening presence of the Drifters.

Our Fleet map is situated at a Sisters of EVE station, with traffic continuously flowing through, including some iconic SoE ships, such as the Stratios and Nestor. It’s a bright and bustling location where you’ll have to keep some situational awareness about you; bigger ships aren’t going to give way to the smaller crafts flown by the Valkyrie and Schism pilots.  

Meanwhile in our Outpost map, mostly comprised of a dark and foreboding circular structure, it’s possible to fly up close to Drifter battleships… although you may not necessarily want to!

All our maps both old and new alike now feature a brand-new game mode: Extraction. Here you will be tasked with locating and delivering relics hidden throughout our maps, while preventing the enemy team from doing so. Our maps being as large as they are, this is also a brilliant opportunity for us to get players exploring lesser-visited areas – the universe of EVE Online befits that we create enormous maps to accommodate the structures and ships we want to see up close, and Extraction feels like we get to make greater use of these immense spaces.

That’s certainly not all though! As well as new locations and a new game mode, Warzone brings a refreshed roster of ships that are all immediately available for you to fly, brand new Ultra abilities, a new progression system that allows you to customise each ship, and a plethora of improvements across our UI and HUD.

If you’re looking for more info, we suggest checking out the Valkyrie website:  www.EVEValkyrie.com. For a full breakdown of all the new features and functions in the Warzone expansion, take a look at this article on our blog.

To celebrate EVE: Valkyrie – Warzone’s launch and to welcome a new generation of pilots to the fold, we've an exciting Launch Bundle available on PS4 and Steam until October 24th. The Launch Bundle retails for USD $29.99SRP and includes the Drifter Pack at no additional cost.

As we introduce a new swathe of players into Valkyrie, I’m thrilled at the prospect that perhaps even more capsuleers will take up this new opportunity to join us for some intense dogfighting action!

- CCP_Starbug


Keywords: Guest Blog - EVE Valkyrie - #ENTERTHEWARZONE
guest-blog-eve-valkyrie-enterthewarzone



Source: http://community.eveonline.com/news/dev-blogs/the-eve-vegas-2017-megablog/

The EVE Vegas 2017 Megablog!


Published Date: 2017-09-18T15:00:28Z
Last updated on 2017-09-18T15:00:28Z
Author: CCP Falcon
ID #:92532650

The time to kick off EVE Vegas 2017 is drawing closer and in just a few weeks, more than a thousand capsuleers will descend on Sin City for the largest ever gathering of pilots outside EVE Fanfest.

With roundtables, presentations, charity raffles & movie screenings, the legendary EVE Vegas Party, plus a switch of pace from the traditional pub crawl to the Pub Night & Highroller Experience this year, there’s something for EVE Players from all walks of life at this year’s event.

First, a word on tickets!

On September 8th, we announced that EVE Vegas 2017 has sold out.

If you’d still like to attend the event and are coming to Vegas anyways to hang out with your wingmen, be sure to add yourself to the waitlist via the EVE Vegas Eventbrite page and you’ll be notified if tickets become available.

With the Pub Night & Highroller Experience also sold out, the same applies for tickets to this event. Similarly, the party only tickets have also sold out, however if more become available, we’ll be sure to inform those who’re waiting.

We still have a few tickets left for the charity screening of Blade Runner 2049 on October 8th, however all the VIP tickets for this event have already sold out too.

Be sure to join the wait lists and keep your eye on your email and the EVE Online News for more information. 

 

Checking in at EVE Vegas 2017

You’ll be able to check in and collect your EVE Vegas 2017 access pass, as well as tickets and wristbands for other events that you’re attending from 11:00 on October 6th, at The Linq’s convention center where EVE Vegas 2017 is hosted.

Our amazing team of volunteers and developers will be on hand to make sure you have everything you need, and that you’re checked in as quickly and smoothly as possible!

Check in will continue throughout each day of the event during program hours.

The EVE Vegas 2017 Schedule

Pretty simple, you can find it in digital form here!

EVE Vegas 2017 will kick off at 14:00 PDT (21:00 UTC), with Welcome to EVE Vegas.

Days two and three of EVE Vegas begin at 10:00 PDT (17:00 UTC).

Here’s a quick rundown of developer presentations during EVE Vegas 2017. In addition to this, these sessions will all be supplemented by roundtables and some amazing player presented content.

Check the full digital schedule for all the details!

(All times are PDT/UTC)

Day One – October 6th:

  • 14:00/21:00 – Welcome to EVE Vegas
  • 15:00/22:00 – EVE Online Keynote
  • 16:00/23:00 – CCP Presents

Day Two – October 7th:

  • 10:00/17:00 – Resource Wars
  • 11:00/18:00 – Shipyards & Future PVE
  • 14:00/21:00 – Upwell Structures
  • 15:00/22:00 – EVE: Valkyrie – Enter The Warzone
  • 16:00/23:00 – Ships & Modules

Day Three – October 8th:

  • 11:00/18:00 – Events & The Agency
  • 14:00/21:00 – Art of EVE
  • 16:00/23:00 – Closing Ceremony

Please be aware that the lineup is subject to change, so be sure to keep up to date by checking the digital schedule!

 

Welcome to EVE Vegas & The EVE Online Keynote

Due to the huge size of EVE Vegas this year, we anticipate that the main presentation hall, Showroom, may fill to capacity for these two presentations, along with several of our larger and most attended developer presentations.

With this in mind, we’ll be taking a leaf from the book of Fanfests past, and will be hosting a secondary live feed of the presentations in Social, where we’ll also have the EVE Store, as well as EVE Online, EVE Valkyrie and Sparc sessions ongoing.

This room will also be equipped with a bar (of course!), so if you’d prefer, you can chill out, grab a beer with some wingmen and watch the presentations from there.

Please be aware that seating in Showroom will be on a first come first serve basis until the room is filled to capacity.

 

Streaming Schedule

All the major events, announcements and information from EVE Vegas 2017 will be streamed live on the CCP Twitch Channel for free, so if you can’t attend, you don’t miss out.

You’ll be able to check out all the action, as well as a few gameplay demonstration videos and interviews with developers and attendees over the course of the full three days.

We’ll also be running a whole host of giveaways and contests over the course of the three days of EVE Vegas, so be sure to tune in for your chance to win some kick ass prizes!

Keep your eyes on the news for more information on the streaming schedule this week, and be sure to click the icons below and follow us on our various social media platforms for updates, contests and more!

 

Pub Night & Highroller Experience

October 6th – 18:30 – 23:00 PDT

The legendary EVE Vegas pub crawl has continued to develop over the years, and for 2017 we’re kicking it up a notch while at the same time taking advantage of some of the facilities at The Linq – our new venue for this year.

To shake things up a little this year, we’ll be kicking the evening off at 18:30 PDT with drinks at The Pool @ The Linq, before heading over for a 30-minute ride on the High Roller at 20:00 PDT. From there, at 21:00 PDT we’ll be headed over to an open bar with pub games at Virgil’s BBQ, where we’ll have the 2nd floor patio reserved for EVE Vegas attendees.

