EVE Online Dev Blogs Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2017-06-23T22:39:54Z Source: http://community.eveonline.com/news/dev-blogs/eveathon-an-incredible-community-initiative/
#EVEathon – An Incredible Community Initiative
Published Date: 2017-06-22T14:44:44Z
Last updated on 2017-06-22T14:44:44Z Author:
The EVE Online community is well known for its amazing charitable nature, despite the wars that rage in game, the vicious conflicts that erupt between alliances vying for power, and the general annoyance of being undercut on the market or blindsided when you’re travelling through lowsec.
Since 2003, our pilots have raised more than $500,000 US for The Iceland Red Cross, Get Well Gamers, The Icelandic Children’s Hospital, Child’s Play Charity and in direct support of other EVE players.
Over the course of last weekend however, something very special indeed happened.
Lead by Rahne Chocolate and scaredpanda, a group of our most prolific streamers came together for a 72-hour mega stream with the aim of raising $10,000 for Able Gamers (Twitter: @AbleGamers), a charity that works to give custom controllers and hardware to gamers with injuries and conditions that cause restricted mobility and movement so that that can enjoy the latest video games, including EVE Online.
Incredibly, the largest single donation from an EVE player was $1,337 (nerd!).
The full 72 hours of streaming raised more than $25,000 for Able Gamers.
This is more than two and a half times the intended target and, last we heard, donations are still coming in!
This is the largest collaborative streaming effort we’ve ever seen from our community, benefitting both the real-world charity of Able Gamers, and the in-game support organization founded by Sindel Pellion, The Angel Project, which assists capsuleers in need within New Eden.
We can’t find the words to describe how proud we are of the EVE Online community after watching so many pilots come together to raise funds for such an amazing cause. The commitment and dedication that you’ve shown to this project has been incredible. We’d like to offer our most sincere thanks to the organizers, as well as all the streamers, viewers, and donators that made this project come to life and take on the rolling success that we’ve witnessed.
EVEathon stands as a testament to the force for good that our community can be when our pilots put their heads together on a charity project, and many CCPers spent the weekend being blown away by the insane level of collaboration between so many of our best-known streaming personalities.
Watching our community come together to drive this project forward has been a fantastic experience for us here at CCP, and seeing so many of our streamers embrace the amazing work that Able Gamers does every day is incredibly inspiring.
Gaming is an incredibly powerful tool for those who can’t regularly venture out from their homes, allowing those with limited mobility a wider venue for social interaction as well as improving quality of life by opening new possibilities for recreation, rehabilitation, and entertainment.
The support that Able Gamers provides for gamers with restricted mobility and movement is not only incredibly important to the wider gaming community, but has significant roots right here in the EVE Community too, with some of our own pilots utilizing technologies developed by their research and development.
As a gesture of our sincerest thanks to all our pilots who support this initiative, and as a huge thank you to Able Gamers for the amazing and very important work and support they provide to disabled games across the world, CCP has matched the initial stream target of $10,000, in a donation made to Able Gamers this morning on behalf of the EVE Online community.
This brings the total raised by the EVE Online community during #EVEathon for Able Gamers to more than $35,000!
We can think of no more a fitting tribute to the outstanding commitment to this cause by both our Community and Able Gamers.
Our most sincere thanks for all your efforts in supporting such an amazing initiative.
Published Date: 2017-06-21T15:47:00Z
Last updated on 2017-06-21T15:47:00Z Author:
Hello ship posting space friends,
I'm CCP Pointy Bits and in this blog, I’m going to go through the design process behind the new Rupture-class cruiser and talk about our general thoughts on redesigns and graphics renovation in the art department on EVE.
First, we’re going to go on a bit of a preamble about how redesigns are important to the artists here.
Why do we do redesigns?
EVE is a vast and beautiful universe, yet it was designed in the early 2000s by a very small concept art team in a very different and still fledgling world of 3d graphics. Concept art at the time, like much of the industry, was still done on paper and scanned. During that time EVE was also in a formative state fueled by CCP’s large ambition. It was impossible to know what designs would get cut, what would get repurposed, and how the style would evolve even during those early production days.
Over the years, CCP has grown and evolved to adopt more modern workflows, disciplines have changed to reflect industry practices, and our art style has shifted due to advances in graphics technology. Originally a dark, foreboding universe without complex materials on ships, EVE embraced these limitations with a dark, cyberpunky dystopian art direction. Space was cold and empty. Limitations on texture sizes, reduced polygon counts, and a simple lighting engine meant ships could be incredibly ambiguous with shapes and details, allowing user imagination to take over and fill in the details of these starships. Like many games at the time.
Reimagining this universe and keeping it visually up to date, both in terms of actual asset quality and art direction, has been an ongoing challenge. Since inception, EVE has been a visually stunning game, causing business partners and journalists of 2003 to disbelieve that screenshots were done in-client. Beginning with the Trinity expansion (2008), in which we overhauled our graphics engine, updated our texturing approach to lay the ground work for modern shader techniques, and reworked every new ship design we’d released, our older ships began to show their legacy. They haven’t quite fit in with the new design languages we’d adopted or they suffered from poor conversion during shader model updates.
Ships that have been left behind in these conversions, needs to be updated. Which brings us to the point of this blog – how do you reimagine designs that have been iconic to players and fans for over a decade?
What’s going on in our heads?
My personal approach is to try and figure out some of the history of the ship. The end customer for a redesign in my mind is both an existing player and potential players who have never seen these ships before, and balancing both of those is a highly interesting challenge for an artist. We have to overcome our own personal stylings and tastes and put ourselves in the shoes of someone else who may be incredibly attached to each ship. Like a building renovation, we need to identify what stays and what goes. What does the design emotionally convey? What is the function of the hull in game? How do we pull those out into the forefront even more?
With the Rupture, I spent a fair amount of time talking about the design with players and absorbing their opinions and stories. I had a sketch sheet from the first few days after starting at CCP of random Minmatar ships, trying to figure out their stylings and interesting new ways to arrange them. After showing them to our art director I began to mix them together into some more recognizable Minmatar shapes.
I came back to this after a while and picked one sketch to start building a potential Rupture redesign off. Early on, the most important thing was keeping the aggressive wedge shape with a fairly sturdy rear section that would sit high up and some hull that continued downwards to give the ship it’s iconic vertical presence.
From there I started copy pasting around the basic shape and iterating on it, taking parts out and rearranging them. Here is where we probably made our first change compared to the current Rupture. We knew players, and our artists, liked the transom back (shout out to the dude who taught me that word!) that made it look a bit like an old galleon or pirate ship, and we wanted to carry that theme a bit through the rest of the ship. Compared to the old hull having slightly erratically placed guns, I wanted a battery of guns on each side like it’s big brother, the Tempest. We’d take it one step further by placing them in gun ports that would open as it came out of warp like the Onyx redesign.
You can also see some very early explorations of how we’d “bolt on” some tech 2 geometry for the variants, but in between these sketches and the design going into production, we slightly changed how we handle tech 2 variants by assigning them sections of the texture sheet, and cleanly cutting geometry where we attach them to make sure we have room for larger changes.
When we finally got the go ahead to enter production for the redesign, we had a pretty solid basis to go on. I did some very messy blockouts early on that identified lots of issues with the designs that are hard to identify in 2d. There were so many shapes that we couldn’t easily transition from one to another, and once in 3d after merging conflicting angles together, we felt like the design was looking a bit too much like a busy Caldari design. CCP BunnyVirus began doing his own blockout that was a bit cleaner and blockier, and from there we began to better work things out.
Our biggest initial problem was that, despite being happy with what was generally going on, a lot of our decisions meant that we’d lost some subtle angles of the original Rupture and made the sides too flat. Our art director had the idea that the gun bay should be visible, with players able to see the tucked away turrets inside of an armor plating. The complexity of making this work had massively inflated the size of the hull around the gun ports, which resulted in this very flat side as you can see above. From the side the ship looked great, but when viewed directly from the front and top it felt too monolithic.
I looked a lot at the original Rupture’s silhouette, and we tried to add in very subtle changes that wouldn’t interrupt the ship’s firing angles or require us to clumsily add in tertiary turret locators. We also slightly angled the gun port covers to add a downward slant, which helped break up the 90-degree angle when viewed from the front, exaggerating the ship’s inverted pyramid shape.
There was a recurring problem both with this design and the Bantam redesign over the blurry lines between Minmatar and Caldari design spaces. Both use large, flat shapes and live dangerously close together, so this was an opportunity to think about what our goals are for Minmatar and how to contrast that with all our new Caldari redesigns.
During the Rupture redesign process, we added lots of exposed scaffolding. The gun ports being exposed added the concept of using lots of negative space as a design element. I began looking at spaced armor on tanks and vehicles, and from there my reference folder was full of older World War 2 photos of vehicles. This accidentally became the defining decision process on making sure we didn’t step on Caldari design shoes, as all their ships are based on sleeker, cutting edge modern day and future military tech. Everything is enclosed into a sleek and uniform shell, with very few exposed electronics.
With Minmatar, we’ve gone the opposite way--everything should be on display. The Rupture hull would be broken up into chunky plating, with rugged functionality exposed to the space outside the hull and dark gaps in the armor exposing structural beams. The ships would be bulkier, but, unlike Gallente, most of that bulk would be composed of empty spaces rather than voluminous hull and structure. Despite being a big ship in terms of dimensions, it could still conceivably be light and fast compared to its Caldari counterparts due to the stripped down, hollow look we were going for. The oversized engines helped sell this even more.
The Rupture’s original transom rear gave us room to add large galleries of windows of generous size, compared to Caldari’s utilitarian and sparse windows. The orange glow and dark spaces gave a nice feeling that the interior of the ship was warm, playing into a recent theme of Minmatar tribal fire pits we’ve been playing with for FX. We tried to add a homey kind of glowing feel to the windows on the ship to help convey that Minmatar ships are generally more crowded with crew than other races. We also added a dedicated bay just under this area for launching drones and other small craft that a cruiser may need.
After this back and forth, we ended up with a model that was pretty final
Variation and Experimentation
Then came the next problem: the design had changed, and trying to recreate some of those early ideas from the 2d concept on this new hull just didn’t look right. I wanted the Muninn and the Broadsword to be even bulkier to reflect their extra tank bonuses. But the base hull we now had, was already so bulky we couldn’t just start adding a ton of mass without interrupting firing angles or covering up what was making the hull interesting. The hollow gun bay also meant we’d used a lot more polygons than we originally wanted, so we were limited by what we could afford from a performance standpoint. From talks with the CSM and players we’ve got a guide line that the Tech-1 hull has to stay conservatively close to the original design, but when we come to our Tech-2 hulls we can go as crazy as we want with deviation.
I spent a few days playing with some really goofy simple 3d additions, trying to find something that had the right character for what I wanted from the Muninn.
We had to incorporate Brutor curved sails somewhere, and came up with the idea of having one long hanging sail along the front a bit like a bayonet. I also had this idea that i wanted to play off the ship’s role as a ship optimized for long range artillery. While we can’t just make the guns bigger, we can play with some simple shape recognition to get across these ideas. The ship already looked somewhat like a pistol, so we exaggerated that a bit and placed another larger shape on the front like a barrel as well as some extra sensors and targeting equipment. We flattened this shape to give it some fragility, and the high surface area kind of implied it was some over-sized piece of fire control equipment using advanced sensors like the SAAB TP100 AWAC.
We also moved the bridge further down as the new sensors and sails would have blocked any attempt to look out of the previous one.
