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Dev Blog - Eve-Online FanSite


EVE Online Dev Blogs
Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2016-12-06T16:00:11Z

Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-november-2016/

Monthly Economic Report - November 2016


Published Date: 2016-12-02T16:28:16Z
Last updated on 2016-12-02T16:28:16Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for November 2016. 

Please click the graphs to enlarge them as needed.

The raw data and graphs that make up this report can be downloaded here (21 MB).

A bonus graph is available at the end of the report. 

 


Keywords: Monthly Economic Report - November 2016
monthly-economic-report-november-2016



Source: http://community.eveonline.com/news/dev-blogs/inception-1-5/

Inception 1.5 - Further Improvements to the New Player Experience


Published Date: 2016-12-01T15:04:47Z
Last updated on 2016-12-01T15:04:47Z
Author: Team Genesis
ID #:95835957

Greetings spacefriends,

With the successful launch of EVE Online's November 15th expansion, Ascension, we (Team Genesis) have introduced the first phase of our planned new New Player Experience (NPE) revamp called Inception.

To find out more about our development journey check out this previous blog.

In Inception you become a key player for your empire in responding to the mysterious Drifters who are attacking all over.

Now we’re all about the present, and the future. Since this momentous release we have been hard at work reading through the fantastic feedback provided by EVE players all over the interwebs. We've been inundated by positivity towards our campaign for the New Player Experience, and we're humbled by the warm reception you have given both us and the new players enjoying their first steps into EVE Online. With this feedback, we've been updating Inception with changes and fixes to further polish the experience for all of New Eden’s newly created capsuleers.

We wanted to take this opportunity to highlight just some of the changes we have made;

  • All new characters that are created on accounts that existed before the release of Ascension, will now receive the new NPE.
    This can be skipped at any time, by clicking the icon in the Info Panel but you will not be able to resume or come back to Inception. We encourage you all to try it out!
  • We increased the Skill Point limit for Mini Skill Injectors to 1,500,000 SP from the previous limit of 750,000.
    Due to how this limit works, it takes into account unallocated Skill Points and many new characters were starting out with 250,000 due to our Refer a Friend program which caused confusion during Inception.
  • Many small but needed UI and UX changes.
    These consisted of text changes, further UI highlights that are more descriptive and more.
  • We also added more systems as possible site destinations for Inception.
    The influx of new players was so rapid and massive that we needed to respond by doing some performance optimization. So far Gallente have been the most popular choice.

We also had many smaller fixes and improvements made to EVE Online that can be reviewed in the patch notes.


"Hold the phone! Who destroyed my Empire´s Titan? I must investigate."

The December release for EVE will also include several improvements from us as we continue to iterate towards our internal “Inception 1.5” milestone. We’re still not finished but here are some of the changes we are working on:

  • Introducing the concepts of multi-targeting while in combat with NPCs
  • Providing a distance guidance when out of looting range from Cargo containers / Wrecks
  • Balancing NPC Bounty payouts to feel more significant
  • Providing more information on fitting during the Battle Preparations operation, to guide players to fit multiple weapons and the damage control unit
  • Refining the flow while participating in the Hidden Drifter Zenith site and operations
  • Improving skill training guidance
  • Improving flow and gameplay in the Empire Might site
  • And more fixes and small usability improvements


"Mother crowbar, what is this evil looking thing? Best get to work with my Empire on terminating this from space, looks malicious"

Thanks again to the community for a massively positive response to our first efforts in revamping the NPE. We hope that Inception is helping you guys recruit and to get more new players in to the game that stick around and get connected to this awesome community of ours.

 

-Team Genesis


Keywords: Inception 1.5
inception-1-5



Source: http://community.eveonline.com/news/dev-blogs/new-security-features-with-eve-online-ascension/

New Security Features With EVE Online: Ascension


Published Date: 2016-11-19T02:45:47Z
Last updated on 2016-11-19T02:45:47Z
Author: CCP Falcon
ID #:92532650

Given the incredible level of investment that goes into creating and honing characters for specific roles in New Eden, as well as amassing wealth and assets, we want to make sure that your EVE Online accounts are as secure as possible.

With the arrival of EVE Online: Ascension, we have made some significant changes to account security in order to further protect the characters and assets of our pilots from being accessed by unauthorized third parties. 

The road has been a little rocky for some of our pilots who are returning to EVE or those who have had to verify their email addresses after the deployment of the expansion, and as such we’d like to clarify the new systems that are in place to protect your characters and assets.

Email Verification

With the release of EVE Online: Ascension, all EVE Online accounts now need to be attached to a valid and verified email address for account security purposes.

When creating a new account, pilots are guided through steps to verify their email address as part of the process of creating their account and downloading the EVE Online client. Similarly, if a pilot returns to the game and does not have a verified email address attached to their account, as of the deployment of Ascension they will be prompted to verify their email address when they log into the EVE Online launcher before they can continue through into character selection.

Please bear in mind that there are certain combinations of email address that are not considered valid for verification. These include mails with prefixes such as “info@” “admin@” and “mail@” and other generic inboxes, as well as some privately hosted email servers that pilots may have set up themselves.

It is also recommended that pilots add eveonline@service.ccpgames.com to their address book, trusted senders list, or safe contacts list to prevent email delivery issues with some services.

Emails sent to complete email verification will have the subject line “EVE Online Email Verification For [USERNAME]” so that they can easily be identified.

For more information on verifying email addresses, pilots can take a look at this help center article on e-mail verification and this help center article on creating and validating a new account.

Once an email address has been verified with CCP, the account it is attached to will be able to log in from the location that the email address was verified from without further security challenges in the future, as the location will be marked safe.

Please note that while a pilot can verify one email address with multiple accounts, each account must have the email address verified against it individually.

Account Security Improvements

Before the release of EVE Online: Ascension, pilots would face a character name request after successful log in from a new location or browser, in order to verify that they were the owner of the account that they were trying to access. 

This presented a number of issues that included returning pilots not remembering which characters were located on which account, or not being able to recall their character name after having not logged in for some time. In order to smooth out the process of logging into an account, we have made some changes to this process.

As of EVE Online: Ascension, a verification code sent to the email address attached to the account has replaced this request for a character name, and the system has been refined to only request a code when an account is logged into from a new geographical location for the first time.

This means that any pilots who have an internet service that provides them with a dynamic IP address will not need to enter a verification code every time their IP address is updated by their service provider.

Emails for this type of code will have the subject line “Your Verification Code For [USERNAME]” so that they can easily be identified.

Once this verification code has been entered once from the new location, it will be marked safe and there will be no further requests for verification.

Additional Security – Authenticator

An optional feature that pilots can also utilize to provide an extra layer of security is the ability to activate the Authenticator via account management, which overrides the location based verification system described above.

The authenticator allows pilots to utilize their mobile device to receive verification codes via Google’s Authenticator app, instead of them being sent to their account’s verified email address. 

When using this system, a verification code is requested every time a log in is attempted, unless the pilot marks the device they are logging with as safe using the “Don’t ask for codes again on this computer” checkbox when entering a code.

Any other device which is not marked safe in this manner will request a verification code every time a log in is attempted in order to increase account security.

Additionally, if a pilot misplaces their mobile device and has the optional Authenticator enabled, there is the option to receive Authenticator codes via email to prevent a pilot from being locked out of their account and allow them to disable the Authenticator service until they locate their device or replace it.

Emails for this type of code will have the subject line “Your Verification Code For [USERNAME]” so that they can easily be identified.

Clarifications On Messaging

With EVE Online Ascension, we cleared out the list of safe locations in order to enable this new system, which resulted in all pilots receiving an initial request for a verification code. Unfortunately, there was some confusion regarding the new system due to the fact that a significant number of pilots received emails that mentioned the optional authenticator service, leading them to believe that we had made this mandatory. This is not the case, and the authenticator is still an optional feature that pilots can utilize at their own discretion.

In addition to this, the call for pilots to verify their email addresses came just a week or so before the deployment of these new features for internal reasons, and not everyone was able to verify or update their email address in time.

We should have communicated these changes way earlier and with several warnings before launching this change, and we should have given you a blog like this explaining the changes up-front, not after the fact. We apologize for any confusion or any inconvenience that these communication issues might have caused, and have now rectified the text in the emails that are sent out with verification codes in them when an account is logged in from a new location.

There is also some outdated terminology that is being used on our account management webpages that we will be rectifying in an account management update early next week to further clarify these new systems.

Our customer support team is working hard to resolve cases related to these new security systems, and we have drafted in a significant number of extra staff to assist. We hope that we’ll be able to reach every affected pilot very soon and resolve any login issues that pilots are still experiencing. We will also compensate missed Omega clone state time for anyone locked out that they are assisting.

We urge anyone having issues with logging in to EVE Online to check the following Help Center articles to see if they can be of any assistance.

If you have a ticket open with Customer Support and are waiting for a response relating to an issue related to these systems, our Customer Support team will be with you as soon as possible. If you are experiencing login issues or issues with validating your email address, and the above knowledgebase articles do not help in resolving the problem, please file a support ticket through the help center and our Customer Support team will be more than happy to assist.

- @CCP_Falcon


Keywords: New Security Features With EVE Online: Ascension
new-security-features-with-eve-online-ascension



Source: http://community.eveonline.com/news/dev-blogs/fitting-simulation-virtual-ship-fitting-in-eve-online/

Fitting Simulation - Virtual Ship Fitting in EVE Online


Published Date: 2016-11-17T14:11:00Z
Last updated on 2016-11-17T14:11:00Z
Author: Team Five 0
ID #:95835951

Hi spacefriends!

With the expansion EVE Online: Ascension we introduced the new Fitting Simulation, an in-game fitting tool which is integrated into the fitting window. Fitting Simulation will let you engage more easily in the fitting meta-game and will help capsuleers, young and old, learn more about the ships they are flying or want to fly and the equipment they use.

Fitting Simulation allows you to simulate just about any ship or structure in EVE Online. You can then fit those hulls with simulated modules and see how certain stats, such as velocity, signature radius, and damage output, change as you activate and overheat your weapons, boosters, microwarpdrive, or damage repair modules. This allows you to experiment on your fit and you’ll be able find out before you buy all the modules and ship for your dream fit that you are actually 1% short on CPU.

This update of the fitting window also includes the addition of three browsers: Hulls & Fits, Modules, and Charges.

In this blog, we'll introduce you to the new features of the fitting window, but we hope it's all pretty self-explanatory for those of you who are already familiar with the fitting window.

Fitting simulation mode

Once you open the fitting window, you'll notice that a few things here and there have changed. One of them is that on the upper right side of the hull model is a new button with a picture of your hull's hologram. This button allows you to switch the fitting window between simulation mode and normal mode. Once you click that button and enter simulation, your hull will be swapped out for a cool looking hologram representation of the hull type.

In this simulated version of your hull, you can experiment as much as you want, change modules, activate weapons, try different charges, swap out rigs ... all without any changes being made to your real hull!

If you find a fit you are happy with, you can save it to your personal fittings or even corporation fittings if you have the necessary roles. If you are working on the same ship type as your real ship, you can also apply that fit directly to the ship. If you happen to be working on a fit for a ship type that is different from the one you are currently sitting in, clicking the 'Fit Ship…' button will open up the recently added Multifit window, allowing you to assemble 1-30 ships with that fit.

Pro tip: If the Multifit window indicates there are any missing items, mouse over the red text to get a tooltip that lists what's missing and a handy 'Buy All…' button.

 

Loading hulls

There are several ways to load a simulated hull in the fitting window:

  • Click on the 'Simulation mode' button
  • Right click on your real hull in the fitting window and select the 'Simulate my <hulltype>' option.
  • Drag the hull from the simulation mode button to the center of the window. 
  • Drag any hull or structure from the 'Hulls & Fits' browser to the center of the fitting window or click on the little 'Simulate' icon on the entry. This will start simulation on an empty hull
  • Click on a saved fitting in the 'Hulls & Fits' browser
  • Click on the 'Simulate' button in Fitting Management window of a fit you were linked
  • Drag any assembled ship you own, whether it's from ship hangar, contracts or asset window, into the center of the fitting window to simulate that ship and its fit. Please note that if you drag any ship you do not own, only the empty hull will be simulated

 

Fitting and simulating modules

Once you have loaded a simulated hull, you are ready to start experimenting on it! You can simulate pretty much any module in EVE, as well as testing out and removing simulated rigs without having to destroy them.

There are a few ways to add a simulated module:

  • Double click a module in the 'Module' browser
  • Drag modules from nearly anywhere you can find them (for example: Module browsers, market, info, asset, inventory windows) and drop them in the center of the fitting window or an appropriate slot in the fitting window
  • SHIFT drag a module that has already been added to the simulated hull onto another slot to add another one in that slot

To unfit simulated modules, simply drag the module from the slot and drop it onto any of the browsers in the left panel of the window, use the 'Unfit' button associated with the slot or the slot's 'Unfit' right click option.

Once you have added some modules to the hull, you can click on them to cycle through their states

Offline → online → active → overheated → offline

With each state change, the stats in the fitting window will update to reflect the module's new state.

You can also reverse the cycle by holding down SHIFT while you click the module.

Offline → overheated → active → online → offline

There are also 3 radial menus that allow you change the state of all the modules in a rack at once.

 

Fitting charges

Once you have fitted a module that uses any type of charge, a filtering button for that module type will be added in the charge section of the Hardware tab. Activating that filter will display only charges that fit in that module. There are a few ways you can fit charges:

  • With the module filter activated, double click a charge in the charge browser to load it into all the modules of that type
  • Drag a charge to the center of the fitting window, and it will be loaded into any of the modules that can use that charge.
  • If you prefer to add charges to only one of the modules fitted, you can drop a charge onto that module slot.

 

Browsers

The Hulls & Fits browser will allow you to browse all the ships and structures available to you. It also includes all your fittings for each of the hulls, and by activating the personal and corporation fittings filter at the top of the list, you can choose to view only those hulls you have saved fittings for.

The Hardware browsers helps players find and discover modules available on the market and easily preview how they impact the hull by simply hovering the mouse over them. When a module is previewed, the stats in the fitting window are updated and colored green or red, depending on whether the change is positive or negative.

At the top of the browser there are several filters that will help you narrow down your options when searching for equipment for your hull. Some of them are rather self-explanatory, but other could do with bit of explanation

  • Low slots
  • Mid slots
  • High slots
  • Rigs slots
  • Drones
  • Hull restrictions
    Using this filter will filter out all equipment that for some reason or another is not allowed on your hull
    This filter is on by default, helping narrow down the options for the hull you are working on
  • Resources
    Filters out modules based on their CPU, powergrid and calibration requirements. This filter relies on simulating each of the modules to get accurate values, and is therefore only available while in simulation mode. The first time it runs, it may take a few seconds to complete, but after that it should be near instant until hull, rigs or skills change.
    This filter has 2 modes: Total resources and remaining resources, and you can switch between the modes through a right click option.
    • Total resources (default): Filters out all modules that given current rigs and skills, will never function on the hull you are working on. This will help filter out modules that you can fit, but don't have enough CPU or powergrid output on the hull to ever online.
    • Remaining resources: Filters out any module that requires more CPU, powergrid or calibration than the simulated hull has available, based on its current fit. This should help out when you're designing a tight fit.
  • Skills
    When on, it will filter out all the equipment you do not have the skills to use. While in an Alpha clone state, this will filter out any modules that require Omega state

.

 

Drones, fighters and cargo items

Once in simulation mode, Drones can be added to a fit, either by double clicking them in the module browser or by dragging them to the drone icon on the lower left side of the ship in the center. To add more than one drone, you can hold down Shift when dragging a drone to the drone icon to get a pop up to specify how many you are adding or alternatively modify the number of drones after they are added by clicking on the quantity text of the drone.

When drones have been added, they can be marked as being active by clicking on the drone icon, and check the checkboxes on each of the drone types. This allows you to see how your damage output changes with different drones. We have also added a tooltip to each of the drone types, give you important information about the drone, taking your skills into account.

In order to allow you to save fits with charges, fuel and fighters, you can add them in the same way as drones, except by dragging them onto the cargo and fighter icons in the fitting window.

During the development of the fitting simulation, a number of other changes and improvement were made to the fitting window, and they can be found in the Ascension patch notes.

For years now, more experienced players have enjoyed awesome 3rd party tools such as PYFA, EFT, Osmium and EVEHQ to help them with their fits. Those fitting tools not only have great and advanced features, but can also been used while at work or when without access to EVE Online. We hope our fitting simulation mode will be nice addition to the options players have when it comes to planning and tinkering with fits, and will help introduce players to how much fun it can be!

Happy fitting!

@CCP_karkur on behalf of Team Five 0


Keywords: Fitting Simulation - Virtual ship fitting in EVE Online
fitting-simulation-virtual-ship-fitting-in-eve-online



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

Introducing ESI - A new API for EVE Online


Published Date: 2016-11-08T18:44:44Z
Last updated on 2016-11-08T18:44:44Z
Author: Team Tech Co
ID #:95870245

Introducing ESI - A new API for EVE Online

Note: this devblog is primarily intended for third party developers and technically minded capsuleers. If you'd like to skip over the jargon, scroll to the bottom to find the TL;DR.

Team Tech Co. here! We'd like to have a big ol' chat with you about Making APIs Great Again!

Backstory

When the XML API was first released, it was ground breaking. No video game had ever provided such extensive access to its data, and you did some amazing things with it. EVEMon and EFT are legendary tools that have been supporting EVE for years, and they are joined by a forest of novel and powerful solutions created by our players on the back of the XML API. But the XML API was limited, only capable of exposing certain data, read only and at times slow to react to events in game. Critically, its documentation was a nightmare, forever lagging behind real development and with essentially no discovery.

So we introduced CREST, and that too was ground breaking. It brought a cleaner data format, a RESTful interface and faster access to live simulation data. Eventually, it paved the way for writeable endpoints, which again were all but unheard of in the gaming industry. Some of the work that's been built on top of CREST is just staggering, and we're always hearing about new and novel ideas that make the very most of what can be done with its powerful capabilities.

CREST also pushed an ideal about being self-documenting. A combination of automatically generated options calls and a paradigm of linking from the root of the API was to provide a fully self documenting API. This was a partial success, and crawling the CREST API is certainly a good way for users to learn about it. However, there are hairline cracks showing. Large sections of the tree cannot be crawled unless certain in game conditions are met, such as having the correct corp roles or owning a citadel, and not every resource is correctly linked. It can be hard to tell why you can't access a thing. CREST developers still routinely refer to third party documentation for full descriptions of the API. It was a bold attempt, but it fell a little short.

CCP has always been at the forefront of API development in the games industry, and we're sure not going to stop here and rest on our laurels. We've taken the good that CREST and the XML API created, we've critically examined the bad, and it's time to modernise! Read on...

Meanwhile, in the wider industry...

In the last few years, the rest of the software industry has been busy making various APIs and considering their designs. Out of the chaos of custom made nonsense arose the JSON schema standards, and from that, the Swagger specification. This is a core concept of ESI, and the Swagger Specification has this to say about itself:

Swagger™ is a project used to describe and document RESTful APIs.

The Swagger specification defines a set of files required to describe such an API. These files can then be used by the Swagger-UI project to display the API and Swagger-Codegen to generate clients in various languages. Additional utilities can also take advantage of the resulting files, such as testing tools.

Swagger is a widely adopted API description standard, and is backed by quite a few reputable organisations, which gives us confidence in its longevity and support for client libraries, user interfaces and other tooling. Choosing to adopt the Swagger specification (now known as OpenAPI) removes a bunch of work from our plates, and gives a clear reference point to build any custom integrations against.

It is on this foundation that we've chosen to build the EVE Swagger Interface, a framework which aggregates partial specs from multiple Kubernetes services into a cohesive front facing spec, while also handling the routing, authentication, input/output validation, and more. The EVE Swagger Interface (ESI for short and pronounced "easy") uses Flask and Python 3.4+  internally, and should be generic enough to power any oauth-backed (or unauthed), multi-tenant API running in a Kubernetes cluster. There are also options for running ESI locally with either Docker or directly with local Python.

What is ESI to us?

Over the last few months, we've been using and developing the ESI framework to build a new API from the ground up. The ESI API is a RESTful, SSO authenticated, documentation first, buzzword compliant, horizontally scalable, read/write API. It's currently backing the EVE Mobile app and running on a Kubernetes cluster in Google Cloud (Kubernetes is awesome btw). What the devil does that all mean?

RESTful and SSO authenticated means that you interact with it largely the same way you do with CREST. You'll use HTTPS requests with bearer authorisation tokens if the endpoint requires auth. If you've ever done CREST development this will be like sitting down in a comfortable armchair for you.

Documentation first means that internally, we use the Swagger spec to generate our APIs. Step one of creating or updating an endpoint is creating or updating the spec, that defines all our internal data structures for processing incoming requests to that endpoint, and that means the documentation is always up to date because it's an integral part of coding an endpoint, guaranteed. Don't look now, but we might have solved this documentation gremlin. Additionally, the Swagger spec allows the third party community to use code generators to create native code interfaces for the ESI API in their language of choice. Large amounts of engineering time that have been spent laboriously hand-constructing interfaces for CREST and the XML API can now be freed from this boilerplate work. (We're replacing you with robots, sorry.)

Buzzword compliant means we're using industry standard tooling. The custom glue holding this ship together is as minimal as possible, and we swap out the custom stuff for off-the-shelf open source technology when solutions become available. No EVE API has ever been this maintainable or scalable, and this provides new capabilities we've never had before. Minor patches can go from a developers computer to live production in minutes, and if need be can be rolled back just as fast with zero downtime in either direction.

Horizontal scalability is a neat capability we get from Kubernetes. Because all ESI code that doesn't specifically need to be running inside Tranquility is both stateless and running in Google Cloud, we can manage load by spinning up new ESI containers on a per endpoint basis as needed, and shut them down again when they are no longer needed.

Read/write, of course, means we're planning on making writeable API endpoints just like CREST, including some of the ones that have been problematic until now, like sending mail. Basically, it's like CREST, but better.

What about XML API and CREST?

This is the part where you don't panic. We're not here to announce that we're killing all your applications and you need to rewrite things immediately, but we do need to talk about sanity and fragmentation. Supporting three API's with similar but non-overlapping functionality increases the technical difficulty of making an EVE API enabled application, and it pulls the engineering time of Tech Co away from features and towards maintenance. It reduces agility and increases uncertainty, and it's not a good long term plan.

Once we replicate all current CREST and XML API functionality in ESI, we will be shutting down both services. We are targeting 18 months from the release of this blog to achieve functional equivalence and work with application developers to upgrade their applications. Removing the need to use the XML API will be our first priority. We will be monitoring use of the XML API and CREST to both identify and assist third party developers in their migration efforts.

This is going to be an orderly and measured winding down of operations. As the first step of that, developers should know that as of the release of this blog, CREST and the XML API are officially in maintenance only mode. We will continue to deploy security updates and critical bug fixes to them, but any new feature requests will be implemented in the ESI API.

Early access

Over the past month or so, we've been working closely with several active members of the third party developer community, including:

We coordinated with this team, similar as with a focus group, to gain feedback on the early development cycles and some initial design decisions. Here's what they have to say about their experiences so far:

The introduction of ESI, while a new API, is similar enough to how CREST works, that conversion should be relatively simple. It also solves one of the huge bugbears of EVE API development. A lack of documentation and examples. The use of Swagger makes this a lot easier to work with, and some inconsistencies are being cleaned up as development happens. Finally opening up the ability to send EVEMail, as well as receive it, is a major deal, allowing for some automated services which couldn't otherwise be done.

- Steve Ronuken

ESI is a solution to a problem that CCP has had for several years: the inability to quickly and easily update the API for 3rd parties. Over the last few weeks the devs I have worked with have demonstrated that ESI is adaptable and have demonstrated the ability to implement new features quickly. I know many 3rd party developers will not be happy about having to rewrite many of their tools, I am one of them, but this is the price for the technical debt we have incurred. CCP is looking to move past technical debt and bring us a modern approach. EveWho.com is already utilizing ESI and I’m quite happy with the results so far.

- Squizz Caphinator

The EVE Swagger Interface combines the usability of the XML API with the features of CREST while introducing documentation as an official feature. CREST's crawlable type system enabled people to do some great things with dynamic languages, ESI closes that gap for those of us using statically typed languages; providing much stronger interface definitions and improving on the usability aspects of CREST. I believe that this project is the perfect follow-up to improve on CREST, modernize the XML API, and make EVE development easier for newcomers.

- Lucia Denniard

TL;DR

There's a new API coming to EVE, called the ESI. It's based on the OpenAPI Specification, is fully documented and will make your life easier if you choose to develop an application for EVE Online. It's been ramping up for a few months, and is currently serving up to 4.5 million requests a day.

