EVE Online Dev Blogs Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2017-08-23T23:09:52Z Source: http://community.eveonline.com/news/dev-blogs/welcome-to-the-warzone-a-guest-blog-from-the-eve-valkyrie-team/
Welcome To The Warzone - A Guest Blog From The EVE Valkyrie Team
Published Date: 2017-08-15T15:44:26Z
Last updated on 2017-08-15T15:44:26Z Author:
Hi there Capsuleers of New Eden!
On the 26th of September, some exciting changes are coming to EVE: Valkyrie that will open the hangar doors to a draft of new pilots. With the launch of EVE: Valkyrie - Warzone, you will no longer need a VR headset to join us in our epic first-person spaceship shooter!
Aside from including a non-VR version of the game, the Warzone expansion includes:
New, next-generation fleet of ships with greater focus on specialised roles (assault, shotgun, sniper etc.)
A unique mod-based progression for every ship that allow further customisation of stats based on your preferred play-style
New Ultra abilities that can change the course of a battle with well-timed execution
2 stunning new maps: Fleet – a Sisters of EVE station preparing for war, and Outpost – a remote Drifter structure that holds the key to new technologies
Mouse & keyboard support, with the option to fully key bind to your preference
New Capsule based reward system (with randomised loot!)
The exciting new CTF style game mode - Extraction
Updated and improved cockpit interiors and HUD, and fully revised menus and UI throughout the game.
We’ve long held the belief that cross play between PC and console is essential for building our community and sharing the awesome gameplay we’ve been refining since our launch in March 2016. The ambitious new goal of delivering an experience that can now be played across VR and non-VR is now in sight. It’s entirely up to you how you play EVE: Valkyrie – Warzone, either in or out of virtual reality. With the expansion, you’ll still have access to all the content from our five major game updates since launch. All our pilots will be flying and dying together on the same servers, same battles… same game.
(click to enlarge)
It’s been a long and exciting journey since Valkyrie started life as EVE-VR (or E:VR) way back in 2012. It was thanks to the overwhelming positive reception at Fanfest (and beyond) that CCP had faith to invest in this new and exciting direction for a game, and in supporting cutting-edge technology that is still in its infancy. That investment paid off, and EVE: Valkyrie remains a poster child for the incredible immersion that VR brings to games.
Our fans have continued to fuel development with regular feedback and suggestions on a wide range of topics, from gameplay balancing to feature design. We’ve updated and improved the game on an almost monthly basis and the version of Valkyrie you’ll be playing in September will represent a labour of love, for both devs and fans alike. These conversations all started at Fanfest and on the forums. I’m excited to see what happens next when owning a VR headset is no longer a requirement.
Moreover, it’s thanks to the rich tapestry of EVE Online that we’ve been able to deliver such a deep and compelling fantasy. Our characters, our ships, our locations, are all part of New Eden. EVE: Valkyrie - Warzone deepens this connection as we introduce more lore and narrative from the EVE universe with the inclusion of Drifter technology. This technology has escalated the war between the Valkyrie and Schism as both sides fight to gain tactical advantage. The arms race has led to the birth of an entirely new fleet of ships and advanced modifications. It’s a fresh start for all pilots, and a great time to get on board.
I look forward to seeing some new pilots in our clone vats!
Improvements to Standings UI, Scanning and the Beta map
Published Date: 2017-08-04T13:36:41Z
Last updated on 2017-08-04T13:36:41Z Author:
Team Psycho Sisters
Here’s a quick preview of some stuff coming in EVE Online’s next release on August 15tth.
New NPC Standings UI
NPC standings are an important part of EVE. They govern which missions you can do, your ability to join faction warfare, and when you will be attacked in NPC controlled parts of space to name a few. With this in mind, we’ve been working on a way to show you when these things either become available to you or when you will lose access to them.
Without further ado, let us introduce the new NPC Standings UI:
Starting at the top, we are introducing a bar to represent your current standings with the selected NPC Faction, Corporation or Agent ranging from -10 on the left to +10 on the right. As you move in either direction you will be able to see exactly when you will gain access to or lose access to missions, epic arcs, and faction warfare. We hope this will allow you to learn and understand the standings system and the potential impact your actions can have.
On the left is a list of all the NPC Factions, Corporations, and Agents that you have encountered. For new players, this will just include their starting faction. Selecting one of these entities will populate the rest of the standings window.
On the right, is your standings history with the currently selected entity. This is already in the client but it takes about 6 clicks and 3 different windows to access.
We are also adding some new notifications for when your NPC standings change. When you gain or lose standings with a Faction, Corporation or Agent you will receive a notification to inform you of the change. Clicking the notification will open the standings panel and highlight the standings that have changed. These can be configured in the Notification settings.
We are also changing the standings tab in the Show Info window for Factions, Corporations, and Agents. Instead of having double entries for each entity, we will now have a single line conveying the same information.
For the Agents tab in the Corporation Show Info window, we are adding a filter for the agents so you can now filter by levels I – V. We hope this will help players to find agents they can speak to.
We are also adding a new NPC standings tab in the Standings tab of the corporation window. This will show you each corporation members standing toward NPC factions including the corporations overall standing with the faction, corporation, or agent.
We have added a conversation bubble icon next to agents that shows you whether or not you are able to receive a mission or not with the agent. As it currently stands, you start a conversation with the agent only to be told that they have nothing for you. We hope players will now quickly be able to distinguish if they are able to receive a mission or not without suffering such a rude reply!
We have seen lots of players asking for some quality of life improvements in the scanning system.
In August, we will deliver two of these little gems for explorers, wormholers, and hunters:
Persisting Cosmic Signature scan results
Adding the signature ID to the front of bookmarks when using the save location option in the Probe Scanner
From the August release onwards, scanning progress will be stored until you restart your client. The results will no longer be cleared when docking, jumping wormholes, or doing basically anything else that would have previously caused a session change and cleared the list.
This will only be for Cosmic Signatures. Anything located with combat scans will not persist, such as ships, citadels etc
Another quality of life improvement we have seen players ask for is the addition of signature id when saving locations from the probe scanner. This will not change any behavior of bookmarking, so you will still have to warp to a wormhole to bookmark the actual wormhole if you want to warp at 0. In this situation, you would have to manually add the signature ID.
Beta Map Changes
We ended up with our head in the Beta map code for some of the work we have planned for later in the year. I would like to emphasize we are not working on removing the old map at this time, the changes are focused on increasing the performance and usability of the Beta map.
We have been tweaking the usability of the Beta map, mainly focusing on camera interaction and system/constellation/region navigation.
Here are some of the changes we are making for August:
Improved Beta map performance when zooming and rotating the map, especially when down at the constellation or solar system level.
The map camera is now pitch constrained so it cannot go below the map plane.
The introduction of a breadcrumb style label that shows the selected region/constellation/system and the corresponding faction (if any). Clicking a location will zoom and pan to it.
Ctrl+clicking a solar system will now set it as destination and Ctrl+shift+click will add it as a waypoint.
Hovering over a solar system will now show how many jumps away it is.
A breakdown of the changes can be found on the forum thread where we would love to get your feedback and suggestions regarding these changes:
Published Date: 2017-08-03T14:44:00Z
Last updated on 2017-08-03T14:44:00Z Author:
Team Five 0
Hello intrepid capsuleers! Today we are happy to bring you another dev blog covering our continued progress in developing and improving Upwell structures.
This blog will cover the structure changes and improvements that will be arriving in the upcoming August 15th release. Some of these changes have been discussed previously and others will have their details revealed here for the first time.
Previously on “Structure Dev Blogs”
Earlier this year we released a dev blog describing our three-pronged approach to continued Upwell structure development:
Bug fixes, performance improvements, UI polish to make existing Structure features more reliable and easier to use
Adding new universal features to all Upwell Structures, such as the addition of automatic capacitor/shield recharge functions and customizable public structure descriptions earlier this summer
Preparing the next batch of structures and service modules: Refinery structures with moon mining and reaction services
All three of these tracks are still advancing and all three will be represented in the August release. We want to once again thank all the players who participated in our Upwell structure survey earlier this year as we are continuing to use your community feedback to inform our priorities in structure work.
As CCP Seagull announced in one of our recent Development Update videos, we are in the process of refocusing more of our ongoing structure update resources to the topic of structure defenses and siege mechanics. This design area has been one of the major topics we’ve been hearing about from the community over the past few months, and the August release includes some of the early fruits of our increased focus in this area.
The changes coming in August include:
Balance updates for structure weapons
Improved UI feedback for structure deployment
Improved usability for fueling structures
The addition of the corporation insurance feature to Upwell structures
The phase-out of legacy starbase industry bonuses
The introduction of the new moon scanning UI in preparation for Refineries
Balance Updates for Structure Weapons
This August, we are deploying a set of iterations to structure weapons with a special focus on the Standup Guided Void Bombs. These bombs have been a major topic of discussion in the community and we agree with the majority of you that they need to be toned down. Void bombs being the most powerful part of structure defenses has the significant downside of reducing the fleet composition choices available to attackers.
Our goals for these weapon tweaks are:
Reduce the pressure to limit fleet composition choices when attacking Citadels (caused by the extremely powerful void bombs)
Make the counterplay for structure guided bombs more clear and accessible
Compensate for the nerfing of void bombs with small buffs to damage bombs and single-target anti-subcap damage so that structure defenses remain viable
The changes we are proposing here reduce the area of effect and energy neutralizer amount per second of Guided Void Bombs while also reducing their rate of fire and movement speed to make counterplay more accessible.
Structure Guided Bombs
Reduce the rate of fire of the Structure Guided Bomb Launcher from 20 seconds to 40 seconds
Reduce the area of effect of Guided Void Bombs from 40km to 20km
Reduce the area of effect of AS and AM Guided Bombs from 40km to 30km
Reduce the neut amount per second of the Guided Void Bomb by 25%
Increase the DPS of the AS and AM Guided Bombs by 25%
Reduce the velocity of the Guided Void Bomb by 20% (increasing flight time to keep the range the same)
Structure Anti-Subcap Missiles
Increase the damage of the ASML-SD missile by 33%
Increase the damage of the ASML-MD and ASML-LD missiles by 20%
These changes are available for testing on our Singularity test server now and we encourage all of you to give them a try and to let us know what you think in the comments thread for this blog.