 

The EVE Vegas 2017 Party – Drai’s Nightclub

October 7th – 19:00 – 22:00 PDT

Following three great years at the Chateau Nightclub and Rooftop we wanted to make some changes to the celebration this year.

With it's spacious dancefloor and outdoor area overlooking the stunning cityscape of the Las Vegas Strip, Drai's, our new venue for the EVE Vegas 2017 party is conveniently located only 5 minute walk away from the LINQ – and as we’ve already announced, the one and only Permaband will be headlining the EVE Vegas Saturday night party.

The party starts at 19:00 PDT and features 3-hours open bar service. All attendees meeting Drai’s dress code will be able to stay at the club once it opens doors to the public at 22:00, free of charge!

Given Drai’s ambitious line-up on weekends, and how hard it can be to get into the club, this can be an excellent opportunity for EVE Vegas guests to experience the very best of what Las Vegas nightlife has to offer.

 

Bladerunner 2049 Charity Screening

October 8th – 19:30 – 22:00 PDT

Blade Runner 2049 premiers during the weekend of EVE Vegas 2017 and to wrap-up North America's biggest EVE gathering to date, we've organized a special fundraiser event that includes private screening of the film for EVE players & developers attending this years' EVE Vegas to enjoy.

All proceeds of the event, including donations made by EVE Online players around the world, will go towards the AbleGamers Charity.

CCP Games covers the cost for the event, and our goal for this event is to raise $5,000 in support of The AbleGamers Charity.

A few tickets for this event are still available, so be sure to pick them up before they sell out!

 

The EVE Vegas Store

The EVE Store is back at EVE Vegas in force this year, with new apparel, accessories, and maybe a community orientated piece of swag or two.

In addition to this, we’ll also have the winning shirt from our EVE Vegas contest, “EVEolution”, on sale in the EVE Vegas Store this year.

Be sure to check out “Welcome to EVE Vegas” for a little more information on what’ll be on offer in the store this year. 

 

Charity Ventures

As well as the charity screening of Blade Runner 2049 that will take place in support of The AbleGamers Charity this year, we’ll also be hosting a Silent Auction for several server blades from the Tranquility cluster at EVE Vegas 2017.

In addition to this, as always, raffle tickets will be on sale during the course of the whole event, and we’ll be raffling a number of prizes during the closing ceremony.

Check out “Welcome to EVE Vegas” on day one for more information on our sponsors, and their contributions to this year’s charity efforts!

 

EVE Vegas 2017 is close, and is without a doubt going to be the biggest EVE Vegas yet.

Over here at CCP, we’re incredibly excited to be shipping out to Nevada in just a few weeks to spend some quality time with the community. So much so, that we had to tie CCP Guard up and sedate him for a few hours while I wrote this blog because he got so excited.

EVE Vegas 2017 kicks off in just three weeks. We’ll see you there, or we’ll see you in twitch chat!

 

@CCP_Falcon

On behalf of the EVE Vegas Team


Keywords: The EVE Vegas 2017 Megablog!
the-eve-vegas-2017-megablog



Source: http://community.eveonline.com/news/dev-blogs/balance-update-with-eve-online-lifeblood/

Balance Update With EVE Online: Lifeblood


Published Date: 2017-09-11T16:15:00Z
Last updated on 2017-09-11T16:15:00Z
Author: Team Size Matters
ID #:95835960

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Hello daring pilots!

In this blog, we're sharing some more details about the recently announced team focus on ships and modules, and will show you some specific changes coming this October in the EVE Online: Lifeblood expansion.

Balance Team?

Let’s start with talking a little about how we do balance work and what is changing.

The most important thing to know is that game balance is a complex effort which incorporates every gameplay team working on EVE. Whether our devs are working on structures, events, ships, modules, territory ownership, or the new player experience, you can be sure that there will be reverberations in the economy, in the combat meta, and in activity levels across all different types of space. Balance work requires careful, widespread consideration and it’s a constant effort by all parties involved to adjust EVE as carefully as possible.

The changes we are making now are meant to increase our overall bandwidth and investment in ship and module related work specifically. The Council of Stellar Management (CSM) has been advocating heavily for more rapid and consistent balance changes, and we agree that it’s a good time to put more focus on this area. We are also allocating more time to experiment with totally new mechanics and concepts for ships and modules. Rather than forming a totally new team, Team Size Matters will be shifting priorities in this direction.

You should still expect to see balance work from all the EVE dev teams, but hopefully in the coming months you see more focus on ships and module balance and some brand-new mechanics introduced to EVE.

Frigate, Destroyer and Cruiser Balance Changes

With that covered, let’s talk about the changes coming up in the Lifeblood expansion on October 24th. These changes are aimed at providing some new options for players flying Tech I Frigates, Destroyers and Cruisers. They are a long time coming but we are happy to finally get them in. Here’s what we have planned:

 

Rifter

The Rifter has always been the most popular Minmatar frigate (and still is), but it isn't performing quite as well as its competition. We are going to switch the utility high, which doesn't get used very often, to a low. Hopefully this makes way for some new options as an armor brawler or an artillery platform that will serve to separate the Rifter from the Slasher and the Breacher.

  • -1 High slot
  • +1 Low slot

Dragoon

The Dragoon is a bit of a cap warfare specialist, so we don't expect huge usage, but it's still be lower than we want. We are proposing to keep the theme and overall feel of the Dragoon but move one of its high slots to a mid so it has more flexible control and capacitor options to go along with its slower fighting style. A little extra fitting room will help as well.

  • -1 High slot
  • +1 Mid slot
  • +5 CPU

Corax

Not to be rude, but the Corax is a bit on the heavy side. We're going to lower its mass significantly and it is still going to be 50,000 kg heavier than the second heaviest destroyer. The added speed and agility should make the Corax feel much better to fly. We're also going to turn that burn into beef where it counts by giving the Corax some more shield HP.

  • -150,000 Mass
  • +50 shield HP

Arbitrator

The Arbitrator is in the strange position of being sole the representative for secondary weapons systems in the Amarr tech one cruiser lineup, while also being in the ewar category. We are going to give the Arbitrator fitting room so it can be used more easily as generalist combat ships alongside its ewar support role. We are also going to bump lock range so they it a more realistic shot at putting those ewar bonuses to use. The Arbitrator is going to pick up an extra launcher slot as well to make missile focused fits stronger.

  • +120 PG
  • +45 CPU
  • +1 Launcher Slot
  • +20k Lock Range

Bellicose

The Bellicose is is much the same position as the Arbitrator, as the sole representative for secondary weapons systems in the Minmatar tech one cruiser lineup. It will also receive more fitting room so that it becomes better suited to an all around combat role, as well as increased lock range to be able to put its ewar bonuses to better use.

  • +75 PG
  • +40 CPU
  • +20k Lock Range

Omen

The Omen seems to come up a bit short on fitting and capacitor in many situations, even though the ship has a lot of potential. We're going to bump the fitting room up and give it a larger capacitor pool to give cap boosterless fits more time space to work with.