During this time, we also played with adding on some larger plating. But with the other additions the front began to become way too busy visually. I liked the hanging, spaced armor idea though, so we added these plates to the base t1 which helped visually distinguish it from the t2s.
This plating that we added to these ships needed to serve a more ambiguous role than say, with Amarr. Minmatar ships can be used with shields or armor tanks generally, so behind these armor plates I added lots of texture detail that implies some shield generation or projection role as well. Depending on what the capsuleer fits, it was conceivable these large defense plates could be serving both roles, either as reinforced plating to mitigate incoming damage, or as a large projection surface for reinforced shielding.
Then came the Broadsword. This one was oozing potential for functional elements and plating to reflect it’s incredibly tanky nature. I wanted the front to be entirely composed of an eccentric looking series of generators that would create the warp disruption field that defines the role of interdictors. We made it blockier, and in texturing gave it lots of small, thicker plating to look well defended like a tank. Some of the side-skirt plating came from looking at lots of kitted up Panzer tanks. We also went pretty wild with animations, giving it lots of techy stuff that flips open and unfolds, with two large aggressive tusks at the front that serve to channel and project the warp disruption field.
The Rupture is a bit unique in that it has a unique faction hull variant, the Mimir which was given out for Alliance Tournament 7 winners. We also updated the look of this variant, using the Muninn heavy assault cruiser’s hull and adding the characteristic sails of the ATVII ships as well as an extra pair of boosters.
And finally, to celebrate Tribal Liberation day, the Rupture hull will be launching with the brand-new Firewall Breach skin, sporting the design of the Khumaak, once a symbol of Amarrian power subverted into the most powerful symbol of Minmatar liberation.
We hope everyone will enjoy these new designs once you get your hands on them in the July release.
Keywords: Iconic Ships Reimagined - The Minmatar Rupture
Published Date: 2017-06-20T13:07:00Z
Last updated on 2017-06-20T13:07:00Z Author:
Greetings Capsuleers of New Eden!
As part of our drive to overhaul and refresh the web presence of EVE Online, one of the combined objectives of the Community Team and Web Team here at CCP has been to replace the current EVE Online forums with a more modern, stable and versatile system that we can build on for years to come.
We’re happy to announce that after a long and gruelling process of deciding on new emojis, liberal testing, and many, many forum posts, we can now unveil the new EVE Online forums.
Before we get into the details, here’s a quick look at a visual comparison of old versus new, then we’ll talk about implementation, switchover, changes to moderation, and the future of the forums.
(this is not a forum for ants, click to enlarge)
So, what’s the goal?
Since April 2011, our forums have been based on software that has remained relatively unchanged and was heavily customised in house by CCP for it to be able to interface with Tranquility’s database. This direct tie to our infrastructure also means that whenever we suffered from server outages, sometimes we would lose access to the forums and must rely completely on third party services to keep the community informed about ongoing problems (notably @eve_status and @eveonline on Twitter).
The aim with these new forums is to vastly reduce the load they cause on our website infrastructure, and make the forum posting experience far more enjoyable for both players and developers alike. A by-product of this is we also have a solid medium through which to communicate in the event of any significant issues with Tranquilty.
The most important focus though is that we want to talk to you guys more, engage with you more, and gather feedback in a more clear and concise way. We also want to do this in a more open, candid and less restrictive environment.
The new forums will allow us to do that for many years to come, and it’s the intention for us to be significantly more active on the official forums going forward.
Less Restrictive, you say?
For many years, how we monitor and moderate and police the forums has remained the same. We now feel that the time has come for change.
For the launch of these new forums, we’ve undertaken a complete review of the forums rules and how we utilize and enforce our moderation policy, with a view to relaxing things and promoting more open and liberal discussion. To that end, the forum rules have been significantly simplified and condensed down from a total of 36 rules, to 9.
We've also initiated a complete amnesty on all forum bans, which means that everyone starts with a clean slate and can rejoin the conversation on the new forums.
Our moderation policy and our internal guidelines for warning and suspending those who do break the rules have also been refined to promote intervention and contact with those who’re treading the line, rather than taking immediate punitive action.
This means that if you’re treading the line but aren’t perceived to be deliberately and wantonly disregarding the forum rules, you’re far more likely to receive a private message on the forums from a member of the Community Team asking you to respect the rules and tone down your conduct rather than facing any punitive action.
Moderating the forums can be a tough challenge for both CCP and our army of fantastic volunteers in ISD CCL, as it can often be difficult to draw the line on disruptive behaviour, but we’re looking to establish a happy medium that promotes more healthy and candid discussion.
In addition to this, we’re looking to shift the role of our volunteer moderators from acting more as enforcers of the rules to being ambassadors to the community who can assist with responses to questions and issues, as well as providing a channel for feedback to CCP on common problems.
The New Forums
They’re based on Discourse, the same forum software used by our spacefaring brethren over on the EVE Valkyrie Forums, but with a few tweaks to give them more EVE specific backend features. This includes integration with our Single Sign-On (SSO) that preserves character association rather than having accounts be email based.
We know that when we first spoke of these new forums during the CSM Summit last year, the largest issue with them that was highlighted was lack of character association at the time. For us, there was no real compromise on this. Character identity is everything in EVE Online, and we decided to push back the release of the forums to make sure that this was part of the feature line-up.
Logging in is as simple as heading through SSO with an EVE Online account as you would do with any of our existing services, before you’re greeted by a character selection window:
Hitting the submit button will then take you directly to the forums with the chosen character.
The only functionality we don’t have with the new forums is the ability to switch characters on a single EVE Online account on the fly. You’ll need to log out, then back in and select a different character to switch.
For some people who use all three character slots, this might be a little bit awkward, for most it just means that the risk of accidentally outing your alt-spy during a forum posting frenzy is less likely.
We may look at changing this in future, but at this stage it’s not on a roadmap to be considered.
Once you’re inside the new forums, the layout is like the old forums, with a little extra filtering:
Highlighted in green is a simple category that has just one forum section, all posts made here are displayed when you click on “New Citizens Q&A”
Below that is a category (red) that can be filtered by subcategory (yellow). Clicking the red link will show you all the threads in the four categories in the yellow box. Clicking a single category in the yellow box will show you just the threads in that sub forum.
In a simple category, you can post threads directly to the main category, for instance “New Citizens Q&A”. In complex categories, the main category simply acts as an index, and you need to post threads to the subcategories, in this case “General” “Crime & Punishment” etc.
In addition to this, there’s some added functionality that we know forum users have wanted back for many years.
The ability to embed images, gifs, and videos into forum posts:
We’re acutely aware that this is a risky move given the creative nature of our pilots, however we’re willing to take a chance and re-introduce this feature.
Here at CCP, reaction to enabling the embedding of images, gifs and videos has varied between these two emotions over the last few weeks:
The moderation team are happy for this feature to be used for a little bit of fun memeing, for informational posts, and for some light-hearted fun with images and gifs.
We do however need to stress we’ve made direct mention in the new forum rules that use of this feature for any form of trolling, baiting, flaming or other nefarious purposes will result in reprimand. As will the posting of inappropriate content.
Please be sure to post responsibly. While the forum rules are being relaxed, reprimand for abusing this feature will be swift and harsh, and may include action taken against game accounts depending on the severity of the breach of the rules.
We want you guys to have fun, but we need you to keep it teen rated.
In addition to the return of image and video embedding, we’ve also added polling features to the forums for single choice, multiple choice and scale polling.
These are located under the settings wheel in the post formatting options when you’re composing a post:
We hope that both players and developers alike will use these for all kinds of fun, however please also remember that this tool is offered under the same conditions as image and video embedding. Have fun with it, but keep it friendly!
They’re live, and ready for you to start using for EVE related discussion right now. Have a look at the new forum rules, and post away.
The comments thread for the new blog is also posted on the new forums too, as the first part of our transition to the new venue for discussion. As of this blog, all our new announcements and dev blogs threads, will occur via the new forums.
By the end of this week, CCP will fully transition to utilizing the new forums for all our official communications including balance threads, test server feedback, and all other manner of information.
We are of course aware that there are a lot of existing discussion ongoing on the existing forums, and as such we’ll be keeping them open for a month, until July 20th, so that the community can make a solid transition over to the new forums too.
The new forums will live at meta.eveonline.com until this time, when they’ll move over to forums.eveonline.com.
The existing forums will continue to live on forums.eveonline.com until this date too, and will then migrate to oldforums.eveonline.com, with the new ones taking their place on the current URL.
What about the Character Bazaar?
It’s business as usual for sellers of characters on the character bazaar.
We’re aware that there are ongoing character sales in progress, these can complete via the existing forums, however any new character sales should happen on the new forums as of 00:00:00 UTC on Saturday, June 24th.
If new character sales threads are posted on the existing forums after this date, they’ll be closed, and sellers will be asked to migrate to using the Character Bazaar on the new forums.
The rules on the new Character Bazaar have also been clarified too, so please be aware of them before opening a character sales thread. The character bazaar is the most heavily moderated area of the forums given the fact that it involves the transfer of high value assets, so moderation there will continue to remain relatively tight to protect both buyers and sellers from scamming.
What about Corporation Forums?
Unfortunately, with the introduction of the new forums, there will be no support for individual corporation forums restricted to members of a given corp.
Part of the reason for the long transition period of one month is to make sure that those few groups who do utilize the corporation forums feature can ensure that they migrate any information stored on them away from the official forums to a third party service.
We’re expecting a lot of feedback on these new forums, and we’re aware that it’ll be both positive and negative.
Let’s be sure to keep the negative stuff constructive, so that we can make meaningful change as we go forward, wherever we see pain points.
We expect a lot of comments in the feedback thread for this blog and at the same time, we’ve set up a temporary space at the top of the new forums where you can discuss them, and give suggestions.
This section of the forums will be live through the transition period, before being archived on July 20th.
We’re looking forward to many more years of forum warrioring with you guys, and hope that you’ll enjoy and utilize the new forums to their full potential with us.
Frigates Of EVE Online: The Cross Sections Now Available!
Published Date: 2017-06-13T16:29:43Z
Last updated on 2017-06-13T16:29:43Z Author:
Frigates of EVE is finally out!
CCP and Dark Horse Comics are very happy to announce the release of “Frigates of EVE – The Cross Sections”. This is a book we´ve been wanting to bring to you for many years. After blood, sweat, tears and countless pixels filled, it´s finally in stores.
Where can I buy it?
The book is available in comic book stores and book stores throughout the world that generally carry Dark Horse books.
You can buy it online at Amazon by clicking the flags for your territory below:
In short, this is the book that tells you what you’ve been flying all those years. Aside from a very cool cutaway of an Algos in EVE Source, and some very early blueprints on the EVE website over fifteen years ago, very little has been done in terms of revealing the intricate details of the engineering marvels you pilots command. CCP was lucky enough to work with an amazing artist, Will Burns, who had worked for CCP prior, and dedicated over a year of his life to the painstaking task of illustrating 28 frigates. Will worked closely with the art and story teams to ensure that we have the most up-to date, accurate and aesthetically pleasing representation of EVE´s ships and innards available.