If you're not a third party developer, over the next year or two you can expect to see the apps you use start moving away from api keys and towards EVE SSO logins. This brings security benefits, and reduces the complexity of authorizing an application.

It's already being used in the new EVE mobile app, as well as by some third party developers. You can check it out for yourself right now, it's live at https://esi.tech.ccp.is/

Questions, comments, concerns? We'll be monitoring the threads both on the EVE Online forums and Reddit, or hit up anyone from Team Tech Co on tweetfleet slack (@ccp_snowedin, @ccp_bartender, @ccp_aquarhead, @ccp_chimichanga), we're almost always around in the #devfleet channel. Also, we've opened up a new channel specifically for ESI discussion and help, also on the tweetfleet slack, channel name #ESI.

To the glorious future!

PS: If you're further interested in the design of ESI, check out the corresponding blog Introducing the ESI API.


Keywords: Introducing ESI - A new API for EVE Online's 3rd party developers
introducing-esi



Source: http://community.eveonline.com/news/dev-blogs/building-dreams-introducing-engineering-complexes/

Building Dreams: Introducing Engineering Complexes


Published Date: 2016-11-08T13:51:00Z
Last updated on 2016-11-08T13:51:00Z
Author: Team Five 0
ID #:95835951

 

Greetings productive capsuleers!

Today we’re glad to share with you another update on what the EVE Online team is working on in the run up to EVE Online: Ascension.

We have a huge number of features coming your way in Ascension including clone states, command bursts, mining foreman gameplay, updated NPE, new procedurally generated NPCs and much more. It’s now time to focus on some of the larger (we’re talking hundreds of kilometers in diameter) features that will be arriving in New Eden this November.

:This blog has been updated with the most recent numbers after changes to the plan thanks to the feedback of the EVE community. The most recent update was on November 8th.:

This November the Upwell Consortium will be introducing a new set of Standup-brand service modules that will expand comprehensive research and manufacturing support to the entire line of Upwell structures. These service modules will be fully compatible with existing Citadel structures, and Upwell will simultaneously be releasing a new set of Engineering Complex structures which are bonused for optimal performance with these service modules.

Initially codenamed Industrial Arrays, Upwell’s new line of Engineering Complexes are the second stage in the overhaul of the structures system in EVE Online. Arriving in the same size classes as Citadels (medium, large and extra-large), these new platforms are similar in function to the already familiar (and widely used) citadels. While Citadels focus on peak defensive capability, Engineering Complexes are more specialized towards research and manufacturing.

At Your Service: Engineering Service Modules and Rigs

With the arrival of Ascension, a selection of new Standup service modules will be made available to expand the functionality of Upwell structure and allow player organizations to tailor their structure to their needs more closely. These new Engineering Service Modules will be available for any type of Upwell structure (currently Citadels and Engineering Complexes) unless specifically noted:

  • Standup Manufacturing Plant I – allows manufacturing of items and ships. This does not include capital and supercapital class ships which have their own dedicated service modules
  • Standup Capital Shipyard I – allows manufacturing of capital ships and can only be installed in large and XL citadels and Engineering Complexes in lowsec, nullsec and wormhole space
  • Standup Supercapital Shipyard I - allows manufacturing supercapital ships and is exclusive for the Sotiyo XL Engineering Complex. This service module also requires capsuleer alliance sovereignty and the “Supercapital Construction Facilities” Infrastructure Hub upgrade
  • Standup Research Lab I – allows research and copying of blueprints
  • Standup Invention Lab I – allows invention of Tech 2 and Tech 3 blueprints

We have full details of current draft of fittings and fuel usage for these service modules at the end of the blog.

These new Engineering Service Modules are fully functional out of the box, but to get the best performance from them you will want to combine them with Engineering Rigs for your structures. These new rigs are available for all Upwell structures and provide significant bonuses to specific forms of industrial activity, allowing corporations to customize their structures to meet their specific needs.

Engineering Rig Size Scaling

Like existing Upwell structure rigs, Engineering Rigs provide the same strength of bonuses at each size category. The primary benefit of upgrading to larger rigs (on larger structures) is that larger rigs are more generalized in their bonuses and smaller rigs are more specialized. This allows larger structures to gain bonuses to more types of industrial activity than their smaller brethren.

For example, a corporation can potentially rig their Medium Raitaru Engineering Complex to receive the maximum possible Material Efficiency (ME) bonuses for constructing small and medium T1 ships, and significant cost reduction to invention jobs by filling its three available rig slots with:

  • Standup M-Set Basic Small Ship Manufacturing Material Efficiency II
  • Standup M-Set Basic Medium Ship Manufacturing Material Efficiency II
  • Standup M-Set Invention Cost Optimization I

If that corporation upgraded to a X-Large Sotiyo Engineering Complex they would be able to get the exact same ME bonuses to production of small and medium T1 ships, while also receiving rig bonuses to a larger variety of industry jobs by installing:

  • Standup XL-Set Ship Manufacturing Efficiency II
  • Standup XL-Set Laboratory Optimization I
  • Standup XL-Set Reprocessing Monitor II

This rig setup provides the maximum ME and Time Efficiency (TE) bonuses to all ship manufacturing, as well as improving cost and duration for all research, copying and invention jobs and enabling maximum reprocessing yield all in the same giant structure.

Thanks to the greater generalization of larger rigs, there will be a total of 64 available M-Set Engineering Rigs, 34 L-Set Engineering rigs, and 8 XL-Set rigs to choose from (including both T1 and T2 variations).

If you’re itching to see all the granular details, we have a chart with the current draft of stats for all of these Engineering Rigs at the end of the blog.

Engineering Rig Security Status Scaling

Another area of similarity between the new Engineering Rigs and the existing Citadel Rigs is that the bonuses provided by these rigs changes depending on what type of space their structure is anchored within.

Each Engineering Rig has three sets of bonuses:

  • One base value for highsec space
  • One for lowsec space that has a 90% higher bonus than the base value
  • One for nullsec and wormhole space that has a 110% higher bonus than the base value

Tech 1 rigs that provide manufacturing material input benefits have the following bonuses:

  • Highsec: 2%
  • Lowsec: 3.8%
  • Nullsec: 4.2%

Tech 2 rigs that provide manufacturing material input have the following bonuses:

  • Highsec: 2.4%
  • Lowsec: 4.56%
  • Nullsec: 5.04%

Tech 1 rigs that provide manufacturing or science job speed benefits have the following bonuses:

  • Highsec: 20%
  • Lowsec: 38%
  • Nullsec: 42%

Tech 2 rigs that provide manufacturing or science job speed benefits have the following bonuses:

  • Highsec: 24%
  • Lowsec: 45.6%
  • Nullsec: 50.4%

Tech 1 rigs that provide science cost reduction benefits have the following bonuses:

  • Highsec: 10%
  • Lowsec: 19%
  • Nullsec: 21%

Tech 2 rigs that provide science cost reduction benefits have the following bonuses:

  • Highsec: 12%
  • Lowsec: 22.8%
  • Nullsec: 25.2%

With the 1% bonus to job material requirements on Engineering Complexes and a T2 rig in nullsec space, the maximum material input bonus available from an Upwell structure after the Ascension expansion will be 5.99%.

With the 30% job speed bonus on the Sotiyo Engineering Complex and a T2 rig in nullsec space, the maximum job speed bonus available from Upwell structures in Ascension will be 65.28%.

And finally the maximum science job cost reduction bonus available from these structures will be 28.94%.

We have a chart with the current draft of stats and material compositions for all 106 Engineering Rigs at the end of the blog for all the granular details.

 

New Structures on the Block: Meet the Engineering Complexes

Although these Engineering Service Modules and rigs are perfectly functional when fit to existing Citadel structures, they will really shine when used on the newest line of Upwell structures: The Engineering Complexes.

Engineering Complexes have a lot in common with Citadels, and share much of the same core functionality. In a lot of ways, the relationship between Citadels and Engineering Complexes is much like the relationship between different classes of spaceships in New Eden. They share many of the same mechanics but differ in certain aspects like cost, module slots and bonuses.

Some of the key similarities between Engineering Complexes and Citadels are:

  • Both Engineering Complexes and Citadels are built and deployed in the same way, with the same deployment location restrictions (not allowed in certain newbie or trade hub systems, must be placed at least 1000 km from other Upwell structures). Both use the same 24-hour anchoring process
  • Both Engineering Complexes and Citadels use the same vulnerability, reinforcement and damage cap system for defense. The damage caps for each size of structure remain the same whether that structure is a Citadel or Engineering Complex
  • Both Engineering Complexes and Citadels use the same asset safety system for recovering contents when destroyed or unanchored
  • Both Engineering Complexes and Citadels use the same access list system for managing access to the structure and its services
  • Both Engineering Complexes and Citadels use Standup-brand modules and most of these modules can be fit to both types of structures. All the Citadel Service Modules can be used in Engineering Complexes, and most Engineering Service Modules can be used in Citadels
  • Both Engineering Complexes and Citadels are dockable and include tethering for nearby friendly ships. All core functions like refitting, contracts and direct trade are available in both lines of structures
  • As we continue to add new core functionality to Upwell structures over time (such as the planned future additions of insurance and docked repair functionality), these functions will generally be added to all Upwell structure lines

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

  1. While Citadels gain bonuses to combat rig strength and Citadel service module fuel use, Engineering Complexes gain bonuses to manufacturing/science jobs and engineering service module fuel use instead.
  2. Engineering Complexes are significantly less expensive than Citadels.
    • Medium Engineering Complexes will cost approximately 40% less than Medium Citadels
    • Large Engineering Complexes will cost approximately 60% less than Large Citadels
    • XL Engineering Complexes will cost approximately 90% less than XL Citadels
  3. Engineering Complexes have longer vulnerability periods and fewer hitpoints than Citadels
    • Each size of Engineering Complex has 33% fewer hitpoints than their Citadel counterpart
    • The Medium Engineering Complex will require 9 hours of vulnerability weekly, with 14 hours and 26 hours for the Large and XL Engineering Complexes respectively
  4. The two larger sizes of Engineering Complexes have more limited docking abilities for their size compared to Citadels.
    • Medium Engineering Complexes allow docking of subcapital and Freighter vessels, the same as their Citadel counterparts
    • Large Engineering Complexes share the same docking restrictions as Medium structures. They can build capital ships and launch them from the internal dry docks but cannot accept docking of capital ships from outside
    • Extra Large Engineering Complexes share the same docking restrictions as Large Citadels. They can accept docking of normal capital ships, and can launch supercapital vessels from their internal dry docks, but they cannot accept docking requests from external supercapital ships
    • These tighter docking restrictions are what allowed us to keep the price of Large and XL Engineering Complexes so much lower than their Citadel counterparts without causing major balance issues

Before we move forward, we have one quick PSA about new structures and System Cost Index multipliers. In the long-term we hope to add a sovereignty upgrade that reduces the industry system cost index, to replace the bonus that currently exists on outposts. However, for the medium-term outposts will be keeping their existing bonuses to system cost index multipliers. This means that there will be some benefits from placing Engineering Complexes in the same solar system as an outpost (especially an Amarr outpost), as well as placing them into highsec systems with large numbers of NPC stations. Engineering Complexes themselves will have no impact on the system cost index multiplier (just like starbases).

Now let’s take a look at the three new structures in the Engineering Complex line. All three are named after important inventors and innovators in the history of New Eden.

The Raitaru-class Medium Engineering Complex

The namesake of former Ishukone weapons researcher Tyma Raitaru, who pioneered the invention of modern day missile, the Raitaru is the smallest of the three Engineering Complexes and is comparable to the Astrahus in size and scale, offering facilities to manufacture anything except for capital and supercapital class hulls.

Similar to the Astrahus, the Raitaru will be able to accept all sub capital ships into dock, along with the Orca, Bowhead and freighter class hulls. Anything larger (capital or supercapital) however, will not be able to dock. This medium sized engineering facility provides an inexpensive way for corporations to build their own base of industrial activities.

 

RAITARU

Role Bonus:

1% reduction in manufacturing job required materials
15% reduction in manufacturing and science job required time
3% reduction in manufacturing and science job required ISK cost
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 3H, 2M, 1L, 3 Service, 1 Launcher

Fittings: 1,200,000 PWG, 15,000 CPU
Defense (shields / armor / hull): 4,800,000 / 4,800,000 / 4,800,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 5000
Fighter Slots: 0 Tubes
Weekly vulnerability hours: 9
Capacitor (amount / recharge / cap per second): 100,000, 3600s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, freighters

The required materials for building a Raitaru are:

Structure Construction Parts 1
Structure Hangar Array 1
Structure Storage Bay 1
Structure Laboratory 1
Structure Factory 1
Structure Repair Facility 1
Structure Reprocessing Bay 1
Structure Docking Bay 1
Structure Office Center 1

At current market prices this represents a build cost of approximately 700 million ISK (price is subject to capsuleer market fluctuations).

We believe that the Raitaru will represent an extremely popular form of structure for all kinds of activities. It will be the cheapest Upwell structure ever released up to this point and can therefore be used as a starter structure for relatively new corporations looking for a home of their own. It also matches the best structures in New Eden for targeted ME and cost bonuses thanks to the structure engineering rigs so a savvy corporation that picks its niche carefully can use these structures to break into many profitable markets.

The Azbel-class Large Engineering Complex

The next step up from the Raitaru, the Azbel class Engineering Complex will perform the same functions as the Raitaru on a much larger scale, and even offers the option of being able to construct capital vessels.

Named after Li Azbel, a Gallente scientist who pioneered the first breakthroughs in faster than light communications, this massive structure would make a worthy home for a large industrial corporation or alliance.

The Azbel is larger and better defended than the Raitaru, offering more sustainability and flexibility. Typically designed to be used a large scale manufacturing center for research, copying, invention and manufacturing, it gains the generalization benefits of large sized engineering rigs to allow individual structures to provide a greater variety of bonuses.

AZBEL

Role Bonus:

1% reduction in manufacturing job required materials
20% reduction in manufacturing and science job required time
4% reduction in manufacturing and science job required ISK cost
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 4H, 3M, 2L, 5 Service, 2 Launcher

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

Docking allowed for: all subcapital ships, freighters

The required materials for building an Azbel are:

Structure Construction Parts 6
Structure Hangar Array 4
Structure Storage Bay 4
Structure Laboratory 8
Structure Factory 8
Structure Repair Facility 4
Structure Reprocessing Plant 4
Structure Docking Bay 4
Structure Market Network 4
Structure Medical Center 4
Structure Office Center 4
Structure Advertisement Nexus 4

At current market prices this represents a build cost of approximately 5.2 billion ISK (price is subject to capsuleer market fluctuations).

As the focal point of corporation industrial activity and capital construction yards, the Azbel represents a great step forward for industry in New Eden.

The Sotiyo-class Extra Large Engineering Complex

The largest of the three structures, named after one of the co-creators of the first Caldari jump drive, the Sotiyo-Urbaata Drive, the Sotiyo serves as a large scale manufacturing and assembly site for everything from sub capital ships and modules up to supercapital class hulls.

The Sotiyo will be able to accept capital class ships into its docking bays, and will be able to install services for the production of the largest supercapital ships in New Eden.

Thanks to the generalization benefits of larger structure engineering rigs, one Sotiyo will be able to receive bonuses to all forms of manufacturing at once if desired, providing great convenience for its hard-working residents.

SOTIYO

Role Bonus:

1% reduction in manufacturing job required materials
30% reduction in manufacturing and science job required time
5% reduction in manufacturing and science job required ISK cost
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 6H, 4M, 3L, 6 Service, 3 Launcher

Fittings: 4,000,000 PWG, 50,000 CPU
Defense (shields / armor / hull): 72,000,000 / 72,000,000 / 72,000,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 75,000
Fighter Slots: 5 Tubes, 5 Light, 3 Support
Weekly vulnerability hours: 26
Capacitor (amount / recharge / cap per second): 400,000, 14,400s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, standard capital ships

The required materials for building a Sotiyo are:

Marines 250
Janitor 500
Structure Construction Parts 60
Structure Hangar Array 40
Structure Storage Bay 40
Structure Laboratory 80
Structure Factory 80
Structure Repair Facility 10
Structure Reprocessing Plant 10
Structure Docking Bay 10
Structure Market Network 10
Structure Medical Center 10
Structure Office Center 10
Structure Mission Network 1
Structure Electromagnetic Sensor 1
Structure Acceleration Coils 1
Structure Advertisement Nexus 8

At current market prices this represents a build cost of approximately 30 billion ISK (price is subject to capsuleer market fluctuations).

The Sotiyo is a behemoth of a manufacturing facility, able to produce everything a corporation, alliance, or indeed a coalition needs. From the ground up it is designed to support manufacturing on the largest scale and has the ability to act as a fleet shipyard, churning out capital and supercapital class vessels and serving as a vital node in an alliance or coalition’s sphere of industrial operations.

Safety in the Storm: Asset Safety and Industry Jobs

As mentioned earlier in the blog, asset safety works exactly the same in Engineering Complexes as it does in Citadels. In both types of structures this expansion will bring the first interaction between asset safety and industry jobs.

When a structure triggers asset safety (usually by blowing up) while a manufacturing or science job is in progress, any BPOs involved in the job will be sent to asset safety. The other materials that were a part of the job (including BPCs), as well as any completed but undelivered job outputs, will have a chance to drop into the structure wreck just like structure modules. Any delivered job outputs will be in the normal hangar locations and will enter asset safety as usual.

Onward and Upward: Update on the Player Structure Transition Plan

As we continue to add more Upwell structures and more functionality to existing structures we are receiving understandable questions about the long term plan for phasing out legacy starbases and outposts.

We are still committed to replacing starbases and outposts with more effective and user-friendly Upwell structures over the long term, but we are not rushing this transition. We want to ensure that the new structures replace all the important functionality from older structures and that we can fully polish the user experience of these structures before phasing out any existing legacy structures.

We are not removing any legacy structures in Ascension, nor are we removing any bonuses from these legacy structures. Your starbases and outposts will still have the same industry bonuses and capabilities for the medium-term. We know that once we complete the task of polishing these new structures and creating new tools for players to build their empires, the community will continue the transition to the new structures on their own. This process will be a slow and careful one because we want to make sure we get it right.

We are able to announce one small but significant step forward that we have planned for the near future in this transition plan:

Our current plan is that as of our December release (the first regular monthly release after the expansion) it will no longer be possible to deploy new outposts or outpost upgrades.

Existing outposts will continue to work perfectly and will not have any of their bonuses removed at this time. We believe that we have now come far enough in the new structure plan to be able to phase out the new outpost deployment process as a first step towards the eventual transition to Upwell structures. Anyone who wishes to deploy an outpost or outpost upgrade should make sure to do so before December.

It's possible that this outpost plan could change depending on how the initial Engineering Complex release works out, but if it does change we’ll keep you informed.

We’ll continue keeping you all up to date as we get closer to being ready for more transition steps over the long term.

The Spreadsheets You’ve All Been Waiting For! (Lots of Numbers)

These spreadsheets are now also available on our google drive at this link.

More Sand in the Sandbox

We know that starting in with the release of EVE Online: Ascension this November, corporations, alliances and coalitions from across New Eden will put these structures to amazing use. These new Engineering Complexes can serve them well as a fundamental part of their industrial operations, alongside the administrative and logistical functions that citadels already provide.

We’d love to hear your feedback on Engineering Complexes, so feel free to discuss what’s coming in the comments thread for this Dev Blog. We’ll be reading all the comments there and making adjustments thanks to your insights.

 

Thanks and happy building!

Your Friendly Neighborhood Team Five 0


Keywords: Building Dreams: Introducing Engineering Complexes
building-dreams-introducing-engineering-complexes



Source: http://community.eveonline.com/news/dev-blogs/introducing-eve-mobile-portal/

Introducing EVE Portal: The EVE Online Mobile App


Published Date: 2016-11-08T00:00:00Z
Last updated on 2016-11-08T00:00:00Z
Author: Team Portal
ID #:96873280

 

We are pleased to announce that EVE Portal, the EVE Online Mobile app, has been released today as an open beta for both Android and iPhone. This first iteration of EVE Portal will include base level of functionality, with more to come in the future.

The initial release of the app includes character profiles for as many of your characters as you wish to track, an activity feed populated by in-game notifications, the ability to send and receive EVE Mail from tracked characters, the in-game calendar for all tracked characters, and the ability to buy PLEX and Aurum through our secure store. These can be accessed via the icons along the bottom of the app window.

Character Listing

The first button opens the character listing. From here, you can see an overview of all of the characters you have added already, and add additional characters if you wish. Characters must be added one at time, even if they are on the same account. However, you can add characters from multiple accounts.


Adding a new character - Click for full size

Touching one of the character entries will open up further details on the character.  Swiping a character entry to the left will remove the character from the list.

The character sheet shows a number of details:

  • The character’s portrait
  • Current Alliance and Corporation
  • Current wallet status
  • The Character’s age
  • Total Skill points
  • The active ship
  • The character’s location
  • The current skill queue, including time remaining on each skill
  • Any jump clones, their locations, and the implants they have installed.


The Character Sheet - Click for Full Size

Activity Feed

The activity feed allows you to see when particular events of interest occur in-game. It will also cause your phone to alert you when the event occurs with push notifications, which can be disabled for each type of event to suit the preferences of individual pilots. At release, it will list the following events:

  • New Mail
  • When a Character’s Skill Queue is Empty
  • When a Skill has completed training
  • When you have a new contract assigned to you
  • When a PLEX is donated to one of your characters
  • When a new Corporation Vote has been initiated
  • When you have been awarded a new medal
  • When the CEO of your corporation has been replaced
  • When a one of your corporation applications has been accepted or rejected
  • When a pilot has been removed from a corporation
  • When you have declared war or had war declared on you
  • When you have received a new calendar invite

You can choose to disable push alerts and visibility in the activity feed for each separate entry to make sure you only get the notifications you care about. We will be adding more notifications in the future, so let us know which ones you would find most useful in the dev blog comments thread.

Mail

The mail icon opens up mail for the currently selected character, allowing you to see all mails that they have received, including corporation and alliance mails. You can also compose new mails, with the “To:” field featuring character name matching similar to the client. Mail arrival can also trigger phone notifications, so you’ll know any time someone sends you fan mail.

Calendar

The calendar allows you to see upcoming events for the currently selected character. This includes personal, corporation and alliance entries. You can also accept, decline or tentatively accept invitations on the calendar. This is an especially useful feature for smaller corporations or alliances as it allows them to broadcast events to their members and get responses, even if they’re offline.

Store

EVE Portal also allows you to purchase additional PLEX or Aurum for the account of the currently selected character if you have saved your payment details in account management. This is handy for topping up quickly from your phone.

We hope you enjoy using EVE Portal, which can be downloaded now on both the Google Play Store and iOS App Store. If you encounter any issues while using EVE Portal, you can feel free to contact our Customer Support team for further assistance. While this initial release already contains some useful features, we will be continuing to add more functionality over time to enable you to do more, even when away from your computer. If you have particular ideas, you should let us know in the comments section.

To view the Google Play and App Store pages for EVE Portal, click the respective links below:


Keywords: Introducing EVE Portal
introducing-eve-mobile-portal



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-october-2016/

Monthly Economic Report - October 2016


Published Date: 2016-11-03T16:24:09Z
Last updated on 2016-11-03T16:24:09Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for October 2016. 

Please click the graphs to enlarge them as needed.

The raw data and graphs that make up this report can be downloaded here (20 MB).

 


Keywords: Monthly Economic Report - October 2016
monthly-economic-report-october-2016



Source: http://community.eveonline.com/news/dev-blogs/command-bursts/

Command Bursts and the New World of Fleet Boosting


Published Date: 2016-10-26T11:22:53Z
Last updated on 2016-10-26T11:22:53Z
Author: Team Five 0
ID #:95835951

 

Make On-Grid Great Again!

Hello again benevolent Capsuleers.

 

It’s happening!

We here in Team Five 0 are preparing a massive reimagining of the fleet support roles in EVE, and we are ready to go into detail on the current plans and move to the next phase of the player feedback process.

“Command Bursts” will form the backbone of the new system, completely replacing the existing Warfare Link system. These new modules will apply timed bonuses to all fleet-mates within a defined area of effect. To go along with these new Command Bursts, we will also be reworking the bonuses provided by leadership skills, mindlink implants, and boosting ships.

These changes are currently scheduled for our big November release, and we have four dev blogs planned between now and then to go over the new system and many associated changes.