  • +75 PG
  • +15 CPU
  • +125 Capacitor
  • +39,000 Capacitor Recharge Rate (cap/s stays the same as before)

Stabber

The Stabber has always gotten a pretty bad rap and that's reflected in its popularity. That said, it's a solid support killer and shows very high kill efficiency among those pilots who do use it. After considering a few options we are going to go with the Tempest treatment rather than change the slot layout. Frigate Pilots beware!

  • +2.5% Rate of Fire bonus per Minmatar Cruiser level (7.5% per level total)

Tristan

The Tristan is quite the little monster. It offers extreme versatility and power in many configurations. We don't think it needs massive changes though, as we are happy to see a ship where so many fitting strategies and gameplay styles are viable. A small increase to mass will slow it down slightly, giving other pilots a little more hope of catching up and pinning it down.

  • +88,000 Mass

Vexor

Like the Tristan, the Vexor is extremely popular due to its versatility. In the case of the Vexor we do feel that it is too easy to fit an enormous tank without sacrificing much damage due to all the free fitting room afforded by drone warfare not requiring high slot weapons. We are going to bring the power grid down to put more pressure on big tank fits.

  • -100 PG

Next Steps

We hope this pass, while not addressing every balance issue, sets a good tone for the kind of changes we want to make. We haven’t nailed down the next set of changes in detail, but we are looking at Tech I Battlecruisers and Battleships, Pirate and Navy faction ships, and Tech II classes like Assault Frigates and Heavy Assault Cruisers all as potential candidates. We’ll keep you up to date as we progress and hope to have consistent, incremental changes like these coming at a quick pace alongside long-term reworks and totally new ships.

We look forward to your feedback,

Fly Free!

- Team Size Matters

 


Keywords: Balance Update With EVE Online: Lifeblood
balance-update-with-eve-online-lifeblood



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-august-2017/

Monthly Economic Report - August 2017


Published Date: 2017-09-07T15:03:17Z
Last updated on 2017-09-07T15:03:17Z
Author: CCP Quant
ID #:92123069

This is the Monthly Economic Report (MER) for August 2017. 

The raw data and graphs that make up this report, including the killmail data, can be downloaded here (24 MB).

Click on any graph in this report for an enlarged version.



Keywords: Monthly Economic Report - August 2017
monthly-economic-report-august-2017



Source: http://community.eveonline.com/news/dev-blogs/introducing-resource-wars/

Introducing Resource Wars


Published Date: 2017-09-06T14:14:00Z
Last updated on 2017-09-06T14:14:00Z
Author: Team Genesis
ID #:95835957

   ?????? ?? ???????

Greetings Capsuleers!

Today we're really excited to share our plans for a new feature called Resource Wars. Coming your way in the upcoming October expansion, EVE Online: Lifeblood, Resource Wars will enable you to continue fighting for your Empire in sites called Mining Expeditions all across high-sec space.  

After warping to a Mining Expedition's heavily worked asteroid fields, you can take part in the struggles of New Eden's empires to mine rare ores that are the lifeblood of their war machines. You’ll have to hold off ruthless pirate raiders hoping to seize these riches from your empire, so that the Mining Expedition's freighters can safely deliver their precious cargo to the empire's refineries and shipyards. It's vital that your empire recover as much as possible from the depleted asteroid fields as they look to build up their fleets into ever more powerful armadas. You and your friends will be critical to their efforts.

For decades, each of the four core empires have been sending Mining Expeditions into these asteroid fields to harvest the vast quantities of ore required to manufacture advanced technologies. These extremely important strategic resources have been gathered under the watchful eyes of each empire's dedicated military logistics and supply corporation. They have surveyed all existing mining expeditions and determined that they are rapidly being exhausted with pirate raiders wreaking havoc on their returns. A high priority is now being placed on extracting all remaining resources in the face of growing pirate raids. As Blood Raiders, Guristas Pirates, Serpentis and Angel Cartel attack these desperate operations, it is essential that capsuleers play their part in the resource wars between the empires and the pirates.

You and your fleet mates will form a strike team with the empire mining expedition fleet to warp to these previously secure sites and survey the environment to select the best asteroid clusters to focus on. If you choose to mine with the fleet, your role will be to gather the resources as quickly as possible and deposit the rare ore into waiting haulers. If you fit for combat, you will defend the fleet miners against the incoming pirates and their reinforcement waves. After your force enters a site, mine the asteroids and eliminate the pirates as quickly as possible before heading to the next site once the haulers are filled and warp away.  These sites will contain a new asteroid type, never seen before in New Eden.  

 

The Mining Expedition sites are located in each empire's own space all across high sec. With 5 tiers, they are an ideal place for new players, veterans and everyone in between to work together towards a shared goal with clear goals, objectives, and feedback. The reward for successfully completing the sites will be ISK, standings and LP with the new Resource Wars corporations.

These newly available corporations are:

  • Imperial War Reserves of the Amarr Empire
  • State Military Stockpile of the Caldari State
  • Federal Strategic Materiel of the Gallente Federation
  • Republic Fleet Ordnance of the Minmatar Republic

Increasing your standing with the corporations will allow you to enter more restricted sites where you fill higher capacity haulers and face tougher opponents. For those you’ll be able to bring higher tier ships and earn greater rewards for your efforts. Tier 1 of the mining expedition sites will be open to Corvettes and Frigates, with expedition sites opening up to Battleships at Tier 5. The sites will have a maximum capacity, but your empire does not expect you to share your reward so the number of players who enter the site alongside you will have no impact on the payouts. 

While in the site, you will notice that the empire's ships have new SKINs--a unique one for each empire. These will be available to you inside reward crates available for Loyalty Points (LP) and ISK from each empire's Resource Wars corporation LP stores.

These reward crates will also contain a selection of ships with basic modules to complete a fit and a fitting plan. We want to allow players to participate in the Resource Wars, earn standings to unlock the higher tiers, and use their ISK and LP to buy the next tier reward crate from the LP store. As these ship packages feature a unique Resource Wars SKIN and will be available via the LP store through all stations in each empire’s sovereign high-sec space, they will cost more than purchasing the same hull straight from the market.

As we head towards the launch of the EVE Online: Lifeblood expansion on October 24th, we will keep you updated on Resource Wars as it progresses, sneak peaks of the new SKINS, and other possible items we’re considering for the new reward crates.

Until then, fly safe o7


Keywords: Introducing Resource Wars
introducing-resource-wars



Source: http://community.eveonline.com/news/dev-blogs/reactions-redefined-new-industry-opportunities-for-you/

Reactions redefined - New industry opportunities for you


Published Date: 2017-08-24T15:15:00Z
Last updated on 2017-08-24T15:15:00Z
Author: Team Five 0
ID #:95835951

   ?????? ?? ???????

Greetings capsuleers!

As outlined in the last devblog about the changes to moon mining and further details about the Refinery structures coming this winter to EVE Online, we in Team Five-0 are happy to now bring you details about the changes that will be happening to Reactions in all their forms. 

Reactions are the industrial activity that turns moon materials into more advanced materials that can be used for a number of advanced industries, such as creating Boosters or Tech II ammunition, modules and ships. Currently, there are five different types of Reactions; each requiring a different type of module in a POS Array.