160 pages of spaceawesome
28 Frigates, each with an illustration by Will Burns, beautiful screenshot and detailed descriptions by CCP Falcon
Two short stories, “Cat & Mouse” by CCP Falcon and “Eye of the Needle” by CCP Delegate Zero
One short story on propulsion by Max Singularity
One technical article on capsule technology by CCP Falcon
One technical article on ship subsystems by CCP Falcon
Seriously. This book is canon. Anything that´s stated or implied in there is a fact. We went to great pains to ensure that ship descriptions, their development history, and even the details of the gruesome fates of some prototype work crews were accurately sourced. The same applies for photographic evidence of Gallentean debauchery or intensely thorough Amarr rituals of cleansing.
All are in celestial harmony with existing lore, chronicles, item descriptions and our good bible, EVE Source. Down to the different reactors each race uses, unique brands of capacitor banks, FTL assemblies, mainframes and gravimetric sensor arrays. We even brought in outside help!
Papal propulsion prose from Max Singularity
Max Singularity the VI, first of his name, kindly offered to appear as a guest writer for this book, to write on a topic very dear to him, propulsion titled “Passage of Knowledge”. Max explains how Power-Enhanced-Generators enable FTL travel, generate energy for capacitors and even act as space anchors. His terran alter-ego Charles White, who works for an Earth based propulsion laboratory, can be seen here at EVE Fanfest 2017 giving a detailed lecture on the topic:
Why is my pirate frigate not there?! Where are the battlecruisers!?
When scoping out the book, we had to find a delicate balance between something worth owning, and something we were capable of producing in a year and a half or so. EVE has so many ships. Great as that is, it´s annoying when you want to make a compendium. We also didn´t want the work rushed. We wanted quality pictures, with rich detail and interesting written material to go along with it. It made sense for us to start at the beginning. With the Frigates. But we struggled with keeping it at the base 28 racial frigates. However, we would love to do more of these books, but that decision is made solely based on how many books we sell. It´s as simple as that. If you want us to do more of these books, show us your love by purchasing this one. For you, for your friends and for your frenemies.
Also, if you buy the book online, we strongly encourage you to give your feedback. Please write reviews, even if it´s just giving stars!
Good or bad, we want to hear it. We would never have gotten this far with EVE without you, hope to continue making great stuff, in partnership with one of the most amazing player communities out there.
- CCP t0rfifrans
Keywords: Frigates Of EVE Online: The Cross Sections Now Available!
Published Date: 2017-05-26T16:17:08Z
Last updated on 2017-05-26T16:17:08Z Author:
Team Five 0
Hello adaptable capsuleers!
In this dev blog, we’ll be discussing some early information you need to know in preparation for the big Strategic Cruiser rebalance coming this summer.
We’ll recap the high-level plan, give you the first of many notices about how the patch day transition will affect you, and highlight the start of our new Strategic Cruiser Focus Group.
At the Ship and Module Balance presentation during Fanfest 2017 we discussed the plans for a major rebalance of Tech 3 Cruisers later in the year. This segment is available for viewing on our YouTube channel if you missed it.
The short version of the plan is that we want to address a few key issues with the current Strategic Cruiser design:
Rigs in their current state lock T3 hulls into a specific set of bonuses and prevent T3 Cruisers from achieving the goal of a “strategic” ship that you can adjust from day to day to meet your needs by changing subsystems
T3 Cruisers overlap too much with other ships (especially Heavy Assault Cruisers and Recon Ships) and their dominance can reduce ship variety
Many of the subsystems and subsystem combinations are underpowered and rarely used
The current state of T3 Cruisers is unsustainable from a technical graphics perspective
To solve some of these issues we are currently working in the following directions:
Condense the available subsystems into a smaller number of more powerful and useful choices.
The current plan is to have four subsystem slots with three choices in each slot
A general rebalance of the T3 Cruiser class which would include (among other things):
New faction-specific build components sourced from WH space
Dual tank bonuses for the Loki
Some power reductions to long range combat alongside the nullification subsystem
An increase in signature radius and mass
Allowing rigs to be freely removed from Strategic Cruisers without destroying them
Let’s Set a Date
We are now at the point where we can announce the tentative schedule for releasing this rebalance. Currently these changes are scheduled for release on July 11th, 2017.
Since these changes to Strategic Cruisers will be very significant in scope, existing ships and subsystems will go through a dramatic transformation on patch day. We want to start warning people now about the impacts of this transformation and will continue communicating it over the next two months to ensure that players are not caught by surprise.
Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent under the new system.
Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
This means that although all fitted Strategic Cruisers will continue to have a valid set of subsystems after the patch, some of their modules may go offline as fitting and even slot layouts may change.
We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.
The Strategic Cruiser Focus Group
Following the example of the successful Tactical Destroyer focus group, we are running a new Strategic Cruiser Focus Group to help refine and improve the designs for this T3 Cruiser rework.
The goal of the group will be to provide CCP feedback from a smaller group than the general EVE community for faster discussion with improved clarity.
We opened up applications for the focus group last week in this forum thread, and we want to thank everyone who put their name forward for the group. Unfortunately we can’t accept everyone or else we would have a group too large to be functional.
The players we have selected for the initial round of this focus group are:
Capri Sun KraftFoods
All of these characters will be receiving evemails from CCP Fozzie with information about how they can connect to the CCP focus groups slack team. We will begin the good work of the focus group as soon as we can start getting members online.
Thanks for joining us today for this dev blog today and special thanks to those who volunteered for the focus group!
In case you missed it above I just want to go ahead and repeat the key transition information that we’ll be repeating many times in the coming months:
We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.
Thanks again and fly safe!
-Team Five 0
Keywords: Strategic Cruisers and You
Increased Skill Injector Flexibility Coming On May 23rd
Published Date: 2017-05-19T15:21:00Z
Last updated on 2017-05-19T15:21:00Z Author:
Team Size Matters
Hello skilful Capsuleers of New Eden!
With the changes to PLEX now deployed and the market now stable, today we’d like to tell you about another small improvement we’re going to be making on May 23rd, this time relating to Skill Trading.
Moving PLEX towards a more granular, and ultimately more flexible design got us thinking about doing the same for Skill Trading. Originally, we aimed to set the size of Skill Injectors and Extractors in a way that kept them small enough to trade conveniently, but large enough to represent a meaningful amount of skill points. We think we hit the latter goal well, using Injectors feels good. However, with a minimum price tag of around 650 million ISK, injectors can feel out of reach for many players, especially those early in their careers when a little boost here and there goes a long way.
With that in mind, we’re going to introduce a new type of Skill Injector that will be one fifth the size of a current injector, bringing Skill Trading into a more reasonable price range on the market for newer players.
How does this work?
Here is a summary of what’s changing in bullet point form:
Renaming of the current Skill Injector to ‘Large Skill Injector’
Introduction of a new injector called ‘Small Skill Injector’
Adding right-click option to break Large Injectors into 5x Small injectors or combine 5x Small Injectors into 1x Large Injector
Using a Small Skill Injector will award a maximum of 100,000 skill points and will give the following amounts, depending on total SP on the character using the Injector:
For characters with less than 5mil SP: 100k SP
For characters with 5mil – 50mil SP: 80k SP
For characters with 50mil – 80mil SP: 60k SP
For characters with more than 80mil SP: 30k SP
That’s pretty much it!
We hope you enjoy having a bite-size skill trading option and as always let us know what you think in the comments.
Fly safe and train hard,
Team Size Matters
Keywords: Increased Skill Injector Flexibility Coming On May 23rd
Published Date: 2017-05-18T16:45:34Z
Last updated on 2017-05-18T16:45:34Z Author:
Team Psycho Sisters
According to the internet, around 8% of men are color blind, so some quick napkin math would mean around 7.999% of EVE players are color blind, which is a considerable chunk. I am not one of those 7.999%, so it was particularly interesting, yet challenging, to work on this feature, mostly because I was at no point capable of estimating if I was finding any success. I guess that gave me a tiny taste of how it must feel to be colorblind.
Deuteranopia is not only a very hard word to pronounce, but also the most common form of color blindness (red/green). Protanopia is the second most common form (red/green, like Deuteranopia) and Tritanopia the third most common (blue/yellow). Our original plan was to add one mode for each of those and call it a day. We have a handful of colorblind devs at the CCP Reykjavik Office whom we ruthlessly used as guinea pigs and one of the biggest findings during those sessions was that the forms of color blindness don’t seem to be quite as clear cut as those in the 92.001% originally assumed. As a result of our testing, we ended up with two preset modes and one custom mode that allows you to toggle any of the 6 main hues to be included in a resulting color palette. To turn on color blind mode, simply open the ESC menu / General Settings / Color Blind Mode and play around with the settings.
Some games that offer color blind modes simply replace all color on the screen using the selected color blind hue mapping, but as it seems people don’t really care too much for that approach since it makes the game world look weird for no good reason as it’s only color used for indication of state that causes problems. Instead, we only apply the color-blind hue mapping to UI highlight colors, meaning that it’s mostly icons and text that get affected and not background color, the 3d scene, or graphical images like items. There are a couple UI areas where color blind mode does not work for the time being (most noticeably the scanning 3d scene), but it is our hope we’ll get all those areas covered in the future.
Can I try?
Well of course you can! From the EVE launcher, switch from Tranquility over to the test server Singularity and give it a shot. If you do, we’ve cooked up a survey to collect all that sweet feedback:
Published Date: 2017-05-04T14:58:24Z
Last updated on 2017-05-04T14:58:24Z Author:
Team Five 0
Hello prudent Capsuleers! Today we will be providing some more detail about the Starbase and outpost transition plans that we announced last week at Fanfest here in Reykjavik.
This blog will cover details of the next couple steps in the long-term plan of phasing out Starbases, as well as the big transition event for upgrading all of New Eden’s outposts and conquerable stations.
Starbase Industry and Resource Processing Structures
In Fanfest 2015, when CCP unveiled the high level plan for what would become Upwell structures, we described an early plan for how the transition process would work.
After new Upwell structures were introduced that replicated and improved upon the functionality of older structures, we would begin a gradual transition process to phase out the older technology.
When the Engineering Complexes and industrial service modules were introduced in the Ascension expansion last year, Upwell structures reached feature parity with a large number of industrial Starbase modules. As we showed in the Fanfest keynote last week you have been taking full advantage of the new structures and have moved the majority of New Eden’s industry into Engineering Complexes:
We now believe that we are approaching the right time to start phasing out the older Starbase industry structures and taking the next step towards eventually transitioning completely.
The phaseout process for any Starbase structures will be a multi-stage process. We won’t be rushing things, but today we can talk about the timelines and some details for the next two steps in this process.
In our May release we plan to end NPC BPO seeding and the building of new Starbase structures for the following Starbase structure groups:
Starbase Compression Arrays
Starbase Reprocessing Arrays
Starbase Assembly Arrays
Then in our August release we will remove the bonuses from Reprocessing Arrays, Assembly Arrays, and Starbase Labs.
This means that starting in August, 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 operate for some time longer and any jobs started before the August patch will complete with the bonuses intact.
There are two faction Starbase industry structures that will be receiving special attention during this time: the Thukker Component Assembly Array and the Hyasyoda Research Laboratory. These structures will eventually be replaced by new Upwell items with a transition process beginning over the summer. More details about these replacement items will be announced as we get closer to their deployment date.
The future steps in the Starbase phaseout process will include disabling of Starbase Moon Mining Arrays and Starbase Reactors when Refineries are released, as well as eventually removing the types associated with obsolete Starbase functions completely and distributing appropriate compensation to their owners.
Developed Outposts Improvement and Transformation Program
As we announced last week in the Fanfest keynote, we are also approaching the right time for the great Outpost transition event to complete. Upwell will be engaging in a massive program upgrading all of nullsec’s Outposts and Conquerable Stations to state of the art Citadel technology that can benefit you and your alliance!