  • This blog will cover the goals of the new system, the new mechanics and the plan for leadership skills and other modifiers.
  • Blog two will go into detail on the changes to Mining Foreman gameplay, including the Mining Foreman Bursts, changes to the Rorqual and Orca, and the new Porpoise-class industrial command ship.
  • Blog three will focus on the balance tweaks being made to combat-focused boosting ships to release alongside the new system.
  • Blog four will be released right before the November release, covering all the changes to the plan we made thanks to your feedback and summarizing all the ship and module balance changes in the November release for easy reference.

:Updates to mining foremand and information command burst numbers made on August 30th, for more details see this thread:

 

Goals of the new system

There are a number of goals that we consider crucial for the design of this new system -- many of which are not being met by the current warfare link and fleet bonus system.

Fleet boosting should represent a distinct and valuable support role that allows skilled players to shine

Force multipliers are a huge part of EVE gameplay, and we always want to ensure that there are engaging and valued roles for players who enjoy providing support to their allies. Many other dedicated fleet support roles such as logistics, command destroyer, interdictor, and interceptor piloting all involve tactical decision making and allow the best pilots to stand above their peers.

The old warfare link mechanics leave something to be desired in this area (language warning). By building the new Command Burst system around specific areas of effect and enabling booster pilots to swap bonuses during combat, the new system will provide much more engaging and active gameplay.

 

Fleet boosting should allow counter-play by enemies and involve risk appropriate to its power

Although probing down and catching off-grid boosters under the current system is possible and can be very powerful, it requires support that is not always available to small fleets or solo players. Bringing all fleet-affecting gameplay into visible range ensures that players have the ability to interact with all relevant elements of their opponent’s fleets.

Under the old fleet hierarchy system, this vulnerability would have become an undue burden on fleet commanders as reshuffling fleet positions as your booster ships die would involve unreasonable micro-management. Under the new Command Burst system fleet, hierarchy no longer matters for boosting, allowing Command Burst redundancy in the same way fleets already build logistics and interdictor redundancy.

 

Fleet boosting should provide clear feedback so all players involved can understand what’s happening

The existing warfare link system has a serious feedback problem. A small checkmark is the only way to see if your boosts are working, and pilots memorize the effects of certain boosts on certain stats to keep an eye on their bonuses. For opposing players the situation is even worse, as there is no way to detect that an opponent is boosted by warfare links and passive fleet bonuses. This can be especially frustrating for pilots flying in small groups or solo, as it strongly impacts the capabilities of your opponents without providing discernable feedback.

In the new Command Burst system we are ensuring multiple layers of feedback so everyone involved can understand the situation. Command Bursts will have a clear visual effect indicating the area in which ships have received the buff. Command pilots will receive a combat log message that indicates how many allied ships have been impacted by each burst, so they can more accurately judge their positioning. Pilots that are receiving the bonuses will see new icons in the “effects bar” above their HUD that indicates what bonuses they are receiving and how long those bonuses will last. Opposing pilots can see the visual effects trigger when boosts activate and a new subtle visual effect that can be observed when a ship becomes affected by a burst.

 

How do Command Bursts work?

Command Bursts are high-slot modules that can be fit on the same classes of ships that can currently fit Warfare Links. There will be five types of Command Burst modules at launch, one for each of the existing fleet boost groups: Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining.

These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Ammo can be swapped in the field to change bonuses as the situation changes, although a reload time of between thirty seconds and one minute means that choosing the right time to swap bonuses is important.

The ammunition for Command Bursts will be compact, inexpensive and manufactured by players primarily from ice product raw materials. We are planning for very large ammo capacities on the Burst modules themselves, so boosting characters will not need to reload often unless they are changing boost types. Command Burst modules will also require a moderate amount of capacitor to activate.

When activated, the Command Burst will apply bonuses to all fleetmates within range of the boosting ship, in a sizable sphere. Imagine a smartbomb that buffs your friends instead of damaging ships and you’ll get the idea. Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. The area covered by the burst is clearly indicated by their visual effect:

When a fleetmate is hit by the Command Burst, their ship will receive a timed bonus lasting between 60 and 130 seconds that continues to operate even if they move out of range, or if the boosting ship dies. The bonus persists through warps within a system, but does not persist through docking and undocking or through system changes. The bonus is applied to the ship rather than the character, so swapping ships in space leaves the buff on your unpiloted old ship rather than having it follow you to the new ship. Since the burst that applies the timed bonus is instantaneous, any ships that enter range after the burst goes off will need to wait until the next cycle to receive their bonus.

Command Bursts will not apply their bonuses to any fleetmates that are tethered or within a starbase force field, and ships cannot activate their Command Burst modules if they themselves are within a force field.

Fleet hierarchy does not matter for these new bonuses, so any fleet member can provide bonuses to any fleetmate that is within range. All existing bonuses that use fleet hierarchy will be removed with this release. This means that passive bonuses provided to entire fleets from skills, implants and ship hulls will be removed and replaced with this new active module system. Titans will be receiving a special new Effect Generator capability that replaces their current passive bonuses (more details about Effect Generators later in the blog).

There will be restrictions on what ship types can fit Command Bursts and how many Command Bursts can be fit to any individual ships. We are planning on converting Command Processors (the module that allow a ship to fit more links) into a rig, which should go a long way towards addressing a current source of imbalance between armor and shield tanked boosting ships.

If a ship is allowed to fit multiple Command Bursts, they are welcome to fit multiples of the same type of Burst module or mix and match Burst module types. So if a Claymore pilot for instance wishes to provide two types of Skirmish boosts to its fleet at the same time it will be welcome to fit two Skirmish Command Bursts and load each module with a different ammo. Or it could fit one Skirmish Command Burst modules and one Shield Command Burst module and swap ammo on the fly to provide whatever bonuses are most appropriate to the battlefield situation.

Like existing warfare links, multiple copies of any given Command Burst bonus do not stack on top of each other. The Command Burst system will only apply the bonus from the strongest version of each Command Burst effect that is applied to any given ship. However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected.

 

Let’s see some numbers!

I want to start this section by making it clear that all these numbers are subject to change as we continue development of this feature. We are sure we’ll receive a lot of really valuable feedback from the EVE community over the next couple months and we’ll be updating the plan to take advantage of this feedback. We still have plenty of time before release so don’t consider any of these numbers set in stone.

Our plan for skill requirements in the new system significantly reduces the barrier to entry for this role.

  • Tech 1 Command Bursts will only require Leadership level 1 and their basic group skill such as Armored Command (formerly known as Armored Warfare) level 1
  • Tech 2 Command Bursts will require Leadership level 5 and their group specialist skill such as Armored Command Specialist (formerly known as Armored Warfare Specialist) level 1
  • We are also planning to adjust the skill requirements for flying the Tech 2 boosting ships such as Command Destroyers and Command Ships, which will reduce the training time to enter those ships slightly. More details to come in an upcoming blog.

Let’s start off with the common stats across all Command/Foreman Bursts:

  • Module cycle time: 1 minute
  • Base module reload time: 1 minute (reduced by skills and ship bonuses)
  • Base Command Burst AoE range: 15km (increased by skills and ship bonuses)
  • Base bonus duration: 1 minute (increased by skills, implants and ship bonuses)

I’ll list the base bonus per charge type and the maximum bonus available with the most powerful ship/module bonuses and max skills/implants. Then we’ll go over all the potential modifying bonuses individually. You’ll notice that in several cases we have combined the effects of multiple old warfare links into one Command Burst.

Charge types for the Armor Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Armor Energizing

Increases all armor resistances

+8%

+21.56%

Rapid Repair

Reduces cycle time and capacitor use for local and remote armor repairers

-8%

-21.56%

Armor Reinforcement

Increases armor hitpoints

+8%

+21.56%

 

Charge types for the Shield Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Shield Harmonizing

Increases all shield resistances

+8%

+21.56%

Active Shielding

Reduces cycle time and capacitor use for local and remote shield boosters

-8%

-21.56%

Shield Extension

Increases shield hitpoints

+8%

+21.56%

 

Charge types for the Information Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Sensor Optimization

Increases targeting range and scan resolution

+18% Targeting Range

 

+9% Scan Resolution

+48.52% Targeting Range

 

+24.26% Scan Resolution

Electronic Superiority

Increases strength, optimal range and falloff range of ECM, Sensor Dampeners, Weapon Disruptors and Target Painters

+9%

+24.26%

Electronic Hardening

Increases Sensor Strength and resistances to Sensor Dampeners and Weapon Disruptors

+18% Sensor Strength

 

+9% RSD/WD Resistances

+48.52% Sensor Strength

 

+24.26% RSD/WD Resistances

 

Charge types for the Skirmish Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Evasive Maneuvers

Reduces signature radius and inertia modifier

-6%

-16.17%

Interdiction Maneuvers

Increases range of Warp Disruptors, Warp Scramblers and Stasis Webifiers

+12%

+32.34%

Rapid Deployment

Increases speed boost from Afterburners and Microwarpdrives

+12%

+32.34%

 

Charge types for the Mining Foreman Burst:

Name

Effects

Base Bonus

Maximum Bonus

Mining Laser Field Enhancement

Increases range of mining lasers, strip miners, ice harvesters, gas harvesters, and survey scanners

+30%

+114.26%

Mining Laser Optimization

Reduces cycle time and capacitor use of mining lasers, strip miners, ice harvesters, and gas harvesters

-15%

-57.13%

Mining Equipment Preservation

Reduces volatility of mining crystals

-15%

-57.13%

 

Available modifiers to Command Bursts:

Modules and Rigs

Bonus

Tech 2 Command Burst Modules

+25% Command Burst Effect Strength

Command Processor Rig

If ship is allowed to fit Command Burst Modules, can fit +1 additional Command Burst Module

T1 Industrial Core (while active)

+25% bonus to Mining Foreman Burst strength

+150% bonus to Mining Foreman and Shield Command Burst Area of Effect Range

T2 Industrial Core (while active)

+30% bonus to Mining Foreman Burst strength

+200% bonus to Mining Foreman and Shield Command Burst Area of Effect Range

 

Skills

Bonus

Leadership

+7% Command Burst Area of Effect Range per level

Wing Command

+6% Command Burst Area of Effect Range per level

Fleet Command

+5% Command Burst Area of Effect Range per level

 

 

Armored Command

+10% Armor Command Burst Effect Duration per level

Shield Command

+10% Shield Command Burst Effect Duration per level

Information Command

+10% Information Command Burst Effect Duration per level

Skirmish Command

+10% Skirmish Command Burst Effect Duration per level

Mining Foreman

+10% Mining Foreman Burst Effect Duration per level

 

 

Armored Command Specialist

+10% Armor Command Burst Effect Strength per level

Shield Command Specialist

+10% Shield Command Burst Effect Strength per level

Information Command Specialist

+10% Information Command Burst Effect Strength per level

Skirmish Command Specialist

+10% Skirmish Command Burst Effect Strength per level

Mining Director

+10% Mining Foreman Burst Effect Strength per level

 

 

Command Burst Specialist

-10% Command Burst reload duration per level

 

Implants

Bonus

Armored Command Mindlink

+25% bonus to Armor Command Burst Effect Strength and Duration

Shield Command Mindlink

+25% bonus to Shield Command Burst Effect Strength and Duration

Information Command Mindlink

+25% bonus to Information Command Burst Effect Strength and Duration

Skirmish Command Mindlink

+25% bonus to Skirmish Command Burst Effect Strength and Duration

Mining Foreman Mindlink

+25% bonus to Mining Foreman Burst Effect Strength and Duration

 

 

Caldari Navy Command Mindlink

+25% bonus to Shield and Information Command Burst Effect Strength and Duration

Federation Navy Command Mindlink

+25% bonus to Armor and Skirmish Command Burst Effect Strength and Duration

Imperial Navy Command Mindlink

+25% bonus to Armor and Information Command Burst Effect Strength and Duration

Republic Fleet Command Mindlink

+25% bonus to Shield and Skirmish Command Burst Effect Strength and Duration

ORE Mining Director Mindlink (NEW)

+25% bonus to Mining Foreman and Shield Command Burst Effect Strength and Duration

 

Ship and Subsystem Bonuses

Bonus

Command Destroyer

Can fit one Command Burst module

+2% bonus to two racial types of Command Burst Effect Strength and Duration per skill level

Combat Battlecruiser

Can fit one Command Burst module

Role Bonus: +50% bonus to Command Burst Area of Effect Range

Strategic Cruiser with Warfare Processor Subsystem

Can fit one Command Burst module

+2% bonus to three racial types of Command Burst Effect Strength and Duration per subsystem skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

Command Ship

Can fit two Command Burst modules

+3% bonus to two racial types of Command Burst Effect Strength and Duration per skill level

Role Bonus: +100% bonus to Command Burst Area of Effect Range

Carrier, Supercarrier and Force Auxiliary

Can fit two Command Burst modules

+1% bonus to two racial types of Command Burst Effect Strength and Duration per skill level

Role Bonus: +200% bonus to Command Burst Area of Effect Range

Titan

Can fit three Command Burst modules

Can fit one Effect Generator module

Role Bonus: +200% bonus to Command Burst Area of Effect Range

 

 

Porpoise (NEW)

Can fit two Command Burst modules

+2% bonus to Mining Foreman Burst Strength and Duration per skill level

Orca

Can fit three Command Burst modules

+3% bonus to Mining Foreman Burst Strength and Duration per skill level

+1% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

Rorqual

Can fit three Command Burst modules

Can fit one Pulse Activated Nexus Invulnerability Core module

+5% bonus to Mining Foreman Burst Strength and Duration per skill level

+3% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

What are these Titan Effect Generators and Pulse Activated Nexus Invulnerability Cores?

These are some special new modules that share a few gameplay similarities with the Command Bursts.

Effect Generators are the replacement for the old passive bonuses from Titans. Titans will be able to fit these new modules (one per race) that warp the fabric of reality across a very large area of effect. Unlike Command Bursts, Effect Generators impact ALL ships within their defined area (friend or foe).

Effect Generators will have both beneficial and harmful effects that shape the battlefield and force fleets to change their tactics. In a lot of ways, they are similar to Wormhole effects localized in a specific area. We are still preparing some details and we’ll be going into more details about these modules in a later blog. To help give you an idea of what kind of effects these modules might provide, here’s some example prototypes we are working on:

  • Amarr Effect Generator: +Capacitor, -Speed, -EM Resistances, +Kinetic Resistances
  • Minmatar Effect Generator: -Signature Radius, -Turret Optimal Range, -Explosive Resistances, +Thermal Resistances

The Pulse Activated Nexus Invulnerability Core is a new module that represents one of the many optional tools available to Rorqual pilots after the November Rorqual changes. This module can be used to make yourself and your industrial allies invulnerable for a limited time if needed for any reason.

This is just one of the many enhancements that the Rorqual will be getting in November and we’ll be going into more detail about it in the upcoming dev blog.

 

November here we come!

We’re really glad that we’re finally able to enter this next phase of community discussion and feedback about Command Bursts, and we’re especially excited that we’re finally this close to releasing the revamp of fleet boosting roles that have been in the works for so long. We have talked to many of you on the forums, twitter, Fanfest, EVE Vegas and other events about these systems and we know how important this rework is to many of you in the community. We know that many of you have opinions and insight to contribute on this topic, and we encourage you to pass your feedback to us through the official forums, in person at upcoming events like EVE Vegas and with the help of the CSM. All of us here at CCP are going to be working very hard over the next few months to iterate on these designs with help from your feedback, and we can’t wait to get them into your hands on the test server as soon as possible.

Thanks and good hunting!

-Your friendly neighborhood Team Five 0

 


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Keywords: Command Bursts and the New World of Fleet Boosting
command-bursts



Source: http://community.eveonline.com/news/dev-blogs/eve-vegas-2016-kickoff/

EVE Vegas 2016 Kicks Off This Week!


Published Date: 2016-10-25T18:17:46Z
Last updated on 2016-10-25T18:17:46Z
Author: CCP Falcon
ID #:92532650

With EVE Vegas 2016 just around the corner, we’re happy to announce a little more information about what you’ll be able to find in the EVE Store at Planet Hollywood, and a few more things that will be happening during the largest three-day celebration of all things New Eden on US soil!

First though, we’d like to share the finalized EVE Vegas 2016 schedule with you, which can be seen in the handy image below. This year, it’s once again packed with presentations and roundtables from both EVE developers and many esteemed members of the EVE community. If you’d prefer a web/mobile version of it, then you can find it in digital form at this link.


(Click to enlarge!)

Pilots who’re attending EVE Vegas 2016 can expect presentations and roundtables on all things EVE Online: Ascension, including the new NPE and clone states, along with game design and balance, as well as lore, EVE tournaments and a CSM panel with our attending members of the Council of Stellar Management.

Streaming Live!

For those pilots who are not able to make it out to EVE Vegas, this year we’re happy to confirm that EVE TV will be live streaming all three days of the event so that pilots from across the globe can enjoy it from the comfort of their own sofas, or chairs, or capsules, depending on how busy you are beating down on the Blood Raider Covenant.

The whole of EVE Vegas will be live streamed on the CCP Twitch channel, which you can reach by clicking the image below.

For full details of the stream schedule, viewers can also check out the stream schedule below!


(Click to enlarge!)

Be sure to tune in, as over the course of the weekend there’ll be live streamed presentations, interviews with attendees, and giveaways of SKINs and PLEX for viewers to get involved with, including crimson harvest SKINs for the Armageddon, Arbitrator and Magnate.


(Click to enlarge!)

In addition to this, one lucky stream viewer will take away a GTX 1080, and a second will take away a GTX 1070, courtesy of our awesome sponsors over at Nvidia.

EVE Vegas Store!

This year the EVE Vegas store returns with more new merchandise, as well as some classic EVE swag that will be up for grabs.

With books, t-shirts, posters, pins, badges, hats, mugs and a whole host of other EVE styled goodies to get your hands on, be sure to hit up the store during your visit to EVE Vegas. We will also have hardcover copies of Empires of EVE: A History of the Great Wars of EVE Online on sale at EVE Vegas!

The store will be hosted in Celebrity Ballroom 4 on the following dates and times:

  • Friday (28/10) – 15:00-18:00
  • Saturday (29/10) – 10:30-18:00
  • Sunday (30/10) – 13:30-15:30


EVE Vegas Charity Giveaway!

We’re happy to announce that as part of the celebrations at EVE Vegas, our fantastic partners at Nvidia have gifted us four GTX 1080 graphics cards.


The EVE Community is of course known for its charitable nature and as such, we thought that we’d use this opportunity to assist a good cause with a little bit of a competition and giveaway at EVE Vegas 2016.

In support of the incredible work of Barnaspítali Hringsins, the Icelandic Children’s Hospital, we’d like to offer all EVE Vegas attendees a chance to win this amazing piece of hardware, while also supporting an incredibly worthwhile and important cause.

So, come try out EVE: Valkyrie while you’re at EVE Vegas, make a donation if you like, and be in with a chance to take home one of the best graphics cards on the market today!

Here’s how it works!

  • EVE: Valkyrie demonstrations will be happening during two of the three days of EVE Vegas 2016, October 29 and 30, 2016.
  • Come play the Valkyrie demo and see how skilled you are.
  • Each player who scores a kill playing Valkyrie earns the right to enter the Charity Giveaway.
  • The number of raffle tickets will be limited to 1000, and a maximum of 10 tickets per attendee.
  • While nothing more than a Valkyrie kill is required, a $5 donation per ticket is suggested to obtain a raffle ticket in support of Barnaspítali Hringsins.
  • Come find CCP Falcon to claim your raffle ticket, or tickets, and make a donation once you've scored a kill.
  • CCP will draw the four winning raffle tickets at the EVE Vegas 2016 Closing Ceremony on the last day of EVE Vegas.
  • All money raised by the Charity Giveaway will be donated to Barnaspítali Hringsins.

Please bear in mind that we won't be able to accept card payments for donations for this giveaway, as payments will be taken separately from the EVE Store's payment system. Only cash will be able to be used for donations to Barnaspítali Hringsins, the Icelandic Children’s Hospital.

Of course this wouldn’t be a real contest without more rules and legal stuff so make sure you read these terms if you want to enter:

(sorry, the lawyers made me do it… :P)

EVE Vegas Charity Giveaway Contest Rules:

  • You must be 18 years old or older to win.
  • No purchase is necessary to enter or win, but you must be a kick ass fighter pilot in EVE: Valkyrie!
  • The winner will be announced at the EVE Vegas 2016 Closing Ceremony on the last day of EVE Vegas.
  • You must be at the EVE Vegas Closing Ceremony to be able to win.  
  • Prizes are subject to change and will be awarded at CCP’s sole discretion.
  • Prizes may be taxable depending on your local laws.  All taxes are your responsibility.
  • CCP employees are not eligible.
  • CCP is not responsible for lost raffle tickets.
  • If, for any reason, the fairness or integrity of the contest is questioned, or CCP's administration or fulfillment of the contest becomes impracticable, CCP reserves the right to terminate or modify the contest, and to disqualify any individual who tampers with the registration process or the administration of the contest.
  • Any and all disputes arising out of or in connection with this contest will be handled on an individual basis and in accordance with the laws of Iceland.
  • Contest void where prohibited or restricted by law, and all applicable federal, state and local laws and regulations apply.
  • By entering the contest, you grant CCP the right to use your name for advertising and marketing purposes, without additional compensation, unless otherwise prohibited by law.
  • CCP may use your physical and/or e-mail address to contact you regarding CCP’s services and other offers and/or contests.

If you haven't already secured your ticket for EVE Vegas and the EVE Vegas Pub & Pinball Night then be sure to do so as soon as you can, there's only a few left before we sell out!

We’re looking forward to seeing you all in Vegas!

~ @CCP_Falcon


Keywords: EVE Vegas 2016 Kicks Off This Week!
eve-vegas-2016-kickoff



Source: http://community.eveonline.com/news/dev-blogs/inception-the-new-player-experience-for-eve-online/

Inception - The new player experience for EVE Online


Published Date: 2016-10-19T00:00:00Z
Last updated on 2016-10-19T00:00:00Z
Author: Team Genesis
ID #:95835957

     

Greetings spacefriends,

We’ve been on a very exciting development journey this year to revamp the new player experience.  You got a glimpse into our plans during CCP Ghost's talk at Fanfest, but now it's time to go into details as we will release the first phase of our NPE revamp with EVE's November 8th expansion, Ascension.

We are calling this phase Inception

What is Inception?

Inception is the first phase of a storyline driven campaign that teaches new players the foundations of becoming a capsuleer while immersing them in a storyline with an unravelling mystery to solve. This campaign sees players participate in numerous excursions for both the Empire and the Sisters of EVE (SOE) and ends in a battle where they get to fight alongside their empire against the Drifters. 

The Empires

We are placing the Empires of New Eden at the heart of Inception. We believe the choices you make are important and where better to start than with your choice of faction?  You will be accompanied by a voice-acted Empire mentor that will get you up to speed on who the Drifters are, what has happened to the rest of your fleet and what is expected of you. The mentor is a strong character, archetypical of the empire you choose, and will deliver a different emotional flavor to your experience depending on your empire selection.  We would like to introduce you to the new mentors:

From left to right:

Amarr : Fleet Commander Rafayel Tahron

Caldari : Fleet Commander Rai Kaatara

Gallente : Fleet Commander Kole Torelle

Minmatar :  Fleet Commander Yna Vadari

Aura

Additionally, you will be accompanied by your friendly onboard AI, a new and expanded Aura, that will also be voice acted and will walk you through how to achieve your tasks and learn the game. Aura will have a powerful triple guidance system of voice, text and highlighting that we hope will improve initial guidance in the game. Not to mention that Aura is a delight to hang out with.  Here is a glimpse of Aura in action:

UI Highlighting

We have improved the UI highlighting tool to help it fit more with the visual style of EVE and also add extra functionality.  Aura will now be able to use the UI Highlighting for the majority of the tasks she gives. This should really help new players understand where things are located on the UI and how to find items both in space and in the overview.  

Operations and Tasks

With Inception, we are shifting from the current Opportunities NPE to Operations and Tasks. We are using these Operations and Tasks to create a storyline driven experience for players where the mentors will give context and backstory about the operations and Aura will deliver the tasks to complete. This is just the first chapter of a much larger system coming out in a later release.

New Sites

We have created 5 new sites for the Inception NPE:

  • Research Facility
  • Smuggler's Den
  • SOE Reconnaissance Outpost
  • Assembly Point
  • Hidden Drifter Zenith

These sites will be used to help create the unfolding storyline for the new player and to help them master piloting a starship.  As Inception is all about working with your Empire, the Research Facility, Assembly Point and Hidden Drifter Zenith are different for each of the 4 major factions.  We have created new environments for the sites and the Hidden Drifter Zenith also features NPC AI with a large battle happening between Empire and Drifter fleets.