Improved UI Feedback for Structure Deployment
EVE Online’s August release will also include the next improvement to the UI for structure deployment. Earlier this year we had feedback pass along to us through the CSM that more and more players were encountering issues with determining the direction of the undock points on structures when choosing their location and orientation during deployment. We included the idea of adding undock direction indicators in our Upwell structure feedback survey and it received quite a bit of support from the participants in the survey.
So, starting this month the hologram projection of each structure that is used for choosing orientation and location during deployment will include some of the traffic path lights that connect to the undock points of the structure. These clearly show which side of the structure players will undock from so that players can avoid mistakes during deployment.
Improved Usability for Fueling Structures
The job of keeping your structure fueled can be a challenging one that is made more complicated by the fact that allowing a player to fuel a structure currently requires a huge amount of trust in that individual. In the August release, we are expanding the fueling ability in a secure way by allowing anyone with the "Assume Structure Control" access control list to place (but not remove) fuel in the structure fuel bay without requiring any corporate roles.
Corporation Insurance in Upwell Structures
Corporation insurance is a feature that allows a corporation to insure a ship before distributing it to one of their members, which then sends the insurance payout to the corporation if the ship is destroyed.
This is a longstanding feature of the insurance system in normal stations and outposts, but we were initially unable to add it to Upwell structures due to some technical differences between corporation hangar systems in different structure types. Recent improvements we have made behind the scenes have had the additional benefit of allowing us to add corp insurance to Upwell structures in August. This is another step towards full feature parity between stations/outposts and Upwell structures and will be especially useful to large corporations.
Phasing out of Legacy Starbase Industry Bonuses
As a quick reminder, there are also a few other previously announced changes coming in the August release that bring us closer to the release of Refineries and complete replacement of Starbases with Upwell structures.
This means that starting in the August release, Starbase Reprocessing Arrays will only provide a 50% refining yield, Starbase Assembly Arrays will not provide any material or time bonuses to manufacturing jobs, and Starbase Labs will not provide any time bonuses to research, copy, or invention jobs.
These structures will continue to work for the near future, but without their previous advantages over stations.
Any jobs started in one of these structures before August 15th will complete with the bonuses intact.
These structures have been impossible to build since May, and their usage is now very low since more convenient and powerful alternatives exist. This step will continue our progress towards replacing the legacy starbases with easier to use Upwell structures.
New Moon Survey Probing UI
We are also deploying a set of improvements for the moon survey probing system this August. All the details of these changes can be found in this dev blog, and are another step preparing New Eden for the arrival of the new Upwell Refinery structures later this year.
We want to extend our thanks to those players who have already passed along their feedback on the moon survey probe changes. In addition to the previously announced changes, we can also announce that the August release will include a buff to the Tech Two version of the Survey Probe launcher, giving it a flat 10% bonus to the speed of moon probing.
We hope that you all enjoy the changes coming this release, and our whole team wants to reiterate our thanks to all the players who are passing along your feedback on Upwell structures through our survey, the forums, bug reports, the CSM, and many other avenues.
All the changes described in this blog are available for testing on the Singularity test server that can be found in your EVE launcher, and we highly encourage people to try them out and let us know what you think.
- Team Five 0
Keywords: Structure Improvements coming this August
Moon mining revamped: There’s Ore in Them Thar Moons!
Published Date: 2017-07-19T13:23:19Z
Last updated on 2017-07-19T13:23:19Z Author:
Team Five 0
There’s Ore in Them Thar Moons
Hello again industrious capsuleers. It’s time for another Refinery and moon mining dev blog from your friendly neighborhood Team Five 0.
Today’s blog will discuss the way moon composition, moon material distribution and moon surveying will be changing this year as part of the Upwell Refinery introduction. Read on for all the juicy details, or if you’re looking for a quick TL;DR feel free to skip to the list at the end of the blog.
As we revealed in our previous dev blog, the introduction of Upwell Refineries this winter will completely revolutionize the way capsuleers harvest moons to obtain the resources used in Tech 2 production. The old paradigm of a starbase moon harvester passively collecting units of moon materials every hour is being replaced with a new moon drill service module that rips massive sections of a moon into orbit so the ore within can be harvested by pod-capable ships.
We discussed the basic outline of the new moon mining process in the eve keynote at Fanfest earlier this year as well as the previous blog, but for a quick refresher here is the entire walkthrough:
A refinery that is deployed at the correct spot beside a moon can fit and online a special moon drilling service module. Only one structure can mine each moon at a time.
The owners will then setup the fracking operation, with larger chunks taking longer time to be drilled from the moon.
The moon drilling module begins blasting a chunk of the moon away from its surface and dragging it towards the structure. This process takes between one and several weeks depending on the choices made by the structure owner. Observers can watch the chunk move through space as a way of estimating when it will reach the Refinery.
Once the chunk of moon rock has completed its journey into space, the Refinery can use its drill module to detonate the chunk into a minable asteroid field. The exact time of the detonation is controlled by the owners of the Refinery within limits. If the chunk is left unattended long enough it will disintegrate into the asteroid field on its own.
The new asteroid field that appears with the explosion of the chunk will contain new types of valuable ores that will yield moon minerals when reprocessed. The composition of the field will depend on the composition of moon materials available in the moon. The field will generally remain far enough away from the Refinery structure that you won’t be able to effectively mine it from docking range but close enough for a pilot controlling the Refinery to be able to cover the friendly miners and/or attack uninvited guests.
Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.
The new types of valuable ores mentioned above represent another major change to the whole process of moon resource harvesting. Currently a moon harvester collects the moon materials (such as Hyrocarbons, Titanium, Cadmium, Technetium, or Dysprosium) directly in a form that is ready for reacting into intermediate materials and eventually composites for T2 construction. In the new process, the moon chunk will explode into new ores that can be mined by normal capsuleer mining ships and that must be refined into moon materials using a standard reprocessing facility.
These new ores will yield more than one output material when reprocessed, just like most existing ores. We are currently planning for the addition of 20 new forms of ore that will be obtained through this process. Each of these 20 new ores will have a primary moon material that makes up a large percentage of its total value, as well as a few other materials that make up smaller percentages of the value. These secondary materials will often be other moon materials, but will also sometimes be normal minerals.
For example (names are not final): “Placeholderite Ore” might yield quite a bit of Vanadium as its primary material, with some Cobalt and Evaporate Deposits in the mix as well. “Moongooium Ore” might get most of its value from the Dysprosium it yields, but also contain a fair amount of Silicates and Mexallon.
These new ores will have five tiers of rarity just like the existing moon materials, with the rarest moon materials coming from the rarest ores. To facilitate the reprocessing of these ores (and to allow use of new mining crystals) we will be introducing five new moon ore processing skills: one for each rarity tier. These new processing skills will work much like the existing ore processing skills with a 2% bonus per level to the yields gained from reprocessing, except that each of them will apply to four ore types instead of one.
Composition and Distribution
With this new moon harvesting technology will come a new way of looking at the composition of moons themselves and a new distribution of harvestable resources across the moons of New Eden. Currently each moon can have a presence of certain moon materials that indicates the ability to mine them with a moon harvester. It’s possible for moons to have zero, one, or many moon materials and the moon harvesting process allows the owner to choose which materials to harvest.
In the new moon mining paradigm, each moon will have a composition of a few ores, with each ore representing a percentage of the total moon composition. This composition can include both new moon ores and existing ores, and will always add up to 100%.
So, for instance, surveying one moon might show that it consists of:
40% a very common new moon ore
15% a moderately rare new moon ore
While another might show:
25% a moderately common new moon ore
20% an extremely rare new moon ore
The second moon would be considered significantly more valuable than the first. Under this system the difference between moon quality will be much more granular than it was previously, allowing organizations to choose what priorities they want to focus on when claiming moons.
Would your corporation or alliance prefer a moon that has a small quantity of an extremely valuable ore that you would cherry pick and then ignore the less valuable ores in a short play session? Or would you be looking for a moon with a wider distribution of strong ores that enables more total income per month but requires more mining time to take full advantage?
Alongside this rework of moon composition will be a complete reset of the current moon material distributions. We will be running a new randomized algorithm that will create the material compositions of moons across Lowsec and Nullsec space in this new percentage form. This reset of the distribution will happen in the same expansion patch as the introduction of Refineries.
We will be testing this new distribution on test servers over the coming months, including Singularity. We want to make it clear that the distributions that will eventually show up on SISI will not use the same random seed as what will be applied to the main Tranquility server on patch day.
This reset of moon composition distributions will allow a fresh start for the moon mining system, enable the conversion to the new percentage compositions, and will also be an excellent opportunity for smart and diligent prospectors to gain profit in the scramble for resources.
Improvements to Moon Surveying
Due to the radical changes to moon composition and the upcoming opportunities for moon surveying, we are also releasing significant user experience upgrades to the moon survey process.
Moon surveying is a lesser known form of EVE exploration that uses a special probe launcher to investigate the materials available in moons. This process has changed relatively little over the past several years and there are multiple areas where we saw opportunities to improve the UI and feedback.
The basics of the moon scanning process are:
Fit a Survey Probe Launcher module to your ship. Covert Ops ships are especially well suited for this task as they have a bonus to improve the survey speed. There are three types of probe to choose from, with different survey speeds, volumes, and skill requirements.
Fly to a spot near a moon in Lowsec or Nullsec space and start flying in the direction the moon.
Open the moon analysis window that is available from the scanner radial button when you have a Survey Probe Launcher fit.
When you launch a Survey Probe it flies in the direction that your ship was travelling (like bombs launched from stealth bombers). Probes fly through space for a few minutes and then scan the moon that is directly ahead of them. If you missed the moon then no results will display. If the moon does not contain any minable materials then no results will display.
With our new improvements to the moon scanning system there will be an improved moon analysis window that displays the remaining time for each of your probes with the moon they are attempting to scan. If you have missed the moon entirely then the destination column will show as “Unknown”, clearly indicating that a new probe will need to be launched to obtain the correct results. The moon analysis window will then display the full percentage compositions of the moons once the scans complete.
This set of changes will also include vastly improved discoverability of the moon survey process, some tweaks to the moon probe physics themselves to make them feel more realistic, and a sanity cap on the maximum range from which you can scan a moon.