Outposts and Conquerable Stations are iconic structures that have been cornerstones of nullsec history and represented the pinnacle of achievement for Capsuleer alliances for many years. For structures this significant it wouldn’t be enough to simply replace them. We knew they deserved to go out with a bang in a celebration worthy of the EVE community.
The centerpieces of this celebration will be a new set offaction Citadels that will be exclusive to the Outpost replacement program. These special upgraded Citadels will enter the game through this Outpost replacement event and then no more copies of these types will ever be added.
There will be five faction Citadels available-- one to replace each of the Outpost types and one to replace the Conquerable Stations built long ago by the “Immensea” organization. The four Outpost replacement Citadels will use upgraded and rescaled versions of the Outpost visual models and will therefore look very familiar to current nullsec residents.
The one Conquerable Station replacement Citadel type will look like a Fortizar with a new unique color scheme.
Each of these new faction Citadels will have the stats of an improved Fortizar, and share the Fortizar’s docking restrictions. Each will gain a set of special bonuses connected to their former station identity: combining the defensive benefits of a Fortizar with extra bonuses usually reserved for more vulnerable structures.
The Minmatar Outpost replacement Citadels will gain a bonus to reprocessing (smaller than the bonus on Refineries)
The Amarr Outpost replacement Citadels will gain bonuses to manufacturing (smaller than the bonus on Engineering Complexes)
The Caldari Outpost replacement Citadels will gain bonuses to research (smaller than the bonus on Engineering Complexes)
The Gallente Outpost replacement Citadels will have an extra service module slot and gain a bonus to service module fuel use
The “Immensea” Conquerable Station replacement Citadels will gain extra defensive benefits, hitpoints and slots as well as milder versions of the bonuses from the other four faction Citadels.
These new faction Citadels will be able to be unanchored, scooped and redeployed just like any other Upwell structure. They will not be manufacturable by capsuleers.
The faction Citadels replacing upgraded Outposts will receive another exclusive benefit: new special edition faction structure rigs. Which of these powerful rigs you receive will depend on the upgrades installed on the Outpost being replaced. The combined Outpost upgrades installed on each Outpost will all be added to a single faction rig so that the other two rig slots will remain free for use with normal L-set rigs.
Like the faction Citadels themselves, these rigs will be exclusive to the Outpost upgrade event and no more will ever be added to New Eden. These rigs will begin installed and will be destroyed if removed or if their host Citadel is unanchored (just like a normal rig).
The corporations receiving these faction Citadels will have a decision to make: whether to defend their new faction Citadel in its current location and keep the benefits of the faction rig, or to unanchor their new structure for sale or redeployment elsewhere. This may be a tough decision for many corporations, but both options have very significant benefits.
New Eden’s 68 Conquerable Stations have an especially important place in EVE player history. For most of their existence they made ideal locations for alliance home systems spread across the entire cluster. Conquerable Station Systems like NOL-M9, H-W9TY, C-J6MT, 1V-LI2, VFK-IV, BKG-Q2, C9N-CC, JV1V-O and FAT-6P have all been host to amazing Capsuleer achievements and epic stories full of drama and suspense.
Many of these stories can be difficult for newer players to find, so we realized that the end of the Conquerable Stations would be the perfect opportunity to add special monuments to the adventures you EVE players have led around those stations over the years. Each Conquerable Station will be replaced both with a new faction Citadel and with a special landmark site that will contain the ruined remains of the old station as well as a monument describing some of the historical significance of that particular system and station. The monument will also list the last alliance to control that Conquerable Station before the transition event. These landmarks will be a permanent reminder of the great things players have done in these systems over more than a decade.
The Big Day
The Outpost replacement event is currently planned for this winter, in a patch some period of time after the expansion that contains the Refineries. As we get closer to release we will start getting more specific about the dates involved.
During the downtime on the event day, the new faction Citadels will be automatically anchored at a location near the Outpost or Conquerable Station they are replacing. Whenever possible items that were inside the old Outpost or Conquerable will be moved directly into the new Citadel, with some items moved into asset safety as needed. Any of the items placed in the new Citadels can be manually placed into asset safety by their owners whenever they wish, just like all items in other Upwell structures.
The new Citadels will come with a number of service modules for free, some of which will be automatically installed and online with a buffer of free fuel and some of which will be placed in the cargohold of the Citadel.
The new Citadels will be owned by the corporation that owned the Outpost or Conquerable station before downtime. Citadels replacing stations that are in freeport mode when downtime hits will be given to the last owning corporation before the freeport period began.
For the first week after the transition event these new faction Citadels will be invulnerable to allow their owners to set their preferred vulnerability schedule.
We hope that this Outpost transition event will be exciting and anticipated by the alliances of New Eden, as they will be eligible to receive extremely valuable special edition Citadels as a reward for their collective efforts in taking and holding these stations.
We will be listening closely to the EVE community’s feedback on all of these plans and we will keep you all up to date with more details as the big day approaches.
-Team Five O
Keywords: The Next Steps in Structure Transition
Published Date: 2017-05-03T16:39:31Z
Last updated on 2017-05-03T16:39:31Z Author:
During the EVE Keynote at Fanfest 2017 (you can watch it here), we announced the results of the Council of Stellar Management (CSM) 12 elections. These were the results:
For those not familiar with the CSM, they are a player-elected representative body for the players to CCP. CSM members are involved in ongoing discussions with developers about the game and future changes being planned, bringing both community feedback and expert opinions. The council is also flown out to CCP Iceland twice a year for a multi-day summit with the development teams. To learn more about the CSM, head here.
For those of you wanting to see the votes themselves, they can be found here, alongside the code (in Python) used to run the election. The election is run using the same system as last year, the Wright STV system. More details on the formatting of the .blt file can be found here in section 3.1.
In total, we had 31,274 votes cast in the election for CSM 12. This is higher than last year but not a record. CCP takes this as a sign that while we’ve improved awareness of the council, there is more that can be done to improve how we promote elections and increase belief in the CSM project
Total votes in CSM elections
We also had an increase in the total number of candidates running from last year, tying for second highest ever. This ensured a healthy variety of candidates to choose from for voters and a lively campaign period.
Total Candidates in CSM elections
Here’s the breakdown for voters by country. As usual, United States has a strong showing with the United Kingdom and Germany close behind.
The majority of accounts that voted this year were created from 2013 onward, with the highest number coming from 2016.
We’re looking forward to working with CSM 12 over the course of the next year to help us make EVE Online a better game for everyone. We hope we’ll succeed in keeping you all better updated with the process and we know the CSM are very keen to increase the visibility of our work together this term. We hope you’ll help us out by keeping an eye on things and giving us feedback. Here's some info on how to contact and keep track of the CSM:
Published Date: 2017-04-21T18:57:10Z
Last updated on 2017-04-21T18:57:10Z Author:
Dear fellow capsuleers,
Now that EVE Fanfest is behind us, it is time for a quick summary of what was discussed on the economy roundtable, along with the release of the Monthly Economic Report (MER) for March 2017.
The agenda for the Economy roundtable was the following:
Go over the March MER, discuss possible additions and improvements
Regional Stats: Are they in or are they out?
Add NPC Bounties to the regional stats?
Breaking down the NPC commodity faucet by Blue loot (Wormhole loot), and Overseer’s personal Effects (Empire loot)
Breaking down the Bounties faucet by space
Should CCP generate PLEX price history for the new PLEX that will be introduced this Spring, by taking the price history of the original PLEX and divide by 500?
Implementation of Financial instruments in EVE
Present on behalf of CCP were myself (CCP Quant), CCP Recurve, and CCP Fozzie.
Regional Stats: Are they in or are they out?
There was a clear opposition from the player base when we announced that the regional stats would be reduced or removed in the future. It became clear that this was a hotter topic than many people anticipated and a further discussion was needed within CCP and the CSM. This was also discussed on the CSM roundtable session, and from what I gathered the general consensus was to keep them in for now. We discussed possible mitigations to releasing too much information to players and one good solution to that problem was to delay certain metrics by 2-3 months rather than not including them. This could apply to the most sensitive part of the data, e.g. imports/exports by region. So, for now, regional stats remain, but we want to meet the new CSM and discuss this issue with them to get a proper consensus on the matter.
Should we add NPC Bounties to the regional stats?
This plays into the point above, we want to increase the amount of data we give you, but it’ll have to be fair to everyone and must conform with the EVE lore. Another good example of this is the distinct lack of data on wormholes in the economic report. This is because lore-wise the empires have no way of tracking activities in these regions. We discussed this on the round table and one possible solution to this is to involve the Sisters of EVE to be able to do some interesting reports on EVE without breaking immersion.
Should CCP generate PLEX price history for the new PLEX that will be introduced this Spring, by taking the price history of the original PLEX and divide by 500?
As most of you know by now, we will be effectively dividing PLEX into 500 units. There will be a new typeID for the smaller PLEX unit which, being a new type, will not have any price history. Should we artificially generate that history by simply dividing the PLEX price history by 500? An argument for that is to provide players with a smoother transition and UX when trading PLEX on the market. An argument against that is a chance for some market hiatus in the first few days after the change where some players won’t have a clear benchmark to compare prices to, this should be a feast for veteran traders. ?? What do you guys think?
This graph will be added into the economic report. On the left side, it shows how Sleeper Components (blue loot) and Overseer’s Personal Effects are almost exactly 50/50, and on the right side we see that 92% of bounties originate in Null Security space. I was a bit puzzled seeing some bounties coming from Wormholes (0.02% if I recall correctly) but luckily CCP Fozzie was there to explain to us that Sansha are present in some wormhole systems.
Accumulation of Liquid Ozone
One player (I’m sorry for not remembering who it was) asked me whether I had looked into the accumulation of Liquid Ozone after the Rorqual changes. If you look at the ice composition table you’ll see that Liquid Ozone is a common bi product of mining for heavy water, which saw a lot of increase in use following the Rorqual changes. The following graph, showing the change in supply over time, confirms this observation of his.
Implementation of Financial instruments in EVE
Quite a few players have approached me over the years to discuss viable means for CCP to implement financial instruments into EVE Online. For many different reasons, most financial instruments can be ruled out immediately, with the absence of a legal system in New Eden being one example of a reason. Asset backed securities however are instruments that we could viably implement in EVE.
What do I mean with asset backed securities? This is a fancy wording for Pawn shops in space. ?? If you are sitting on assets and you need liquid ISK, instead of going through the trouble of selling off your assets, you’d be able to place them into escrow as a collateral for a loan that could be completely customized. Part of the customization could be the loan amount (principal), maturity date, coupon (interest rate), payment schedule/terms (0 for bullet), and of course calculated value of the collateral compared to the internally calculated estimate. Upon default (failure of a payment) the collateral is released. Players are already doing this on the forums, but this currently this is very much trust-based.
I realize this is as niche feature as it gets, but we also understand that EVE has a special place in the video games industry for its advanced virtual economy and some of our players are solely here for trading and industry. On paper, it would also be pretty cool to be the first video game to implement financial instruments into a living virtual economy. An obvious next step would be to allow players to bundle bonds of default-prone players together into subprime bond packages with triple A rating with complete absence of any regulation! #eveisreal
Monthly Economic Report March 2017
The MERs contain a wealth of information about the economy in EVE. There is something for everyone: industrialist, traders, speculators, and just interested pilots can enjoy these reports.