Rewards and Mini Skill Injector

We have also created a new rewards structure for new players. One of our goals was to use rewards to teach players more about the game mechanics and also to set them up for success by teaching them ways to earn their own ISK or build their own items rather than just gifting everything as direct rewards.  For example, ISK rewards come from NPC bounties rather than just being gifted at the end of the mission and one of the tasks also requires new players to build their own data analyzer.  

We have also created a new 'Mini Skill Injector' to gift to new players during the first few hours of their Inception experience.  This Skill Injector cannot be bought or sold on the market, can only be used on characters with less than 750,000 skill points, and it will give new players 80,000 unallocated skill points. It is also used as a training opportunity to bring characters from Frigates 3 to Frigates 4. 

We highly encourage all existing players to try out the Inception NPE on the Singularity test server next week, where we will make sure all new characters get a crack at it.  You will need to create a new character to play through the storyline. Please hop on and let us know what you think!

 

-Team Genesis


Keywords: Inception - The new player experience for EVE Online
inception-the-new-player-experience-for-eve-online



Source: http://community.eveonline.com/news/dev-blogs/skill-level-complete-a-new-character-sheet-for-eve-online/

Skill level complete - A new character sheet for EVE Online


Published Date: 2016-10-13T16:22:14Z
Last updated on 2016-10-13T16:22:14Z
Author: Team Psycho Sisters
ID #:95870221

Hi pilots,

We from Team Psycho Sisters, a UI/UX focused team for EVE Online, have been looking at making skilling up your characters a bit more pleasant in parallel with our work on the Clone States feature coming in the November expansion EVE Online: Ascension.

We‘ve focused on streamlining the journey from wanting to fly a ship to buying all the skills and then training them.

Your new ID card and a new view of skills

The EVE Online character sheet has undergone substantial redesign. A new and improved header includes your character profile and basic ID at the top. Skill groups are now shown as a bar graph that doubles as an overview of your skill distribution. You can toggle the skill groups one by one and viewing group specific certificates is as simple as adjusting the filter dropdown menu. You can always search across skill groups using the search input above.

Other parts of the character sheet are still in their old format, but we have restructured the information and hope to give those panels an update in the future.

Skills, skills everywhere!

From now on all skill requirements will be displayed in item tooltips, so you will always see what's needed to get into that ship or fit that laser. If an item requires an Omega Clone State and you are in an Alpha Clone State, there is a notification in the tooltip that you need to Upgrade to Omega In order to alleviate confusion.

Alternatively, there will be toooltips if you are already in the Omega Clone State, buy missing skill books, or train required skill levels if you already have the right skills injected.

We hope that we will eliminate a metric ton of mouse clicks and help you focus on the task at hand—making your capsuleer better, faster, and stronger!

New skillbars

We have redone the classic five-box skillbar incorporating more information, requirements, and Omega skill levels. The skillbars are now shown everywhere that skills are listed across the game.

 

We are looking forward to your feedback!

Fly safe,
Team Psycho Sisters


Keywords: Skill level complete - A new character sheet for EVE Online
skill-level-complete-a-new-character-sheet-for-eve-online



Source: http://community.eveonline.com/news/dev-blogs/end-user-license-agreement-changes-coming-with-eve-online-ascension/

End User License Agreement changes coming with EVE Online: Ascension


Published Date: 2016-10-12T13:32:00Z
Last updated on 2016-10-12T13:32:00Z
Author: CCP Falcon
ID #:92532650

As we move toward the introduction of alpha and omega clones, there are a number of changes we need to make to the EVE Online End User License Agreement in order to ensure that it stays up to date with the new access paradigm that will introduce free access to EVE Online.

With this in mind, in order to be crystal clear regarding the changes that we’re making to the EULA, we have decided to publish a redlined version of it in advance, so that the community can see clearly where changes have been made. This new version of the EULA will come into effect and will need to be accepted on Tuesday, November 15th 2016 with the launch of EVE Online: Ascension

In addition to the changes we’re required to make to the EULA as we move toward a free access paradigm, we have also made the decision to include a further change that we feel is appropriate moving forward.

This change is related to the CONDUCT part of the EULA, specifically Section B, which has been updated as follows:

B. Selling Items and Objects

You may not transfer, sell or auction, or buy or accept any offer to transfer, sell or auction (or offer to do any of the foregoing), any content appearing within the Game environment, including without limitation characters, character attributes, items, currency, and objects, other than via a permitted Character Transfer as described in section 3 above. You may not encourage or induce any other person to participate in such a prohibited transaction. You may not use, transfer or assign any game assets for games of chance operated by third parties. The buying, selling or auctioning (or any attempt at doing so) of characters, character attributes, items, currency, or objects, whether through online auctions, newsgroups, postings on message boards or any other means is prohibited by the EULA and a violation of CCP's proprietary rights in the Game.

In short, this addition to the EVE Online EULA means that as of the launch of EVE Online: Ascension, players will be prohibited from using in game assets and currency, as well as the EVE IP, to take part in or promote gambling services or other games of chance that are operated by third parties.

With this in mind, as of this announcement we have taken action against two organizations that are currently offering third party services based around gambling and games of chance:

  • The third party service IWANTISK has been shut down in game, and all ISK and assets have been confiscated after extensive and exhaustive investigation has brought forward compelling evidence of large-scale Real Money Trading. Permanent account suspensions have been issued against those involved.
     
  • The third party service EVE Casino has been shut down in game, and all ISK and assets have been confiscated after multiple and sustained breaches of our Developer License Agreement. Permanent account suspensions have been issued against those involved.

Please note: CCP will not be issuing reimbursements based on outstanding ISK or asset balances with either of the above mentioned organizations that have been subject to account action and/or ISK and asset confiscation.

As of the launch of EVE Online: Ascension, the hosting of, and participation in any form of third party gambling service that utilizes in game assets, currency, or the EVE IP will be strictly prohibited.

In the run-up to November 8th, all services that offer any form of third party gambling of this nature are required to wind down their operations. During the time from this announcement until the release of EVE Online: Ascension, our security team will be closely monitoring all these in game entities to ensure that no illicit behavior occurs, and that any movement of in game assets and currency remains in line with our current EULA and Terms of Service.

Please note: Given that the Alliance Tournament is currently ongoing, we are aware that some players may have outstanding wagers on alliances who are competing with other third party services who have not been subject to account action and/or ISK and asset confiscation. These third party services are free to finalize these wagers over the course of the weekend given that they have not broken our rules, but must wind down operations in an orderly fashion before 11:00 UTC on Tuesday November 8th, 2016.

If there are any questions regarding this change, please feel free to pose them in the comments thread linked at the header of this Dev Blog.

Below is a redlined copy of the new End User License Agreement, which will replace the current agreement as of the launch of EVE Online: Ascension.

 

 

EVE Online - End User License Agreement

ESRB Notice: Game Experience May Change During Online Play

 

Thank you for your interest in EVE, interactive online game ("EVE" or the "Game"). EVE is offered by CCP hf. ("CCP"), a company based in Reykjavik, Iceland dedicated to the creation of next generation games. EVE is a multiplayer role playing game that allows the simultaneous participation of players around the world, interacting in the same game environment. You may play EVE using CCP's proprietary software (the "Software").  Using the Software allows you to log into CCP’s client system (the “System”) and interact within the game environment created by CCP. To play EVE, CCP requires that you review and agree to the following terms and conditions of this End User License Agreement (“EULA”).

 

This EULA describes the terms and conditions under which you may (i) use the Software; (ii) subscribe to, access and use EVE Online, and (iii) access the System CCP may amend this EULA from time to time by posting an amended version at http://community.eveonline.com/support/policies/eve-eula-en/. If you accept this EULA, the then-current version of this EULA shall apply each time you access the System or play EVE.

 

By clicking the "ACCEPT" button below (or if you bypass or otherwise disable the "ACCEPT" button, and still access or otherwise use the Software, the System or the Game), you accept the terms and conditions in the EULA. If you do not accept the terms and conditions in the EULA, you must click the "DECLINE" button, discontinue use of the Software and not access the System or use EVE Online. If you are the original purchaser of a boxed version of the Software on CD-ROM, you should contact the retailer for a refund. CCP does not manufacture or distribute the box version of the Game and is not responsible for refunding any fees relating thereto.

 

REQUIREMENTS TO PLAY

To play EVE, you must: (i) purchase and download a copy of the Software; (ii) establish a valid account within the Game (an "Account") and keep that Account active by paying the subscription fees on a timely basis; (iii) obtain and maintain your own Internet access (Internet access is required to play EVE; CCP is not responsible for your access to the Internet); and (iv) comply with the EULA.

 

YOUR ACCOUNT

You may establish onlymore than one (1) Account for each copy of the Software licensed. If you wish You are however not allowed to establish another play EVE by using more than one account, you must obtain another license at the same time, unless you pay a subscription fee for the Software (you may do this by purchasing and downloadingeach of the Software from CCP at the EVE Online web site, http://www.eveonline.com.) accounts you intend to use for that purpose.

 

A. Establishing a New Account

 

Upon establishing a new Account, you will be entitled to play EVE.for a stated period of time (not Once you have established an account, you will have an option to exceed thirty (30) days) without paying to pay a subscription fee (the "Trial Period"). If your Account is not terminated which will allow you to enjoy additional features in accordance with the procedures set forth below within the stated Trial Period, you will be charged the subscription fees as described during the registration process when you established your Account EVE.

 

Only an individual, natural person who is an adult or, in the discretion of such an adult, his or her minor child, may establish an Account. You are responsible and liable for all activities conducted through your Account, regardless of who conducts those activities.

 

You may not share your Account with anyone, or allow anyone other than you personally (or your minor child, if you have registered an Account on behalf of your minor child) to access or use your Account. Joint or shared ownership or use of an Account by more than one user is prohibited.

 

Accounts may not be used for business purposes. Access to the System and playing EVE is intended for your personal entertainment, enjoyment and recreation, and not for corporate, business, commercial or income-seeking activities. Business entities and anyone who is acting for or on behalf of a business or for business purposes may not establish an Account, access the System or play EVE.  Accessing the System or using the Game for commercial, business or income-seeking purposes is strictly prohibited.

 

B. Passwords and Names

 

You will be asked to select a password during the registration process ("Password"). You may not disclose your Password to anyone or allow anyone to use your Password to access the System or play EVE. You are responsible for maintaining the confidentiality of your Password and for any damage, harm, lost or deleted characters, etc. resulting from your disclosure, or allowing the disclosure, of any Password, or from use by any person of your Password. You may not obtain, attempt to obtain, use or attempt to use the password of anyone else. You are responsible for remembering your Account information and Password.

 

You will be assigned a login name and a character name during the registration and character creation process. You may not allow anyone to use your login name or character name to access the System or play EVE. No player may use the character name of another player to impersonate or falsely represent his or her identity. You may not obtain, attempt to obtain, use or attempt to use the login name or character name of anyone else.

 

You are encouraged to use a pseudonym, but you may not choose a name that violates anyone's trademarks, publicity rights or other rights. Acceptance of a pseudonym by the System does not mean that your chosen pseudonym does not violate anyone's rights. You are responsible for any liability incurred by yourself, CCP or anyone else due to the pseudonym you choose. CCP retains the right to reject any pseudonym it determines, in its sole discretion, is unlawful, indecent, obscene or otherwise violates standards of good taste.

 

C. Children

 

(1) Responsibility for Account

 

Minor children may not establish an Account without the consent of a parent or guardian. If the user of EVE is a minor, a parent or guardian must complete the registration process to establish an Account, in which case the parent or guardian takes full responsibility for all obligations under the EULA and for all activities of the child using the Account. If you are a parent or guardian, you may permit one child to use the an Account instead of you (in which case you may not use that Account).

 

If you establish an Account, you represent that you are an adult thirteen (13) years of age or older and are either accepting the EULA on behalf of yourself or on behalf of your child, in which latter case you agree to the EULA with regard to your child and represent that you are also personally bound by the EULA.

 

(2) Game Rating

 

EVE has a "TEEN" rating.  Parents may find it inappropriate for use by children under the age of thirteen (13).

 

D. Inappropriate Conduct / Communication.

 

CCP may establish Rules of Conduct (discussed below) for players accessing the System and may, but is not obligated to, monitor and take action regarding inappropriate conduct. Nonetheless, it is possible that at any time there may be language or other material accessible on or through the System that you may consider inappropriate or offensive to some users. You acknowledge that other players may transmit communications or content, or access to content, that you may consider inappropriate or objectionable. CCP does not, as a matter of policy, prescreen the communications or content transmitted by each player and is in no way responsible for the communications and content transmitted by players of the Game.

 

ACCOUNT TRANSFER / CHARACTER TRANSFER

You are not permitted to transfer your Account to another person. If you wish to discontinue your Account please refer to section 6. of this EULA. You may transfer a character from your Account to another account, either belonging to you or another person. This transfer option is available from the EVE Online Account Management web site https://secure.eveonline.com/ and is subject to fees and the following limitations: You may not offer to transfer characters except your own, or act as a "broker" or intermediary (for compensation or otherwise) for anyone wishing to transfer or obtain characters. The transferee will obtain all rights to your character in a single transaction, and you will retain absolutely no control or rights over the characters, items or attributes of that character. You may not transfer any characters whose attributes are, in whole or in part, developed, or which own items, objects or currency obtained or acquired, in violation of the EULA.

 

Any character transfers or attempted transfers not in accordance with the foregoing terms is prohibited and void, and shall not be binding on CCP. A transfer or attempted transfer of a character is entirely at the risk of the parties to such transaction. CCP is not liable to any person (whether transferor, transferee or otherwise) for any acts, omissions, statements, representations, defaults or liabilities of the parties in connection with such a transaction.

 

FEES AND PAYMENT TERMS

To You are not required to pay a fee to play EVE, you may however be required to pay a download fee and/or a subscription fee to access the Software or System and to maintain your Account.  and use certain features of EVE, which would otherwise be unavailable. You also may purchase items for use within the Game in return for specific item charges.  You will be informed of any applicable download fees, subscription fees, item charges, or any other fees, together with their respective payment terms, during the registration process and, solely with respect to items for use within the Game, immediately prior to purchase.  The current fees and payment terms may be viewed in the EVE Online Help Center and are incorporated in this EULA by reference.  For existing players, fees also may be viewed in your Account Management website, found at https://secure.eveonline.com/.  CCP may amend the fees and payment terms at any time.

 

All fees are payable in U.S. Dollars, Euros, pounds Sterling, Yen, or such other currency as stated in the payment terms.  All fees are non-refundable unless expressly stated otherwise in the EULA.  Failure to pay any such fees will constitute a material breach of this EULA, and your Account may be immediately suspended or terminated at CCP's discretion. this EULA. By paying such fees, you will enjoy enhanced gameplay options and additional features within EVE during the period which fees are paid. If you do not wish to pay any such fees or cancel your paid subscription, the features available to you while playing EVE will be limited.

 

You are responsible for reviewing the fees section of the Game for changes in fees or payment terms. If a change fee is unacceptable to you, you may, as your sole either decide not to pay it and exclusive remedy enjoy a more limited gameplay, or terminate the EULA and close your Account as described in the termination section below. You are responsible for paying all applicable taxes and for all hardware, software, Internet service, subscriptions and other costs you incur to access the System.

 

CCP may, in its sole discretion, waive any and all fees associated with a Trial Period on your Account.

 

TERMINATION; SUSPENSION OF ACCOUNT

A. By CCP for Termination of the Game

 

CCP does not guarantee that it will continue to offer access to the System or support the Game. CCP may, in its sole discretion, cease to provide any or all of the services offered in connection with EVE (including access to the System and any or all features or components of the Game), terminate the EULA, close all Accounts and cancel all of the rights granted to you under the EULA. CCP may communicate such termination to you upon 30 days’ notice in any of the following manners: (i) when you log into your Account; (ii) in a notice on CCP's website; (iii) via electronic mail; or (iv) in another manner that CCP deems suitable to inform you of the termination. If CCP terminates the EULA pursuant to this section, you will not receive a refund of any fees.

 

B. By CCP for Breach or Misconduct

 

(1) Suspension of Account

 

Without limiting CCP's rights or remedies, CCP may immediately, and without notice, discontinue or suspend access to the System through your Account, and any and all other Accounts that share the name, phone number, e-mail address, internet protocol address or credit card number with the discontinued or suspended Account, in the event of (i) a breach of the EULA (including the Rules of Conduct) by you or any user under your Account; or (ii) unauthorized access to the System or use of the Game by you or any user under your Account.

 

(2) Termination of EULA

 

CCP may terminate the EULA, close all your Accounts, and cancel all rights granted to you under the EULA if: (i) you fail to pay the fees when due; your account has been inactive for a number of 90 days; (ii) CCP is unable to verify or authenticate any information you provide; (iii) you or anyone using any of your Accounts materially breaches the EULA, makes any unauthorized use of the System or Software, or infringes the rights of CCP or any third party; or (iv) CCP becomes aware of game play, chat or player activity under your Account that is, in CCP's discretion, inappropriate, offensive,  or in violation of the Rules of Conduct. Such termination shall be effective upon notice transmitted via electronic mail, or any other means reasonably calculated to reach you.

 

CCP reserves the right to terminate any and all other Accounts that share the name, phone number, e-mail address, internet protocol address or credit card number with the closed Account. Termination by CCP under this section shall be without prejudice to or waiver of any and all of CCP's other rights or remedies, all of which are expressly reserved, survive termination, and are cumulative. You will not be entitled to receive a refund of fees for a termination pursuant to this section.

 

C. By You

 

(1) Anytime

 

You may terminate the EULA with regard to any or all of your Accounts at any time, upon notice to CCP via electronic mail. You will not receive a refund of any fees in the event of such termination.

 

(2) For a Change in the Subscription Fee or Payment Terms

 

If a change in the fees or payment terms is unacceptable to you, you may as your sole and exclusive remedy, terminate the EULA and close all of your Accounts by notifying CCP via electronic mail within thirty (30) days after the later of (a) the date that CCP has posted the change on its website; or (b) the date the change has impacted your Account (e.g., your credit card has been charged). Your notice must state: (i) that you do not agree to the change, specifically describing the change, and that you wish to terminate the EULA and close your Accounts; (ii) your player name and (iii) your login name. You may receive a refund of any prepaid subscription fees, prorated as of the effective date of your termination, by sending CCP a request via electronic mail within thirty (30) days of your termination notice. If you continue to access the System or use EVE more than thirty (30) days after the later to occur of (a) or (b) above, without following the termination procedure set forth above, you shall be deemed to have accepted the change and waive your rights to terminate under this section.

 

(3) For a Change in the EULA

 

If an amendment alters a material term of the EULA that is unacceptable to you, you may, as your sole and exclusive remedy, terminate the EULA and close your Accounts by: (a) clicking the "DECLINE" button when you are prompted to review and agree to the amended EULA; or (b) notifying CCP via electronic mail within thirty (30) days after the amended EULA was communicated to you, provided that you have not clicked the "ACCEPT" button, accessed the System or played the Game during that period. Your notice must state: (i) that you do not agree to the amended EULA, specifically describing the amendment(s) with which you disagree, and request CCP to close all of your Accounts; (ii) your player name and (iii) your login name. You may receive a refund of any prepaid subscription fees, prorated as of the effective date of your termination, by sending CCP a request via electronic mail within thirty (30) days of your termination notice. If you click "ACCEPT" or otherwise continue to access the System or play the Game, you shall be deemed to have accepted the amended EULA and waive your rights to terminate under this section.

 

D. Closed Accounts

 

If for any reason the EULA is terminated with regard to any or all of your Accounts, those Accounts will be closed, upon which all rights granted to you under the EULA shall terminate with regard to the closed Accounts, and you must discontinue your use of the Software, and you may not access the System or play the Game under any closed Account, and all the attributes of the Accounts, including characters, items and currency in the Accounts, will be lost. If for any reason the EULA is terminated, you will not be entitled to compensation for the past time you spent playing EVE, for the real or projected value of your Account were it to be sold, or for any other compensation, other than a prorated refund of prepaid subscription fees under certain circumstances as expressly set forth in the EULA.

 

Users whose Accounts have been closed may not access the System or play EVE in any manner or for any reason, including through any other Account, without the express written permission of CCP. Users of active accounts may not knowingly allow former users whose Accounts have been closed to use the active user's Accounts.

 

CONDUCT

A. Specifically Restricted Conduct

 

Your continued access to the System and license to play the Game is subject to proper conduct. Without limiting CCP's rights to control the Game environment, and the conduct of the players within that environment, CCP prohibits the following practices that CCP has determined detract from the overall user experience of the users playing the Game.

 

You may not take any action that imposes an unreasonable or disproportionately large load on the System.

You may not use your own or third-party software to modify any content appearing within the Game environment or change how the Game is played.

You may not use your own or any third-party software, macros or other stored rapid keystrokes or other patterns of play that facilitate acquisition of items, currency, objects, character attributes, rank or status at an accelerated rate when compared with ordinary Game play. You may not rewrite or modify the user interface or otherwise manipulate data in any way to acquire items, currency, objects, character attributes or beneficial actions not actually acquired or achieved in the Game.

You may not use the Software, or any information accessible through the System, to bypass the System login architecture or create or provide any other means through which the System may be accessed and/or the Game may be played by others, as, for example, through server emulators.

You may not submit any content to any chat room or other public forum within the Game that is harassing, abusive, threatening, harmful, obscene, libelous or defamatory, encourages conduct that could constitute a criminal offense or give rise to civil liabilities, or is unlawful in any other way, including without limitation the submission of content that infringes on a third-party’s intellectual property rights.

You may not engage in any conduct that results in an Account containing items, objects, currency, character attributes, rank, or status that are inappropriate for the level or rank of the character contained in the Account, including without limitation arranging, making or accepting transfers of items to a character without adequate consideration, thereby augmenting or aggregating items in an Account and increasing its value for an Account sale.

B. Selling Items and Objects

 

You may not transfer, sell or auction, or buy or accept any offer to transfer, sell or auction (or offer to do any of the foregoing), any content appearing within the Game environment, including without limitation characters, character attributes, items, currency, and objects, other than via a permitted Character Transfer as described in section 3 above. You may not encourage or induce any other person to participate in such a prohibited transaction.You may not use, transfer or assign any in game assets for games of chance operated by third parties. The buying, selling or auctioning (or any attempt at doing so) of characters, character attributes, items, currency, or objects, whether through online auctions, newsgroups, postings on message boards or any other means is prohibited by the EULA and a violation of CCP's proprietary rights in the Game.

 

C. Compliance with Rules of Conduct

 

You agree to observe and abide by the Rules of Conduct as may be amended by CCP from time to time. The current version of the Rules of Conduct may be viewed at http://community.eveonline.com/support/policies/terms-of-service-en/, and are incorporated in the EULA by reference.

 

PRIVACY AND USE OF PERSONAL INFORMATION

Please note that the terms of CCP’s privacy policy will apply in addition to the terms of this Section 7.  The Privacy policy is available at http://community.eveonline.com/support/policies/privacy-cookies-policy-en

 

A. Communications

 

Except for certain information in your Account (discussed below), all transmissions by you to the System are not private. You acknowledge and agree that you have no expectation of privacy regarding communications you make in the Game, whether through private in-Game messaging, during chat, or in chat rooms. CCP and/or its designated affiliates and representatives may monitor communications made by or received from you. You should not provide private information to any other player in the Game. CCP shall not be responsible for the consequences of any such disclosure by you.

 

You may encounter and converse with people who are rude, offensive, belligerent, and who may use indecent, obscene, and/or threatening or harassing language while playing the Game or otherwise interacting within EVE.  You may report any instances of such behavior to CCP. CCP will investigate and take such measures as CCP, in its sole judgment, determines are reasonable under the circumstances. CCP does not guarantee that you will not encounter behavior of others that you may view as insulting, demeaning, offensive, threatening or harassing. You assume all risk associated with playing the Game, and CCP assumes no responsibility for the conduct of any other players, and shall not be liable to you or any other person for their conduct.

 

B. Use of Personal Information

 

You may verify and update your Account information by logging into your Account through the account management page within the Game.

 

Definitions

 

The term “User Personal Details” means information relating to your personal Account details, including your email address, profile name or other online identification, first name, last name, age, date of birth, country of residence, preferences and settings including communication or content restrictions and parental control settings, other account information such as friend’s lists, block lists, and language selection, any dates the foregoing data is modified, and any other information relating to your Account.

 

The term “User Gameplay Information” means any information relating to your play or use of the Game, including of your gameplay statistics, preferred strategies, in-Game transaction history and trends, history of technical issues and support usage, and history of contributed and received User Content.

 

User Personal Details and User Gameplay Information together constitute “User Data”.