This new UI will actually be arriving on Tranquility separately before expansion brings the Refineries and the moon distribution reset. With a feature as big as Refineries we have been working hard to complete many of the aspects early to give them lots of testing and feedback time. The new moon scanning UI will be arriving on the Singularity test server in the coming weeks and will be released to Tranquility in our August release. In the time between the August release and the Winter Expansion with Refineries the new UI will continue to display units of quantity for each moon material present on the moon rather than percentages.
This early UI release is just one of several aspects of the Refinery feature that are being completed early as we work hard to produce a great Winter Expansion for all of you. We have already silently released the server-side code that allows the upcoming Mining Ledger to track each pilot’s mining activity, and we will be releasing more information soon about the first rounds of early SISI testing for the Refinery structures themselves.
For anyone looking for a TL;DR here’s your convenient summary:
Refineries coming this winter
New Moon Mining Paradigm
Must extract ore from moon to space, mine and reprocess it to get the moon materials
Refineries use exclusive moon drill service module to extract ore from moon to space
Only one Refinery can mine each moon at a time
20 New moon ores that are mined from moon extraction
Reprocessed into 1 main moon material and other minerals (moon or regular)
Only available in asteroids created from moon drill process
Moon Composition and Distribution
Moon composition to be a percentage of different ores
Mix of moon ores and existing ores
Full reset of moon distribution on Expansion Release
Moon Survey Improvements coming in August
Friendlier looking UI for results of Moon Composition
“Copy to clipboard” function
Indication of probe missing target
Timer for results from each probe
We look forward to getting the improvements to moon scanning into your hands soon, and we hope you are as excited as we are about the massive shakeup to moon resources coming later this year! We’ll be continuing to release dev blogs covering aspects of the Refinery feature as well as other structure changes in the coming weeks and months.
-Team Five 0
Keywords: Moon mining revamped: There’s Ore in Them Thar Moons
Preparing For The Future – Retirement Of Captain’s Quarters & Twitch Integration
Published Date: 2017-07-12T16:00:00Z
Last updated on 2017-07-12T16:00:00Z Author:
Next May, New Eden will celebrate its fifteenth birthday and the march will begin toward the third decade of EVE Online.
As part of the focus around preparing for the third decade, the EVE development team here at CCP have been looking at updating and optimizing the EVE Online client in preparation for the long-term future of New Eden.
Part of this endeavor is a review of the current state of the client and the usage of the features and utilities within it. When looking at the current state of the client, several issues were highlighted relating to the current condition of captain’s quarters and the technologies surrounding it.
Ongoing maintenance for captain’s quarters currently takes around 2-3 sprints, or 4-6 weeks of development work each year for Team Trilambda, the art team in house here at CCP Iceland.
This commitment of development time is also compounded whenever the team works on improvements to the visuals inside station hangars, as this work also needs to be pushed through into captain’s quarters, further increasing the workload and maintenance time.
Additional consideration with regards to the technology used to build captain’s quarters was also taken into account. After reviewing the condition of captain’s quarters, our software engineers confirmed that given the age of the code and middleware used for its design, if we were to commit to advancing walking in stations in the future, then the existing captain’s quarters and its underlying software would need to be removed from the client and rebuilt from scratch regardless.
After reviewing the usage statistics for captain’s quarters, we can see that the development time involved in maintaining the current state of the feature is significantly disproportionate to the number of pilots using the feature.
The following graph shows the account setting of users that logged in over the course of the last 30 days, and whether they default to hangar view, or captain’s quarters view on login:
The next graph shows the usage statistics over the course of the last two years, which notes a steady decline from 10% usage to 3% usage by the start of January this year.
This graph does of course show a spike in Captain’s Quarters usage around the release of EVE Online: Ascension where a substantial number of new players entered New Eden and defaulted to the captain’s quarters view, before the trend continued into 2017.
An interesting point to note from this graph is also the activity around the release date of EVE Online: Citadel and the several months afterwards, which shows a gradual – rather than drastic – increase in the number of pilots reverting to hangar view rather than captain’s quarters.
This indicates that many of the pilots who chose to move into citadels as homes, where captain’s quarters are not available, were already in the position where they were using hangar view instead.
This graph also correlates with the percentage of game time logged in and docked that our pilots spend in captain’s quarters versus hangar view:
It is of course important to note that while use has been falling steadily over time, part of the reason for further decline recently has been a change in the default view that occurs when a character docks in a citadel, which doesn’t offer captain’s quarters and switches the account setting to hangar view.
Taking usage metrics and development time need for maintenance into account, along with the fact that captain’s quarters uses older middleware and technologies that slow down or block discussion of future engineering efforts, we have decided that the time has come to retire captain’s quarters with the August release.
Retiring captain’s quarters frees up a significant amount of development time that can be used elsewhere to focus on preparing the EVE Online client and the graphics technology used within it for a long and visually stunning future. This allows Team TriLambda to dedicate more of their time to the core of gameplay in New Eden – spaceships, and space.
Why Not Just Upgrade Captain’s Quarters?
The technology behind captain’s quarters was implemented in 2010. Some of this technology was designed in house by CCP specifically for purpose, and some is based on older middleware that we no longer support.
Bringing captain’s quarters up to a standard that would reflect current graphics technology would take roughly 6-8 months of development work, which we feel for the percentage of players utilizing the feature, is not a sensible investment of development time that could be used on furthering the visual side of core gameplay in New Eden.
As explained earlier, the current condition of captain’s quarters means that the underlying infrastructure would need to be stripped out of the client and rebuilt from scratch.
What about all the apparel I own?
While captain’s quarters will be removed from New Eden with the August release, the ability to view your avatar in 3D will remain in place through the show info window on characters.
You’ll also still be able to customize the look of your avatar through the station services panel the same as you can do right now.
All the apparel that you currently own will still be available to you and will remain usable as it currently is now so that you can show it off to other pilots.
There are no plans on the roadmap right now to expand on the locations within the client where your avatar will be viewable to others, however given that the character creation system and the avatar system remains untouched by the removal of the captain’s quarters environments and is regularly maintained as part of the new player experience, there is the potential possibility for this in future.
What about Twitch Integration?
In a similar vein to captain’s quarters, the usage of integrated Twitch streaming was also recently reviewed, and with a negligible number of our pilots utilizing integrated Twitch functionality, we’ve also decided to discontinue support for this as of the September release.
Obviously, we still have 100% support for our streaming community and the incredible (and often entertaining) streams and initiatives that they run, however all our major streamers generally shy away from utilizing Twitch integration. This is purely because third party packages such as Open Broadcaster Software allow for levels of visual customizability that out integrated service could never hope to compete with, such as the ability to use custom overlays and censor parts of the screen for opsec purposes.
Summary & Benefits
Captain's Quarters is scheduled for removal in the August release and Twitch Integration in the September release. The retirement of these features hands back a substantial number of man hours to the development team that can be spent on other aspects of gameplay in New Eden.
While some of these man hours will go into producing new content, a large proportion of them will be dedicated to new engineering efforts that will improve and advance the technologies that we use, bringing better visual fidelity EVE Online client and allowing the team to build on technologies that improve its performance and reliability.
One of the first things that we want to investigate is to release a 64-bit EVE client to better utilize your available system memory when playing. Compiling a 64-bit client has been held back by the outdated middleware that was needed by captain’s quarters.
As always, we’d love to hear your feedback on this and clear up any queries or concerns you guys have!
Please feel free to dive into the comments thread for this blog!
Published Date: 2017-07-10T15:51:07Z
Last updated on 2017-07-10T15:51:07Z Author:
Team Five 0
Hello again adaptable capsuleers!
Today we are happy to bring you another dev blog covering the imminent revamp of the Strategic Cruiser (also known as T3 Cruiser) class coming on July 11th.
When we last released a dev blog on this topic a little over a month ago, we covered the high level goals, some of the design direction and the start of our community Strategic Cruiser focus group. Since then we’ve been hard at work preparing these ships for the big day on Tuesday. If you’ve been watching the forums and the focus group logs religiously then you’ll already be up to date on everything coming on Tuesday. For everyone else this blog will get you up to speed.
These changes coming on Tuesday will be one of the most extensive and largest rebalances EVE Online has ever seen, and will come with a major upgrade script to bring every existing T3 Cruiser into the new system.
We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins.
Strategic Cruisers have been one of the most anticipated rebalance passes in recent EVE history. We have been discussing these ships and potential changes with EVE players for a long time now. It has always been informative and encouraging to hear what the community had to say about them on the forums, through blog and podcasts, and especially at in-person events such as Fanfest and EVE Vegas. After these discussions, we have settled on a number of goals for the revamp:
Emphasize the aspects of T3 Cruisers that make them unique, distinct, and exciting
To reach this goal we are adding new features that allow players to make better use of T3 cruiser customizability. These include allowing unfitting and refitting of rigs so that T3 hulls can viably switch roles day to day and the addition of a new subsystem bay so that players don’t need to use their normal cargo space to carry an alternate role along with them on their adventures.
We are also using new bonuses to highlight existing T3 themes such as module overheating gameplay and probing support.
Shift the Strategic Cruiser class into a set of strengths and weaknesses that has less overlap with other ship classes
A longstanding issue with T3 Cruisers has been their close overlap with other cruiser classes, especially with Heavy Assault Cruisers. This goal involves shifting the positioning of the Strategic Cruiser class relative to other classes to allow those other classes room to shine in the future.
The biggest way we are working towards this goal is by increasing the mass and signature radius and decreasing the agility of T3 cruisers, placing them into the gap in gameplay “ship size” between HACs and Battlecruisers
We are also decreasing the resistances of T3 cruisers while continuing their tradition of having quite a bit of raw hitpoints. This helps distinguish them from higher-resistance T2 ships.
Ensure that all the subsystem choices have strong value
Ever since they were first released, balance between the different subsystems available for the Strategic Cruisers has been an area with significant room for improvement. At the moment, quite a few of the subsystems are fully dominant in their categories, and others see almost no use. In fact, eight of the current subsystem options are currently seeing less than 3% usage for their given ship hull.
To solve this problem, we are combining and rearranging the subsystems to ensure that all of them have distinct and useful niches and provide valuable options to players. The least popular bonuses are being turned into secondary benefits for more popular subsystems, and previously underpowered roles such as missile Loki, drone Proteus, and remote repair Strategic Cruiser are being recreated from the ground up as truly viable options.