The current schema will end with the winter release. Instead, Reactions will become EXCLUSIVE to Refineries, in both the Athanor (Medium Refinery) and the Tatara (Large Refinery). Reaction activity will be tied to Service Modules which can be fitted to either of these structures and will act just like other Upwell Services. 

New Reactions Service Modules 

Three types of Service Modules for Reactions will be introduced, substituting five modules from Starbases (POSes)

  1. Standup Composite Reactor I performs both Simple and Advanced Reactions (Tech 2)
  2. Standup Biochemical Reactor I performs both Biochemical and Medium Biochemical Reactions (Boosters)
  3. Standup Hybrid Reactor I performs Hybrid Reactions (Tech 3)

Service Modules require fuel to online and to run (like any other Structure Service Module)

New Reactions Rigs

Alongside the new Reactions Service Modules will be Reactions Rigs, designed to affect the duration and efficiency of running Reactions in the new Refineries. These rigs are size specific (either Medium or Large) and follow the same fitting rules as other Upwell Structure rigs. They will affect Efficiency (material efficiency of reactions) or Time (duration of reaction process). Medium Rigs will improve one variable and Large Rigs will improve both variables.

Introducing Reaction Formulas

When a Reaction Service Module is fitted and onlined in a Refinery, it will make the service available in the Industry window. Reactions will use Reaction Formulas, similar to other Industrial activities which use blueprints. These will act the same way as Blueprint Originals (BPOs) in that they have infinite runs but they cannot be researched or copied.

After the Winter release date, Reactions will work like other Industrial activities: X amount of resources, processed alongside a Reaction Formula, provide Y amount of product.

In this new system, Reaction jobs will need to be set up and started like other Industry jobs. Although Reaction Formulas have an infinite number of runs (like BPOs), they will need to be set for a limited amount of runs, based on the Input resources available. As with other Upwell Services, the job will be paused if the Service Module is offlined either through loss of fuel or going into an Armor Reinforced state, but the job will resume when the module is onlined again. Unfitting or destroying the Service Module will cancel all Reaction jobs that are running. 

New Reactions System Cost Index

Reaction jobs will contribute to their own System Cost Index when calculating the cost of installing the job. This System Cost Index will use the same formula as current industrial activities:

Taxation

Reactions in Refineries can be taxed by the owners of the structure, and the level of tax will be defined by them through Access Control Lists. This tax is independent of other activities being performed in the Refinery.

New Reactions Skills 

All characters will be able to run Reactions, including those in an Alpha state, but only Omega pilots will be able to improve their operating efficiency in this area. New skills that determine their ability to run Reactions efficiently and effectively will be introduced prior to the Winter release, to allow pilots time to train them up in time. The effects of these skills are exclusive to Reaction activities. They will not affect a character's ability to perform other industrial activities such as Manufacturing or Invention, and other Industry skills will not affect their Reaction activity.

  • Reactions: Speeds up reaction jobs by 4% per level
  • Mass Reactions: Allows one additional Reaction job per character per level
  • Advanced Mass Reactions: Allows one additional Reaction job per character per level
  • Remote Reactions: Each level increases the distance at which Reaction jobs can be started. Level 1 allows for jobs at a range within 5 jumps, and each subsequent level adds 5 more jumps to the range, with a maximum of a 25-jump range

Release Day Frequently Asked Questions

Q: What will happen to my current Reaction jobs at Downtime on Release Day?

A: They will continue to run until Downtime on Release Day, but will be stopped at this point. They will not be able to be restarted in a POS array.

 

Q: What will happen to my current POS array?

A: POS Reactor arrays will remain anchored in space but will be offline after the Release. Your Reactor Arrays will not be able to be onlined again. No new arrays will be able to be manufactured and no new arrays can be anchored. Any jobs to manufacture arrays that are running at the time of the release will continue to run (will not be paused or cancelled) and the arrays will be delivered to the manufacturer once the job has completed. It will not be possible to anchor or online these arrays.

 

Q: What do you plan to do with this defunct equipment in the future?

A: As we have done previously, a compensation plan will be put in place in the future to reimburse the investment capsuleers have put into this equipment.

 

That's all for now. Be sure to add your feedback to the Comments section of this devblog. Fly safe!

-Team Five-0


Keywords: Reactions redefined - New industry opportunities for you!
reactions-redefined-new-industry-opportunities-for-you



Source: http://community.eveonline.com/news/dev-blogs/welcome-to-the-warzone-a-guest-blog-from-the-eve-valkyrie-team/

Welcome To The Warzone - A Guest Blog From The EVE Valkyrie Team


Published Date: 2017-08-15T15:44:26Z
Last updated on 2017-08-15T15:44:26Z
Author: CCP Falcon
ID #:92532650

Hi there Capsuleers of New Eden!

On the 26th of September, some exciting changes are coming to EVE: Valkyrie that will open the hangar doors to a draft of new pilots. With the launch of EVE: Valkyrie - Warzone, you will no longer need a VR headset to join us in our epic first-person spaceship shooter! 

Aside from including a non-VR version of the game, the Warzone expansion includes:

  • New, next-generation fleet of ships with greater focus on specialised roles (assault, shotgun, sniper etc.)
  • A unique mod-based progression for every ship that allow further customisation of stats based on your preferred play-style
  • New Ultra abilities that can change the course of a battle with well-timed execution
  • 2 stunning new maps: Fleet – a Sisters of EVE station preparing for war, and Outpost – a remote Drifter structure that holds the key to new technologies
  • Mouse & keyboard support, with the option to fully key bind to your preference
  • New Capsule based reward system (with randomised loot!)
  • The exciting new CTF style game mode - Extraction
  • Updated and improved cockpit interiors and HUD, and fully revised menus and UI throughout the game.

To further celebrate the launch of Warzone, we are increasing the Rank cap to 60, and including 10 new Drifter-themed Rank icons to peacock your efforts. You can find out even more details here.

We’ve long held the belief that cross play between PC and console is essential for building our community and sharing the awesome gameplay we’ve been refining since our launch in March 2016. The ambitious new goal of delivering an experience that can now be played across VR and non-VR is now in sight. It’s entirely up to you how you play EVE: Valkyrie – Warzone, either in or out of virtual reality. With the expansion, you’ll still have access to all the content from our five major game updates since launch. All our pilots will be flying and dying together on the same servers, same battles… same game.


(click to enlarge)

It’s been a long and exciting journey since Valkyrie started life as EVE-VR (or E:VR) way back in 2012. It was thanks to the overwhelming positive reception at Fanfest (and beyond) that CCP had faith to invest in this new and exciting direction for a game, and in supporting cutting-edge technology that is still in its infancy. That investment paid off, and EVE: Valkyrie remains a poster child for the incredible immersion that VR brings to games.

Our fans have continued to fuel development with regular feedback and suggestions on a wide range of topics, from gameplay balancing to feature design. We’ve updated and improved the game on an almost monthly basis and the version of Valkyrie you’ll be playing in September will represent a labour of love, for both devs and fans alike. These conversations all started at Fanfest and on the forums. I’m excited to see what happens next when owning a VR headset is no longer a requirement.