If you want to have a closer look at the numbers, you are welcome to dig into the raw data (27 MB, zipped) for yourself!
Published Date: 2017-04-05T15:00:03Z
Last updated on 2017-04-05T15:00:03Z Author:
CCP Gun Show
It’s been one year of Tranquility’s hardware refresh known as TQ Tech III, and that means it’s time for an anniversary blog!
A lot has happened over the year.
Immediately we saw that TQ Tech III was performing way better than Tech II and quickly released a blog with some metrics and numbers, which you can check out here.
Now, given the months in-between, we have more numbers to crunch … so here is the same view from CCP Quant only on a larger time scale
As you can see Ascension had a “nice” impact on our CPU cycles, yet there is room to breathe on our day to day operations though thankfully the pilots of New Eden keep us very much on our toes when fleet fights occur. On that note here is the fleet fight notification system which helps us prepare for battle!
So here is where we see the load really kick in and each improvement that’s made, be that in code or hardware, keeps getting its limits pushed higher and higher by EVE players. It’s a truly wonderful challenge that we do our very best to keep up with.
TQ Tech III also included a big network revamp. One particular metric is what we call Disconnect Spikes. That’s when more than 1000 pilots suddenly leave the cluster at the same time, which usually indicates an internet service provider failure. However, we have seen this trigger at predictable times, like when the opening credits of a new Game of Thrones episode starts…?? it was just a theory though!
Below you can see how much of an improvement the new routers and our BGP Intelligent routing platform is for EVE
It’s nice to see these investments paying off and mitigating large disconnects. We’ve been quite adventurous in our experiments in 2017, with all efforts tailored to improve your experience. That’s always our ultimate goal.
For those who don’t know it, the database servers are two Lenovo x880 dual CPU servers with 768 GB RAM. We knew that Lenovo does have a special clip designed for the FLEX platform where you essentially dock together servers, much like GPU SLI, so when this clip was put in place and we fired up the server, the windows operating system see’s 4x CPUs and 1.5 TERABYTES of RAM!
We see during normal runtime the load obviously is lower versus a single node. That was no real issue for us, as where we see impressive gain for EVE is during startup and on some heavy queries .
UPGRADING TO SQL 2016
When I was drafting this blog we hit another massive milestone and something we really pushed to achieve before Fanfest: upgrading the SQL Engine for TQ to SQL 2016
We had been running EVE in SQL 2012 compatibility mode. But before the Fanfest rush and while the ops team is now all hands-on deck setting up as this blog is published, we were able to hit this objective on Monday April 3rd!
Quoting our friends at Microsoft … “SQL 2016 its just faster.”
That’s what we want to see happen of course.
Now the current status is to finish Fanfest (and get over the massive non-virtual hangovers) then emphasize back on the hardware side of things, since we can now easily scale our DB nodes and compare metrics where EVE benefits the most. Questions like whether having 1.5 TB of RAM helps a lot or is 768GB the right amount? Should it be 2x CPUs with more cores or lower core count and 4x CPUs essentially duplicating NUMA domains and cache etc. etc.?
Loads of options to improve the experience for you , there is always something …
I really encourage those who are coming to Fanfest and like to talk about hardware and operations related topics to check out our roundtable on Friday at 17:00 UTC in Rima B
I promise we will take the discussion to the next level at pub crawl ??
Fly safe , o7
on behalf of the OPS Crew , CCP Gun Show
Keywords: Tranquility Tech III - One-Year Anniversary
Today we’d like to talk about another Upwell project that will be arriving not too far from now, as we continue to invest in the future of player built infrastructure in New Eden. In an effort to branch out and also dominate the deployables market, the Upwell Consortium have devised a new deployable; the Organic Mass Granulator.
The Organic Mass Granulator is designed as the big brother counterpart to the Mobile Tractor Unit, a deployable loved by capsuleers across the cluster for making the collection of loot significantly faster.
However, after listening to the community for a number of years, we’ve come to realize that all that glitters is not gold. After a major engagement, there are far more valuable things in space to collect than salvage and modules.
We’re talking about these:
Above – The common Human Corpse (Meatus Popsicullus).
With the introduction of the Organic Mass Granulator, for the first time capsuleers will be able to recoup the cost of their cloning contracts, along with the cloning contracts of those unfortunate enough to be located on the business end of their weapons.
After a battle, you’ll be able to deploy an Organic Mass Granulator on the battlefield alongside your Regular Mobile Tractor Unit, and it will tractor in and collect all the unfortunate souls who were unlucky enough to be pod killed during the melee.
In addition to this, we realize that biomass collection can be quite the hobby for some capsuleers. If you already have a significant collection of unfortunate pilots, you can simply deploy an Organic Mass Granulator in space, jettison your collection on grid with it, and it will collect old biomass in the same manner as the fresh stuff (so long as they’re within 100km of the unit).
Above – An artist’s impression of the Organic Mass Granulator (Special thanks to CCP PointyBits). (click to enlarge)
But wait, there’s more!
Not only will the Organic Mass Granulator collect corpses. Once it’s full, it will also process the corpses it collects into useful raw materials.
The raw materials it will extract from the unfortunate biomass it collects are Sodium Chloride and Lacrimix, both of which are found in high concentrations throughout capsuleer corpses after a ship and pod loss.
Above – The results of processing a single unfortunate soul.
These raw materials can either be sold on the market for substantial profit, or used in the production of a new breed of combat boosters.
Booster Production using Sodium Chloride and Lacrimix
Both Sodium Chloride and Lacrimix will need to be used together during booster manufacturing to reap their benefits, however the rewards of including these in your manufacturing chain are second to none.
The Introduction of the Organic Mass Granulator will be accompanied by a new series of supercharged combat boosters, which will require these two new raw materials, and will give significant bonuses to various attributes when consumed.
These new boosters offer bonuses to similar attributes as their lesser counterparts, however the effects are significantly more intense*. Please see the list below for further information.
Supercharged Blue Pill – 1,337% bonus to shield boost amount.
Supercharged Crash – 1,337% bonus to falloff.
Supercharged Drop – 1,337% bonus to tracking speed.
Supercharged Exile – 9,001% bonus to armor repair amount.
Supercharged Frentix – 9,001% bonus to optimal range.
*The Upwell Consortium assumes no responsibility for reduced cognitive function resulting from the use of these boosters. Similarly, the Upwell Consortium assumes no liability for loss of assets and/or life resulting from the use of these boosters.
There are also initial plans to introduce advanced faction variants of the Organic Mass Granulator once the standard version has been rolled out. These plans will initially include variations of the deployable for the four empires, plus a special edition, before being followed with variants for each of the pirate factions.
In addition to performing the standard refining of biomass explained above with a 15% increase in output, the faction variants of the Organic Mass Granulator will include an additives bay, in which you can deposit additional materials to further enhance the output of your Granulator.
Amarr Navy Organic Mass Granulator:
NOTE - Cycle time on Amarr Navy unit is 10% longer for fermentation process.
Caldari Navy Organic Mass Granulator:
Federation Navy Organic Mass Granulator:
Republic Fleet Organic Mass Granulator:
WARNING - Water not potable.
Quafe Special Edition Organic Mass Granulator:
As with the upcoming Refineries from the Upwell Consortium, these Organic Mass Granulators will be released on a “when they’re done” basis, as we’d like them to be fully functional and working perfectly when they make their way to Tranquility.
As always, everything in this blog is subject to change as we respond to feedback and adjust designs closer to release, but we’ll keep you informed as we move forward with this exciting new development in the Upwell Consortium structures lineup.
Fly safe, and happy podding!
- Team Five-0
Keywords: Introducing The Upwell Organic Mass Granulator
Published Date: 2017-03-31T16:52:14Z
Last updated on 2017-03-31T16:52:14Z Author:
It’s with pleasure that we announce the launch of a new EVE fiction portal that will serve a central repository and resource for all those interested in learning more about the rich lore of EVE Online and the wider EVE Universe. We know that this is something that has been keenly desired by many players for some time and we’re especially happy that it will lead to more opportunities for our volunteer writers to add to the depth of EVE’s fictional universe.
Indeed, the launch of fiction.eveonline.com has been enhanced by the work of our volunteer writers, and supported by a combination of dev teams, including Team Webster and Team Murder Services.
Storehouse of Lore
Visitors to the new EVE fiction portal will find a storehouse of lore, including overviews of the races, factions and corporations of EVE, along with the EVE chronicles and short stories. For those wanting to take a deep dive into EVE’s lore there are many lore articles on all manner of topics. Exploring the lore of New Eden through the fiction portal is supported by topic tags and a search function.
EVE’s storyline and supporting fiction has been developed over many years through collaboration between developers, volunteers and players, and the portal will be a resource and tool that will greatly contribute to this in the future.
The launch of the new EVE fiction portal comes at an exciting time as our Interstellar Correspondents and Mercury fiction writer volunteer teams combine to form the New Eden Correspondents. This new volunteer writers team will be working closely with a new EVE development team dedicated to world-building in EVE Online: Team Inkling.
Working with stakeholders such as the cross-department story team Murder Services, EVE feature teams, the volunteers and you the players, Team Inkling aims to bring more lore to the game of EVE Online for all to enjoy.
The EVE fiction portal launch is an important step and we will continue to add more content to bring it up to date and publish new lore from our volunteer and dev story teams.
Please let us know your feedback on fiction.eveonline.com on the forum thread accompanying this dev blog. Additionally, we will be tracking issues and requests regarding the content of the fiction portal through https://github.com/ccpgames/eve-fiction-issues
All to avoid the spread of a deadly pathogen with a 100% mortality rate.
With the Caldari State and the Gallente Federation at each other’s throats in a diplomatic crisis over the spread of the plague, the Empire silent, and the Republic seeming to be planning to go to extreme lengths to protects its people, the Society of Conscious thought have constructed a base of operations close to the scene of the outbreak in the Federation with a view to resolving the situation both peacefully and ethically.
Along with science teams from all four corners of the cluster, the SoCT have invited the brightest and best capsuleers – our Fanfest 2017 attendees – to be part of the YC119 Kyonoke Inquest, an event that the Society hopes will find the root cause and a cure to the plague, before it’s too late for trillions across the cluster.
This year, in partnership with the Emmy award winning production company The Company P, the venue for Fanfest 2017 will be transformed into the H4-RP4 Kyonoke Inquest Center, a Keepstar class citadel gravlocked to a quarantined backwater Astral Mining facility in the Federal system of Postouvin.
Attendees are invited to take part in an immersive event over the course of the three days of Fanfest 2017, and your actions will ultimately decide the outcome of the situation as well as the responses to the containment situations by each of the empires.
The Stricken RP4 Mining Facility - Not exactly an ideal vacation spot - Image courtesy of EVE Travel.
How does it work?
At the start of each day of Fanfest, there’ll be a situation report and a briefing on the current state of play in the SoCT Inquest Hall, before each participant heads off to enjoy Fanfest and earn vote tokens through tasks and activities at various locations around the Fanfest venue.
Be aware though, to complete some of these activities and tasks, you may need assistance from your wingmen within EVE Online.
As each day concludes, participants will bring their vote tokens to the Inquest Hall, where they’ll be able to vote on various proposed resolutions to the situation, as well as add their own addendums to resolutions that they can attempt to push through for the benefit of their own empire, or of course to the detriment of those they oppose.
Theseus Station - A public engineering complex set up close to the Inquest Center by Villore Accords
How can I take part?