Simplify and clarify Strategic Cruiser subsystems
Having over 1000 subsystem combinations with many of the stat impacts unclear and unintuitive left much to be desired for the understandability of the Strategic Cruiser class. In addition, this massive number of subsystem combinations has also been causing an unsustainable amount of maintenance load for the CCP art and graphics team.
It has also been difficult in the past to gather all the proper information about what the stat impacts of any given subsystem might be. With some of the subsystem effects listed as skill bonuses in the description tab and others spread throughout the attributes tab, it has been difficult to figure out what subsystems will actually get you the results you’re looking for.
To solve these problems, we have prioritized clarity in the revamped T3 subsystems and bonuses. Whenever possible we have moved the basic ship stats to the Strategic Cruiser hull itself to keep the number of effects from each subsystem reasonable. The new subsystems also display all their stats clearly in a new traits tab, whether those stats come from skill bonuses, role bonuses or raw changes to the ship’s base stats:
We are also reducing the total number of subsystem combinations through the aforementioned merging and shifting of subsystem roles. After the revamp, each T3 Cruiser will have four subsystem slots (Core, Defensive, Offensive, Propulsion) and each slot will have three options available.
The Strategic Cruiser Focus Group
To help us determine how to reach the appropriate goals for the Strategic Cruiser revamp, we decided to spin up a topic-specific community focus group. The focus group concept has proven valuable before as a way of gathering community feedback with more clarity and fewer distractions. We put out a call for volunteer applications in a forum thread, and selected a group of players with a diverse set of expertise and backgrounds that have demonstrated the ability to provide clear feedback.
Like all the CCP Focus Groups, the logs of our discussions have been available for public viewing to ensure transparency. We highly encourage players who are interested in this topic to take a look at those logs to see how the discussion progressed.
We at CCP want to thank all the players who participated in this focus group and contributed greatly to refining and improving the Strategic Cruiser designs:
Capri Sun KraftFoods
as well as the members of both CSM 11 and CSM 12
We will be keeping the focus group open for the foreseeable future so that they can pass along feedback and issues that they see cropping up after the release.
All the Numbers!
We have posted the most up to date version of all the new Strategic Cruiser and subsystem stats and bonuses in a megathread over on our new forums. Rather than paste all 2500 words here, we will direct everyone to that thread for the specifics and stick to a general highlights list on this blog.
All four Strategic Cruisers now have the ability to unfit rigs without destroying them
All four Strategic Cruisers have gained a new dedicated 120m3 subsystem bay
All four Strategic Cruisers have had their Scan Probe Launcher CPU reduction bonus moved from their old probing subsystem onto the hull itself, making it available no matter your configuration
New overheating bonuses have been added through multiple subsystems to go alongside the pre-existing Strategic Cruiser heat bonuses. These include a reduction in nanite repair paste consumption and improved benefits for overheating repair modules, hardeners, propulsion modules and electronic warfare in various appropriate subsystems.
The former command burst and remote repair roles have been combined into one subsystem in the offensive slot. This subsystem includes range bonuses for remote repair modules, focused on falloff in a similar fashion to the bonuses currently enjoyed by Logistics Frigates.
The Legion missile and drone offensive subsystems have been combined into one extremely powerful brawling platform that enjoys full strength bonuses to both missiles and drones alongside an ample 200m3 dronebay.
Bonuses from both of the old Tengu ECM subsystems have been combined into one subsystem in the core slot that provides bonuses to both ECM strength and range
The Proteus Drone Synthesis subsystem has been upgraded to include bonuses to drone damage, hitpoints, velocity and tracking speed
The Loki defensive subsystems now provide their full-strength bonuses to both shield and armor tanking, providing unprecedented flexibility
The old Loki Hardpoint Efficiency subsystem has been replaced with a truly dedicated missile subsystem in the offensive slot, providing full support for missile-focused Minmatar pilots
Several changes have been made to the industrial requirements for building Strategic Cruisers. All the details can be found here in the forum thread.
T3 Cruiser Hasn’t Always Been This Glam
One of the impacts of the techincal art changes that are accompanying this revamp is the introduction of the first ever ship skins for Strategic Cruisers. To celebrate this new capability we have nine Strategic Cruiser skins planned for release over the next few weeks: four to be sold in the New Eden Store and five rewarded from ingame activity.
Starting on Tuesday, one new skin for each of the Strategic Cruisers will become available as part of the randomized “Exoplanet Hunter” skin rewards from Project Discovery: Exoplanets.
Then in the coming weeks we will see the launch of the “Welcome to the Agency” event, which counts among its rewards a special Tengu Sukuuvesta skin.
In the coming weeks we will also make another set of Strategic Cruiser skins available in the New Eden Store.
Patch Day Cometh
With the arrival of such a massive Strategic Cruiser revamp comes a very significant patch-day transition process.
A lot will be changing on patch day and we want to reiteratethat we highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins.
All characters that have the Electronic Subsystem Technology, Amarr Electronic Systems, Gallente Electronic Systems, Caldari Electronic Systems, and/or Minmatar Electronic Systems skills trained will receive the skillpoints from these skills as unallocated skillpoints as well as isk reimbursement for the NPC cost of the skillbooks.
Any skills or datacores associated with Engineering Subsystems have been renamed to refer to “Core Subsystems”
Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent found in the same subsystem slot under the new system.
Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
Thanks for joining us today for this dev blog! We are excited to get these newly rebalanced Strategic Cruisers into all your hands with the July release. Thanks again to all the players who have provided feedback on these ships over the years and a special thanks to the focus group members.
Published Date: 2017-06-30T16:15:00Z
Last updated on 2017-06-30T16:15:00Z Author:
Team Psycho Sisters
With the arrival of EVE Online’s 11 July release, pilots will be called upon by the CONCORD Assembly to assist with stellar mapping of the cluster beyond the reaches of known space. Here on Earth, you’ll be taking part in the next phase of Project Discovery, which brings citizen science to space in both EVE Online and the real world.
As part of this next phase of the project, pilots will be tasked with analyzing real-world astronomical data from the CoRoT telescope that was launched into outer space in late 2006 as part of its continued mission to discover extrasolar planets, or exoplanets.
Your contributions will be incredibly valuable to scientists, as the amount of data collected by the telescope is vast and computers are not yet capable of analyzing such large volumes of information in a reasonable time frame. The collective power of many human brains is still the fastest and most accurate way to analyze all this data.
So far, the mission has discovered a total of 37 exoplanets, and the recent discovery of seven planets in the same star system of Trappist-1 was made using the same method.
As with the first phase of Project Discovery, the analysis will occur in-game and pilots can earn rewards that will benefit them while playing EVE Online.
Project Discovery is the citizen science initiative launched as a collaboration between independent games developer CCP Games, Massive Multiplayer Online Science (MMOS) and Reykjavik University. Its aim is to use EVE Online’s famously dedicated community to aid in scientific research.
The first collaboration saw over a hundred thousand pilots submit more than 25 million classifications of human cells to the Human Protein Atlas – a scientific research program with the goal to explore the whole human proteome – thus demonstrating the enormous benefit that a large and committed base of gamers could bring to citizen science when engaged effectively.
Thanks to the work of citizen scientists in Project Discovery, scientists have managed to identify several examples of proteins as belonging to a new cellular structure called Rods & Rings.
Now, with our July release this year, we’re taking Project Discovery and citizen science to space for real!
The Hardcore Science
One of the most fruitful methods we have of finding exoplanets is transit photometry.
This method uses long term measurements of the luminosity – or brightness – of a star. With these measurements, we can note systematic changes in apparent luminosity of the star which allows us to track celestial bodies in its orbit.
This is where you guys start doing science!
Pilots will be presented with light curves that belong to any one of the 160,000 stars that the CoRoT telescope is monitoring, and will be tasked with identifying transitional planets – planets that are passing between the star and Earth – by highlight drops in the star’s luminosity.
To do this, pilots will be equipped with in game tools to filter out variations in the star’s luminosity that do not resemble transiting events, as well as a tool to confirm that these transits are regular and periodic.
When our pilots have reached a consensus, the data will be transmitted to scientists from the University of Geneva, who will then study the results and confirm your findings.
(click to enlarge)
When playing Project Discovery, you will be presented with a light curve graph representing a star’s luminosity over time, which you’ll analyze primarily by looking for regular dips in luminosity.
These dips can indicate the transit of a substantially large celestial body between the star being measured and the telescope here in Earth’s orbit. Generally, the only object large enough to cause such dips are exoplanets or other stars.
(click to enlarge)
As part of the analysis, you’ll be given tools that will allow you to fold the luminosity curve of over time, and chop the curve into pieces of a given length so that you can overlay them across each other. This can make it easier to define periodic drops in luminosity, as they’ll line up if the graph is folded to the same frequency.
You‘ll also have a detrending tool at your disposal, which attempts to filter out large scale events caused by the star itself rather than a transiting object. Pilots can set the granularity of the detrending tool so that it will only filter out events that take longer than the set time span (options are 1 hour, 5 hours, 10 hours and 24 hours).
(click to enlarge)
Once you’ve identified a potential transit event, you’ll be able to submit your findings to CONCORD, and they’ll be shipped off to the University of Geneva for further analysis by scientists there.
We all know that capsuleers love doing science, however we also know that they are also dirty capitalists. With this in mind, CONCORD is offering various rewards for your efforts in assisting with their research.
Rather than using Analysis Kredits (AK) in the same way as the first phase of Project Discovery, CONCORD will be awarding points for each analysis of a light curve that’s completed with the added bonus that the more accurate your analysis is, the more points you’ll receive.
These points will let you level you up in Project Discovery. At each level you’ll receive a container that holds an exclusive Project Discovery SKIN for a randomly selected hull from one of the four main empires.
As you reach specific milestones of level 10, level 25, then every 25th level up to 200, you’ll receive tiered rewards which contain character apparel exclusive to Project Discovery, as well as BPCs and stunning new SKINs for the CONCORD Pacifier class frigate and Enforcer class cruiser.
All these rewards will be placed directly into your redeeming system.
Here’s a sneak peek at some of the ships, SKINs, and apparel that will be a part of the rewards.
(click the images to enlarge them!)
Wait? No more Analysis Kredits?
Yup, that’s right… but no cause for concern!
Project Discovery has now found a new and permanent home with the CONCORD Assembly. Going forward, Analysis Kredits will no longer be awarded as part of the rewards.