 

Collection and Use of User Personal Details

 

You acknowledge and agree that CCP may collect and store User Personal Details and use them for the limited purposes of: (i) verification or authentication of a user’s identity, (ii) establishing an Account with CCP, (iii) the provision of services to users, such as gameplay, Game administration, and technical support, and (iv) marketing and offering CCP products and services to you.  Any storage or use of User Personal Details will be subject to compliance with CCP’s privacy policy, which may be found at http://community.eveonline.com/support/policies/privacy-cookies-policy-en/.

 

Collection and Use of User Gameplay Information

 

You acknowledge and agree that CCP may collect and store User Gameplay Information about you, both as an individual and aggregated with the User Gameplay Information of other users of the Game and the System.  In addition, you acknowledge and agree that CCP may analyze and use such User Gameplay Information for the purposes of review, research, development, maintenance, operation, administration, and support, and for the marketing of CCP products and services.

 

Transfer and Sharing of User Data

 

You agree that CCP may transfer, share, and/or store your User Data:

 

outside the European Economic Area where reasonably necessary to administer, operate  maintain and support the Game and the System;

in particular, to the US and China for the purpose of managing customer support and technical issues; and

with suitable third parties under a binding duty of confidentiality in order for such third parties to carry out the limited activities of CCP permitted by this Section 7.

All transfer, storage, and use of User Data shall at all times be subject to CCP’s current privacy policy for the Game from time to time.

 

C. SECURITY AND DISCLOSURE OF USER DATA

 

CCP does not guarantee that User Data transmitted to the System, including without limitation information in your Account and/or User Personal Details, will not be disclosed to third parties. While CCP's aim is to keep your User Data confidential and CCP employs security measures to protect the System, third parties may unlawfully intercept transmissions or private communications, or access data within the System.

 

CCP may (and you hereby expressly authorize CCP to) disclose information about you to private entities, law enforcement or other government officials, as CCP, in its sole discretion, deems necessary or appropriate to investigate or resolve possible crimes or to respond to judicial, regulatory, agency or similar inquiries.

 

You further agree that in the event of a failure in the Game, the System and/or the Software, CCP may provide crash dump information (which is information on the state of the System when a crash occurs, and may include your User Data) to third parties under suitable confidentiality restrictions in order to review analyze and provide reports on such information to determine the cause or correction of the failure.

 

D. MONITORING

 

You agree that CCP may remotely monitor your Game hardware solely for the purpose of establishing whether in playing the Game and accessing the System you are using software created or approved by CCP, or whether you are using unauthorized software created by you or a third party in contravention of Section 6.

 

SEIZURE WARNING

In rare instances, some users may experience seizures when exposed to certain light patterns or flashing lights. Exposure to certain light patterns or backgrounds on a video monitor may induce an epileptic seizure, even in persons who have no history of prior seizures or epilepsy.

 

LICENSE

A. Software License

 

Subject to the terms of the EULA, CCP grants you a limited, non-exclusive, revocable license to use the Software and its accompanying documentation solely in connection with accessing the System in order to play EVE using a single valid Account.

 

For each valid Account you maintain, you may install a copy of the Software on, and access the System from, a single computer or Game platform, and from a secondary computer if you so choose. You must purchase a separate license to the Software for each additional Account you register; e.g., if you have 2 Accounts, you must have 2 licensed copies of the Software. You may not use more than one Account with a single licensed copy of the Software. You may make one (1) copy of the Software for backup or archival purposes.

 

B. License to Access the System to Play the Game

 

Upon establishing a valid Account, and subject to your continued compliance with the EULA, CCP grants you a limited, non-exclusive, revocable license to access the System, and to access and use the Game Content and User Content (each as defined below), in order to play EVE online. You may download (and, to the extent permitted by the System, make a single copy for your own purposes in playing the Game) and exchange Game Content and User Content exclusively via a valid Account, solely to play the Game, for purposes permitted by, and in a manner consistent with, the EULA.

 

C. Specific Restrictions

 

Any and all rights not expressly granted by CCP herein are reserved, and no license, permission or right of access or use not granted expressly herein shall be implied.

 

You may not intercept for any purpose other than playing EVE in accordance with the EULA any information accessible through the System. You may not access the System or upload, download or use information accessible through the System, other than as permitted by the EULA.

 

You may not copy (except as set forth above), distribute, rent, lease, loan, modify or create derivative works of, adapt, translate, perform, display, sublicense or transfer the Software or any documentation accompanying the Software. You may not transfer the Software, except as part of a permitted Account Transfer as described above, if permitted by the EULA then in effect. If the Software is an update, any transfer must include the update and all prior revisions.

 

You may not copy, distribute, rent, lease, loan, modify or create derivative works of, adapt, translate, perform, display, sublicense or transfer any information accessible through the System, including without limitation, any part of the Game Content or User Content, or any item, object or character in your Account, except that, solely to the extent permitted by the System, you may modify certain Game Content and User Content only for your own purposes in playing the Game.

 

You may not reverse engineer, disassemble or decompile, or attempt to reverse engineer or derive source code from, all or any portion of the Software, or from any information accessible through the System (including, without limitation, data packets transmitted to and from the System over the Internet), or anything incorporated therein, or analyze, decipher, "sniff" or derive code (or attempt to do any of the foregoing) from any packet stream transmitted to or from the System, whether encrypted or not, or permit any third party to do any of the same, and you hereby expressly waive any legal rights you may have to do so. If the Software and/or the System contains license management technology, you may not circumvent or disable that technology.

 

D. Software Updates

 

CCP may from time to time update or otherwise modify the Software electronically. You hereby grant CCP permission to: (i) extract hardware system profile data from your computer; (ii) extract information from your computer's file directories pertaining to the Game and your ability to access the System; (iii) download to your computer content and Game files and any data related to the operation of the Game. The foregoing applies to any computer from which you log into the System using your Account.

 

E. New Releases of the Software

 

You are not entitled to receive any new releases of the Software, or any expansion packs, updates, upgrades or similar products under the EULA, but CCP may, in its sole discretion, offer any or all of the foregoing to you. CCP may update, upgrade or otherwise enhance the Software at any time, in its sole discretion, without obligation to you. Periodically, CCP will require all users to migrate to new releases of the Software in order to continue accessing the System and playing EVE. You will be informed when a new release is available and will have a period of time in which to procure and install the new release. You must install and use the new release before the period of time has lapsed to continue accessing the System and playing EVE. If you fail to install the new release when required, CCP shall not be responsible in any way for your inability to access the System or play EVE, and you shall not be entitled to receive a refund of any prepaid fees or any other form of compensation. New releases could be offered to you at a discounted price.

 

PROPRIETARY RIGHTS

A. Ownership of Software, System and Game

 

As between you and CCP, CCP is the sole and exclusive owner of the Software, System, Game and Game Content (as defined below). The Software, System, Game and all Game Content are protected by law governing copyrights, trademarks and other proprietary rights. CCP reserves all rights not expressly granted herein.

 

The Game is comprised of, without limitation, software code, programs, routines, subroutines, objects, files, data, characters (and items, currency, objects and attributes comprising or associated with a character or an Account), graphics, sound effects, music, animation, video, text, content, layout, design and other information downloaded from and accessible through the System (collectively, the "Game Content"). CCP, its affiliates, licensors and/or suppliers retain all of their right, title and interest (including without limitation all intellectual property rights) in and to the Software, System, Game and all Game Content, and no rights thereto are transferred to you, except for the limited license granted above.

 

B. Rights to Certain Content

 

You have no interest in the value of your time spent playing the Game, for example, by the building up of the experience level of your character and the items your character accumulates during your time playing the Game. Your Account, and all attributes of your Account, including all corporations, actions, groups, titles and characters, and all objects, currency and items acquired, developed or delivered by or to characters as a result of play through your Accounts, are the sole and exclusive property of CCP, including any and all copyrights and intellectual property rights in or to any and all of the same, all of which are hereby expressly reserved.

 

Without limiting its rights in any way, and subject to the other terms of the EULA, CCP shall have the right to display and publish any information (except certain personal information in your Account) relating to any character in your Account, for example, in charts, lists and other compilations, without notice or any compensation to you whatsoever.

 

You hereby irrevocably and without additional consideration beyond the rights granted to you herein, assign to CCP any and all right, title and interest you have, including copyrights, in or to any and all information you exchange, transmit or upload to the System or while playing the Game, including without limitation all files, data and information comprising or manifesting corporations, groups, titles, characters and other attributes of your Account, together with all objects and items acquired or developed by, or delivered by or to characters, in your Account. To the extent that any such rights are not assignable, you hereby grant CCP an exclusive, perpetual, worldwide, irrevocable, assignable, royalty-free license, fully sub-licensable through multiple tiers, to exercise all intellectual property and other rights, in and to all or any part of such information, in any medium now known or hereafter developed. The foregoing assignment and license in this paragraph shall not include User Content (defined below).

 

C. User Content

 

The System may allow you to communicate information, such as by posting messages in chat rooms, on bulletin boards and other user-to-user areas (collectively, "User Content").

 

User Content that you cause to be communicated to the System may not (i) violate any statute, rule, regulation or law; (ii) infringe or violate the intellectual property, proprietary, privacy or publicity rights of any third party; (iii) be defamatory, indecent, obscene, child pornographic or harmful to minors; or (iv) contain any viruses, Trojan horses, disabling code, worms, time bombs, "clear GIFs," cancelbots or other computer programming or routines that are intended to, or which in fact, damage, detrimentally interfere with, monitor, intercept or expropriate any data, information, packets or personal information.

 

CCP may take any action it deems appropriate regarding any User Content, if CCP believes, in its sole discretion, that such User Content violates the EULA or may expose CCP, its licensors and/or its suppliers to liability, damage CCP's relationship with any of its suppliers, licensors, ISPs or other users of EVE, harm anyone or harm CCP's reputation or goodwill.

 

You hereby grant CCP an exclusive, perpetual, worldwide, irrevocable, assignable, royalty-free license, fully sub-licensable through multiple tiers, to exercise all intellectual property and other rights, in and to all or any part of your User Content, in any medium now known or hereafter developed.

 

Violation of CCP's proprietary rights is a material breach of the EULA, in the event of which CCP may suspend your Account, terminate the EULA and take whatever additional action CCP deems appropriate under the circumstance. The foregoing is without prejudice to or waiver of any and all of CCP's other rights and remedies, all of which are expressly reserved, survive termination, and are cumulative.

 

NO WARRANTIES

The Software, System, Game and all Game Content, and all other services and material provided in connection therewith, are provided "AS IS," with all faults, and without warranty of any kind. You assume all risk of use and all risk associated with accessing the System and playing the Game.

 

CCP disclaims all warranties, whether express or implied, including without limitation the warranties of merchantability, fitness for particular purpose and non-infringement. There is no warranty against interference with your enjoyment of the Game. CCP does not warrant that the operation of the System or your access to the System, or that your use of the Software, will be uninterrupted or error-free, nor that the System or Software will be compatible with your hardware and software.

 

While CCP attempts to have the System available at most times, CCP does not guarantee that the System will always be available, or that the System will not become unavailable during Game play. The System may become unavailable for a number of reasons, including without limitation during the performance of maintenance to the System, for the implementation of new software, for emergency situations and due to equipment or telecommunications failures.

 

DISCLAIMER OF DAMAGES

In no event shall CCP, its affiliates, licensors or suppliers be liable to you or to any third party for any special, indirect, incidental, consequential, punitive or exemplary damages (including without limitation, lost profits or lost data), arising out of or in connection with your Account, the System, Software, Game, Game Content, User Content, EULA, or any other services or materials provided in connection therewith, whether based on warranty, contract, tort or any other legal theory, and whether or not CCP is advised of the possibility of such damages, and even if any stated remedy fails of its essential purpose.

 

LIMITATION OF LIABILITY

Except as set forth below, CCP's maximum liability for any and all claims arising out of or in connection with your Account, the Software, System, Game, Game Content, User Content, EULA, and any other services or materials provided in connection therewith, shall not exceed an amount equal to the value of one (1) month's subscription fees.

 

In the event of a material breach of CCP's obligations to provide access to and use of your Account, the System, Game, Game Content or User Content, your sole and exclusive remedy shall be a refund of any pre-paid subscription fees attributable to the period during which you were denied such access and use, or an amount equal to the value of three (3) months' subscription fees, whichever is less. In the event of a malfunction of or your inability to use the CD-ROM containing the Software, your sole and exclusive remedy shall be a replacement disk from the vendor that provided the CD-ROM in accordance with its replacement policy; CCP shall have no liability for the CD-ROM.

 

If any of the foregoing disclaimers or limitations of liability are declared to be void or unenforceable, then CCP's liability shall be limited to the maximum extent permissible under applicable law. The remedies set forth herein are exclusive and in lieu of all other remedies, oral or written, express or implied.

 

INDEMNITY

You shall defend, indemnify and hold harmless CCP and its affiliates, licensors and suppliers, and their respective employees, contractors, officers and directors, from any and all claims, loss, damages and demands, including reasonable attorneys' fees, arising out of: (i) your use or misuse of the Software; (ii) your access to the System; (iii) any activities conducted through your Account (whether by you or another person); and (iv) your playing of the Game.

 

AMENDMENTS TO EULA

CCP may, in its sole discretion, amend the EULA from time to time by posting an amended version at http://community.eveonline.com/support/policies/eve-eula-en/ and/or notifying you when you attempt to log in to the System. If the EULA is amended, you will be asked to review the amended EULA when you log into your Account, and to indicate and confirm your acceptance of the amended EULA by clicking the "ACCEPT" and/or "CONFIRMED" buttons. You must accept the EULA in order to continue to access the System or play the Game.

 

If the amendment alters a material term of the EULA that is unacceptable to you, you may, as your sole and exclusive remedy, terminate the EULA and close your Account as described in Section 5, Termination.

 

GOVERNING LAW AND EXCLUSIVE FORUM

The EULA, and the rights and obligations of the parties hereto, shall be governed and construed by and in accordance with the laws of the Republic of Iceland. The EULA shall not be governed by the United Nations Convention on Contracts for the International Sale of Goods.

 

The sole and exclusive forum for resolving any controversy, dispute or claim arising out of or relating to the EULA, or otherwise relating to any rights in, access to or use of the Software, System, Game, Game Content, User Content and/or the rights and obligations of the parties hereto, shall be the District Court of Reykjavík, Iceland, (Héraðsdómur Reykjavíkur). You hereby expressly waive and agree not to raise any and all objections based on personal jurisdiction, venue and/or inconvenience of such forum and agree to the jurisdiction of the District Court of Reykjavík, Iceland.

 

MISCELLANEOUS

If any part of the EULA is held invalid or unenforceable, that portion shall be construed in a manner consistent with applicable law to reflect, as nearly as possible, the original intentions of the parties expressed in the EULA, and the remaining portions shall remain in full force and effect.

 

You shall comply with all applicable laws regarding your access to and use of the System, use of the Software, your access to your Account and your playing of the Game. Without limiting the foregoing, you may not download, use or otherwise export or re-export any part of the information accessible through the System or the Software except in full compliance with all applicable laws and regulations.

 

Except as otherwise provided herein, you may not assign or transfer the EULA or your rights thereunder, and any attempt to do so is void. The EULA, including the Rules of Conduct and the fees and payment terms as referenced therein, as each may be amended by CCP from time to time, sets forth the entire understanding and agreement between CCP and you with respect to the subject matter hereof. Except as provided above, or in a writing signed by both parties, the EULA may not be modified or amended. No distributor, agent or employee of CCP is authorized to make any modifications or additions to the EULA.

 

All notices to CCP required or permitted by the EULA shall be by electronic mail at support@eveonline.com, unless stated otherwise in the EULA.

 

Updated April 16, 2012 Updated October 12, 2016


Keywords: End User License Agreement changes coming with EVE Online: Ascension
end-user-license-agreement-changes-coming-with-eve-online-ascension



Source: http://community.eveonline.com/news/dev-blogs/clone-states-post-csm-summit-roundup/

Clone States - Post CSM Summit Roundup


Published Date: 2016-10-10T15:52:31Z
Last updated on 2016-10-10T15:52:31Z
Author: Team Size Matters
ID #:95835960

Hello and welcome to the third and final blog on Clone States before EVE’s November expansion. Clone states will allow all past and future EVE players to play for free for as long as they want. If that doesn’t sound familiar, go check out the announcement blog here for more details.

In the last installment, which you can read here, we summarized post-announcement feedback and discussed our strategy going into the CSM summit. The summit has now come and gone (read minutes here), so let’s talk about what we learned and what we’re planning to change about the Clone States feature before the expansion hits.

First of all, I want to say that this particular summit was fantastic. Despite being an almost completely new group, the entire CSM seemed engaged, organized and professional. They worked hard, respected both us and each other, and provided information and insight on Clone States as well as many other features. Okay, before this feels too much like a love letter to Bobmon, let’s keep moving.

Simultaneous Logon for Alphas:

The CSM’s number one focus for Clone States matched the biggest concern from general player feedback: simultaneous Alpha clone logon must be limited. We agree and so we are planning to implement restrictions that keep any Alpha account from passing character select if another EVE client is already active. This will be true even if the other client is Omega. Bypassing these restrictions will also be a breach of the EULA and may lead to penalties and punishments and all that nasty stuff that our security team does if they catch you being bad.

There are two reasons to make this kind of restriction. The first and most obvious reason is the potential for abuse and exploitation. The second, which the CSM focused on heavily, is that we don’t want to create a situation where normal players feel obligated to run Alpha alts. It would be unfortunate if every player has to choose between running an alt (which isn’t necessarily fun) or feeling disadvantaged against players who do. We’ve been deliberately trying to remove this kind of system (see off grid links) and certainly don’t want to add a giant new version of it with Clone States.

High-sec and Suicide Ganking:

The topic of high-sec ganking was the first thing to follow after simultaneous logon. This subject is pretty complex, and discussion on it during our first session soaked up 45 minutes without any signs of slowing. The general concern is simple: free accounts will make suicide ganking easier and therefore more common, which is bad. But, the reason we were able to burn half our meeting so quickly is that basically all the assumptions baked into that concern are up for debate. Will it actually be easier? Will it then be much more common (will more people do it)? Is that bad? How much high-sec ganking is the right amount? Both us and the CSM aren’t clear on all of these questions, so here’s what we’re going to do.

First of all, we know we have a solid solution for limiting the impact of Clone States on high-sec if we need it: we can lock safety settings for Alphas to ensure they can’t commit crimes. We are planning to keep that solution at the ready if we see substantial negative impact after the release, but make no limitations initially. This approach follows a philosophy that we’ve been trying to pursue for the Clone States feature in general, which is to deliver the most full and unhindered EVE experience we can for Alphas.

The CSM were satisfied with this as long as we commit to watch the results and act quickly if things go sideways. We agree this is the best path forward, and plan to closely monitor actual behavior changes as well as feedback channels after release. 

What Happens If I Lapse With…

Moving right along! We have a group of situations that emerge when a skill is needed to install or create something, but then isn’t needed afterwards. This includes jump clones, implants, planetary colonies, corporations, and more. The question is, what happens if I use these skills as an Omega clone, then lapse with the benefits still in place. We think that in almost all of these cases it will be fine to let you continue to take advantage of these benefits as an Alpha as long as no new installations are possible. That means that if you’re an Alpha, but you installed a nice set of implants and 3 jump clones some time ago when you were Omega, you can just go on using them as an Alpha. However, you won’t be able to install any new implants or jump clones that require skills outside the Alpha set until you resubscribe, reactivating your Omega skills.

The one stand-out exception here is Planetary Interaction. If you lapse to Alpha, you will keep ownership of your colonies and they will keep running, but you won’t be able to collect any resources from them until going back to Omega State. We don’t want infinite free PI farms and we doubt (most of) you do either so we feel this is a sensible solution.

The Alpha Set

Through discussion at the summit we did come across a few smart changes for the Alpha list, so here they are in no particular order:

  • Adding Infomorph Psychology at level I – this allows one jump clone for Alpha characters, a very helpful tool for new players, especially if they want to dive head first into a distant nullsec corp
  • Increase skill requirement for Entosis Link I module to Informorph Psychology II (was Infomorph Psychology I) – to allow Alphas to use jump clones we must also make this change to prevent Alphas from using Entosis Links
  • Raising Drones skill to V for Caldari and Minmatar (was III)
  • Add Gas Harvesting II to all factions – no reason for Alphas to not have this activity available
  • Lower Electronic Warfare to III for all factions (was IV) – not sure how this was at 4 to begin with but it’s safe to say we would rather not make tech II ECM an Alpha capability

Look at this happy Alpha pilot harvesting gas!

But that’s not all!

There’s a few more odds and ends worth mentioning which came from the summit. Each of these still has some uncertainty associated with it, either because of timeline or exact execution details, but they are all items the CSM pushed for that we hope to have included with Clone States.

  • A small manufacturing tax applied to Alpha industry jobs. The industrialists on the CSM (looking at you Ayrth) pushed hard for this. It should have low impact on legitimate new players but saves min-maxing producers from spinning up tons of production alts for low end goods, which is good for them and for everyone else in the economy. We are still exploring the best way of implementing but we hope to have some form of it working at release.
  • Alphas won’t be able to fuel star bases. This was suggested as an easy way to keep everyone from having free alts distributed to set timers perfectly. This restriction feels a tad arbitrary but POS fueling isn’t exactly a job we desperately hope new players will find themselves assigned to so we’re fine including it
  • Skill Extraction will be allowed for Alphas. This is another one of those areas where we can see potential issues down the line with SP farming, but we also really want returning players to have the option to extract old skills if they like. This could be a good path for many returners to go Omega, or just fund for some startup ships and modules. Of course, we won’t allow Alphas to extract skills in the Alpha set, but we may need even further restrictions later. It’s an easy one for us to keep an eye on so we will just update later with changes if they are needed.

Okay, that’s all!

That pretty much does it for the post-summit round-up. Clone States will bring big changes for the entire EVE universe, many of which we can’t anticipate, so we have time carved out for follow-up tweaks based on how things go in November. For now, we feel confident that we’re in good shape for release.

Thanks again to the CSM for coming to Reykjavik and talking quite a lot with us, and thanks to all of you for all the feedback you’ve given to this feature since its initial announcement.

Fly free o/

- Team Size Matters on behalf of The EVE: Online Development Team


Keywords: Clone States - Post CSM Summit Roundup
clone-states-post-csm-summit-roundup



Source: http://community.eveonline.com/news/dev-blogs/clone-states-post-announcement-follow-up/

Clone States – Post Announcement Follow-up


Published Date: 2016-10-10T15:52:00Z
Last updated on 2016-10-10T15:52:00Z
Author: Team Size Matters
ID #:95835960

Play EVE Online for Free! - Download the EVE Online Launcher here.

Wow, what a day! After our Clone States announcement, we watched as EVE players, future EVE players and media engaged in a massive discussion about what this feature would mean for New Eden. Needless to say, it feels great to see our community embrace the concept in such force. In less than 24 hours you have started developing 3rd party support for Alpha skill and fit planning, suggested marketing strategy for us, and of course looked for ways to improve the design. This has all been fantastic to see and now we are just eager to get the details right as we move towards that November release.

The internet is a big place and while we did answer some questions yesterday, there was no way to respond everywhere so we want to use this opportunity to highlight some of the biggest points of feedback so far. We aren’t ready to lock in any changes or solutions just yet, but know that these will be huge focus areas for us over the coming weeks.

Probably the clearest point to emerge so far has been a request to limit simultaneous log on for Alphas. The concern here is obviously justified as swarms of free alts could potentially have any number of negative effects on the game. That said, there’s significant complexity here, especially on the technical side. We are exploring options to address this and also consulting our security and customer support team, as most of the negative behavior would depend on multi-plexing or automation, both of which are big no-no's. But, when you guys say you will find ways to break it we believe you, so, we’re looking at our options and will update you when we settle on an approach.

Coming in a close second is suicide ganking and other forms of high-sec harassment. As we mentioned in the Q and A, we know we can use the safety system to ensure there won’t be a problem if we need to, but we still aren’t sure if that will be necessary. This write up does a good job showing why Alpha Clones may not make ganking more prevalent. It’s a tricky topic and we look forward to talking it through with the CSM as well as watching more of your feedback over the coming weeks.

After those two stand-outs there are a number of areas that have been mentioned consistently but without quite the same urgency.

We know there’s some sensitive gameplay areas like faction warfare, combat alts, wormhole scouts and a few others that need a look over. 

We know there’s plenty of ‘what if’ questions that still need answers such as how to handle characters with fancy implants or corporation ownership who fall into Alpha state.

We know we need a good plan for what information to expose in the API about your clone state and what kind of access Alphas have to the API.

We’ll be working towards answers on all these topics, with your help, and will do our best to keep you up to date through our progress.