Moreover, it’s thanks to the rich tapestry of EVE Online that we’ve been able to deliver such a deep and compelling fantasy. Our characters, our ships, our locations, are all part of New Eden. EVE: Valkyrie - Warzone deepens this connection as we introduce more lore and narrative from the EVE universe with the inclusion of Drifter technology. This technology has escalated the war between the Valkyrie and Schism as both sides fight to gain tactical advantage. The arms race has led to the birth of an entirely new fleet of ships and advanced modifications. It’s a fresh start for all pilots, and a great time to get on board.

I look forward to seeing some new pilots in our clone vats!

@CCP_Roo - On behalf of the Valkyrie

Make sure to follow EVE Valkyrie on Facebook, Twitter and YouTube and the CCP channel on Twitch.

And learn more at www.evevalkyrie.com


(click to enlarge)


Keywords: Welcome To The Warzone - A Guest Blog From The EVE Valkyrie Team
welcome-to-the-warzone-a-guest-blog-from-the-eve-valkyrie-team



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-july-2017/

Monthly Economic Report - July 2017


Published Date: 2017-08-15T14:05:14Z
Last updated on 2017-08-15T14:05:14Z
Author: CCP Quant
ID #:92123069

This is the Monthly Economic Report (MER) for July 2017. 

The raw data and graphs that make up this report, including the killmail data, can be downloaded here (24 MB).

All graphs in this report can be clicked to enlarge them for better viewing.



Keywords: Monthly Economic Report - July 2017
monthly-economic-report-july-2017



Source: http://community.eveonline.com/news/dev-blogs/upcoming-changes-to-standings-ui-scanning-and-the-beta-map/

Improvements to Standings UI, Scanning and the Beta map


Published Date: 2017-08-04T13:36:41Z
Last updated on 2017-08-04T13:36:41Z
Author: Team Psycho Sisters
ID #:95870221

Here’s a quick preview of some stuff coming in EVE Online’s next release on August 15tth.

New NPC Standings UI 

NPC standings are an important part of EVE. They govern which missions you can do, your ability to join faction warfare, and when you will be attacked in NPC controlled parts of space to name a few. With this in mind, we’ve been working on a way to show you when these things either become available to you or when you will lose access to them.

Without further ado, let us introduce the new NPC Standings UI:

Starting at the top, we are introducing a bar to represent your current standings with the selected NPC Faction, Corporation or Agent ranging from -10 on the left to +10 on the right. As you move in either direction you will be able to see exactly when you will gain access to or lose access to missions, epic arcs, and faction warfare. We hope this will allow you to learn and understand the standings system and the potential impact your actions can have.

On the left is a list of all the NPC Factions, Corporations, and Agents that you have encountered. For new players, this will just include their starting faction. Selecting one of these entities will populate the rest of the standings window.

On the right, is your standings history with the currently selected entity. This is already in the client but it takes about 6 clicks and 3 different windows to access. 

We are also adding some new notifications for when your NPC standings change. When you gain or lose standings with a Faction, Corporation or Agent you will receive a notification to inform you of the change. Clicking the notification will open the standings panel and highlight the standings that have changed. These can be configured in the Notification settings.

We are also changing the standings tab in the Show Info window for Factions, Corporations, and Agents. Instead of having double entries for each entity, we will now have a single line conveying the same information.

For the Agents tab in the Corporation Show Info window, we are adding a filter for the agents so you can now filter by levels I – V. We hope this will help players to find agents they can speak to.

We are also adding a new NPC standings tab in the Standings tab of the corporation window. This will show you each corporation members standing toward NPC factions including the corporations overall standing with the faction, corporation, or agent.

We have added a conversation bubble icon next to agents that shows you whether or not you are able to receive a mission or not with the agent. As it currently stands, you start a conversation with the agent only to be told that they have nothing for you. We hope players will now quickly be able to distinguish if they are able to receive a mission or not without suffering such a rude reply!

Scanning Changes 

We have seen lots of players asking for some quality of life improvements in the scanning system.

In August, we will deliver two of these little gems for explorers, wormholers, and hunters:

  • Persisting Cosmic Signature scan results
  • Adding the signature ID to the front of bookmarks when using the save location option in the Probe Scanner

From the August release onwards, scanning progress will be stored until you restart your client. The results will no longer be cleared when docking, jumping wormholes, or doing basically anything else that would have previously caused a session change and cleared the list.

This will only be for Cosmic Signatures. Anything located with combat scans will not persist, such as ships, citadels etc

Another quality of life improvement we have seen players ask for is the addition of signature id when saving locations from the probe scanner. This will not change any behavior of bookmarking, so you will still have to warp to a wormhole to bookmark the actual wormhole if you want to warp at 0. In this situation, you would have to manually add the signature ID.

 

Beta Map Changes 

We ended up with our head in the Beta map code for some of the work we have planned for later in the year. I would like to emphasize we are not working on removing the old map at this time, the changes are focused on increasing the performance and usability of the Beta map.

We have been tweaking the usability of the Beta map, mainly focusing on camera interaction and system/constellation/region navigation.

Here are some of the changes we are making for August:

  • Improved Beta map performance when zooming and rotating the map, especially when down at the constellation or solar system level.
  • The map camera is now pitch constrained so it cannot go below the map plane.
  • The introduction of a breadcrumb style label that shows the selected region/constellation/system and the corresponding faction (if any). Clicking a location will zoom and pan to it.
  • Ctrl+clicking a solar system will now set it as destination and Ctrl+shift+click will add it as a waypoint.
  • Hovering over a solar system will now show how many jumps away it is.
  • and more...

A breakdown of the changes can be found on the forum thread where we would love to get your feedback and suggestions regarding these changes:

https://meta.eveonline.com/t/changes-coming-in-august-from-team-psycho-sisters/11141

There will also be a number of defect fixes going out. Remember to read the patch notes when they are available to see all the changes that have been made.

Thanks for reading! All these changes are currently available on Singularity and we look forward to hearing your thoughts and feedback.

- Team Psycho Sisters


Keywords: Upcoming changes to Standings UI, Scanning and the Beta map
upcoming-changes-to-standings-ui-scanning-and-the-beta-map



Source: http://community.eveonline.com/news/dev-blogs/structure-improvements-coming-this-august/

Structure Improvements coming to you this August


Published Date: 2017-08-03T14:44:00Z
Last updated on 2017-08-03T14:44:00Z
Author: Team Five 0
ID #:95835951

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Hello intrepid capsuleers! Today we are happy to bring you another dev blog covering our continued progress in developing and improving Upwell structures.

This blog will cover the structure changes and improvements that will be arriving in the upcoming August 15th release. Some of these changes have been discussed previously and others will have their details revealed here for the first time.

Previously on “Structure Dev Blogs”

Earlier this year we released a dev blog describing our three-pronged approach to continued Upwell structure development:

  1. Bug fixes, performance improvements, UI polish to make existing Structure features more reliable and easier to use
  2. Adding new universal features to all Upwell Structures, such as the addition of automatic capacitor/shield recharge functions and customizable public structure descriptions earlier this summer
  3. Preparing the next batch of structures and service modules: Refinery structures with moon mining and reaction services

All three of these tracks are still advancing and all three will be represented in the August release. We want to once again thank all the players who participated in our Upwell structure survey earlier this year as we are continuing to use your community feedback to inform our priorities in structure work.