While you’ll no longer be able to earn AK, you’ll still be able to spend it in the same way you currently can, so no pilot will lose out on any rewards from phase one of Project Discovery.
The only difference that will occur is that with the start of phase two of the project, the display of AK balance will be removed from the Project Discovery interface. You will however still be able to see which phase one rewards you can and cannot afford in the Sisters of EVE loyalty point store as usual.
The idea with this change is to both show solid and measurable progression through Project Discovery, and simplify the issue of rewards so that they’re place directly into your redeeming system and are easier to collect.
What Will Happen To Phase One?
Phase one of Project Discovery will be disabled during daily downtime on Tuesday, July 4th in order for CCP and MMOS to begin prepping the infrastructure for the release of phase two.
That means that if you still want to play phase one, this weekend is your last chance to do so!
Project Discovery will remain offline for one week during these preparations, before phase two is launched on July 11th with the deployment of the July release.
Can I Try Out Phase Two Now?
You sure can! Phase two of Project Discovery is currently in testing on Singularity, the EVE Online public test server.
Published Date: 2017-06-27T17:29:00Z
Last updated on 2017-06-27T17:29:00Z Author:
The EVE Online community is well known for its amazing charitable nature, despite the wars that rage in game, the vicious conflicts that erupt between alliances vying for power, and the general annoyance of being undercut on the market or blindsided when you’re travelling through lowsec.
Since 2003, our pilots have raised more than $500,000 US for The Iceland Red Cross, Get Well Gamers, The Icelandic Children’s Hospital, Child’s Play Charity and in direct support of other EVE players.
Over the course of last weekend however, something very special indeed happened.
Lead by Rahne Chocolate and scaredpanda, a group of our most prolific streamers came together for a 72-hour mega stream with the aim of raising $10,000 for Able Gamers (Twitter: @AbleGamers), a charity that works to give custom controllers and hardware to gamers with injuries and conditions that cause restricted mobility and movement so that that can enjoy the latest video games, including EVE Online.
Incredibly, the largest single donation from an EVE player was $1,337 (nerd!).
The full 72 hours of streaming raised more than $25,000 for Able Gamers.
This is more than two and a half times the intended target and, last we heard, donations are still coming in!
This is the largest collaborative streaming effort we’ve ever seen from our community, benefitting both the real-world charity of Able Gamers, and the in-game support organization founded by Sindel Pellion, The Angel Project, which assists capsuleers in need within New Eden.
We can’t find the words to describe how proud we are of the EVE Online community after watching so many pilots come together to raise funds for such an amazing cause. The commitment and dedication that you’ve shown to this project has been incredible. We’d like to offer our most sincere thanks to the organizers, as well as all the streamers, viewers, and donators that made this project come to life and take on the rolling success that we’ve witnessed.
EVEathon stands as a testament to the force for good that our community can be when our pilots put their heads together on a charity project, and many CCPers spent the weekend being blown away by the insane level of collaboration between so many of our best-known streaming personalities.
Watching our community come together to drive this project forward has been a fantastic experience for us here at CCP, and seeing so many of our streamers embrace the amazing work that Able Gamers does every day is incredibly inspiring.
Gaming is an incredibly powerful tool for those who can’t regularly venture out from their homes, allowing those with limited mobility a wider venue for social interaction as well as improving quality of life by opening new possibilities for recreation, rehabilitation, and entertainment.
The support that Able Gamers provides for gamers with restricted mobility and movement is not only incredibly important to the wider gaming community, but has significant roots right here in the EVE Community too, with some of our own pilots utilizing technologies developed by their research and development.
As a gesture of our sincerest thanks to all our pilots who support this initiative, and as a huge thank you to Able Gamers for the amazing and very important work and support they provide to disabled games across the world, CCP has matched the initial stream target of $10,000, in a donation made to Able Gamers this morning on behalf of the EVE Online community.
This brings the total raised by the EVE Online community during #EVEathon for Able Gamers to more than $35,000!
We can think of no more a fitting tribute to the outstanding commitment to this cause by both our Community and Able Gamers.
Our most sincere thanks for all your efforts in supporting such an amazing initiative.
Published Date: 2017-06-21T15:47:00Z
Last updated on 2017-06-21T15:47:00Z Author:
Hello ship posting space friends,
I'm CCP Pointy Bits and in this blog, I’m going to go through the design process behind the new Rupture-class cruiser and talk about our general thoughts on redesigns and graphics renovation in the art department on EVE.
First, we’re going to go on a bit of a preamble about how redesigns are important to the artists here.
Why do we do redesigns?
EVE is a vast and beautiful universe, yet it was designed in the early 2000s by a very small concept art team in a very different and still fledgling world of 3d graphics. Concept art at the time, like much of the industry, was still done on paper and scanned. During that time EVE was also in a formative state fueled by CCP’s large ambition. It was impossible to know what designs would get cut, what would get repurposed, and how the style would evolve even during those early production days.
Over the years, CCP has grown and evolved to adopt more modern workflows, disciplines have changed to reflect industry practices, and our art style has shifted due to advances in graphics technology. Originally a dark, foreboding universe without complex materials on ships, EVE embraced these limitations with a dark, cyberpunky dystopian art direction. Space was cold and empty. Limitations on texture sizes, reduced polygon counts, and a simple lighting engine meant ships could be incredibly ambiguous with shapes and details, allowing user imagination to take over and fill in the details of these starships. Like many games at the time.
Reimagining this universe and keeping it visually up to date, both in terms of actual asset quality and art direction, has been an ongoing challenge. Since inception, EVE has been a visually stunning game, causing business partners and journalists of 2003 to disbelieve that screenshots were done in-client. Beginning with the Trinity expansion (2008), in which we overhauled our graphics engine, updated our texturing approach to lay the ground work for modern shader techniques, and reworked every new ship design we’d released, our older ships began to show their legacy. They haven’t quite fit in with the new design languages we’d adopted or they suffered from poor conversion during shader model updates.
Ships that have been left behind in these conversions, needs to be updated. Which brings us to the point of this blog – how do you reimagine designs that have been iconic to players and fans for over a decade?
What’s going on in our heads?
My personal approach is to try and figure out some of the history of the ship. The end customer for a redesign in my mind is both an existing player and potential players who have never seen these ships before, and balancing both of those is a highly interesting challenge for an artist. We have to overcome our own personal stylings and tastes and put ourselves in the shoes of someone else who may be incredibly attached to each ship. Like a building renovation, we need to identify what stays and what goes. What does the design emotionally convey? What is the function of the hull in game? How do we pull those out into the forefront even more?
With the Rupture, I spent a fair amount of time talking about the design with players and absorbing their opinions and stories. I had a sketch sheet from the first few days after starting at CCP of random Minmatar ships, trying to figure out their stylings and interesting new ways to arrange them. After showing them to our art director I began to mix them together into some more recognizable Minmatar shapes.
I came back to this after a while and picked one sketch to start building a potential Rupture redesign off. Early on, the most important thing was keeping the aggressive wedge shape with a fairly sturdy rear section that would sit high up and some hull that continued downwards to give the ship it’s iconic vertical presence.
From there I started copy pasting around the basic shape and iterating on it, taking parts out and rearranging them. Here is where we probably made our first change compared to the current Rupture. We knew players, and our artists, liked the transom back (shout out to the dude who taught me that word!) that made it look a bit like an old galleon or pirate ship, and we wanted to carry that theme a bit through the rest of the ship. Compared to the old hull having slightly erratically placed guns, I wanted a battery of guns on each side like it’s big brother, the Tempest. We’d take it one step further by placing them in gun ports that would open as it came out of warp like the Onyx redesign.
You can also see some very early explorations of how we’d “bolt on” some tech 2 geometry for the variants, but in between these sketches and the design going into production, we slightly changed how we handle tech 2 variants by assigning them sections of the texture sheet, and cleanly cutting geometry where we attach them to make sure we have room for larger changes.
When we finally got the go ahead to enter production for the redesign, we had a pretty solid basis to go on. I did some very messy blockouts early on that identified lots of issues with the designs that are hard to identify in 2d. There were so many shapes that we couldn’t easily transition from one to another, and once in 3d after merging conflicting angles together, we felt like the design was looking a bit too much like a busy Caldari design. CCP BunnyVirus began doing his own blockout that was a bit cleaner and blockier, and from there we began to better work things out.
Our biggest initial problem was that, despite being happy with what was generally going on, a lot of our decisions meant that we’d lost some subtle angles of the original Rupture and made the sides too flat. Our art director had the idea that the gun bay should be visible, with players able to see the tucked away turrets inside of an armor plating. The complexity of making this work had massively inflated the size of the hull around the gun ports, which resulted in this very flat side as you can see above. From the side the ship looked great, but when viewed directly from the front and top it felt too monolithic.
I looked a lot at the original Rupture’s silhouette, and we tried to add in very subtle changes that wouldn’t interrupt the ship’s firing angles or require us to clumsily add in tertiary turret locators. We also slightly angled the gun port covers to add a downward slant, which helped break up the 90-degree angle when viewed from the front, exaggerating the ship’s inverted pyramid shape.
There was a recurring problem both with this design and the Bantam redesign over the blurry lines between Minmatar and Caldari design spaces. Both use large, flat shapes and live dangerously close together, so this was an opportunity to think about what our goals are for Minmatar and how to contrast that with all our new Caldari redesigns.
During the Rupture redesign process, we added lots of exposed scaffolding. The gun ports being exposed added the concept of using lots of negative space as a design element. I began looking at spaced armor on tanks and vehicles, and from there my reference folder was full of older World War 2 photos of vehicles. This accidentally became the defining decision process on making sure we didn’t step on Caldari design shoes, as all their ships are based on sleeker, cutting edge modern day and future military tech. Everything is enclosed into a sleek and uniform shell, with very few exposed electronics.
With Minmatar, we’ve gone the opposite way--everything should be on display. The Rupture hull would be broken up into chunky plating, with rugged functionality exposed to the space outside the hull and dark gaps in the armor exposing structural beams. The ships would be bulkier, but, unlike Gallente, most of that bulk would be composed of empty spaces rather than voluminous hull and structure. Despite being a big ship in terms of dimensions, it could still conceivably be light and fast compared to its Caldari counterparts due to the stripped down, hollow look we were going for. The oversized engines helped sell this even more.