Another common area of discussion has to do with the New Player Experience (NPE), other supporting features for clone states and the November release in general. What I can tell you is that this will be a full blown expansion release and we have some of its content already described on EVE Updates, with more to come soon. We are also working to include the first phase of Team Genesis’ new player experience improvements alongside clone states, keep your eyes out for updates from them on that work.

Finally, we want to emphasize that a lot of the impact from Clone States will be impossible to predict. We’ve seen questions like ‘what will happen to the market when returning players suddenly reclaim enormous amounts of assets’. Well, we don’t know exactly! For now, we want to work towards a position where we can comfortably react to emerging needs after launch.

Let us extend a giant thank you for all your ideas and enthusiasm. This is the best gaming community in the world and it’s awesome to see how excited you are to help us make it bigger.

Look for updated plans from us over the next few weeks.

Until then,

Fly safe,
Team Size Matters

Play EVE Online for Free! - Download the EVE Online Launcher here.


Keywords: Clone States – Post Announcement Follow-up
clone-states-post-announcement-follow-up



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-sept-2016/

Monthly Economic Report - September 2016


Published Date: 2016-10-04T21:01:00Z
Last updated on 2016-10-04T21:01:00Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for September 2016. 

Please click the graphs to enlarge them as needed.

The raw data and graphs that make up this report can be found here.

 


Keywords: Monthly Economic Report - September 2016
monthly-economic-report-sept-2016



Source: http://community.eveonline.com/news/dev-blogs/mining-foreman-revolution/

Mining Foreman Revolution


Published Date: 2016-10-04T02:00:00Z
Last updated on 2016-10-04T02:00:00Z
Author: Team Five 0
ID #:95835951

  

Hello prolific capsuleers!

The EVE Online team is continuing to work hard on the upcoming November expansion, and today we’re ready to share another dev blog with all of you!

This is the second dev blog in our series on “Command Bursts”, the new and improved system for providing bonuses to your allies.

  • The first blog covered the goals of the new system, the new mechanics, and the plan for leadership skills and other modifiers. We’ve been continuing to update that original blog as we’ve made changes to the plan thanks to your feedback, so it’s a great reference for getting an overview of the system as a whole.
  • This blog will go into detail on the changes to mining foreman gameplay, including the Mining Foreman Bursts, changes to the Rorqual and Orca, and the new Porpoise-class industrial command ship.
  • Blog three will focus on the balance tweaks being made to combat-focused boosting ships that will release alongside the new system.
  • Blog four will be released right before the November expansion and cover all the changes to the plan we made thanks to your feedback. It will also summarize all the ship and module balance changes in the November release for easy reference.

This will be a giant blog covering several topics related to mining foreman gameplay, so we’ll start with a table of contents. If you don't have time right now for 7000 words and just get to the TL:DR click here.

 

Mining Foreman Ship Progression: Choosing the Best Tools for Your Operation

Mining foreman ships are absolutely crucial to the resource collection gameplay in EVE Online, and we are committed to creating a compelling set of ships with strong shared features and a logical progression. This progression is especially key, as it allows players to choose how much investment and risk their mining organization is comfortable with. Each level requires higher investment and more teamwork in order to provide ever-greater benefits.

After the November expansion, the progression of mining foreman options will be:

  1. The new affordable and mobile Porpoise-class Industrial Command Ship
  2. The Orca-class full-sized Industrial Command Ship
  3. The Rorqual-class Capital Industrial Ship – without the Industrial Core module active
  4. The Rorqual – with the Industrial Core module running

We believe all four of these choices will be valuable options for players in different circumstances and each option fills its own niche for different types of mining operations. We’ll go into all the detail about each of these ships and modules later in the blog, but first let’s discuss what they all have in common: the three pillars of mining foreman gameplay.

 

The Three Pillars of Mining Foreman Gameplay

In order to provide the best experience for mining operations large and small, we knew that there was a set of three key roles that each mining foreman ship would need to fulfil simultaneously. In the existing system, only the first role was being achieved to a satisfactory level and achieving these roles has been at the core of our work on this new system. Those of you who have watched our Fanfest presentations, tuned in for The o7 Show or discussed these issues with us on the forums and at meetups will recognize these three pillars as we’ve been talking about them for quite some time to gather community feedback.

Mining Foreman Pillar #1: Help fleetmates mine more effectively

This is the most obvious pillar of mining foreman gameplay and it’s the only pillar that is currently being met to a significant degree. In the new system we are converting the existing mining fleet boosting gameplay over to the new AoE “Command Burst” system described in the previous blog.

Each of the mining foreman ships share the same core tools for helping other players mine more effectively, with improved bonuses across the progression as investment increases:

  • Mining Foreman Bursts, which provide timed bonuses to mining speed, mining range, and crystal durability to all fleetmates within the area of effect
  • Long-range survey scanners that allow the mining foreman ships to effectively coordinate their mining operations and provide valuable intel to allies miners
  • Range and speed boosted tractor beams to collect containers of ore from around the asteroid belt
  • Large ore holds and fleet hangars to effectively store and move the ore collected during their operation
  • The Orca and Rorqual also have ship maintenance bays that allow their allies to refit and even switch ships in space

Mining Foreman Pillar #2: Defend the mining operation

Mining operations can find themselves under threat by a number of sources, from NPC pirates to other players. Although some mining ships can already do an amazing job of defending themselves (most notably the Procurer and Skiff), we want to ensure that mining foreman ships all have their own teeth to serve as the protector of their mining operation. This defense functionality takes a few forms:

  • All mining foreman ships will have drone damage bonuses which give them the offensive capability to kill NPCs and make capsuleer attackers think twice before engaging
  • All mining foreman ships also get bonuses to remote shield boosting which allow them to heal the members of their mining operation
  • The Orca and Rorqual gain bonuses to Shield Command Burst modules (in addition to their Mining Foreman Burst bonuses) which make them well suited to increasing the shield defenses of their fleetmates
  • The Rorqual has the ability to use a unique defensive superweapon called the Pulse Activated Nexus Invulnerability Core, giving it the option of making itself and its mining operation invulnerable and immobile for between 5 and 7.5 minutes

Mining Foreman Pillar #3: Contribute with powerful mining drones

The third pillar is the biggest change from the existing mining foreman gameplay, and the #1 request we’ve been hearing from the community on this topic over the past few years. All mining foreman ships should have their own mining ability to allow them to contribute directly to the results of their mining operation, and give them productive gameplay in between their other tasks.

We decided early on that mining drones would be a better fit than mining lasers for achieving this pillar, as these mining foreman ships would already have plenty of other things competing for highslot space.

To aid with this pillar, we are fleshing out the mining drone skills and progression in November. More details about those mining drone changes can be found later in this blog.

When equipped with mining drones these ships will all provide significant mining yield, with improved mining rates coming from the larger ships.

Thanks to the new Excavator mining drones, the Rorqual will become the most powerful mining ship in the game even without the use of the Industrial Core. With the Industrial Core active it will be in a league of its own, essentially a one-ship mining operation.

These three pillars are visible in each of the mining foreman ships, giving players the option of choosing whichever ship best matches the needs of their particular mining operations.

We’ll dive into the details about any ships soon, but first let’s go over the specifics of the new Mining Foreman Bursts and the revamped mining drones that will be used by all three ships.

 

Mining Foreman Burst Details

If you’ve read the previous dev blog and forum thread covering the Command Burst system, you’ll already be familiar with most of the information this section. In that case feel free to skip to the next section most of this will be repeated information. However, we want to include a quick refresher on the basic information so that people who just want to learn about mining foreman gameplay can get everything they need in one blog.

Command Bursts are high-slot modules that can be fit on the same classes of ships that can currently fit Warfare Links and will be replacing their functionality. There will be five types of Command Burst modules at launch, one for each of the existing fleet boost groups: Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining.

These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Ammo can be swapped in the field to change bonuses as the situation changes, although a reload time of between thirty seconds and one minute means that choosing the right time to swap bonuses is important.

The ammunition for Command Bursts will be compact, inexpensive and manufactured by players primarily from the raw materials of ice products.

The burst charges themselves are planned to have a volume of 0.01 m3, and the modules themselves will have a capacity of 3 m3. This means that if you don't want to change ammo types you can boost for 5 hours continuously without reloading.

The blueprint originals for each of these charge types will be sold by NPCs, just like other T1 charges.

The current plans for material requirements for batches of the burst charges are as follows (base values for an unresearched blueprint):
Batch size for all burst charges is 500.

All information command burst charges:
100 units of Helium Isotopes
100 units of Nitrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All skirmish command burst charges:
100 units of Oxygen Isotopes
100 units of Hydrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All shield command burst charges:
100 units of Hydrogen Isotopes
100 units of Nitrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All armor command burst charges:
100 units of Helium Isotopes
100 units of Oxygen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All mining foreman burst charges:
500 units of Heavy Water
500 units of Tritanium
500 units of Isogen

This means that the cost of an individual burst charge should land between 200 and 500 ISK, with the mining burst charges costing a bit less than the combat ones.

Command Burst modules will also require a moderate amount of capacitor to activate.

When activated, the Command Burst will apply bonuses to all fleetmates within range of the boosting ship in a sizable sphere. Imagine a smartbomb that buffs your friends instead of damaging ships and you’ll get the idea. Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. The area covered by the burst is clearly indicated by their visual effect:

When a fleetmate is hit by the Command Burst, their ship will receive a timed bonus lasting between 60 and 130 seconds that continues to operate even if they move out of range, or if the boosting ship dies. The bonus persists through warps within a system, but does not persist through docking and undocking or through system changes. The bonus is applied to the ship rather than the character, so swapping ships in space leaves the buff on your unpiloted old ship rather than having it follow you to the new ship. Since the burst that applies the timed bonus is instantaneous, any ships that enter range after the burst goes off will need to wait until the next cycle to receive their bonus.

Command Bursts will not apply their bonuses to any fleetmates that are tethered to a structure (like a Citadel or Engineering Complex) or within a starbase force field, and ships cannot activate their Command Burst modules if they themselves are within a force field.

Fleet hierarchy does not matter for these new bonuses, so any fleet member can provide bonuses to any fleetmate that is within range. All existing bonuses that use fleet hierarchy will be removed in the November expansion. This means that passive bonuses provided to entire fleets from skills, implants and ship hulls will be removed and replaced with this new active module system.

There will be restrictions on what ship types can fit Command Bursts and how many Command Bursts can be fit to any individual ships. We are planning on converting Command Processors (the module that allow a ship to fit more links) into a rig, which should go a long way towards addressing a current source of imbalance between armor and shield tanked boosting ships.

If a ship is allowed to fit multiple Command Bursts, they are welcome to fit multiples of the same type of Burst module or mix and match Burst module types. So if an Orca pilot wishes to provide three types of Mining Foreman boosts to its fleet at the same time it will be welcome to fit three Mining Foreman Bursts and load each module with a different ammo. Or it could fit two Mining Foreman Burst modules and one Shield Command Burst module and swap ammo on the fly to provide whatever bonuses are most appropriate to the situation.

Like existing warfare links, multiple copies of any given Command Burst bonus do not stack on top of each other. The Command Burst system will only apply the bonus from the strongest version of each Command Burst effect that is applied to any given ship. However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected.

Our plan for skill requirements in the new system is:

  • Tech 1 Mining Foreman Bursts will only require Leadership level 1 and Mining Foreman level 1
  • Tech 2 Mining Foreman will require Leadership level 5 and Mining Director level 1

All Command Bursts modules (including Mining Foreman Bursts) share these common stats:

  • Module cycle time: 1 minute
  • Base module reload time: 1 minute (reduced by skills and ship bonuses)
  • Base Command Burst AoE range: 15km (increased by skills and ship bonuses)
  • Base bonus duration: 1 minute (increased by skills, implants and ship bonuses)

I’ll list the base bonus ammunition type and the maximum bonus available with the most powerful ship/module bonuses and max skills/implants. Then we’ll go over all the potential bonuses individually. You’ll notice that in several cases we have combined the effects of multiple old warfare links into one Command Burst.

Ammunition types for the Mining Foreman Burst:

Name

Effects

Base Bonus

Maximum Bonus

Mining Laser Field Enhancement

Increases range of mining lasers, strip miners, ice harvesters, gas harvesters, and survey scanners

+30%

+114.26%

Mining Laser Optimization

Reduces cycle time and capacitor use of mining lasers, strip miners, ice harvesters, and gas harvesters

-15%

-57.13%

Mining Equipment Preservation

Reduces volatility of mining crystals

-15%

-57.13%

 

Available modifiers to Command Bursts:

Modules and Rigs

Bonus

Tech 2 Command Burst Modules

+25% Command Burst Effect Strength

Command Processor Rig

If ship is allowed to fit Command Burst Modules, can fit +1 additional Command Burst Module

T1 Industrial Core (while active)

+25% bonus to Mining Foreman Burst strength

+150% bonus to Mining Foreman and Shield Command Burst Area of Effect Range

T2 Industrial Core (while active)

+30% bonus to Mining Foreman Burst strength

+200% bonus to Mining Foreman and Shield Command Burst Area of Effect Range

 

Skills

Bonus

Leadership

+6% Command Burst Area of Effect Range per level

Wing Command

+5% Command Burst Area of Effect Range per level

Fleet Command

+4% Command Burst Area of Effect Range per level

 

 

Mining Foreman

+10% Mining Foreman Burst Effect Duration per level

 

 

Mining Director

+10% Mining Foreman Burst Effect Strength per level

 

 

Command Burst Specialist

-10% Command Burst reload duration per level

 

Implants

Bonus

Mining Foreman Mindlink

+25% bonus to Mining Foreman Burst Effect Strength and Duration

 

 

ORE Mining Director Mindlink (NEW)

+25% bonus to Mining Foreman and Shield Command Burst Effect Strength and Duration

 

 

Ship Bonuses

Bonus

Porpoise (NEW)

Can fit two Command Burst modules

+2% bonus to Mining Foreman Burst Strength and Duration per skill level

Orca

Can fit three Command Burst modules

+3% bonus to Mining Foreman Burst Strength and Duration per skill level

+1% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

Rorqual

Can fit three Command Burst modules

Can fit one Pulse Activated Nexus Invulnerability Core module

+5% bonus to Mining Foreman Burst Strength and Duration per skill level

+3% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

 

 

Mining Drones Revisited

Mining drones have been a part of New Eden since the earliest days of EVE Online, but were generally eclipsed when Mining Barges and later Exhumers were added, increasing the mining yield baseline. The mining foreman ships will be receiving significant bonuses that make mining drones excellent options on those ships, and this has provided us an opportunity to flesh out the line of mining drones and mining drone skills.

In the November expansion we will be adding several new mining drones (including the first ever ice mining drones) and some new mining drone skills to go with them.

Let’s start with the new skills! We’re adding three new Mining Drone skills in November, which both enable the new line ice harvesting drones and allow players to more meaningfully specialize in mining drone gameplay.

Mining Drone Specialization: 2% bonus to the mining yield and max velocity of drones requiring Mining Drone Specialization per level.

  • This skill enables greater specialization in drone mining for pilots who wish to become the best mining drone operators possible.    
  • Mining Drone Specialization is a tier 5 skill.
  • Mining Drone Specialization requires Mining Drone Operation level 5 in order to start training.
  • In the November expansion, only two new drone types (‘Augmented’ Mining Drones and ‘Excavator’ Mining Drones) will require and gain benefits from Mining Drone Specialization. At a later point after players have had ample time to train it, we plan to eventually add Mining Drone Specialization level 1 to the skill requirements of the Mining Drone II which will extend the benefits of this skill to those drones.

Ice Harvester Drone Operation: 5% reduction in ice harvester drone cycle time per level.

  • This will be the first tier skill for the new ice harvester drones that are being introduced in the November expansion.
  • Ice Harvester Drone Operation is a tier 2 skill.
  • Since it reduces cycle time instead of increasing yield this skill is a bit more powerful than Mining Drone Operation.

Ice Harvester Drone Specialization: 2% reduction in cycle time and bonus to max velocity of drones requiring Ice Harvester Drone Specialization per level.

  • This is the second tier specialization skill for the new ice harvester drones.
  • Ice Harvester Drone Specialization is a rank 5 skill.
  • From day one all advanced ice harvester drones (T2, Augmented, and Excavator) will require Ice Harvester Drone Specialization and therefore gain its benefits.

 

To go along with these new skills, we are also fleshing out the lineup of mining drones themselves!


(Click image for a larger, animated version)

  • The Mining Drone I will be receiving a 25% buff to mining yield, to help shrink the gap between T1 and T2 drones to a more reasonable level
  • The Mining Drone II will remain largely unchanged in November, as it represents the current baseline for drone mining. In a future release after November we will be adding Mining Drone Specialization level 1 to its skill requirements (which will allow it to receive the benefits of that skill) but we’ll be giving some time for interested capsuleers to train the skill before making that change
  • The rare Harvester Mining Drone will be receiving some buffs to position it as an expensive but useful faction version of the normal mining drones. It will keep very low skill requirements and gain buffs to speed (remaining slower than T1 mining drones, but faster than today), hitpoints and mining yield. We will also be re-introducing a new way of obtaining these drones so that their supply can begin to slowly increase to a sustainable level. They will be very rare drops from a new set of NPCs that will be announced in the near future
  • We are adding a new set of ‘Augmented’ Mining Drones in the November expansion. Like the existing ‘Augmented’ combat drones, these will be special rogue drone versions of the drones that are both faction and T2. They will be manufactured using blueprints and components looted from rogue drones. They will require the Mining Drone Specialization skill and gain its benefits. The base stats of the ‘Augmented’ Mining Drones will also be very powerful, gaining about 9% more mining yield than T2 mining drones. They’ll also benefit from improved speed and hitpoints
  • The new ‘Excavator’ Mining Superdrones are the ultimate culmination of drone mining technology. These giant drones (pictured above) are the result of secretive ORE research into rogue drones. They can only be used by Rorqual-class capital industrial ships. By themselves a set of ‘Excavator’ Superdrones make the Rorqual the most powerful mining ship in the game, and when boosted by an active Industrial Core module they each individually gain the yield of an Exhumer. These Superdrones use the drone system (they are not fighters) and function just like normal mining drones. They require the Mining Drone Specialization and gain its benefits
  • The new Ice Harvester Drones will come in Tech 1, Tech 2, ‘Augmented’, and ‘Excavator’ versions and follow a similar progression as the normal mining drones. They receive cycle time bonuses rather than yield since ice comes in such large blocks. The Tech 1, Tech 2, and ‘Augmented’ versions of these drones have volumes of 50 m3 and use 50 mbits of bandwidth. To avoid any major danger to the ice mining market, these drones rely heavily on the bonuses provided by mining foreman ships to be competitive (but they can be used by any ship that has 50mbits of bandwidth available)

To support the new Ice Harvesting drones, we are adding functionality to the whole line of Drone Mining Augmentor rigs. They will now also reduce Ice Harvesting Drone cycle time by 10% (15% for the T2 rigs).

It’s worth noting that we are not adding any Mining Foreman Bursts that impact mining drones at this time. The drone mining bonuses on the mining foreman ships are extremely strong and we believe that extending the impact of the Mining Foreman Bursts would potentially take them too far.

Now that we’re covered the new Mining Foreman Burst and Mining Drone changes, let’s get to the details of the ships that will be using them!

 

Mining Foreman Ships

In the November expansion we are planning huge buffs to the existing Orca and Rorqual mining foreman ships, as well as adding a new inexpensive and mobile Industrial Command Ship to fill out the lower-end of the progression. Each of these ships hits a different price point and have significant differences in mobility and access to different areas of space.

As you’ll remember from the start of the blog, we’ve divided the Mining Foreman ship progression into four stages:

  1. The new affordable and mobile Porpoise-class Industrial Command Ship
  2. The Orca-class full-sized Industrial Command Ship
  3. The Rorqual-class Capital Industrial Ship – without the Industrial Core module active
  4. The Rorqual – with the Industrial Core module running

I’ll cover each of these ships individually in the following section, with specific focus on how each ship fulfills each of the three pillars of mining foreman gameplay.

 

Introducing the Porpoise


(Click image for a larger version)

Porpoise Feedback Thread

The Porpoise-class Industrial Command Ship is the most affordable and mobile mining foreman platform ever released in New Eden. This new ship fills the hole at the bottom of the mining foreman ship progression line. Although it shares a group with the larger and more expensive Orca, the Porpoise is as cheap as a tech one battlecruiser.

Thanks to ORE’s tireless work advancing hull materials technology to reduce mass, the Porpoise is light enough to travel through small-ship wormhole connections.

This new ship should be perfect for mining operations in more dangerous space where lower cost ships minimize exposure to loss for the operation. It’s improved agility and warp speed also make it the best choice for providing coverage of mining groups at multiple locations with one ship.

 

Porpoise:

Industrial Command Ships bonuses (per skill level):

5% bonus to ship cargo capacity and ore hold
2% bonus to Mining Foreman Burst Strength and Duration
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

50% bonus to drone mining yield
400% bonus to Remote Shield Booster optimal range
90% reduction in powergrid requirements for Mining Foreman Burst modules
90% reduction to effective distance traveled for jump fatigue
Can fit two Command Burst modules
100% bonus to Tractor Beam range
50% bonus to Tractor Beam velocity
300% bonus to Survey Scanner range

Slot layout: 4H, 4M, 2L

Fittings: 420 PWG, 350 CPU

Defense (shields / armor / hull) : 6000 / 3000 / 8000

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 3500 / 875s / 4

Mobility (max velocity / agility / mass / align time): 100 / 1.5 / 4,500,000 / 9.36s

Warp Speed: 2.7 au/s

Drones (bandwidth / bay): 50 / 125

Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 90 / 5

Sensor strength: 20 Magnetometric

Signature radius: 300

Cargo Hold: 500 m3

Ore Hold: 50,000 m3

Fleet Hangar: 5,000 m3

Cost: ~50-60 mil ISK

Max Mining Yield: ~980 m3 per minute + drone travel time

Max DPS: ~400 dps

 

Despite its low cost, the Porpoise is a powerhouse in mining support and fulfills all three of the pillars of mining foreman gameplay:

Help fleetmates mine more effectively:

  • With the ability to fit two command bursts and a 2% per level bonus to Mining Foreman Burst strength, the Porpoise makes a great choice for boosting fleetmates using foreman bursts
  • Improved survey scanner range allows the Porpoise to help coordinate its mining operation and optimize the decisions of individual miners
  • Bonuses to tractor beam range and velocity combine with a large ore hold and fleet hangar (the Porpoise’s ore hold is equal in size to that of the pre-patch Orca) allow the Porpoise to collect, store and haul ore for an entire fleet

Defend the mining operation:

  • With a full flight of medium drones and a full-strength drone damage bonus, the Porpoise has the damage potential of a combat cruiser. This can be used to help clear NPC pirates from the belt, or in conjunction with Procurers and Skiffs to form a deadly drone swarm and surprise overconfident capsuleer attackers
  • A 400% bonus to Remote Shield Booster optimal range allows the Porpoise to effectively aid in the defense of its allies using medium remote shield boosters.

Contribute with powerful mining drones:

  • With both skill and role bonuses to mining drone yield, the Porpoise can pull in similar ore volumes to a mining barge

We can’t wait for you to be able try out this new ship on the test server! For specific feedback and discussion on the Porpoise head to this thread.

 

The Orca


(Click image for a larger, animated version)

Orca Feedback Thread

The Orca is receiving a massive overhaul in the November expansion, with huge buffs to almost every attribute.

The newly refinished Orca will be a mining powerhouse, a heavy duty ore hauler, a significant combat deterrent, and the strongest foreman burst platform available in highsec space.

We’re listing the full stats below. Changes from the old stats will be in brackets. Take particular note of the four extra slots, huge drone damage and drone mining role bonuses, and tripling of its old ore hold volume.