As CCP Seagull announced in one of our recent Development Update videos, we are in the process of refocusing more of our ongoing structure update resources to the topic of structure defenses and siege mechanics. This design area has been one of the major topics we’ve been hearing about from the community over the past few months, and the August release includes some of the early fruits of our increased focus in this area.

The changes coming in August include:

  • Balance updates for structure weapons
  • Improved UI feedback for structure deployment
  • Improved usability for fueling structures
  • The addition of the corporation insurance feature to Upwell structures
  • The phase-out of legacy starbase industry bonuses
  • The introduction of the new moon scanning UI in preparation for Refineries

Balance Updates for Structure Weapons

This August, we are deploying a set of iterations to structure weapons with a special focus on the Standup Guided Void Bombs. These bombs have been a major topic of discussion in the community and we agree with the majority of you that they need to be toned down. Void bombs being the most powerful part of structure defenses has the significant downside of reducing the fleet composition choices available to attackers.

Our goals for these weapon tweaks are:

  • Reduce the pressure to limit fleet composition choices when attacking Citadels (caused by the extremely powerful void bombs)
  • Make the counterplay for structure guided bombs more clear and accessible
  • Compensate for the nerfing of void bombs with small buffs to damage bombs and single-target anti-subcap damage so that structure defenses remain viable

The changes we are proposing here reduce the area of effect and energy neutralizer amount per second of Guided Void Bombs while also reducing their rate of fire and movement speed to make counterplay more accessible.

  • Structure Guided Bombs
    • Reduce the rate of fire of the Structure Guided Bomb Launcher from 20 seconds to 40 seconds
    • Reduce the area of effect of Guided Void Bombs from 40km to 20km
    • Reduce the area of effect of AS and AM Guided Bombs from 40km to 30km
    • Reduce the neut amount per second of the Guided Void Bomb by 25%
    • Increase the DPS of the AS and AM Guided Bombs by 25%
    • Reduce the velocity of the Guided Void Bomb by 20% (increasing flight time to keep the range the same)
  • Structure Anti-Subcap Missiles
  • Increase the damage of the ASML-SD missile by 33%
  • Increase the damage of the ASML-MD and ASML-LD missiles by 20%

These changes are available for testing on our Singularity test server now and we encourage all of you to give them a try and to let us know what you think in the comments thread for this blog.

Improved UI Feedback for Structure Deployment

EVE Online’s August release will also include the next improvement to the UI for structure deployment. Earlier this year we had feedback pass along to us through the CSM that more and more players were encountering issues with determining the direction of the undock points on structures when choosing their location and orientation during deployment. We included the idea of adding undock direction indicators in our Upwell structure feedback survey and it received quite a bit of support from the participants in the survey.

So, starting this month the hologram projection of each structure that is used for choosing orientation and location during deployment will include some of the traffic path lights that connect to the undock points of the structure. These clearly show which side of the structure players will undock from so that players can avoid mistakes during deployment.

Improved Usability for Fueling Structures

The job of keeping your structure fueled can be a challenging one that is made more complicated by the fact that allowing a player to fuel a structure currently requires a huge amount of trust in that individual. In the August release, we are expanding the fueling ability in a secure way by allowing anyone with the "Assume Structure Control" access control list to place (but not remove) fuel in the structure fuel bay without requiring any corporate roles.

Corporation Insurance in Upwell Structures

Corporation insurance is a feature that allows a corporation to insure a ship before distributing it to one of their members, which then sends the insurance payout to the corporation if the ship is destroyed.

This is a longstanding feature of the insurance system in normal stations and outposts, but we were initially unable to add it to Upwell structures due to some technical differences between corporation hangar systems in different structure types. Recent improvements we have made behind the scenes have had the additional benefit of allowing us to add corp insurance to Upwell structures in August. This is another step towards full feature parity between stations/outposts and Upwell structures and will be especially useful to large corporations.

Phasing out of Legacy Starbase Industry Bonuses

As a quick reminder, there are also a few other previously announced changes coming in the August release that bring us closer to the release of Refineries and complete replacement of Starbases with Upwell structures.

As we announced in this dev blog and this forum post, we will be phasing out industry bonuses in starbase structures.

This means that starting in the August release, Starbase Reprocessing Arrays will only provide a 50% refining yield, Starbase Assembly Arrays will not provide any material or time bonuses to manufacturing jobs, and Starbase Labs will not provide any time bonuses to research, copy, or invention jobs.
These structures will continue to work for the near future, but without their previous advantages over stations.

Any jobs started in one of these structures before August 15th will complete with the bonuses intact.

These structures have been impossible to build since May, and their usage is now very low since more convenient and powerful alternatives exist. This step will continue our progress towards replacing the legacy starbases with easier to use Upwell structures.

New Moon Survey Probing UI

We are also deploying a set of improvements for the moon survey probing system this August. All the details of these changes can be found in this dev blog, and are another step preparing New Eden for the arrival of the new Upwell Refinery structures later this year.

We want to extend our thanks to those players who have already passed along their feedback on the moon survey probe changes. In addition to the previously announced changes, we can also announce that the August release will include a buff to the Tech Two version of the Survey Probe launcher, giving it a flat 10% bonus to the speed of moon probing.

 

We hope that you all enjoy the changes coming this release, and our whole team wants to reiterate our thanks to all the players who are passing along your feedback on Upwell structures through our survey, the forums, bug reports, the CSM, and many other avenues.

All the changes described in this blog are available for testing on the Singularity test server that can be found in your EVE launcher, and we highly encourage people to try them out and let us know what you think.

Fly safe!

- Team Five 0


Keywords: Structure Improvements coming this August
structure-improvements-coming-this-august



Source: http://community.eveonline.com/news/dev-blogs/moon-mining-revamped-theres-ore-in-them-thar-moons/

Moon mining revamped: There’s Ore in Them Thar Moons!


Published Date: 2017-07-19T13:25:00Z
Last updated on 2017-07-19T13:25:00Z
Author: Team Five 0
ID #:95835951

There’s Ore in Them Thar Moons 

    

Hello again industrious capsuleers. It’s time for another Refinery and moon mining dev blog from your friendly neighborhood Team Five 0.

Today’s blog will discuss the way moon composition, moon material distribution and moon surveying will be changing this year as part of the Upwell Refinery introduction. Read on for all the juicy details, or if you’re looking for a quick TL;DR feel free to skip to the list at the end of the blog.

As we revealed in our previous dev blog, the introduction of Upwell Refineries this winter will completely revolutionize the way capsuleers harvest moons to obtain the resources used in Tech 2 production. The old paradigm of a starbase moon harvester passively collecting units of moon materials every hour is being replaced with a new moon drill service module that rips massive sections of a moon into orbit so the ore within can be harvested by pod-capable ships.