The Rupture’s original transom rear gave us room to add large galleries of windows of generous size, compared to Caldari’s utilitarian and sparse windows. The orange glow and dark spaces gave a nice feeling that the interior of the ship was warm, playing into a recent theme of Minmatar tribal fire pits we’ve been playing with for FX. We tried to add a homey kind of glowing feel to the windows on the ship to help convey that Minmatar ships are generally more crowded with crew than other races. We also added a dedicated bay just under this area for launching drones and other small craft that a cruiser may need.
After this back and forth, we ended up with a model that was pretty final
Variation and Experimentation
Then came the next problem: the design had changed, and trying to recreate some of those early ideas from the 2d concept on this new hull just didn’t look right. I wanted the Muninn and the Broadsword to be even bulkier to reflect their extra tank bonuses. But the base hull we now had, was already so bulky we couldn’t just start adding a ton of mass without interrupting firing angles or covering up what was making the hull interesting. The hollow gun bay also meant we’d used a lot more polygons than we originally wanted, so we were limited by what we could afford from a performance standpoint. From talks with the CSM and players we’ve got a guide line that the Tech-1 hull has to stay conservatively close to the original design, but when we come to our Tech-2 hulls we can go as crazy as we want with deviation.
I spent a few days playing with some really goofy simple 3d additions, trying to find something that had the right character for what I wanted from the Muninn.
We had to incorporate Brutor curved sails somewhere, and came up with the idea of having one long hanging sail along the front a bit like a bayonet. I also had this idea that i wanted to play off the ship’s role as a ship optimized for long range artillery. While we can’t just make the guns bigger, we can play with some simple shape recognition to get across these ideas. The ship already looked somewhat like a pistol, so we exaggerated that a bit and placed another larger shape on the front like a barrel as well as some extra sensors and targeting equipment. We flattened this shape to give it some fragility, and the high surface area kind of implied it was some over-sized piece of fire control equipment using advanced sensors like the SAAB TP100 AWAC.
We also moved the bridge further down as the new sensors and sails would have blocked any attempt to look out of the previous one.
During this time, we also played with adding on some larger plating. But with the other additions the front began to become way too busy visually. I liked the hanging, spaced armor idea though, so we added these plates to the base t1 which helped visually distinguish it from the t2s.
This plating that we added to these ships needed to serve a more ambiguous role than say, with Amarr. Minmatar ships can be used with shields or armor tanks generally, so behind these armor plates I added lots of texture detail that implies some shield generation or projection role as well. Depending on what the capsuleer fits, it was conceivable these large defense plates could be serving both roles, either as reinforced plating to mitigate incoming damage, or as a large projection surface for reinforced shielding.
Then came the Broadsword. This one was oozing potential for functional elements and plating to reflect it’s incredibly tanky nature. I wanted the front to be entirely composed of an eccentric looking series of generators that would create the warp disruption field that defines the role of interdictors. We made it blockier, and in texturing gave it lots of small, thicker plating to look well defended like a tank. Some of the side-skirt plating came from looking at lots of kitted up Panzer tanks. We also went pretty wild with animations, giving it lots of techy stuff that flips open and unfolds, with two large aggressive tusks at the front that serve to channel and project the warp disruption field.
The Rupture is a bit unique in that it has a unique faction hull variant, the Mimir which was given out for Alliance Tournament 7 winners. We also updated the look of this variant, using the Muninn heavy assault cruiser’s hull and adding the characteristic sails of the ATVII ships as well as an extra pair of boosters.
And finally, to celebrate Tribal Liberation day, the Rupture hull will be launching with the brand-new Firewall Breach skin, sporting the design of the Khumaak, once a symbol of Amarrian power subverted into the most powerful symbol of Minmatar liberation.
We hope everyone will enjoy these new designs once you get your hands on them in the July release.
Keywords: Iconic Ships Reimagined - The Minmatar Rupture
Published Date: 2017-06-20T13:07:00Z
Last updated on 2017-06-20T13:07:00Z Author:
Greetings Capsuleers of New Eden!
As part of our drive to overhaul and refresh the web presence of EVE Online, one of the combined objectives of the Community Team and Web Team here at CCP has been to replace the current EVE Online forums with a more modern, stable and versatile system that we can build on for years to come.
We’re happy to announce that after a long and gruelling process of deciding on new emojis, liberal testing, and many, many forum posts, we can now unveil the new EVE Online forums.
Before we get into the details, here’s a quick look at a visual comparison of old versus new, then we’ll talk about implementation, switchover, changes to moderation, and the future of the forums.
(this is not a forum for ants, click to enlarge)
So, what’s the goal?
Since April 2011, our forums have been based on software that has remained relatively unchanged and was heavily customised in house by CCP for it to be able to interface with Tranquility’s database. This direct tie to our infrastructure also means that whenever we suffered from server outages, sometimes we would lose access to the forums and must rely completely on third party services to keep the community informed about ongoing problems (notably @eve_status and @eveonline on Twitter).
The aim with these new forums is to vastly reduce the load they cause on our website infrastructure, and make the forum posting experience far more enjoyable for both players and developers alike. A by-product of this is we also have a solid medium through which to communicate in the event of any significant issues with Tranquilty.
The most important focus though is that we want to talk to you guys more, engage with you more, and gather feedback in a more clear and concise way. We also want to do this in a more open, candid and less restrictive environment.
The new forums will allow us to do that for many years to come, and it’s the intention for us to be significantly more active on the official forums going forward.
Less Restrictive, you say?
For many years, how we monitor and moderate and police the forums has remained the same. We now feel that the time has come for change.
For the launch of these new forums, we’ve undertaken a complete review of the forums rules and how we utilize and enforce our moderation policy, with a view to relaxing things and promoting more open and liberal discussion. To that end, the forum rules have been significantly simplified and condensed down from a total of 36 rules, to 9.
We've also initiated a complete amnesty on all forum bans, which means that everyone starts with a clean slate and can rejoin the conversation on the new forums.
Our moderation policy and our internal guidelines for warning and suspending those who do break the rules have also been refined to promote intervention and contact with those who’re treading the line, rather than taking immediate punitive action.
This means that if you’re treading the line but aren’t perceived to be deliberately and wantonly disregarding the forum rules, you’re far more likely to receive a private message on the forums from a member of the Community Team asking you to respect the rules and tone down your conduct rather than facing any punitive action.
Moderating the forums can be a tough challenge for both CCP and our army of fantastic volunteers in ISD CCL, as it can often be difficult to draw the line on disruptive behaviour, but we’re looking to establish a happy medium that promotes more healthy and candid discussion.
In addition to this, we’re looking to shift the role of our volunteer moderators from acting more as enforcers of the rules to being ambassadors to the community who can assist with responses to questions and issues, as well as providing a channel for feedback to CCP on common problems.
The New Forums
They’re based on Discourse, the same forum software used by our spacefaring brethren over on the EVE Valkyrie Forums, but with a few tweaks to give them more EVE specific backend features. This includes integration with our Single Sign-On (SSO) that preserves character association rather than having accounts be email based.
We know that when we first spoke of these new forums during the CSM Summit last year, the largest issue with them that was highlighted was lack of character association at the time. For us, there was no real compromise on this. Character identity is everything in EVE Online, and we decided to push back the release of the forums to make sure that this was part of the feature line-up.
Logging in is as simple as heading through SSO with an EVE Online account as you would do with any of our existing services, before you’re greeted by a character selection window:
Hitting the submit button will then take you directly to the forums with the chosen character.
The only functionality we don’t have with the new forums is the ability to switch characters on a single EVE Online account on the fly. You’ll need to log out, then back in and select a different character to switch.
For some people who use all three character slots, this might be a little bit awkward, for most it just means that the risk of accidentally outing your alt-spy during a forum posting frenzy is less likely.
We may look at changing this in future, but at this stage it’s not on a roadmap to be considered.
Once you’re inside the new forums, the layout is like the old forums, with a little extra filtering:
Highlighted in green is a simple category that has just one forum section, all posts made here are displayed when you click on “New Citizens Q&A”
Below that is a category (red) that can be filtered by subcategory (yellow). Clicking the red link will show you all the threads in the four categories in the yellow box. Clicking a single category in the yellow box will show you just the threads in that sub forum.
In a simple category, you can post threads directly to the main category, for instance “New Citizens Q&A”. In complex categories, the main category simply acts as an index, and you need to post threads to the subcategories, in this case “General” “Crime & Punishment” etc.
In addition to this, there’s some added functionality that we know forum users have wanted back for many years.
The ability to embed images, gifs, and videos into forum posts:
We’re acutely aware that this is a risky move given the creative nature of our pilots, however we’re willing to take a chance and re-introduce this feature.
Here at CCP, reaction to enabling the embedding of images, gifs and videos has varied between these two emotions over the last few weeks:
The moderation team are happy for this feature to be used for a little bit of fun memeing, for informational posts, and for some light-hearted fun with images and gifs.
We do however need to stress we’ve made direct mention in the new forum rules that use of this feature for any form of trolling, baiting, flaming or other nefarious purposes will result in reprimand. As will the posting of inappropriate content.
Please be sure to post responsibly. While the forum rules are being relaxed, reprimand for abusing this feature will be swift and harsh, and may include action taken against game accounts depending on the severity of the breach of the rules.
We want you guys to have fun, but we need you to keep it teen rated.
In addition to the return of image and video embedding, we’ve also added polling features to the forums for single choice, multiple choice and scale polling.
These are located under the settings wheel in the post formatting options when you’re composing a post:
We hope that both players and developers alike will use these for all kinds of fun, however please also remember that this tool is offered under the same conditions as image and video embedding. Have fun with it, but keep it friendly!
They’re live, and ready for you to start using for EVE related discussion right now. Have a look at the new forum rules, and post away.
The comments thread for the new blog is also posted on the new forums too, as the first part of our transition to the new venue for discussion. As of this blog, all our new announcements and dev blogs threads, will occur via the new forums.
By the end of this week, CCP will fully transition to utilizing the new forums for all our official communications including balance threads, test server feedback, and all other manner of information.
We are of course aware that there are a lot of existing discussion ongoing on the existing forums, and as such we’ll be keeping them open for six weeks, until August 3rd, so that the community can make a solid transition over to the new forums too.
The new forums will live at meta.eveonline.com until this time, when they’ll move over to forums.eveonline.com.
The existing forums will continue to live on forums.eveonline.com until this date too, and will then migrate to oldforums.eveonline.com, with the new ones taking their place on the current URL.