You can collect an additional Empire ID – which signifies that you’re part of the event and are working for that given faction – when you collect your Fanfest access pass. Just select your empire and you’re good to go!
This will let the NPC actors and game masters running the event know that you’re a part of it and would like to be included in proceedings.
Cosplay is of course encouraged, but not required to be a part of the game, and we’d like to see as many Fanfest attendees as possible taking part. After all, you’re making (or knowing the EVE Community as well as we do, breaking) history, so why not be a part of it?
For those who do happen to be in cosplay, maybe there’ll be a few devs around who’ll issue a prize or two if they see you sporting kick ass costumes.
To start being a part of the event, all you need to do is visit the four faction themed locations around the Fanfest venue to collect mission cards and earn vote tokens, which you can then use to influence the outcome of the event by voting on and hopefully passing various resolutions that shift as the game progresses.
You might want to assist with laboratory tests, hunt for clues in a shady looking bar, maybe excel in mental or physical aptitude tests, or rely on your faith to see you through. Either way, the choice is yours.
Whether you choose to drive the event or just observe and meet others, as a Fanfest attendee and capsuleer delegate to the YC119 Kyonoke Inquest, the venue is yours.
If at any point you feel like you want to opt out to head off to a presentation, roundtable or panel, just slip off your Empire ID and wave away any approaches by representatives from the empires.
Sounds cool but I’m not a roleplayer… I don’t know where to start!
The whole event has been designed so that you don’t need to have a deep knowledge or understanding of New Eden’s backstory to take part. The aim is for this to be a fun and engaging event for attendees of all backgrounds and professions in EVE.
The challenges, activities and tasks won’t be deeply grounded in backstory to the point where those taking part will need to have good knowledge of it, with most of them revolving around simple mental or physical exercises to earn vote tokens.
That said, if you do want to immerse yourself, then there’s plenty of detail to dig into if you feel like it.
The choice is yours, but be aware that whether you’re a roleplayer or not, your actions have the potential to impact New Eden like never before.
The set locations for each empire that are distributed around Harpa are also free and open to all attendees, so should you want to just take a sweet selfie with your corp or alliance mates, or relax in an area themed after your favorite faction, you’re more than welcome to dive on in and do so.
Whether you decide to take part, or just want to experience Fanfest the traditional way, is entirely up to you. Regardless, you’ll be able to keep up with the event on the Twitter hashtag #kyonoke over the course of Fanfest.
There’ll be more information at Fanfest and via email for all attendees, so be sure to keep an eye on your inboxes and come along to the situation report sessions to learn more.
We’ve been testing ash samples for two days now, and it looks as if the temperature we’re incinerating at is sufficient. We’ve finished digging the additional pits in Seiituda Park, and I’ve heard they’re doing the same in twelve other districts too.
With the dome in place, we’re not going to be keeping up this rate of disposal. We’re running out of fuel and we’ve already had to drain the power cells on six Gunnlogis.
It’s been fourteen days since we heard anything from operations, and the squad is barely holding their shit together. They've cut us off down here.
Civilians are asking too many questions, and tempers are fraying. I had to put Kasola on medical leave yesterday because he shot two looters. He just couldn’t hold it together any more.
It was a mistake. As soon as command got wind that someone was on medical, Zainou showed up and quarantined him. We haven’t seen him since.
Son of a bitch better get back here soon; we need all the hands we can get... and well, we're all screwed regardless. Quarantining my squad ain't gonna help at this stage.
Asshole still has my smokes, too.
TRANSCRIPT OF PERSONAL VIDEO LOG
45834777345-A // SASILO, R
SERGEANT, STATE PEACEKEEPERS
STATION – DISTRICT 9, WEST
CITY OF MYRSKAA – OIJANEN II
Keywords: Fanfest 2017 - The Kyonoke Inquest
Published Date: 2017-03-29T15:23:48Z
Last updated on 2017-03-29T15:23:48Z Author:
Just a few short days to go and Fanfest will be upon us! As the Reykjavik office gets everything prepared for our epic celebrations of all things EVE, the o7 crew are hard at work making sure that all of you at home can get as much of that magical Fanfest-feel as possible on our live stream.
Player and Developer Presenters
No Fanfest stream is complete without player hosts. This year the EVE TV crew will be joined by:
Drechlas, the Great Bearded fundraising personality who helped host in 2015
Alliance Tournament commentator, Taylor Swift Fanboi, and duet crooning legend, Elise Randolph
J Mcclain, Founder of the military veteran community and support network Best Of Us
Crossing Zebras Editor in Chief and returning Eve TV host, Niden
Tatius Jorgstern (more commonly known as Reload) streamer, YouTuber and all round great guy
On screen you’ll also be entertained and informed by a great host of devs: CCP Antiquarian, CCP Guard, CCP Lebowski, CCP Logibro, CCP Mimic, CCP Shadowcat, and CCP Sledgehammer
And we’ve also grown the team to make this year extra special, so let me introduce the devs that are involved behind the scenes: CCP ArnarV, CCP Falcon, CCP Leeloo, CCP Nova, CCP Tara, and CCP Turtlepower
But of course none of this would be possible without our great audience…YOU!
You can make this year’s Fanfest stream even better by taking part in all that will be going on from the comfort of home. We’ll be offering you ways to get all the essential and exciting development news and announcements as well as hang out with your space friends in Twitch chat, get to know the people behind the names as we talk to all your favorite dev and player personalities. Why not subscribe to our Twitch channel to be sure you don’t miss out on any of the action.
We’ll be bringing you live coverage of the main presentations and keynotes throughout the event and will have all the content available on YouTube as soon as we have recovered from Saturday’s Party at the Top of the World. Be sure to subscribe to our YouTube channel to be notified when the content is available.
As we mentioned before, there will be Live discussions with players and developers throughout the broadcast and on Saturday we will be trying something new by having several AMA (Ask Me Anything) sessions using YOUR questions right from chat, so be sure to look out for details as those sessions get closer.
We have lots of competitions, giveaways and ways for you to be a part of Fanfest through Twitch, Facebook, Twitter and other social media platforms. The stream is completely FREE and will be streamed in HD.
We can’t wait to share Fanfest with you. See you on the set!
CCP Mimic, on behalf of a very excited EVE TV team.
Keywords: Fanfest 2017 - Live Stream
Published Date: 2017-03-24T10:01:22Z
Last updated on 2017-03-24T10:01:22Z Author:
It’s about that time of the year again!
EVE Fanfest 2017 is just a couple of weeks away, and pretty soon capsuleers will start to arrive in Reykjavík from across the globe for three days filled with spaceship related presentations, roundtables, events, parties and drinking excursions.
Over here at CCP Iceland, we’ve been working for a few months now to bring Fanfest attendees and stream viewers alike the annual action packed celebration of all things New Eden.
Whether your interests lie in alliance warfare, industry, PvE, piracy, building your own empire or taking a massive dump on someone else’s plans for galactic domination, we’ve got content here for you at Fanfest this year. This is an event that you don't want to miss, so you should be sure to either grab your tickets now, or make sure you tune into the stream for all the latest information and announcements during the event.
This year we've decided to condense all the regular Fanfest blogs into one colossal release of stuff happening at Fanfest so that information, timing and details are easy to find all in one place!
So, with that said, let’s get down to the details of what attendees can expect at Fanfest 2017 and the days leading up to it.
On arrival in Iceland, attendees can choose to either pre-register in the days before Fanfest and collect their pass in advance, or pick up their pass on the first day of Fanfest at the venue itself.
Please be aware that if you have qualified for a free Fanfest 2017 pass as community contributor or a member of the EVE media, you will need to collect your pass at Harpa on 2017/04/06.
Here are the times you’ll be able to pick up your Fanfest pass and with the power of Microsoft Paint, we've also included a handy map!
2017/04/03 – 14:00 – 17:00 – CenterHotel Plaza
2017/04/04 – 14:00 – 17:00 – CenterHotel Plaza
2017/04/05 – 12:00 – 17:00 – Harpa
2017/04/06 – 10:00 – 17:00 – Harpa
Please bear in mind that the first day of Fanfest can get pretty busy in terms of registration, so be sure to pick up your pass early, if you can!
The Fanfest 2017 Schedule
This year, we're pushing out the schedule a little bit earlier in digital form, so you can download it right now by grabbing the Guidebook app for your mobile device, which is available for both Android and iOS. Simply enter the redemption code "EVEFANFEST2017" and you'll be able to download the schedule directly via the app, and plan the sessions you'd like to attend.
For those of you travelling from outside the EU, fear not – Harpa will be equipped with free Wi-Fi for all Fanfest 2017 attendees, so you’ll be able to access Guidebook at the venue even if your roaming data services don’t work in Iceland.
We'll also have pretty versions of the schedule available in the run-up to Fanfest and at the venue, that will displayed on screens outside each of the rooms to give more clarification on the location of each session.
Following on from the success of having the main keynote presentations on day one of Fanfest for the last couple of years, we'll follow the same scheduling practice this year and keep the major information at the start of Fanfest so that there's the rest of the event to talk about what's been announced, what's coming, and get into the details of the future of New Eden.
Here's a little taste of what's in store:
2017/04/06 - THURSDAY - 17:00 UTC - Opening Ceremony
Kicking off a little later this year, Fanfest attendees will be joining CCP Guard and a selection of guest hosts including CCP Hellmar, the CEO of CCP as we take a look at what's been going on in the world of New Eden since last Fanfest, and learn a little about what CCP has been up to in the last year.
2017/04/06 - THURSDAY - 18:00 UTC - EVE Online Keynote
After the opening ceremony, we'll be joining CCP Seagull, Executive Producer for EVE Online, for a look at the year in review since last Fanfest, as well as where New Eden is headed in future. With guest speakers including CCP Nagual, CCP t0rfifrans, CCP Ghost, CCP Larrikin and a whole host of others, there'll be new information on what's coming in 2017, plus some details on things a little further down the road.
2017/04/08 - SATURDAY - 17:00 UTC - Closing Ceremony
The saddest part of every Fanfest is when we have to say goodbye. We'll be looking back over three days of New Eden centric madness, as well as talking about events coming up in 2017 that will lead up to EVE Vegas 2017. We'll also be making the announcement of the dates for this year's EVE Vegas, and Fanfest 2018, so have your calendar ready to note down the dates!
Presentations & Roundtables
Fanfest 2017 will once again offer an extensive program of developer, player and third party presentations to make sure that there's always content during the event, regardless of your interests and aspirations in New Eden.
From the regular presentations, such as the Game Design Panel and Balance Presentation, to updates on art and GFX, as well as roundtables on ISD, Nullsec & Sovereignty, Structure, Tech Art, IP Development, Lore and even Fanfest itself, we've got content for everyone who's interested in EVE Online.
All the major sessions occurring during Fanfest 2017 also have their own dedicated roundtable hosted at some point after the initial presentation so that capsuleers can discuss content and ask questions about what's been presented on stage directly to the developers involved in making these features and changes happen.
As has become customary over the course of the last few years, Fanfest 2017 will also play host to a massive number of player presentations this year, with content from Makoto Priano, ExookiZ, Angelica Evermore, Nashh Kadavr, baltec1, General Stargazer and Max Singularity that range from PvP fitting, to theoretical physics and how to make trillions from the in economy of New Eden.
Be sure to check the schedule thoroughly, as there's a broad range of content coming to Fanfest this year!
At Fanfest 2017, we're incredibly honored to be joined by Professor Michel Mayor, exoplanet expert and winner of the prestigious 2017 Wolf Prize for Physics.