 

Orca:

Industrial Command Ships bonuses (per skill level):

5% bonus to ship cargo capacity and ore hold
3% bonus to Mining Foreman Burst Strength and Duration
1% bonus to Shield Command Burst Strength and Duration
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

100% bonus to drone mining yield
-25% reduction in drone ice harvesting cycle time
100% bonus to drone damage
400% bonus to Remote Shield Booster optimal range
90% reduction to effective distance traveled for jump fatigue
Can fit three Command Burst modules
50% bonus to Command Burst Area of Effect Range
250% bonus to Tractor Beam range
100% bonus to Tractor Beam velocity
500% bonus to Survey Scanner range

Slot layout: 6H (+3), 5M (+1), 2L

Fittings: 1200 PWG (+240), 550 CPU (+120)

Defense (shields / armor / hull) : 30,000 (+19,250) / 7000 (+100) / 45,000 (-1000)

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 8000 (+3800) / 1200s (+400) / 6.67 (+1.42)

Mobility (max velocity / agility / mass / align time): 60 / 0.26 (+0.1) / 150,000,000 (-100,000,000) / 54.07s (-1.38)

Warp Speed: 2 au/s

Drones (bandwidth / bay): 50 / 200 (+125)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+10) / 75 / 7 (+5)

Sensor strength: 30 Magnetometric (+15)

Signature radius: 1000

Cargo Hold: 30,000 m3

Ore Hold: 150,000 m3 (+100,000)

Fleet Hangar: 40,000 m3

Ship Maintenance Bay: 400,000 m3

Cost: ~700 mil ISK

Max Yield: ~1,400 m3 per minute + drone travel time

Max DPS: ~800 dps

 

As the middle ship in the mining foreman progression path (and top of the pack for highsec) the Orca is extremely capable in all three of the mining foreman pillars:

Help fleetmates mine more effectively:

  • Three command bursts, a 3% per level bonus to Mining Foreman Burst strength, and a 50% role bonus to Command Burst area of effect make the Orca a great choice for providing mining boosts
  • +500% survey scanner range makes the Orca a perfect coordination platform
  • The Orca retains its existing Ship Maintenance Bay, enabling fleetmates to refit their mining ships and allowing storage of mining vessels for transport and backup
  • Alongside the unchanged bonuses to tractor beams, the ore hold of the Orca has been tripled in size. The Orca is a perfect vessel for storage and hauling of ore

Defend the mining operation:

  • Thanks to a +10% per level bonus and +100% role bonus to drone damage, the Orca can deal battleship-level damage with a flight of fast medium drones
  • A 400% bonus to Remote Shield Booster optimal range allows the Orca to effectively aid in the defense of its allies using large remote shield boosters.
  • A bonus to Shield Command Burst strength allows the Orca to improve the tank of its allies, providing useful resistance from all kinds of assaults (including suicide ganks)

Contribute with powerful mining drones:

  • With both skill and role bonuses to mining drone yield, the Orca can pull in similar ore volumes to an exhumer

We’re really interested in hearing your feedback on these Orca changes! Head to this forum thread for all the discussion focused specifically on the Orca.

 

The Rorqual


(Click image for a larger, animated version)

Rorqual Feedback Thread

The Rorqual-class Capital Industrial Ship is the premier mining foreman ship in New Eden. This once great ship has fallen into disuse as its formerly unique functions were slowly added to other ships and structures. It’s time for the Rorqual to get a full revamp from the ground-up and that’s exactly what is happening this November.

The Rorqual represents the most powerful version of all three mining foreman pillars by itself; capable of providing strong Mining Foreman Bursts, repairing allies and fighting off enemies, and vacuuming up ore faster than any other ship in New Eden.

Beyond its built-in functionality, the Rorqual has the ability to use two unique modules that allow it to enter specific modes for extra capabilities.

  • The Industrial Core module deploys the Rorqual into a fixed mining foreman platform and shares many of the same powerful features of the Triage and Siege modules.
  • The Pulse Activated Nexus Invulnerability Core is a new defensive superweapon that makes an entire mining operation invulnerable for between 5 and 7.5 minutes if desired

These modes are intended to be powerful but situational, and the best Rorqual pilots will know when to use them and when not to use them.

Whether these modes are running or not, the ability to field 5 ‘Excavator’ Mining Superdrones will make the Rorqual the greatest mining vessel in the history of New Eden.

There are a huge number of changes coming for the Rorqual in this patch, and the full stats can be seen below. Changes from the old stats will be in brackets. Since they might be easy to miss in the rest of the changes I want to bring special attention to the three extra slots, reduced mass (allowing the Rorqual to travel through the same wormholes as Freighters), and increased jump range to 5ly base (10ly with max skills, the same as Jump Freighters).

 

Rorqual:

Capital Industrial Ship bonuses (per skill level):

5% bonus to Mining Foreman Burst Strength and Duration
3% bonus to Shield Command Burst Strength and Duration
5% reduction in fuel consumption for Industrial Core
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

400% bonus to Remote Shield Booster optimal range
90% reduction to effective distance traveled for jump fatigue
Can fit Clone Vat Bay
Can fit Industrial Core
Can operate Excavator Drones
Can fit three Command Burst modules
Can fit one Pulse Activated Nexus Invulnerability Core
50% bonus to Command Burst Area of Effect Range
5x penalty to Entosis Link cycle time
900% bonus to Survey Scanner range
200% bonus to Cargo Scanners range

Slot layout: 8H (+2), 7M, 4L (+1)

Fittings: 420,000 PWG (+115,000), 1200 CPU (+280)

Defense (shields / armor / hull) : 90,000 / 60,000 (+30,000) / 300,000 (+50,000)

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 67,500 (+12,940) / 4500s (+600) / 15 (+1)

Mobility (max velocity / agility / mass / align time): 60 / 0.07 (+0.02) / 800,000,000 (-380,000,000) / 77.63s (-4.16)

Warp Speed: 1.5 au/s

Drones (bandwidth / bay): 125 / 6000 (+5700)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 200km (+40) / 75 / 7

Sensor strength: 115 Magnetometric

Signature radius: 11500

Base jump drive range: 5ly (+2.5)

Jump drive fuel consumption: 2000 Oxygen (+500)

Cargo Hold: 40,000 m3

Ore Hold: 300,000 m3 (+50,000)

Fleet Hangar: 40,000 m3

Ship Maintenance Bay: 1,000,000 m3

Fuel Bay Capacity: 10,000 m3

Cost: ~2.3 bil ISK

Max Yield (no Industrial Core): ~3,000 m3 per minute + drone travel time

Max Yield (with Industrial Core): ~18,400 m3 per minute + drone travel time

Max DPS (no Industrial Core): ~1000 dps

Max DPS (with Industrial Core): ~2000 dps

 

No discussion of the Rorqual would be complete without covering the unique modules that provide its special modes.

The Industrial Core Module


(Click image for a larger, animated version)

The Industrial Core module will continue to be the most important unique module for the Rorqual, and in November it is gaining powerful new bonuses in addition to those it already possesses.

The Industrial Core deploys the Rorqual into a temporarily immobile mining support platform and magnifies all three of the mining foreman pillars.

In addition to the new bonuses provided by the industrial core, a new Tech 2 version of the core will be added in November, bringing it up to par with the similar Siege and Triage modules.

The stats and bonuses of these modules are:

Industrial Core I:

  • Requires Industrial Reconfiguration skill level 1
  • Duration: 5 minutes
  • Consumption: 1000 units of Heavy Water
  • Enables Ore and Ice Compression

Movement Effects:

  • -100% Rorqual velocity
  • +900% Rorqual mass
  • Prevents warping, docking, jumping, cloaking, tethering

Assistance and Electronic warfare:

  • 100% remote repair impedance (prevents other ships from repairing the Rorqual)
  • 80% remote assistance impedance (reduces the effect of remote assistance modules like remote sensor boosters)
  • 75% sensor dampener resistance
  • Full ECM immunity
  • +100% Scan resolution

Mining Foreman Burst Bonuses:

  • +25% Mining foreman burst strength
  • +150% Command burst range

Tanking and Remote Repair Bonuses:

  • +120% Local shield booster repair amount
  • -60% Local shield booster duration
  • -75% Remote shield booster duration and cap use
  • +100% Remote shield booster optimal and falloff range

Drone Damage and Mining Bonuses:

  • +80% Drone damage and hitpoints
  • +25% Drone MWD speed
  • +400% Drone mining yield
  • -75% Drone ice harvesting duration

 

Industrial Core II:

  • Requires Industrial Reconfiguration skill level 5
  • Duration: 5 minutes
  • Consumption: 1500 units of Heavy Water
  • Enables Ore and Ice Compression

Movement Effects:

  • -100% Rorqual velocity
  • +900% Rorqual mass
  • Prevents warping, docking, jumping, cloaking, tethering

Assistance and Electronic warfare:

  • 100% remote repair impedance (prevents other ships from repairing the Rorqual)
  • 80% remote assistance impedance (reduces the effect of remote assistance modules like remote sensor boosters)
  • 80% sensor dampener resistance
  • Full ECM immunity
  • +120% Scan resolution

Mining Foreman Burst Bonuses:

  • +30% Mining foreman burst strength
  • +200% Command burst range

Tanking and Remote Repair Bonuses:

  • +140% Local shield booster repair amount
  • -60% Local shield booster duration
  • -75% Remote shield booster duration and cap use
  • +120% Remote shield booster optimal and falloff range

Drone Damage and Mining Bonuses:

  • +100% Drone damage and hitpoints
  • +30% Drone MWD speed
  • +500% Drone mining yield
  • -80% Drone ice harvesting duration

As you can see, the Industrial Core is now gaining a huge number of bonuses covering all three mining foreman pillars. It is receiving local tanking bonuses even more powerful than triage modules, and remote repair bonuses that are second only to triage. It is gaining ECM immunity and increased lock speed to help it support its allies. It is also gaining massive bonuses to drones that turn it into a combat powerhouse and a mining operation all on its own when used alongside Excavator Drones.

We expect that individual Rorqual pilots will make decisions about when to use their Industrial Core modules based on the danger in their local environment and the amount of support they can receive from allies. Due to the massive benefits of the Industrial Core on one hand and the increased risk of locking yourself in place for 5 minutes on the other, there won’t be one universal “right answer” for when the Industrial Core should be used.

 

Pulse Activated Nexus Invulnerability Core

The Pulse Activated Nexus Invulnerability Core (P.A.N.I.C.) is a new defensive superweapon available exclusively to the Rorqual. It allows the Rorqual to make itself and its allies invulnerable for a short time. This ability also prevents any of these ships from warping for the duration of the effect. This can allow time for the allies of the mining fleet to arrive and defend the fleet from danger.

The P.A.N.I.C. module is a powerful situation effect that can be used whenever the owning Rorqual sees the opportunity for advantage and avoided in situations when it isn’t advantageous.

This new module requires a new rank 8 skill called Invulnerability Core Operation that requires Tactical Shield Manipulation level 5 and Capital Shield Emission Systems level 3 to train. The module only requires Invulnerability Core Operation level 1 to operate, and the skill increases the duration of the P.A.N.I.C. effect by 10% per level. This means that Rorqual pilots can strategically train the Invulnerability Core Operation skill to whatever level they wish and ensures that the Rorqual pilot and its fleet have more information about when the effect will end than the attackers do.

 

P.A.N.I.C. Module:

  • Requires Invulnerability Core Operation skill level 1
  • Duration: 5 minutes base, up to 7.5 minutes based on skills
  • 200 km range
  • Applies to all mining and industrial ships within the same fleet, except other Rorquals
  • Runs once and then burns out
  • Limit of one module per ship

Bonuses to all affected ships:

  • +99.99% Shield Resists
  • -90% Shield recharge duration (increases passive shield regen rate)
  • All turret, missile, drone and smartbomb damage set to 0
  • +100% Mass
  • -50% velocity
  • Prevents warp, cloak, jump, dock, tethering (if already tethered do not apply)
  • -75% scan resolution

Mining remains unaffected so ships can continue to mine as normal while under the protection of the P.A.N.I.C. module.

We are interested in hearing what the community thinks about cyno restrictions for ships affected by the P.A.N.I.C. module. We are currently leaning towards allowing cyno lighting and watching closely to see if this causes problems. If needed, we can change the effect to prevent cyno lighting and prevent ships with an active cyno from receiving the P.A.N.I.C. effect.

 

The Rorqual represents the ultimate mining foreman vessel, providing the best possible bonuses with commensurate increases in investment and risk. The base Rorqual and all its modes provide the most complete expression of all three of the mining foreman pillars:

Help fleetmates mine more effectively:

  • Even without the Industrial Core active the Rorqual has the most powerful mining foreman bursts in the game thanks to a 5% per level strength bonus and 50% range role bonus. With the addition of the core for up to an additional 30% strength and 200% range the Rorqual gains the ability to supercharge its mining fleet across entire belts
  • +900% survey scanner range makes allows the Rorqual to scan asteroids up to 225 km away, gaining valuable information on remaining asteroid volumes to help coordinate its fleet
  • Capital tractor beams and a buffed ore bay make the Rorqual the ultimate ore collecting machine
  • The Rorqual can allow its fleet mates to refit while also carrying multiple mining ships in its Ship Maintenance Bay

Defend the mining operation:

  • Thanks to 125 mbits of drone bandwidth and a full sized drone damage bonus, the Rorqual can deal battleship-level damage. The addition of the Industrial Core doubles that drone damage and also adds a drone speed bonus to help the Rorqual’s deadly heavy drones chase down their targets
  • On its own the Rorqual has the ability to fit capital-sized remote shield boosters with a massive 400% range bonus. With the Industrial Core active those remote shield boosters cycle much faster for more repairing and nimbler support of allies. When the Core is running the Rorqual is second only to Force Auxiliaries in remote rep potential
  • If enemies realize they can’t break through the remote reps and decide to attack the sieged Rorqual directly they’ll be in for another surprise as the Industrial Core provides the Rorqual with one of the strongest local tanks in the game: on a similar scale to that of a Force Auxiliary.
  • The Rorqual is tied with Caldari and Minmatar Command Ships for the most powerful Shield Command Bursts in the game, allowing it to provide max-strength defense boosts to its whole mining operation
  • Finally, if the Rorqual has friends coming it can choose to pause the fight using the P.A.N.I.C. module and wait for the cavalry to arrive

Contribute with powerful mining drones:

  • The new Excavator drones give the Rorqual its own tiny mining fleet at its fingertips. Even without the Industrial Core running the Rorqual is the strongest solo mining ship in the history of New Eden. With the Core running this massive yield is multiplied 6x, making the Rorqual the ultimate belt destroyer. When the Industrial Core is running, each of the Rorqual’s 5 Excavator drones will individually pull in the ore yield of an Exhumer

 

The Rorqual isn’t a small investment and the risk of using the Industrial Core in dangerous space can be significant, but in the hands of a wise pilot supported by friends and allies the Rorqual will be one of the most effective ships in the game. We’re very interested in hearing your feedback on these changes, and we’ve opened up a specific feedback thread here for discussion of the Rorqual and its modes.

 

Other ORE Ship Changes: Outer Ring Excavations Has Been Busy

In addition to all these new ships, drones, and functionality, ORE has a few other announcements to make for the rest of their ship lines.

  • As a follow-up from their recent revamp of the Mining Barge and Exhumer lines, ORE is happy to announce that in November the unpackaged volume of Hulks and Covetors will be dropping by 25% to make them easier to haul and store.
  • The Bowhead ORE Freighter is also receiving some improvements in November:
  • Slightly improved hitpoints and agility
  • 37.5% reduced mass to match ORE’s commitment to improved wormhole utility
  • 23% more capacity for the Bowhead’s Ship Maintenance Bay

 

TL:DR

Hey there. If you took the option of skipping here from the beginning, I’d like to welcome you to the end of the blog! If you have the time later I highly recommend reading the rest at your leisure.

The short version of all this is:

  • In the November expansion mining support gameplay is getting a huge revamp
  • Fleet boosts (including mining boosts) are becoming AoE buffs that only work on-grid
  • There’ll be three mining foreman ships: the new inexpensive Porpoise, a buffed Orca and a buffed Rorqual
  • Each Mining Foreman Ship will be able to fulfill three roles at once:
  • Help fleetmates mine more effectively
  • Defend the mining operation
  • Contribute with powerful mining drones

 

We look forward to your feedback!

Big thanks to everyone who took the time to read through this (admittedly long) dev blog today! We’re really excited for the chance to finally revamp this area of gameplay after years of talking to all of you about it. We want to give special thanks to all the players who have talked to us about the Rorqual and mining support gameplay at Fanfests and other player gatherings over the past few years, and to the CSM who made a great contribution to this process.

We are very interested in hearing what you all think about these proposed changes and to see what issues you foresee. We’ll be spending much of the next month going through your feedback and making changes as necessary, and we are sure there will be plenty of tweaks made after release as well once we see how players use these ships in New Eden. You can give feedback for each mining foreman ship in the threads linked from their section, and use the general feedback thread for this blog to give us any feedback that doesn’t fit in those specific areas.

 

Thanks and happy mining!

-Your Friendly Neighborhood Team Five 0


Keywords: Mining Foreman Revolution
mining-foreman-revolution



Source: http://community.eveonline.com/news/dev-blogs/introducing-purity-of-the-throne/

Introducing Purity of the Throne


Published Date: 2016-09-13T16:33:55Z
Last updated on 2016-09-13T16:33:55Z
Author: Team Astro Sparkle
ID #:96092370

Greetings Spacefriends,

What an exciting time to be a capsuleer in New Eden!  After the fall of the beloved Empress Jamyl I to the ruthless Drifter forces and the subsequent Succession Trials, which saw the two finalist teams battle it out live on stage at EVE Fanfest to determine the next heir, we are now ready to crown our new Empress. 

The Coronation for Empress Catiz I will take place on September 27th. We have an interesting day planned with more information coming soon, but here is a sneak peek:

Before that, we all need to rally together to ensure New Eden is a safe place for our new Empress. Over the past year you have successfully overcome the Drifter attacks on Amarr regions, but there remains one last battle before the Coronation. 

A group of Amarr loyalists calling themselves ‘Purity of the Throne’ are less than satisfied about the results of the Succession Trials. They wanted someone on the throne who has descended from the noble, pure Amarr families and are out to stop the coronation at all costs.

They have decentralized their operations to avoid reprisal, so you will find their hideouts all across New Eden and they are easily identified as they fly Amarr ships with their golden hulls brazenly painted white. The Amarr Empire has declared all of their stored materials as freely claimable for capsuleers who defeat them, including additional stock of SKINs they keep on hand.

These sites are equally distributed across the cluster and they have created these unique SKINs for every Amarr Hull.

Good Luck and see you on September 27th for the Coronation.

- Team Astro Sparkle


Keywords: Introducing Purity of the Throne
introducing-purity-of-the-throne



Source: http://community.eveonline.com/news/dev-blogs/monthly-economic-report-august-2016/

Monthly Economic Report - August 2016


Published Date: 2016-09-09T17:09:36Z
Last updated on 2016-09-09T17:09:36Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for August 2016.

Please click the graphs to enlarge them as needed.

The raw data and graphs that make up this report can be found here.


Keywords: Monthly Economic Report - August 2016
monthly-economic-report-august-2016



Source: http://community.eveonline.com/news/dev-blogs/introducing-clone-states-and-the-future-of-access-to-eve-online/

Introducing Clone States and the Future of Access to EVE Online


Published Date: 2016-08-31T14:56:00Z
Last updated on 2016-08-31T14:56:00Z
Author: Team Size Matters
ID #:95835960

     

Immortal Capsuleers,

Today, we have something exciting to share with you; our plans for a new feature that will let both old and new players take part in EVE Online for free.

This is a big, fundamental change to the way EVE works, so we’d like to go over the high level concept, some reasoning for it, and the kind of help we need from you to make it solid. Then, at the bottom of the blog you can find a full Q&A section which addresses points not covered in the blog itself.

This feature is built around the complex biotechnology which originally gave rise to the capsuleers: clones. Technological advancements in New Eden have led to a new way of manufacturing and augmenting clones, unlocking the possibility for a variety of distinct Clone States. With this technology, clone manufacturers can now build and distribute clones which possess a base state, the Alpha state. They can be enhanced or otherwise altered to achieve other states, but the Alpha state will always exist underneath. The state of a given clone may affect its access to trained skills, its ability to train new ones, or the rate at which new skills are acquired.

When we launch later this year there will be two clone states available:

  • The Alpha Clone State is the new base state for all clones and it will be available to any character in New Eden at any time. Clones in the Alpha state will be able to train and use a specific set of skills including tech one Frigates, Destroyers and Cruisers for your faction along with essential weapons and modules. Alphas will also train skills at a reduced rate compared to Omegas.
     
  • The Omega Clone State is obtained by augmenting basic clones using neural expanders and cerebral acceleration technology, granting unlimited skill access. Omega clone state will behave exactly as your subscribed characters do now. 

Your clone state will be determined by your account status. Characters on subscribed or PLEXed accounts will be granted Omega state, while Alpha state will be given to characters on any unsubscribed account.

You probably have a lot of questions already, and we will address many of them here, but let’s start with some discussion about why we are excited to make this change and why we’re making it now.

As you know, EVE is a very special game. Our single shard server means that every player truly affects every other, whether through economics, resource gathering, direct combat or bad posting. This in turn means that our universe is more interesting, more exciting and more dangerous with each additional citizen.

Just like you, we’ve known this for a long time and, just like you, we’ve been doing everything we can to bring more people into our spectacular sandbox. Part of our vision for the future of EVE has included more open access for some time, but with the interconnected nature of the game comes vulnerability. We knew that if the flood gates were opened in the wrong way, we could see anything from server meltdowns to the collapse of the EVE economy. Over time, our hardware has improved, code has been untangled (mostly!) and we’ve found a design we believe in.

EVE is ready for this.

Let’s dig into that design and how it really works.

Clone States – In Depth

First of all, accounts won’t be changing much. Every account has three character slots. One of those slots at a time may be used to train skills. One of those characters may be logged in at a time. Account services such as PLEX, Multiple Character Training, and Skill Trading will be completely unaffected.

As described above, any account with an active subscription (paid directly or via PLEX) will have all its characters upgraded to Omega state. Omega can be summed up in a very simple way: It works exactly like subscribed accounts always have.

Alpha State, on the other hand, will be much different. The most important thing to know about Alpha clones is that they may only use a specific set of skills and skill levels. To begin with, we are planning that the Alpha skill set will be focused on using tech one Frigates, Destroyers and Cruisers. Alpha clones will only be able to use ship and weapon skills native to their faction. If you have skills trained on a character in Alpha State, which are not part of the Alpha skill set, those skills will be locked and unusable until Omega state is reactivated. Characters will start the game with the same 400,000 skill points as they do now and will be able to train freely within the Alpha list. A fully trained Alpha will have roughly 5 million skill points. You can find the full Alpha list in the Q&A below the blog.

Additionally, we are changing some of the existing skill pre-requisites:

  • Increase skill requirement for Entosis Link I module to Informorph Psychology II (was Infomorph Psychology I) to allow Alphas to use jump clones we must also make this change to prevent Alphas from using Entosis Links.

By specifically selecting skills in this way, we can ensure that the EVE ecosystem and the value of Omega state are both protected, while still providing a wide-ranging, exciting EVE experience for Alphas. The clone state prevents access to powerful skills like Cynosural Field Theory and Cloaking, and limits farming through skills that control scaling and efficiency. We are also able to react to unexpected issues by refining the Alpha clone skill list further, should the need arise. Of course, Alphas also have enormous freedom. They will be doing everything from rampaging null sec in Caracal fleets to exploration sites in high sec to playing a major role in faction warfare.

Along with all the system changes described above, we want to make sure that the game itself does a good job showing where skills, items, certificates or activities require a certain clone state. For that reason, we are doing a hefty update to the skill section of the character sheet as well as adding new iconography across the client to let you know exactly what each state can do. Here’s a work in progress shot of the new skill window and an Alpha looking through an inventory with some Omega required items:


(click to enlarge)

Many players coming back to check EVE for free will have played before and they might have last logged out in any number of situations which an Alpha could never have found itself in, like behind the wheel of a Titan for instance. Again, check out the Q&A for more detail, but our general approach in these situations is going to be very hands off. We won’t be moving ships around or cancelling your jobs and orders. Instead, benefits from skills that require Omega state won’t be applied and modules requiring those skills will go offline.

The design we're describing is based on the combined effort of all of us here, but we need your help to make sure the Alpha experience is the best it can be. We need to hear how you think Alpha state will get used, especially if there’s obvious problems. We need to get the set of Alpha state skills tuned very carefully. And we also need to know what we can do to support you as a wave of new players come to the game looking for a home.

The CSM heard about this concept just a couple days ago--basically the same time you are, but we are communicating now specifically so that they can help gather your feedback and bring it to us for the summit in September, where we will be flying out the entire CSM for the first time. If you would rather talk to us directly, the forum thread for this blog is a great place to start and we will be opening up other channels, such as a Reddit AMA, in the coming weeks.

We are extremely excited about the Clone States feature. Soon, New Eden will be inundated with a flood of wide-eyed capsuleers eager to explore the world we've been building together for the past 13 years. And you will be able to shape their experiences. Are you going to help them fit a PVE destroyer? Or maybe have them point that destroyer towards the waiting ranks of a rival alliance? Or might you perhaps share a few rounds of that famous low sec hospitality? The choice is yours. 

Clone States are coming this November. What will they mean to you?

Signing off,

Team Size Matters, on behalf of the EVE Online Development Team

 

Questions and Answers:

Questions about how it works:

Q: Where can I see what skills Alphas will be allowed to train and use?

A: The full list is at the bottom of this page. Note that it is a work in progress and we will be adjusting the list based on your feedback.