What about the Character Bazaar?
It’s business as usual for sellers of characters on the character bazaar.
We’re aware that there are ongoing character sales in progress, these can complete via the existing forums, however any new character sales should happen on the new forums as of 00:00:00 UTC on Saturday, June 24th.
If new character sales threads are posted on the existing forums after this date, they’ll be closed, and sellers will be asked to migrate to using the Character Bazaar on the new forums.
The rules on the new Character Bazaar have also been clarified too, so please be aware of them before opening a character sales thread. The character bazaar is the most heavily moderated area of the forums given the fact that it involves the transfer of high value assets, so moderation there will continue to remain relatively tight to protect both buyers and sellers from scamming.
What about Corporation Forums?
Unfortunately, with the introduction of the new forums, there will be no support for individual corporation forums restricted to members of a given corp.
Part of the reason for the long transition period of one month is to make sure that those few groups who do utilize the corporation forums feature can ensure that they migrate any information stored on them away from the official forums to a third party service.
We’re expecting a lot of feedback on these new forums, and we’re aware that it’ll be both positive and negative.
Let’s be sure to keep the negative stuff constructive, so that we can make meaningful change as we go forward, wherever we see pain points.
We expect a lot of comments in the feedback thread for this blog and at the same time, we’ve set up a temporary space at the top of the new forums where you can discuss them, and give suggestions.
This section of the forums will be live through the transition period, before being archived on August 3rd.
We’re looking forward to many more years of forum warrioring with you guys, and hope that you’ll enjoy and utilize the new forums to their full potential with us.
Frigates Of EVE Online: The Cross Sections Now Available!
Published Date: 2017-06-13T16:29:43Z
Last updated on 2017-06-13T16:29:43Z Author:
Frigates of EVE is finally out!
CCP and Dark Horse Comics are very happy to announce the release of “Frigates of EVE – The Cross Sections”. This is a book we´ve been wanting to bring to you for many years. After blood, sweat, tears and countless pixels filled, it´s finally in stores.
Where can I buy it?
The book is available in comic book stores and book stores throughout the world that generally carry Dark Horse books.
You can buy it online at Amazon by clicking the flags for your territory below:
In short, this is the book that tells you what you’ve been flying all those years. Aside from a very cool cutaway of an Algos in EVE Source, and some very early blueprints on the EVE website over fifteen years ago, very little has been done in terms of revealing the intricate details of the engineering marvels you pilots command. CCP was lucky enough to work with an amazing artist, Will Burns, who had worked for CCP prior, and dedicated over a year of his life to the painstaking task of illustrating 28 frigates. Will worked closely with the art and story teams to ensure that we have the most up-to date, accurate and aesthetically pleasing representation of EVE´s ships and innards available.
160 pages of spaceawesome
28 Frigates, each with an illustration by Will Burns, beautiful screenshot and detailed descriptions by CCP Falcon
Two short stories, “Cat & Mouse” by CCP Falcon and “Eye of the Needle” by CCP Delegate Zero
One short story on propulsion by Max Singularity
One technical article on capsule technology by CCP Falcon
One technical article on ship subsystems by CCP Falcon
Seriously. This book is canon. Anything that´s stated or implied in there is a fact. We went to great pains to ensure that ship descriptions, their development history, and even the details of the gruesome fates of some prototype work crews were accurately sourced. The same applies for photographic evidence of Gallentean debauchery or intensely thorough Amarr rituals of cleansing.
All are in celestial harmony with existing lore, chronicles, item descriptions and our good bible, EVE Source. Down to the different reactors each race uses, unique brands of capacitor banks, FTL assemblies, mainframes and gravimetric sensor arrays. We even brought in outside help!
Papal propulsion prose from Max Singularity
Max Singularity the VI, first of his name, kindly offered to appear as a guest writer for this book, to write on a topic very dear to him, propulsion titled “Passage of Knowledge”. Max explains how Power-Enhanced-Generators enable FTL travel, generate energy for capacitors and even act as space anchors. His terran alter-ego Charles White, who works for an Earth based propulsion laboratory, can be seen here at EVE Fanfest 2017 giving a detailed lecture on the topic:
Why is my pirate frigate not there?! Where are the battlecruisers!?
When scoping out the book, we had to find a delicate balance between something worth owning, and something we were capable of producing in a year and a half or so. EVE has so many ships. Great as that is, it´s annoying when you want to make a compendium. We also didn´t want the work rushed. We wanted quality pictures, with rich detail and interesting written material to go along with it. It made sense for us to start at the beginning. With the Frigates. But we struggled with keeping it at the base 28 racial frigates. However, we would love to do more of these books, but that decision is made solely based on how many books we sell. It´s as simple as that. If you want us to do more of these books, show us your love by purchasing this one. For you, for your friends and for your frenemies.
Also, if you buy the book online, we strongly encourage you to give your feedback. Please write reviews, even if it´s just giving stars!
Good or bad, we want to hear it. We would never have gotten this far with EVE without you, hope to continue making great stuff, in partnership with one of the most amazing player communities out there.
- CCP t0rfifrans
Keywords: Frigates Of EVE Online: The Cross Sections Now Available!
Published Date: 2017-05-26T16:17:08Z
Last updated on 2017-05-26T16:17:08Z Author:
Team Five 0
Hello adaptable capsuleers!
In this dev blog, we’ll be discussing some early information you need to know in preparation for the big Strategic Cruiser rebalance coming this summer.
We’ll recap the high-level plan, give you the first of many notices about how the patch day transition will affect you, and highlight the start of our new Strategic Cruiser Focus Group.
At the Ship and Module Balance presentation during Fanfest 2017 we discussed the plans for a major rebalance of Tech 3 Cruisers later in the year. This segment is available for viewing on our YouTube channel if you missed it.
The short version of the plan is that we want to address a few key issues with the current Strategic Cruiser design:
Rigs in their current state lock T3 hulls into a specific set of bonuses and prevent T3 Cruisers from achieving the goal of a “strategic” ship that you can adjust from day to day to meet your needs by changing subsystems
T3 Cruisers overlap too much with other ships (especially Heavy Assault Cruisers and Recon Ships) and their dominance can reduce ship variety
Many of the subsystems and subsystem combinations are underpowered and rarely used
The current state of T3 Cruisers is unsustainable from a technical graphics perspective
To solve some of these issues we are currently working in the following directions:
Condense the available subsystems into a smaller number of more powerful and useful choices.
The current plan is to have four subsystem slots with three choices in each slot
A general rebalance of the T3 Cruiser class which would include (among other things):
New faction-specific build components sourced from WH space
Dual tank bonuses for the Loki
Some power reductions to long range combat alongside the nullification subsystem
An increase in signature radius and mass
Allowing rigs to be freely removed from Strategic Cruisers without destroying them
Let’s Set a Date
We are now at the point where we can announce the tentative schedule for releasing this rebalance. Currently these changes are scheduled for release on July 11th, 2017.
Since these changes to Strategic Cruisers will be very significant in scope, existing ships and subsystems will go through a dramatic transformation on patch day. We want to start warning people now about the impacts of this transformation and will continue communicating it over the next two months to ensure that players are not caught by surprise.
Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent under the new system.
Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
This means that although all fitted Strategic Cruisers will continue to have a valid set of subsystems after the patch, some of their modules may go offline as fitting and even slot layouts may change.
We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.
The Strategic Cruiser Focus Group
Following the example of the successful Tactical Destroyer focus group, we are running a new Strategic Cruiser Focus Group to help refine and improve the designs for this T3 Cruiser rework.
The goal of the group will be to provide CCP feedback from a smaller group than the general EVE community for faster discussion with improved clarity.
We opened up applications for the focus group last week in this forum thread, and we want to thank everyone who put their name forward for the group. Unfortunately we can’t accept everyone or else we would have a group too large to be functional.
The players we have selected for the initial round of this focus group are:
Capri Sun KraftFoods
All of these characters will be receiving evemails from CCP Fozzie with information about how they can connect to the CCP focus groups slack team. We will begin the good work of the focus group as soon as we can start getting members online.
Thanks for joining us today for this dev blog today and special thanks to those who volunteered for the focus group!
In case you missed it above I just want to go ahead and repeat the key transition information that we’ll be repeating many times in the coming months:
We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.
Thanks again and fly safe!
-Team Five 0
Keywords: Strategic Cruisers and You
Increased Skill Injector Flexibility Coming On May 23rd
Published Date: 2017-05-19T15:21:00Z
Last updated on 2017-05-19T15:21:00Z Author:
Team Size Matters
Hello skilful Capsuleers of New Eden!
With the changes to PLEX now deployed and the market now stable, today we’d like to tell you about another small improvement we’re going to be making on May 23rd, this time relating to Skill Trading.
Moving PLEX towards a more granular, and ultimately more flexible design got us thinking about doing the same for Skill Trading. Originally, we aimed to set the size of Skill Injectors and Extractors in a way that kept them small enough to trade conveniently, but large enough to represent a meaningful amount of skill points. We think we hit the latter goal well, using Injectors feels good. However, with a minimum price tag of around 650 million ISK, injectors can feel out of reach for many players, especially those early in their careers when a little boost here and there goes a long way.
With that in mind, we’re going to introduce a new type of Skill Injector that will be one fifth the size of a current injector, bringing Skill Trading into a more reasonable price range on the market for newer players.
How does this work?
Here is a summary of what’s changing in bullet point form:
Renaming of the current Skill Injector to ‘Large Skill Injector’
Introduction of a new injector called ‘Small Skill Injector’
Adding right-click option to break Large Injectors into 5x Small injectors or combine 5x Small Injectors into 1x Large Injector
Using a Small Skill Injector will award a maximum of 100,000 skill points and will give the following amounts, depending on total SP on the character using the Injector:
For characters with less than 5mil SP: 100k SP
For characters with 5mil – 50mil SP: 80k SP
For characters with 50mil – 80mil SP: 60k SP
For characters with more than 80mil SP: 30k SP
That’s pretty much it!
We hope you enjoy having a bite-size skill trading option and as always let us know what you think in the comments.