Professor Mayor will be on site at Fanfest 2017 for a presentation and roundtable on the next stage of Project Discovery, which will see the search for exoplanets come to New Eden in 2017. There'll be more information on how capsuleers will begin classifying materials that will be sent back to the University of Geneva for use in refining and furthering the search.
Professor Mayor will be joined by CCP Burger and a selection of other CCP developers for a presentation and roundtable on all things exoplanets and Project Discovery. Be sure not to miss it!
The Fanfest Tournament
This year we'll be hosting a short, fast and furious tournament on day one of Fanfest (Thursday) in the PvP room, that will give attendees the chance to win PLEX and swag from our sponsors which include Razer and Nvidia.
The tournament will take the form of a 2v2 single elimination, with the specifics of the rules announced on the day for those competing, just to add a little spice to the mix!
From there, you'll need to be on site at Harpa during the tournament hours of 12:30 - 16:30 UTC on Thursday April 6th in order to take part.
You'll also need to be registered and in possession of your Fanfest 2017 access pass in order to take part, so be sure to have collected it before the tournament kicks off!
Immersive Event - The YC119 Kyonoke Inquest
All is not right in New Eden, as a number of quarantine zones have been established across the cluster in the wake of an outbreak of the highly contagious and deadly Kyonoke Plague. For Fanfest 2017, we've partnered with an Emmy award winning organization - The Company P - who are working with us to produce an immersive experience like no other at this year's Fanfest.
Harpa will be transformed into the H4-RP4 Kyonoke Inquest Center, a Keepstar class citadel located in the Federal system of Postouvin which has been constructed by the Society of Conscious Thought close to one of the quarantine zones, in order to research the situation.
There will be five sets constructed at various locations around the venue, staffed by a myriad of inhabitants of the Keepstar. Participants in the event will have the opportunity to work with them or against them in order to earn vote tokens, which can be used to push through resolutions to the crisis. These sets will be environments that represent the four empires and the Society of Conscious Thought, with individuals from the relevant Inquest delegations at each of the sites.
The setting is an inquest taking place into the cause and potential resolutions of the Kyonoke outbreak. The results of this inquest will be determined by both attendees at Fanfest and those collaborating with them from within EVE Online during the event.
The fates of trillions lie in the hands of capsuleers. Whether a peaceful and humane, or destructive but effective resolution is brought to the table will ultimately be decided by the Fanfest attendees involved.
Choose your actions wisely, as the consequences could be further reaching than you might imagine.
There'll be more information on the immersive event itself in a dedicated Devblog next week, so stay tuned for more in depth information on how you can get involved and take part in the Inquest.
Given that we're celebrating the 13th iteration of Fanfest this year and the 20th anniversary of CCP, the festivities would not be complete without delicious Fanfest beer.
This year we've got four new brews for you guys to enjoy, and we'll be unveiling them in downtown Reykjavík before Fanfest 2017 kicks off. A delicious ale, light and dark lagers, plus a traditional Matari stout will be on tap at a selection of bars down town for your refreshment.
The uncasking of the beer and first tasting will happen at Prikið, in downtown Reykjavik at 16:00 UTC on Monday April 3rd, where a selection of devs will be on hand to raise a glass to the kickoff of Fanfest week here in Iceland!
For those who need directions, here's another handy map that gives the location of Prikið.
We're looking forward to seeing many of you there!
The Alliance Debate
Last year marked the return of the Alliance Panel to Fanfest. The room was packed and while some of the presentations ran long, it was a general success!
This year we want to switch up the format and make it a bit more interactive amongst the representatives. Our new style will seize on the “entertainment value” of high-profile political debates and town halls. What could possibly go wrong?
After a brief introduction/opening remark by each panelist, moderators will switch to EVE topics, giving each panelist an opportunity to answer and leaving room for some back and forth. Some topics/questions will be sent out beforehand and some will not. Meta-questions and nuts and bolts questions.
We’re looking for Alliance representatives to join us for this experiment (preferably Alliance leaders), which should provide some good spacelulz for all involved.
If you think you’ve got what it takes and you are headed to EVE Fanfest, hit up email@example.com with your Character Name, Alliance Name, and contact information (RL name, email). No major preparation will be needed beforehand, just a willingness to speak your mind about your EVE.
The Fanfest Pub Crawl!
The legendary Fanfest Pub Crawl is in its twelfth iteration this year!
Join a host of CCPers and Icelandic guides as we take groups of players on a Friday night tour of the hottest bars in Iceland, starting with beers at Harpa, before taking a short walk downtown for a night of drinks and conversation about all things New Eden.
All Pubcrawl attendees will receive beer tokens to use at the bars, a custom Fanfest Pub Crawl shot glass and Icelandic beer and Brennivín to start out with at Harpa. In addition, many of the bars we'll be visiting will be serving the delicious Fanfest beers!
We'll be headed out from Harpa at 20:30 UTC on 2017/04/07 for an epic journey around downtown Reykjavik, before the entire pub crawl fleets up at the final destination to gather for a toast of epic proportions!
Hosted at Harpa, all proceeds from the Fanfest Charity Evening are donated to Barnaspítali Hringsins – The Iceland Children’s Hospital, who specialize in providing long term care for children who require treatment for a variety of health issues including cancer and diabetes as well as cardiovascular and neurological issues.
Beginning at 20:00 UTC on the ground floor of Harpa, on the first day of Fanfest (April 6th, 2017), the charity evening is a chance to enjoy dinner and drinks with CCP staff, all for a good cause.
With every Fanfest, comes awesome EVE swag for you to peruse and take home with you as a memento of your trip.
This year our partners at DPI will once again be bringing the EVE Store to Fanfest with a kickass selection of EVE goodies on sale throughout Fanfest.
Be sure to come take a look and pick up your gear as soon as early as you can. The Fanfest Store is well known for selling out toward the end of the event each year!
The store will be open during the following hours, on site at the Fanfest venue
2017/04/06 - 12:00 - 19:30
2017/04/07 - 11:00 - 18:00
2017/04/08 - 11:00 - 18:00
The Sisters of EVE Tour
Once again, the spouses of Fanfest attendees who come along for the ride will be able to take a trop out to see the natural wonders of Iceland during the Friday of Fanfest (April 7th).
A staple part of the Fanfest lineup, the Sisters of EVE tour shows off some of the most stunning wonders of Iceland, including the Ölkelda Mineral Spring and Vatnshellir Lava Cave, before the trip winds its way to the Gerðuberg cliffs, where the journey will stop for a while so that guests can enjoy some traditional Icelandic food and drink.
The tour includes a private bus and guide throughout the da y for the group, an SOE water bottle, lunch at the Primus Kaffi, a guided tour of the Vatnshellir Lava Cave with all the necessary equipmpent, and a taste of Iceland at Gerðuberg.
The schedule for this trip is as follows on Friday April 7th (Day two of Fanfest 2017):
During Fanfest 2017, CCP is once again incredibly proud to support Barnaspítali Hringsins with fundraising, which is the Icelandic Children’s Hospital specializing in providing long term care for children who require treatment for a variety of health issues including cancer and diabetes as well as cardiovascular and neurological issues.
All proceeds from both the Charity Evening and the Fanfest Silent auction will go to the Icelandic Children's Hospital, and will be added to the EVE Community's fun for equipment and care.
This year there'll be a selection of concept and chronicle artwork, plus a few unique items in the Silent Auction for players to bid on, as well as three Server blades from Tranquility which powered EVE through the following expansions:
Bidding on the Fanfest Silent Auction will start at 13:00 UTC on day one of Fanfest (2017/04/06) and will close at 14:30 UTC sharp on the final day (2017/04/08).
Payments will be able to be made via cash or card (VISA/MAESTRO/ELECTRON - no AMEX) for lots that are won, and the hour for payments will be 16:00 - 17:00 UTC on the final day of Fanfest (2017/04/08).
EVE: Valkyrie Demos
Throughout day 2 and 3 of Fanfest, we'll be hosting demos of EVE Valkyrie on PS4 Pro, using PSVR. These demos will be held on our own custom built EVE Valkyrie pods in the PvP room, where players will be able to test their mettle against some of the best fighter pilots in New Eden.
Come along to the PvP room for a tastes of EVE:Valkyrie on PSVR!
Party On Top Of The World
One word. Epic.
Join us on Saturday night from 20:00 as we turn up the heat in the world's most northern capital city.
We'll have a live performance by CCP's own in house band, Permaband, as well as a set from Hermigervill.
We'll also be joined by Kristian Nairn, known across the globe as Hodor from Game of Thrones, who'll be blowing the doors off of Fanfest 2017 instead of trying to keep them closed, with an amazing set that celebrates the conclusion of Fanfest 2017.
Less than two weeks to go, and we're counting down the days!
CCP are going to be here once again to welcome every one of you to Reykjavík for an epic week of updates, partying and spaceship shenanigans.
As with many of you, Fanfest is the highlight of the EVE calendar for us every year, giving us the chance to showcase everything that’s going on, and coming up in New Eden. Don’t hesitate to engage with developers and partners at Fanfest, discuss everything and anything, get your feedback heard and just hang out with our amazing community.
At EVE Fanfest, CCP are here for you just as much as you’re here for Fanfest, and we’re looking forward to seeing familiar faces and new ones alike.
For those of you at home, strap yourselves in and tune into o7 – Fanfest Live, where we’ll be bringing the excitement and fun of Fanfest directly into your homes through the power of the intertubes, with giveaways, contests and more stream content than we’ve ever broadcast at Fanfest.
There'll be more information on the Fanfest stream coming next week, which will of course be broadcast completely free, live and in HD across the entire web-o-nets.
For those of you who can't make it, be sure to tune in. For those coming out to the most epic EVE Online party in existence, we’ll see you soon!
Published Date: 2017-03-22T14:59:54Z
Last updated on 2017-03-22T14:59:54Z Author:
Team Five 0
Hello again ingenious capsuleers! This dev blog will cover the plans for the next series of Upwell Structures to become available to Capsuleers: Refineries.
We are releasing two connected dev blogs today. The first looks back at the last year of Upwell Structures and towards the future of updates and additions to their functionality. It also includes links to a survey that we’re releasing to gather your feedback about what priorities you think we should set in our quest to make all Upwell Structures better and easier to use for everyone. I highly encourage checking it out!
Rather than looking at structures as a whole, this dev blog focuses on just one upcoming set that is poised to revolutionize the way resources are harvested and processed in New Eden.
Refineries will be the premiere structure for resource collection and processing, with bonuses to reprocessing and the exclusive ability to fit moon mining and reaction service modules. These structures will usher in completely new gameplay for moon mining and reactions, as well as linking into future resource collection gameplay.
I’ll start out by addressing the question of release date. Refineries are firmly scheduled for “when they’re done” and we are not planning on rushing them out before they are ready. This dev blog begins the next phase of community discussion on these features and we want to come to you with the plans early to ensure that we can incorporate the best feedback. We are especially looking forward to hearing from you at Fanfest next month, which is why we are releasing this dev blog now instead of waiting to unveil these plans in a keynote. We believe that events like Fanfest are at their most valuable when we at CCP spend them listening more than talking.
The rest of this blog will describe the current state of the design of these structures and their service modules but everything here is subject to change and you should expect that quite a few things will change between now and release.
Drill Down to the Details!