We discussed the basic outline of the new moon mining process in the eve keynote at Fanfest earlier this year as well as the previous blog, but for a quick refresher here is the entire walkthrough:

  1. A refinery that is deployed at the correct spot beside a moon can fit and online a special moon drilling service module. Only one structure can mine each moon at a time.
  2. The owners will then setup the fracking operation, with larger chunks taking longer time to be drilled from the moon.
  3. The moon drilling module begins blasting a chunk of the moon away from its surface and dragging it towards the structure. This process takes between one and several weeks depending on the choices made by the structure owner. Observers can watch the chunk move through space as a way of estimating when it will reach the Refinery.
  4. Once the chunk of moon rock has completed its journey into space, the Refinery can use its drill module to detonate the chunk into a minable asteroid field. The exact time of the detonation is controlled by the owners of the Refinery within limits. If the chunk is left unattended long enough it will disintegrate into the asteroid field on its own.
  5. The new asteroid field that appears with the explosion of the chunk will contain new types of valuable ores that will yield moon minerals when reprocessed. The composition of the field will depend on the composition of moon materials available in the moon. The field will generally remain far enough away from the Refinery structure that you won’t be able to effectively mine it from docking range but close enough for a pilot controlling the Refinery to be able to cover the friendly miners and/or attack uninvited guests.
  6. Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.

New Ores

The new types of valuable ores mentioned above represent another major change to the whole process of moon resource harvesting. Currently a moon harvester collects the moon materials (such as Hyrocarbons, Titanium, Cadmium, Technetium, or Dysprosium) directly in a form that is ready for reacting into intermediate materials and eventually composites for T2 construction. In the new process, the moon chunk will explode into new ores that can be mined by normal capsuleer mining ships and that must be refined into moon materials using a standard reprocessing facility.

These new ores will yield more than one output material when reprocessed, just like most existing ores. We are currently planning for the addition of 20 new forms of ore that will be obtained through this process. Each of these 20 new ores will have a primary moon material that makes up a large percentage of its total value, as well as a few other materials that make up smaller percentages of the value. These secondary materials will often be other moon materials, but will also sometimes be normal minerals.

For example (names are not final): “Placeholderite Ore” might yield quite a bit of Vanadium as its primary material, with some Cobalt and Evaporate Deposits in the mix as well. “Moongooium Ore” might get most of its value from the Dysprosium it yields, but also contain a fair amount of Silicates and Mexallon.

These new ores will have five tiers of rarity just like the existing moon materials, with the rarest moon materials coming from the rarest ores. To facilitate the reprocessing of these ores (and to allow use of new mining crystals) we will be introducing five new moon ore processing skills: one for each rarity tier. These new processing skills will work much like the existing ore processing skills with a 2% bonus per level to the yields gained from reprocessing, except that each of them will apply to four ore types instead of one.

Composition and Distribution

With this new moon harvesting technology will come a new way of looking at the composition of moons themselves and a new distribution of harvestable resources across the moons of New Eden. Currently each moon can have a presence of certain moon materials that indicates the ability to mine them with a moon harvester. It’s possible for moons to have zero, one, or many moon materials and the moon harvesting process allows the owner to choose which materials to harvest.

In the new moon mining paradigm, each moon will have a composition of a few ores, with each ore representing a percentage of the total moon composition. This composition can include both new moon ores and existing ores, and will always add up to 100%.

So, for instance, surveying one moon might show that it consists of:

  • 45% Scordite
  • 40% a very common new moon ore
  • 15% a moderately rare new moon ore

While another might show:

  • 35% Spodumain
  • 25% a moderately common new moon ore
  • 20% Bistot
  • 20% an extremely rare new moon ore

The second moon would be considered significantly more valuable than the first. Under this system the difference between moon quality will be much more granular than it was previously, allowing organizations to choose what priorities they want to focus on when claiming moons.

Would your corporation or alliance prefer a moon that has a small quantity of an extremely valuable ore that you would cherry pick and then ignore the less valuable ores in a short play session? Or would you be looking for a moon with a wider distribution of strong ores that enables more total income per month but requires more mining time to take full advantage?

Alongside this rework of moon composition will be a complete reset of the current moon material distributions. We will be running a new randomized algorithm that will create the material compositions of moons across Lowsec and Nullsec space in this new percentage form. This reset of the distribution will happen in the same expansion patch as the introduction of Refineries.

We will be testing this new distribution on test servers over the coming months, including Singularity. We want to make it clear that the distributions that will eventually show up on SISI will not use the same random seed as what will be applied to the main Tranquility server on patch day.

This reset of moon composition distributions will allow a fresh start for the moon mining system, enable the conversion to the new percentage compositions, and will also be an excellent opportunity for smart and diligent prospectors to gain profit in the scramble for resources.

Improvements to Moon Surveying

Due to the radical changes to moon composition and the upcoming opportunities for moon surveying, we are also releasing significant user experience upgrades to the moon survey process.

Moon surveying is a lesser known form of EVE exploration that uses a special probe launcher to investigate the materials available in moons. This process has changed relatively little over the past several years and there are multiple areas where we saw opportunities to improve the UI and feedback.

The basics of the moon scanning process are:

  1. Fit a Survey Probe Launcher module to your ship. Covert Ops ships are especially well suited for this task as they have a bonus to improve the survey speed. There are three types of probe to choose from, with different survey speeds, volumes, and skill requirements.
  2. Fly to a spot near a moon in Lowsec or Nullsec space and start flying in the direction the moon.
  3. Open the moon analysis window that is available from the scanner radial button when you have a Survey Probe Launcher fit.
  4. When you launch a Survey Probe it flies in the direction that your ship was travelling (like bombs launched from stealth bombers). Probes fly through space for a few minutes and then scan the moon that is directly ahead of them. If you missed the moon then no results will display. If the moon does not contain any minable materials then no results will display.

With our new improvements to the moon scanning system there will be an improved moon analysis window that displays the remaining time for each of your probes with the moon they are attempting to scan. If you have missed the moon entirely then the destination column will show as “Unknown”, clearly indicating that a new probe will need to be launched to obtain the correct results. The moon analysis window will then display the full percentage compositions of the moons once the scans complete.

This set of changes will also include vastly improved discoverability of the moon survey process, some tweaks to the moon probe physics themselves to make them feel more realistic, and a sanity cap on the maximum range from which you can scan a moon.

This new UI will actually be arriving on Tranquility separately before expansion brings the Refineries and the moon distribution reset. With a feature as big as Refineries we have been working hard to complete many of the aspects early to give them lots of testing and feedback time. The new moon scanning UI will be arriving on the Singularity test server in the coming weeks and will be released to Tranquility in our August release. In the time between the August release and the Winter Expansion with Refineries the new UI will continue to display units of quantity for each moon material present on the moon rather than percentages.

This early UI release is just one of several aspects of the Refinery feature that are being completed early as we work hard to produce a great Winter Expansion for all of you. We have already silently released the server-side code that allows the upcoming Mining Ledger to track each pilot’s mining activity, and we will be releasing more information soon about the first rounds of early SISI testing for the Refinery structures themselves.