Q: If I upgrade my account to Omega does it affect all my characters?

A: Yes, all the characters on an account share a clone state. Note that you can still only train one character at a time, per account (unless you have a multiple character training certificate).

Q: Can Alpha clones inject and extract skills?

A: You can Inject skills regardless of your clone state. Currently, we are planning to require Omega state for skill extraction and also not allow the extraction of skills in the Alpha set.

Q: Are there restrictions on simultaneous log on for Alpha Clones?

A: We have not decided whether the simultaneous log on restrictions from the current trial system will apply to Alpha Clones. The decision will partly depend on your feedback, as well as our technical investigations over the coming months.

Q: Can other players see my clone state?

A: No, only you will be able to see your clone state. We think that seeing the clone state of other players would provide too much strategic value to make it public.

Questions about returning players:

Q: If I used to play EVE, do I need to do anything to activate Alpha State?

A: No, any unsubscribed account will automatically be set to Alpha State.

Q: What happens if I log in as an Alpha but I’m in a ship with required Omega skills?

A: You will be allowed to fly the ship until the next time you dock, but any ship bonuses or attributes will not gain the benefits of Omega skills.

Q: What happens if I log as an Alpha but I have modules fit that require Omega skills?

A: Those modules will be set offline when you log in.

Q: What happens if my training queue contains Omega skills but I am in Alpha State?

A: We will pause your training queue and it will need to be manually restarted once the Omega skills are removed or the subscription is renewed.

Questions about abuse:

Q: Won’t suicide ganking using free characters be a major problem?

A: We don’t think clone states will have much impact on suicide ganking or other harassment in high-sec. But, we will be paying very close attention and if this becomes an issue we can pursue options to improve the situation such as turning safety’s on for Alphas in high sec or making changes to the allowed skills list.

Q: What about botting? Won’t it get out of control?

A: Botting and multiplexing are a violation of the EULA and will be investigated and persecuted as usual under these changes. We don’t expect a significant increase in this kind of activity but we will be amping up security to make sure we don’t have problems.

Q: What about farming on free alts using systems like industry?

A: We’ve deliberately tried to limit this behavior using the skills allowed in the Alpha list. It should be very hard to scale alt farms in a way that hurts the ecosystem. But, this is something we need your help on though so if you see the potential for abuse please let us know.

Q: Won’t lag be a huge problem?

A: We are confident that we can handle a significant increase in activity, so hopefully not. We are prepared to make design changes if this does become a problem, and as always we will continue investing in our hardware and our code base.

Questions about design choices:

Q: Why are Alpha skills limited to the character’s faction?

A: We feel that it's important to keep the allowed skills list from getting too large but would rather there was depth within their chosen faction than broad options to cross into other factions. This also reserves pirate faction ships as an Omega only option, which fits considering their power and complexity. Finally, we think focusing on one faction for new characters will help lower the early game complexity.

Q: Why are Alpha skills limited to Cruisers and lower?

A: We think this set of ships gives you the chance to have a meaningful impact on almost every activity and environment in the game without causing any problems in the ecosystem. Bigger and more advanced ships could easily lead to various forms of farming and abuse that would harm the experience for subscribed EVE players. That said, we expect to make changes based on feedback and on activity once the feature is released.

Questions about accounts and payment:

Q: Will you start charging for expansions or other new content?

A: No, we will continue to develop and release expansions and features for free as we always have.

Q: Will the price of subscription change? 

A: No.

Q: Will there be things I used to get as part of my subscription that I will now have to pay separately for?

A: No – if you are subscribed to EVE Online, you will have all the same benefits and resources available to you as you always have as a subscriber.

Q: Will customer support work the same for Alpha and Omega states?

A: We are creating and implementing concrete plans to make sure we can provide the same level of support for all of our players.

Q: Will Alphas be allowed on test servers?

A: Not most of the time, but possibly for certain events.

Q: What happens if my subscription ends while I'm logged in, will I be converted to Alpha in the middle of a fight?

A: In these cases, you will remain an Omega until the next time you log out. We won't ever turn skills off during the middle of a session.

Trainable skills in Alpha State:

Race Skill Level Group
Amarr Armor Layering 1 Armor
Amarr EM Armor Compensation 1 Armor
Amarr Explosive Armor Compensation 1 Armor
Amarr Hull Upgrades 4 Armor
Amarr Kinetic Armor Compensation 1 Armor
Amarr Mechanics 4 Armor
Amarr Remote Armor Repair Systems 3 Armor
Amarr Remote Hull Repair Systems 1 Armor
Amarr Repair Systems 4 Armor
Amarr Thermal Armor Compensation 1 Armor
Amarr Corporation Management 1 Corporation Management
Amarr Drone Avionics 4 Drones
Amarr Drone Durability 4 Drones
Amarr Drone Interfacing 3 Drones
Amarr Drone Navigation 4 Drones
Amarr Drone Sharpshooting 4 Drones
Amarr Drones 5 Drones
Amarr Light Drone Operation 4 Drones
Amarr Medium Drone Operation 3 Drones
Amarr Repair Drone Operation 2 Drones
Amarr Electronic Warfare 3 Electronic Systems
Amarr Propulsion Jamming 3 Electronic Systems
Amarr Weapon Disruption 3 Electronic Systems
Amarr Advanced Weapon Upgrades 1 Engineering
Amarr CPU Management 4 Engineering
Amarr Capacitor Emission Systems 3 Engineering
Amarr Capacitor Management 4 Engineering
Amarr Capacitor Systems Operation 3 Engineering
Amarr Electronics Upgrades 4 Engineering
Amarr Energy Grid Upgrades 4 Engineering
Amarr Energy Pulse Weapons 2 Engineering
Amarr Power Grid Management 4 Engineering
Amarr Thermodynamics 3 Engineering
Amarr Weapon Upgrades 4 Engineering
Amarr Controlled Bursts 4 Gunnery
Amarr Gunnery 5 Gunnery
Amarr Medium Energy Turret 4 Gunnery
Amarr Motion Prediction 4 Gunnery
Amarr Rapid Firing 4 Gunnery
Amarr Sharpshooter 4 Gunnery
Amarr Small Energy Turret 4 Gunnery
Amarr Surgical Strike 4 Gunnery
Amarr Trajectory Analysis 4 Gunnery
Amarr Leadership 3 Leadership
Amarr Missile Launcher Operation 1 Missiles
Amarr Acceleration Control 3 Navigation
Amarr Afterburner 3 Navigation
Amarr Evasive Maneuvering 3 Navigation
Amarr High Speed Maneuvering 3 Navigation
Amarr Navigation 4 Navigation
Amarr Warp Drive Operation 3 Navigation
Amarr Biology 3 Neural Enhancement
Amarr Cybernetics 3 Neural Enhancement
Amarr Infomorph Psychology 1 Neural Enhancement
Amarr Industry 5 Production
Amarr Mass Production 3 Production
Amarr Gas Harvesting 2 Resource Processing
Amarr Mining 4 Resource Processing
Amarr Mining Upgrades 4 Resource Processing
Amarr Reprocessing 3 Resource Processing
Amarr Salvaging 3 Resource Processing
Amarr Armor Rigging 2 Rigging
Amarr Astronautics Rigging 2 Rigging
Amarr Drones Rigging 2 Rigging
Amarr Electronic Superiority Rigging 2 Rigging
Amarr Energy Weapon Rigging 2 Rigging
Amarr Jury Rigging 3 Rigging
Amarr Archaeology 3 Scanning
Amarr Astrometric Acquisition 2 Scanning
Amarr Astrometric Rangefinding 2 Scanning
Amarr Astrometrics 3 Scanning
Amarr Hacking 3 Scanning
Amarr Survey 3 Scanning
Amarr Science 4 Science
Amarr EM Shield Compensation 1 Shields
Amarr Explosive Shield Compensation 1 Shields
Amarr Kinetic Shield Compensation 1 Shields
Amarr Shield Compensation 3 Shields
Amarr Shield Management 3 Shields
Amarr Shield Operation 4 Shields
Amarr Shield Upgrades 3 Shields
Amarr Tactical Shield Manipulation 3 Shields
Amarr Thermal Shield Compensation 1 Shields
Amarr Connections 2 Social
Amarr Criminal Connections 2 Social
Amarr Diplomacy 3 Social
Amarr Distribution Connections 2 Social
Amarr Mining Connections 2 Social
Amarr Negotiation 2 Social
Amarr Security Connections 2 Social
Amarr Social 3 Social
Amarr Amarr Cruiser 4 Spaceship Command
Amarr Amarr Destroyer 4 Spaceship Command
Amarr Amarr Frigate 4 Spaceship Command
Amarr Amarr Industrial 1 Spaceship Command
Amarr Mining Frigate 4 Spaceship Command
Amarr Spaceship Command 3 Spaceship Command
Amarr Anchoring 1 Structure Management
Amarr Long Range Targeting 3 Targeting
Amarr Signature Analysis 3 Targeting
Amarr Target Management 4 Targeting
Amarr Broker Relations 2 Trade
Amarr Marketing 2 Trade
Amarr Trade 3 Trade

 

Caldari Armor Layering 1 Armor
Caldari EM Armor Compensation 1 Armor
Caldari Explosive Armor Compensation 1 Armor
Caldari Hull Upgrades 4 Armor
Caldari Kinetic Armor Compensation 1 Armor
Caldari Mechanics 4 Armor
Caldari Remote Hull Repair Systems 1 Armor
Caldari Repair Systems 4 Armor
Caldari Thermal Armor Compensation 1 Armor
Caldari Corporation Management 1 Corporation Management
Caldari Drones 5 Drones
Caldari Light Drone Operation 1 Drones
Caldari Electronic Warfare 3 Electronic Systems
Caldari Propulsion Jamming 3 Electronic Systems
Caldari Weapon Disruption 3 Electronic Systems
Caldari Advanced Weapon Upgrades 1 Engineering
Caldari CPU Management 4 Engineering
Caldari Capacitor Emission Systems 3 Engineering
Caldari Capacitor Management 4 Engineering
Caldari Capacitor Systems Operation 3 Engineering
Caldari Electronics Upgrades 4 Engineering
Caldari Energy Grid Upgrades 4 Engineering
Caldari Energy Pulse Weapons 2 Engineering
Caldari Power Grid Management 4 Engineering
Caldari Thermodynamics 3 Engineering
Caldari Weapon Upgrades 4 Engineering
Caldari Controlled Bursts 4 Gunnery
Caldari Gunnery 5 Gunnery
Caldari Medium Hybrid Turret 4 Gunnery
Caldari Motion Prediction 4 Gunnery
Caldari Rapid Firing 4 Gunnery
Caldari Sharpshooter 4 Gunnery
Caldari Small Hybrid Turret 4 Gunnery
Caldari Surgical Strike 4 Gunnery
Caldari Trajectory Analysis 3 Gunnery
Caldari Leadership 3 Leadership
Caldari Missile Launcher Operation 5 Missiles
Caldari Light Missiles 4 Missiles
Caldari Heavy Assault Missiles 3 Missiles
Caldari Heavy Missiles 4 Missiles
Caldari Missile Bombardment 4 Missiles
Caldari Missile Projection 2 Missiles
Caldari Rapid Launch 4 Missiles
Caldari Rockets 4 Missiles
Caldari Target Navigation Prediction 3 Missiles
Caldari Warhead Upgrades 3 Missiles
Caldari Acceleration Control 3 Navigation
Caldari Afterburner 3 Navigation
Caldari Evasive Maneuvering 3 Navigation
Caldari High Speed Maneuvering 3 Navigation
Caldari Navigation 4 Navigation
Caldari Warp Drive Operation 3 Navigation
Caldari Biology 3 Neural Enhancement
Caldari Cybernetics 3 Neural Enhancement
Caldari Infomorph Psychology 1 Neural Enhancement
Caldari Industry 5 Production
Caldari Mass Production 3 Production
Caldari Gas Harvesting 2 Resource Processing
Caldari Mining 4 Resource Processing
Caldari Mining Upgrades 4 Resource Processing
Caldari Reprocessing 3 Resource Processing
Caldari Salvaging 3 Resource Processing
Caldari Astronautics Rigging 2 Rigging
Caldari Drones Rigging 2 Rigging
Caldari Electronic Superiority Rigging 2 Rigging
Caldari Hybrid Weapon Rigging 2 Rigging
Caldari Jury Rigging 3 Rigging
Caldari Shield Rigging 2 Rigging
Caldari Launcher Rigging 2 Rigging
Caldari Archaeology 3 Scanning
Caldari Astrometric Acquisition 2 Scanning
Caldari Astrometric Rangefinding 2 Scanning
Caldari Astrometrics 3 Scanning
Caldari Hacking 3 Scanning
Caldari Survey 3 Scanning
Caldari Science 4 Science
Caldari EM Shield Compensation 1 Shields
Caldari Explosive Shield Compensation 1 Shields
Caldari Kinetic Shield Compensation 1 Shields
Caldari Shield Compensation 3 Shields
Caldari Shield Emission Systems 3 Shields
Caldari Shield Management 4 Shields
Caldari Shield Operation 4 Shields
Caldari Shield Upgrades 4 Shields
Caldari Tactical Shield Manipulation 3 Shields
Caldari Thermal Shield Compensation 1 Shields
Caldari Connections 2 Social
Caldari Criminal Connections 2 Social
Caldari Diplomacy 3 Social
Caldari Distribution Connections 2 Social
Caldari Mining Connections 2 Social
Caldari Negotiation 2 Social
Caldari Security Connections 2 Social
Caldari Social 3 Social
Caldari Caldari Cruiser 4 Spaceship Command
Caldari Caldari Destroyer 4 Spaceship Command
Caldari Caldari Frigate 4 Spaceship Command
Caldari Caldari Industrial 1 Spaceship Command
Caldari Mining Frigate 4 Spaceship Command
Caldari Spaceship Command 3 Spaceship Command
Caldari Anchoring 1 Structure Management
Caldari Long Range Targeting 3 Targeting
Caldari Signature Analysis 3 Targeting
Caldari Target Management 4 Targeting
Caldari Broker Relations 2 Trade
Caldari Marketing 2 Trade
Caldari Trade 3 Trade

 

Gallente Armor Layering 1 Armor
Gallente EM Armor Compensation 1 Armor
Gallente Explosive Armor Compensation 1 Armor
Gallente Hull Upgrades 4 Armor
Gallente Kinetic Armor Compensation 1 Armor
Gallente Mechanics 4 Armor
Gallente Remote Armor Repair Systems 3 Armor
Gallente Remote Hull Repair Systems 1 Armor
Gallente Repair Systems 4 Armor
Gallente Thermal Armor Compensation 1 Armor
Gallente Corporation Management 1 Corporation Management
Gallente Drone Avionics 4 Drones
Gallente Drone Durability 4 Drones
Gallente Drone Interfacing 3 Drones
Gallente Drone Navigation 4 Drones
Gallente Drone Sharpshooting 4 Drones
Gallente Drones 5 Drones
Gallente Light Drone Operation 4 Drones
Gallente Medium Drone Operation 3 Drones
Gallente Repair Drone Operation 2 Drones
Gallente Electronic Warfare 3 Electronic Systems
Gallente Propulsion Jamming 3 Electronic Systems
Gallente Weapon Disruption 3 Electronic Systems
Gallente Sensor Linking 1 Electronic Systems
Gallente Advanced Weapon Upgrades 1 Engineering
Gallente CPU Management 4 Engineering
Gallente Capacitor Emission Systems 3 Engineering
Gallente Capacitor Management 4 Engineering
Gallente Capacitor Systems Operation 3 Engineering
Gallente Electronics Upgrades 4 Engineering
Gallente Energy Grid Upgrades 4 Engineering
Gallente Energy Pulse Weapons 2 Engineering
Gallente Power Grid Management 4 Engineering
Gallente Thermodynamics 3 Engineering
Gallente Weapon Upgrades 4 Engineering
Gallente Controlled Bursts 4 Gunnery
Gallente Gunnery 5 Gunnery
Gallente Medium Hybrid Turret 4 Gunnery
Gallente Motion Prediction 4 Gunnery
Gallente Rapid Firing 4 Gunnery
Gallente Sharpshooter 4 Gunnery
Gallente Small Hybrid Turret 4 Gunnery
Gallente Surgical Strike 4 Gunnery
Gallente Trajectory Analysis 4 Gunnery
Gallente Leadership 3 Leadership
Gallente Missile Launcher Operation 1 Missiles
Gallente Acceleration Control 3 Navigation
Gallente Afterburner 3 Navigation
Gallente Evasive Maneuvering 3 Navigation
Gallente High Speed Maneuvering 3 Navigation
Gallente Navigation 4 Navigation
Gallente Warp Drive Operation 3 Navigation
Gallente Biology 3 Neural Enhancement
Gallente Cybernetics 3 Neural Enhancement
Gallente Infomorph Psychology 1 Neural Enhancement
Gallente Industry 5 Production
Gallente Mass Production 3 Production
Gallente Gas Harvesting 2 Resource Processing
Gallente Mining 4 Resource Processing
Gallente Mining Upgrades 4 Resource Processing
Gallente Reprocessing 3 Resource Processing
Gallente Salvaging 3 Resource Processing
Gallente Armor Rigging 2 Rigging
Gallente Astronautics Rigging 2 Rigging
Gallente Drones Rigging 2 Rigging
Gallente Electronic Superiority Rigging 2 Rigging
Gallente Hybrid Weapon Rigging 2 Rigging
Gallente Jury Rigging 3 Rigging
Gallente Shield Rigging 2 Rigging
Gallente Archaeology 3 Scanning
Gallente Astrometric Acquisition 2 Scanning
Gallente Astrometric Rangefinding 2 Scanning
Gallente Astrometrics 3 Scanning
Gallente Hacking 3 Scanning
Gallente Survey 3 Scanning
Gallente Science 4 Science
Gallente EM Shield Compensation 1 Shields
Gallente Explosive Shield Compensation 1 Shields
Gallente Kinetic Shield Compensation 1 Shields
Gallente Shield Compensation 3 Shields
Gallente Shield Management 3 Shields
Gallente Shield Operation 4 Shields
Gallente Shield Upgrades 4 Shields
Gallente Tactical Shield Manipulation 3 Shields
Gallente Thermal Shield Compensation 1 Shields
Gallente Connections 2 Social
Gallente Criminal Connections 2 Social
Gallente Diplomacy 3 Social
Gallente Distribution Connections 2 Social
Gallente Mining Connections 2 Social
Gallente Negotiation 2 Social
Gallente Security Connections 2 Social
Gallente Social 3 Social
Gallente Gallente Cruiser 4 Spaceship Command
Gallente Gallente Destroyer 4 Spaceship Command
Gallente Gallente Frigate 4 Spaceship Command
Gallente Gallente Industrial 1 Spaceship Command
Gallente Mining Frigate 4 Spaceship Command
Gallente Spaceship Command 3 Spaceship Command
Gallente Anchoring 1 Structure Management
Gallente Long Range Targeting 3 Targeting
Gallente Signature Analysis 3 Targeting
Gallente Target Management 4 Targeting
Gallente Broker Relations 2 Trade
Gallente Marketing 2 Trade
Gallente Trade 3 Trade

 

Minmatar Armor Layering 1 Armor
Minmatar EM Armor Compensation 1 Armor
Minmatar Explosive Armor Compensation 1 Armor
Minmatar Hull Upgrades 4 Armor
Minmatar Kinetic Armor Compensation 1 Armor
Minmatar Mechanics 4 Armor
Minmatar Remote Hull Repair Systems 1 Armor
Minmatar Repair Systems 4 Armor
Minmatar Thermal Armor Compensation 1 Armor
Minmatar Corporation Management 1 Corporation Management
Minmatar Drones 5 Drones
Minmatar Light Drone Operation 1 Drones
Minmatar Electronic Warfare 3 Electronic Systems
Minmatar Propulsion Jamming 3 Electronic Systems
Minmatar Weapon Disruption 3 Electronic Systems
Minmatar Target Painting 1 Electronic Systems
Minmatar Advanced Weapon Upgrades 1 Engineering
Minmatar CPU Management 4 Engineering
Minmatar Capacitor Emission Systems 3 Engineering
Minmatar Capacitor Management 4 Engineering
Minmatar Capacitor Systems Operation 3 Engineering
Minmatar Electronics Upgrades 4 Engineering
Minmatar Energy Grid Upgrades 4 Engineering
Minmatar Energy Pulse Weapons 2 Engineering
Minmatar Power Grid Management 4 Engineering
Minmatar Thermodynamics 3 Engineering
Minmatar Weapon Upgrades 4 Engineering
Minmatar Controlled Bursts 1 Gunnery
Minmatar Gunnery 5 Gunnery
Minmatar Medium Projectile Turret 4 Gunnery
Minmatar Motion Prediction 4 Gunnery
Minmatar Rapid Firing 4 Gunnery
Minmatar Sharpshooter 4 Gunnery
Minmatar Small Projectile Turret 4 Gunnery
Minmatar Surgical Strike 4 Gunnery
Minmatar Trajectory Analysis 4 Gunnery
Minmatar Leadership 3 Leadership
Minmatar Missile Launcher Operation 5 Missiles
Minmatar Light Missiles 4 Missiles
Minmatar Heavy Assault Missiles 3 Missiles
Minmatar Heavy Missiles 4 Missiles
Minmatar Missile Bombardment 4 Missiles
Minmatar Missile Projection 2 Missiles
Minmatar Rapid Launch 4 Missiles
Minmatar Rockets 4 Missiles
Minmatar Target Navigation Prediction 3 Missiles
Minmatar Warhead Upgrades 3 Missiles
Minmatar Acceleration Control 3 Navigation
Minmatar Afterburner 3 Navigation
Minmatar Evasive Maneuvering 3 Navigation
Minmatar High Speed Maneuvering 3 Navigation
Minmatar Navigation 4 Navigation
Minmatar Warp Drive Operation 3 Navigation
Minmatar Biology 3 Neural Enhancement
Minmatar Cybernetics 3 Neural Enhancement
Minmatar Infomorph Psychology 1 Neural Enhancement
Minmatar Industry 5 Production
Minmatar Mass Production 3 Production
Minmatar Gas Harvesting 2 Resource Processing
Minmatar Mining 4 Resource Processing
Minmatar Mining Upgrades 4 Resource Processing
Minmatar Reprocessing 3 Resource Processing
Minmatar Salvaging 3 Resource Processing
Minmatar Astronautics Rigging 2 Rigging
Minmatar Drones Rigging 2 Rigging
Minmatar Electronic Superiority Rigging 2 Rigging
Minmatar Projectile Weapon Rigging 2 Rigging
Minmatar Jury Rigging 3 Rigging
Minmatar Shield Rigging 2 Rigging
Minmatar Launcher Rigging 2 Rigging
Minmatar Archaeology 3 Scanning
Minmatar Astrometric Acquisition 2 Scanning
Minmatar Astrometric Rangefinding 2 Scanning
Minmatar Astrometrics 3 Scanning
Minmatar Hacking 3 Scanning
Minmatar Survey 3 Scanning
Minmatar Science 4 Science
Minmatar EM Shield Compensation 1 Shields
Minmatar Explosive Shield Compensation 1 Shields
Minmatar Kinetic Shield Compensation 1 Shields
Minmatar Shield Compensation 3 Shields
Minmatar Shield Emission Systems 3 Shields
Minmatar Shield Management 4 Shields
Minmatar Shield Operation 4 Shields
Minmatar Shield Upgrades 4 Shields
Minmatar Tactical Shield Manipulation 3 Shields
Minmatar Thermal Shield Compensation 1 Shields
Minmatar Connections 2 Social
Minmatar Criminal Connections 2 Social
Minmatar Diplomacy 3 Social
Minmatar Distribution Connections 2 Social
Minmatar Mining Connections 2 Social
Minmatar Negotiation 2 Social
Minmatar Security Connections 2 Social
Minmatar Social 3 Social
Minmatar Minmatar Cruiser 4 Spaceship Command
Minmatar Minmatar Destroyer 4 Spaceship Command
Minmatar Minmatar Frigate 4 Spaceship Command
Minmatar Minmatar Industrial 1 Spaceship Command
Minmatar Mining Frigate 4 Spaceship Command
Minmatar Spaceship Command 3 Spaceship Command
Minmatar Anchoring 1 Structure Management
Minmatar Long Range Targeting 3 Targeting
Minmatar Signature Analysis 3 Targeting
Minmatar Target Management 4 Targeting
Minmatar Broker Relations 2 Trade
Minmatar Marketing 2 Trade
Minmatar Trade 3 Trade

 


Keywords: Introducing Clone States and the Future of Access to EVE Online
introducing-clone-states-and-the-future-of-access-to-eve-online





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