Refineries will come in medium and large sizes with prices between that of Engineering Complexes and Citadels. Like the earlier Upwell Structures they will have docking and tethering ability as well as the whole suite of standard structure features like storage, fitting, insurance, repair and corp offices. They will be able to fit the same set of basic Standup modules as Citadels and Engineering Complexes. As we continue to add more features to the basic Upwell framework both before and after the release of Refineries they will gain those upgrades as well. The benefits of the larger sized Refinery will primarily come from increased defenses, more generalized rigs and increased docking capabilities, with all the core Refinery functionality available in both Medium and Large versions.
Refineries are intended to be the hub of resource collection and resource processing operations. At launch these operations will largely revolve around reprocessing ore, mining moons, and reacting advanced materials together to create composites. In the future we will continue to look for opportunities to tie more resource collection and processing functions to these structures. For instance, mining buffs and support roles provided by the structure are not out of the question over the medium-term, and we are interested in investigating the possibility of shifting the sov mining upgrade role from Infrastructure Hubs to Refineries eventually.
Reprocessing will be the simplest and most universal of the initial Refinery roles. Refineries will receive bonuses when using the existing Standup Reprocessing Facility service module, and the existing reprocessing rigs will be rebalanced to go along with these new bonuses. On patch day we will automatically unfit existing reprocessing rigs that are fit to Citadels and Engineering Complexes so that structure owners can have the option of either fitting their rigs right back on to the same structure or moving those rigs to a Refinery if they wish.
Since Refineries will not have an XL version, the rebalance of reprocessing rigs will include improved generalization for the L and M sized reprocessing rigs and a reduction in cost for the XL reprocessing rigs. We will be issuing appropriate compensation for owners of any rigs that have their build costs reduced.
Moon mining is an area of gameplay that will be receiving very significant changes with the release of Refineries. The old moon mining system in starbases has been untouched since the early years of EVE and we believe that there’s a lot of room to make a system that provides better gameplay for many kinds of players.
The key goals of the new moon mining system are to create a new form of active group gameplay that organized corps and alliances can aspire towards and compete for. The new system must support gameplay for many different types of players, involve strategic choices, and reward players who can cooperate well.
Those of you who have been following the community discussions around moon mining over the last several years probably won’t be surprised by the key parts of this design, as we are building on a foundation of ideas that have been brought up and discussed many times from many sources.
Here’s a walkthrough of the process currently planned for the new moon mining system:
A refinery that is deployed close enough to a moon can fit a special moon drilling service module. Fitting of this module will only be an option if no other drills are fit to other Refineries around the same moon, so only one structure can mine each moon at a time. This service module gives the owners the ability to designate how large of a fracking operation they wish to begin, with larger chunks taking longer time to prepare.
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.
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.
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.
Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.
The time scale for this whole cycle will be controllable by the owners of the Refinery, within constraints. Longer cycle times will mean more ore generated in each explosion.
To be clear: Refinery structures themselves will be deployable anywhere that other Upwell structures can be deployed. However only Refineries deployed near minable moons will be able to fit a moon drill service module. The deployment UI for Refineries will clearly show whether the structure is in a location suitable for moon mining before deployment is confirmed.
We’re still in the process of determining how much or little we may need to adjust distribution of moon minerals, and announcements in that area will come later once we’re a little closer to release. However, for this first release we are not currently planning on expanding moon mining to areas of space where it is not available today (highsec and wormholes). Although this gameplay has the potential to be interesting and fun in any area of space we want to be careful not to dilute the regional value of tech two resource collection too much.
Since the time between events will be fairly long, we are expecting this group mining event to be a special high-value occasional event where your corp’s usual miners can turn their attention away from their normal belts and clusters for a few hours and players who only mine once in a while can pull out their barges and join in. In many ways these events will be like mining incursions that are partly controllable by the structure owner. The income from mining these asteroids will of course vary based on market forces and demand for different moon materials, but we expect mining the fields generated by good moons to be very valuable with higher isk/m3 than the high-end ABC (Arkonor, Bistot, Crokite) ores.
The Mining Ledger
With all this new activity around the moons of New Eden, the corporations claiming the moons will need new tools for tracking what’s going on in their territory. The mining ledger is the new open-ended tool for Refinery owners to keep track of who is mining in their belt.
Each Refinery structure with an active moon drill will keep track of all the mining done in its associated belt, logging the character, corporation, ore type and amount mined. This will allow Refinery managers to share profits or request fees as they see fit, allow mining operations to more easily organize themselves, and allow corps and alliances to see who has been ninja-mining their fields without permission.
The ledger will be available in the client, exportable to spreadsheets, and obtainable through an API for those who wish to build advanced tools. It will not update fast enough to provide a real-time warning system against ninja miners, but it will allow owners to look back at what happened in the past and plan their revenge or negotiations as they see fit.
All moon drilling refineries will log mining activity in the moon asteroid fields they generate, and we are also investigating opening up the option of tracking entire solar systems worth of mining for Refineries that are also owned by sov holders.
Refineries will also bring changes to the system for reacting moon materials and gasses into more advanced materials. Reactions are a key part of the resource processing chain for Tech-2 items, Tech-3 ships, and boosters, and we believe that the current reaction system using starbases has a lot of room to improve in user experience and quality of life.
With the release of Refineries, reactions will be moved from starbases to a special set of service modules exclusive to Refineries. These service modules will enable reactions as a new type of industry, using the same interface as manufacturing and research. These new service modules will have the same security status restrictions as the existing starbase structures, meaning that reactions will be limited to lowsec and below. Like other industry, the new reactions system will not have hard limits on the number of jobs per structure, and will have per-character limits that can be increased with a new skill.
The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry.
Thanks for joining us for this look ahead at the work-in-progress Upwell Refineries! A big reason for releasing early dev blogs like this is that we want to hear from all of you, on the forums as well as in person at Fanfest!
If you haven’t already done so, I highly recommend checking out the companion blog to this one that covers the past and near-future of Upwell Structures and includes a survey so you can have your say in our prioritization of changes.
Everything in this blog is subject to change as we respond to feedback and adjust designs and get closer to release. We’ll be keeping you up to date on these and other structure changes through more blogs as well as our official forums.
Published Date: 2017-03-22T14:59:33Z
Last updated on 2017-03-22T14:59:33Z Author:
Team Five 0
Hello tireless capsuleers and welcome to this dev blog from your friendly neighborhood Team Five O!
We are currently hard at work bringing you improvements and features for structure gameplay as well as preparing for the next new group of Upwell Structures. Today’s blog will discuss the roadmap for Upwell Structures; past, present and near future. We’ll look back on the progress of the last year, bring you up to speed with the work that we are engaged in right now, and open up a new survey where you can participate in creating our short-term roadmap. We are also releasing a second dev blog at the same time as this one, which discusses the next new group of Upwell Structures: Refineries.
It can sometimes be hard to believe that the Citadel expansion was released less than 11 months ago. The last year has seen huge progress in EVE’s structure gameplay starting with the release of Citadels in April which rebuilt our concept of player-owned structures across the cluster. Citadels were the culmination of years of work and were only possible thanks to the EVE community’s active participation in the development process. Over the following months, we added more features to the basic Upwell Structure core such as redeeming, direct trade, and contracts. Then in November we released the biggest addition to Upwell Structures with full manufacturing and research services and a new line of Engineering Complexes to go with them.
The bet we decided to take was that if EVE players were provided better tools for creating their own shared infrastructure they would take that ball and run with it, eventually shifting even more of the EVE universe into the control of players. We’re happy to be able to say that you folks didn’t disappoint.
Over 7800 different player corporations have at least one Upwell Structure in space right now.
Four player alliances have active home citadels with more traffic and trade volume than any NPC stations except for the big four trade hubs and the newbie systems. The busiest of them has also surpassed Rens in trade volume.
The top 100 most active industry facilities in EVE (measured by industry job output value) so far in 2017 consist of 13 NPC stations, one Outpost, one Starbase array, one Citadel and 84 Engineering Complexes.
Watching what you built with these new tools over the last year has been an amazing experience.
Between these groundbreaking new structures and all the other features released during the year, YC 118 (2016) was a year of major feature growth in EVE.
This fast pace of feature development has great benefits, but also required the tradeoff of leaving less time for some other structure features we had been hoping to add such as insurance and repair services.
In the months since the Ascension expansion we’ve been watching the community discussion and feedback closely, through direct feedback on our forums and social media as well as through your elected representatives on the Council of Stellar Management (which has its next election active RIGHT NOW!). What we’ve been seeing in this feedback is that you want us to shift relatively more resources into bug fixes, performance optimizations and adding these extra features to Upwell Structures. We hear you loud and clear, and have already adjusted our roadmap to better match these priorities. The results of this shift are already visible in the YC119.2 release released a few weeks ago, and in the YC119.3 patch just released.
We are currently splitting our ongoing Structure work into three simultaneous tracks:
Bug fixes, performance improvements and UI polish to make existing Structure features more reliable and easier to use
Adding new universal features to all Upwell Structures, such as the addition of insurance last month and free item repair this week
Preparing the next batch of structures and service modules: Refinery structures with moon mining and reaction services
Anyone following along with the patch notes of the last few releases will clearly see the benefits of track #1. We have been working hard to improve performance (especially with the industry system), fix bugs and improve UI. In the YC119.3 release we added even more of these improvements including better user experience for session change timers, preventing drones from losing contact with their owner while attacking x-large structures, enabling remote trashing of items in structures and a number of improvements to the user experience around taking and relinquishing control of structure weapons.
We are also making excellent progress in track #2 with personal insurance being added to structures in YC119.2 and item repair in YC119.3. These features are enabled in all current Upwell Structures and will also be available in future dockable Upwell Structures by default.
We want to give a special thanks to all the players who have been providing us feedback and bug reports to help us focus our work in tracks #1 and #2. The CSM (time for another gratuitous “go vote in the CSM election” plug!) has been an especially big part of helping us set priorities in this area and passing along the feedback they are hearing from all of you.
We Want Your Input!
To help keep our roadmap responsive to the needs of all of you in the community we have prepared a special survey asking about your experiences with Upwell Structures and asking for your opinions on what we should be prioritizing for our next steps. We have already asked the CSM for additions to the backlog and then for their individual priority rankings of a similar set of potential changes and now we want to hear from the community as a whole. This survey has been emailed directly to a large number of EVE players to ensure responses from a wide cross-section of the community, and it can also be found at this link directly.
We do want to make clear that since many of these changes require wildly different development time commitments we can’t commit to completing all of them and the feedback we receive from this survey will represent one of several inputs into our internal roadmap. However, we do believe that this list represents a lot of potentially beneficial improvements to Upwell Structures and we really want to see what you folks in the community think about the relative importance of different changes. We encourage you to fill out the survey and we want to thank all participants in advance.
Thanks for joining us for this dev blog today, and we hope that all of you will be able to find time to complete the survey so we can incorporate your feedback into our prioritization! Now that we’ve discussed the wider world of Upwell Structure features, the sister dev blog in this one will drill down (pun intended) on the next set of Upwell Structures in development: Refineries. These new structures will be the one-stop shops for resource collection and processing in New Eden, and will usher in major changes to moon harvesting and reactions as well as providing the cluster’s best reprocessing services. You can check out that blog here.
We welcome community feedback on the contents of both of today’s dev blogs. You can get in touch with the members of Team Five O on the official forums as well as social media and in person at Fanfest! EVE Online is a constantly growing and evolving work of science fiction and the community is absolutely crucial to choosing its direction.
-Team Five O
Keywords: The Advancing World of Upwell Structures
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