For anyone looking for a TL;DR here’s your convenient summary:

  •  Refineries coming this winter
  •  New Moon Mining Paradigm
    • Must extract ore from moon to space, mine and reprocess it to get the moon materials
    • Refineries use exclusive moon drill service module to extract ore from moon to space
    • Only one Refinery can mine each moon at a time
  • New Ores
    • 20 New moon ores that are mined from moon extraction
    • Reprocessed into 1 main moon material and other minerals (moon or regular)
    • Only available in asteroids created from moon drill process
  • Moon Composition and Distribution
    • Moon composition to be a percentage of different ores
    • Mix of moon ores and existing ores
    • Full reset of moon distribution on Expansion Release
  • Moon Survey Improvements coming in August
    • Friendlier looking UI for results of Moon Composition
    • “Copy to clipboard” function
    • Indication of probe missing target
    • Timer for results from each probe

We look forward to getting the improvements to moon scanning into your hands soon, and we hope you are as excited as we are about the massive shakeup to moon resources coming later this year! We’ll be continuing to release dev blogs covering aspects of the Refinery feature as well as other structure changes in the coming weeks and months.

Happy building!

-Team Five 0


Keywords: Moon mining revamped: There’s Ore in Them Thar Moons
moon-mining-revamped-theres-ore-in-them-thar-moons



Source: http://community.eveonline.com/news/dev-blogs/preparing-for-the-future-retirement-of-captains-quarters-twitch-integration/

Preparing For The Future – Retirement Of Captain’s Quarters & Twitch Integration


Published Date: 2017-07-12T16:00:00Z
Last updated on 2017-07-12T16:00:00Z
Author: CCP Falcon
ID #:92532650

   

Next May, New Eden will celebrate its fifteenth birthday and the march will begin toward the third decade of EVE Online.

As part of the focus around preparing for the third decade, the EVE development team here at CCP have been looking at updating and optimizing the EVE Online client in preparation for the long-term future of New Eden.

Part of this endeavor is a review of the current state of the client and the usage of the features and utilities within it. When looking at the current state of the client, several issues were highlighted relating to the current condition of captain’s quarters and the technologies surrounding it.

Ongoing maintenance for captain’s quarters currently takes around 2-3 sprints, or 4-6 weeks of development work each year for Team Trilambda, the art team in house here at CCP Iceland.

This commitment of development time is also compounded whenever the team works on improvements to the visuals inside station hangars, as this work also needs to be pushed through into captain’s quarters, further increasing the workload and maintenance time.

Additional consideration with regards to the technology used to build captain’s quarters was also taken into account. After reviewing the condition of captain’s quarters, our software engineers confirmed that given the age of the code and middleware used for its design, if we were to commit to advancing walking in stations in the future, then the existing captain’s quarters and its underlying software would need to be removed from the client and rebuilt from scratch regardless.

After reviewing the usage statistics for captain’s quarters, we can see that the development time involved in maintaining the current state of the feature is significantly disproportionate to the number of pilots using the feature.

Metrics!

The following graph shows the account setting of users that logged in over the course of the last 30 days, and whether they default to hangar view, or captain’s quarters view on login:

The next graph shows the usage statistics over the course of the last two years, which notes a steady decline from 10% usage to 3% usage by the start of January this year.

This graph does of course show a spike in Captain’s Quarters usage around the release of EVE Online: Ascension where a substantial number of new players entered New Eden and defaulted to the captain’s quarters view, before the trend continued into 2017.

An interesting point to note from this graph is also the activity around the release date of EVE Online: Citadel and the several months afterwards, which shows a gradual – rather than drastic – increase in the number of pilots reverting to hangar view rather than captain’s quarters.

This indicates that many of the pilots who chose to move into citadels as homes, where captain’s quarters are not available, were already in the position where they were using hangar view instead.

This graph also correlates with the percentage of game time logged in and docked that our pilots spend in captain’s quarters versus hangar view:

It is of course important to note that while use has been falling steadily over time, part of the reason for further decline recently has been a change in the default view that occurs when a character docks in a citadel, which doesn’t offer captain’s quarters and switches the account setting to hangar view.

The Future

Taking usage metrics and development time need for maintenance into account, along with the fact that captain’s quarters uses older middleware and technologies that slow down or block discussion of future engineering efforts, we have decided that the time has come to retire captain’s quarters with the August release.

Retiring captain’s quarters frees up a significant amount of development time that can be used elsewhere to focus on preparing the EVE Online client and the graphics technology used within it for a long and visually stunning future. This allows Team TriLambda to dedicate more of their time to the core of gameplay in New Eden – spaceships, and space.

Why Not Just Upgrade Captain’s Quarters?

The technology behind captain’s quarters was implemented in 2010. Some of this technology was designed in house by CCP specifically for purpose, and some is based on older middleware that we no longer support.

Bringing captain’s quarters up to a standard that would reflect current graphics technology would take roughly 6-8 months of development work, which we feel for the percentage of players utilizing the feature, is not a sensible investment of development time that could be used on furthering the visual side of core gameplay in New Eden.

As explained earlier, the current condition of captain’s quarters means that the underlying infrastructure would need to be stripped out of the client and rebuilt from scratch.

What about all the apparel I own?

While captain’s quarters will be removed from New Eden with the August release, the ability to view your avatar in 3D will remain in place through the show info window on characters.

You’ll also still be able to customize the look of your avatar through the station services panel the same as you can do right now.

All the apparel that you currently own will still be available to you and will remain usable as it currently is now so that you can show it off to other pilots.

There are no plans on the roadmap right now to expand on the locations within the client where your avatar will be viewable to others, however given that the character creation system and the avatar system remains untouched by the removal of the captain’s quarters environments and is regularly maintained as part of the new player experience, there is the potential possibility for this in future.

What about Twitch Integration?

In a similar vein to captain’s quarters, the usage of integrated Twitch streaming was also recently reviewed, and with a negligible number of our pilots utilizing integrated Twitch functionality, we’ve also decided to discontinue support for this as of the September release.

Obviously, we still have 100% support for our streaming community and the incredible (and often entertaining) streams and initiatives that they run, however all our major streamers generally shy away from utilizing Twitch integration. This is purely because third party packages such as Open Broadcaster Software allow for levels of visual customizability that out integrated service could never hope to compete with, such as the ability to use custom overlays and censor parts of the screen for opsec purposes.

Summary & Benefits

Captain's Quarters is scheduled for removal in the August release and Twitch Integration in the September release. The retirement of these features hands back a substantial number of man hours to the development team that can be spent on other aspects of gameplay in New Eden.

While some of these man hours will go into producing new content, a large proportion of them will be dedicated to new engineering efforts that will improve and advance the technologies that we use, bringing better visual fidelity EVE Online client and allowing the team to build on technologies that improve its performance and reliability.

One of the first things that we want to investigate is to release a 64-bit EVE client to better utilize your available system memory when playing. Compiling a 64-bit client has been held back by the outdated middleware that was needed by captain’s quarters.

As always, we’d love to hear your feedback on this and clear up any queries or concerns you guys have!

Please feel free to dive into the comments thread for this blog!

Fly safe!

- @CCP_Falcon


Keywords: Preparing For The Future – Retirement Of Captain’s Quarters & Twitch Integration
preparing-for-the-future-retirement-of-captains-quarters-twitch-integration





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