Fly safe and train hard,
Team Size Matters
Keywords: Increased Skill Injector Flexibility Coming On May 23rd
Published Date: 2017-05-18T16:45:34Z
Last updated on 2017-05-18T16:45:34Z Author:
Team Psycho Sisters
According to the internet, around 8% of men are color blind, so some quick napkin math would mean around 7.999% of EVE players are color blind, which is a considerable chunk. I am not one of those 7.999%, so it was particularly interesting, yet challenging, to work on this feature, mostly because I was at no point capable of estimating if I was finding any success. I guess that gave me a tiny taste of how it must feel to be colorblind.
Deuteranopia is not only a very hard word to pronounce, but also the most common form of color blindness (red/green). Protanopia is the second most common form (red/green, like Deuteranopia) and Tritanopia the third most common (blue/yellow). Our original plan was to add one mode for each of those and call it a day. We have a handful of colorblind devs at the CCP Reykjavik Office whom we ruthlessly used as guinea pigs and one of the biggest findings during those sessions was that the forms of color blindness don’t seem to be quite as clear cut as those in the 92.001% originally assumed. As a result of our testing, we ended up with two preset modes and one custom mode that allows you to toggle any of the 6 main hues to be included in a resulting color palette. To turn on color blind mode, simply open the ESC menu / General Settings / Color Blind Mode and play around with the settings.
Some games that offer color blind modes simply replace all color on the screen using the selected color blind hue mapping, but as it seems people don’t really care too much for that approach since it makes the game world look weird for no good reason as it’s only color used for indication of state that causes problems. Instead, we only apply the color-blind hue mapping to UI highlight colors, meaning that it’s mostly icons and text that get affected and not background color, the 3d scene, or graphical images like items. There are a couple UI areas where color blind mode does not work for the time being (most noticeably the scanning 3d scene), but it is our hope we’ll get all those areas covered in the future.
Can I try?
Well of course you can! From the EVE launcher, switch from Tranquility over to the test server Singularity and give it a shot. If you do, we’ve cooked up a survey to collect all that sweet feedback:
Published Date: 2017-05-04T14:58:24Z
Last updated on 2017-05-04T14:58:24Z Author:
Team Five 0
Hello prudent Capsuleers! Today we will be providing some more detail about the Starbase and outpost transition plans that we announced last week at Fanfest here in Reykjavik.
This blog will cover details of the next couple steps in the long-term plan of phasing out Starbases, as well as the big transition event for upgrading all of New Eden’s outposts and conquerable stations.
Starbase Industry and Resource Processing Structures
In Fanfest 2015, when CCP unveiled the high level plan for what would become Upwell structures, we described an early plan for how the transition process would work.
After new Upwell structures were introduced that replicated and improved upon the functionality of older structures, we would begin a gradual transition process to phase out the older technology.
When the Engineering Complexes and industrial service modules were introduced in the Ascension expansion last year, Upwell structures reached feature parity with a large number of industrial Starbase modules. As we showed in the Fanfest keynote last week you have been taking full advantage of the new structures and have moved the majority of New Eden’s industry into Engineering Complexes:
We now believe that we are approaching the right time to start phasing out the older Starbase industry structures and taking the next step towards eventually transitioning completely.
The phaseout process for any Starbase structures will be a multi-stage process. We won’t be rushing things, but today we can talk about the timelines and some details for the next two steps in this process.
In our May release we plan to end NPC BPO seeding and the building of new Starbase structures for the following Starbase structure groups:
Starbase Compression Arrays
Starbase Reprocessing Arrays
Starbase Assembly Arrays
Then in our August release we will remove the bonuses from Reprocessing Arrays, Assembly Arrays, and Starbase Labs.
This means that starting in August, Starbase Reprocessing Arrays will only provide a 50% refining yield, Starbase Assembly Arrays will not provide any material or time bonuses to manufacturing jobs, and Starbase Labs will not provide any time bonuses to research, copy, or invention jobs.
These structures will continue to operate for some time longer and any jobs started before the August patch will complete with the bonuses intact.
There are two faction Starbase industry structures that will be receiving special attention during this time: the Thukker Component Assembly Array and the Hyasyoda Research Laboratory. These structures will eventually be replaced by new Upwell items with a transition process beginning over the summer. More details about these replacement items will be announced as we get closer to their deployment date.
The future steps in the Starbase phaseout process will include disabling of Starbase Moon Mining Arrays and Starbase Reactors when Refineries are released, as well as eventually removing the types associated with obsolete Starbase functions completely and distributing appropriate compensation to their owners.
Developed Outposts Improvement and Transformation Program
As we announced last week in the Fanfest keynote, we are also approaching the right time for the great Outpost transition event to complete. Upwell will be engaging in a massive program upgrading all of nullsec’s Outposts and Conquerable Stations to state of the art Citadel technology that can benefit you and your alliance!
Outposts and Conquerable Stations are iconic structures that have been cornerstones of nullsec history and represented the pinnacle of achievement for Capsuleer alliances for many years. For structures this significant it wouldn’t be enough to simply replace them. We knew they deserved to go out with a bang in a celebration worthy of the EVE community.
The centerpieces of this celebration will be a new set offaction Citadels that will be exclusive to the Outpost replacement program. These special upgraded Citadels will enter the game through this Outpost replacement event and then no more copies of these types will ever be added.
There will be five faction Citadels available-- one to replace each of the Outpost types and one to replace the Conquerable Stations built long ago by the “Immensea” organization. The four Outpost replacement Citadels will use upgraded and rescaled versions of the Outpost visual models and will therefore look very familiar to current nullsec residents.
The one Conquerable Station replacement Citadel type will look like a Fortizar with a new unique color scheme.
Each of these new faction Citadels will have the stats of an improved Fortizar, and share the Fortizar’s docking restrictions. Each will gain a set of special bonuses connected to their former station identity: combining the defensive benefits of a Fortizar with extra bonuses usually reserved for more vulnerable structures.
The Minmatar Outpost replacement Citadels will gain a bonus to reprocessing (smaller than the bonus on Refineries)
The Amarr Outpost replacement Citadels will gain bonuses to manufacturing (smaller than the bonus on Engineering Complexes)
The Caldari Outpost replacement Citadels will gain bonuses to research (smaller than the bonus on Engineering Complexes)
The Gallente Outpost replacement Citadels will have an extra service module slot and gain a bonus to service module fuel use
The “Immensea” Conquerable Station replacement Citadels will gain extra defensive benefits, hitpoints and slots as well as milder versions of the bonuses from the other four faction Citadels.
These new faction Citadels will be able to be unanchored, scooped and redeployed just like any other Upwell structure. They will not be manufacturable by capsuleers.
The faction Citadels replacing upgraded Outposts will receive another exclusive benefit: new special edition faction structure rigs. Which of these powerful rigs you receive will depend on the upgrades installed on the Outpost being replaced. The combined Outpost upgrades installed on each Outpost will all be added to a single faction rig so that the other two rig slots will remain free for use with normal L-set rigs.
Like the faction Citadels themselves, these rigs will be exclusive to the Outpost upgrade event and no more will ever be added to New Eden. These rigs will begin installed and will be destroyed if removed or if their host Citadel is unanchored (just like a normal rig).
The corporations receiving these faction Citadels will have a decision to make: whether to defend their new faction Citadel in its current location and keep the benefits of the faction rig, or to unanchor their new structure for sale or redeployment elsewhere. This may be a tough decision for many corporations, but both options have very significant benefits.
New Eden’s 68 Conquerable Stations have an especially important place in EVE player history. For most of their existence they made ideal locations for alliance home systems spread across the entire cluster. Conquerable Station Systems like NOL-M9, H-W9TY, C-J6MT, 1V-LI2, VFK-IV, BKG-Q2, C9N-CC, JV1V-O and FAT-6P have all been host to amazing Capsuleer achievements and epic stories full of drama and suspense.
Many of these stories can be difficult for newer players to find, so we realized that the end of the Conquerable Stations would be the perfect opportunity to add special monuments to the adventures you EVE players have led around those stations over the years. Each Conquerable Station will be replaced both with a new faction Citadel and with a special landmark site that will contain the ruined remains of the old station as well as a monument describing some of the historical significance of that particular system and station. The monument will also list the last alliance to control that Conquerable Station before the transition event. These landmarks will be a permanent reminder of the great things players have done in these systems over more than a decade.
The Big Day
The Outpost replacement event is currently planned for this winter, in a patch some period of time after the expansion that contains the Refineries. As we get closer to release we will start getting more specific about the dates involved.
During the downtime on the event day, the new faction Citadels will be automatically anchored at a location near the Outpost or Conquerable Station they are replacing. Whenever possible items that were inside the old Outpost or Conquerable will be moved directly into the new Citadel, with some items moved into asset safety as needed. Any of the items placed in the new Citadels can be manually placed into asset safety by their owners whenever they wish, just like all items in other Upwell structures.
The new Citadels will come with a number of service modules for free, some of which will be automatically installed and online with a buffer of free fuel and some of which will be placed in the cargohold of the Citadel.
The new Citadels will be owned by the corporation that owned the Outpost or Conquerable station before downtime. Citadels replacing stations that are in freeport mode when downtime hits will be given to the last owning corporation before the freeport period began.
For the first week after the transition event these new faction Citadels will be invulnerable to allow their owners to set their preferred vulnerability schedule.
We hope that this Outpost transition event will be exciting and anticipated by the alliances of New Eden, as they will be eligible to receive extremely valuable special edition Citadels as a reward for their collective efforts in taking and holding these stations.
We will be listening closely to the EVE community’s feedback on all of these plans and we will keep you all up to date with more details as the big day approaches.
-Team Five O
Keywords: The Next Steps in Structure Transition
Published Date: 2017-05-03T16:39:31Z
Last updated on 2017-05-03T16:39:31Z Author:
During the EVE Keynote at Fanfest 2017 (you can watch it here), we announced the results of the Council of Stellar Management (CSM) 12 elections. These were the results:
For those not familiar with the CSM, they are a player-elected representative body for the players to CCP. CSM members are involved in ongoing discussions with developers about the game and future changes being planned, bringing both community feedback and expert opinions. The council is also flown out to CCP Iceland twice a year for a multi-day summit with the development teams. To learn more about the CSM, head here.
For those of you wanting to see the votes themselves, they can be found here, alongside the code (in Python) used to run the election. The election is run using the same system as last year, the Wright STV system. More details on the formatting of the .blt file can be found here in section 3.1.
In total, we had 31,274 votes cast in the election for CSM 12. This is higher than last year but not a record. CCP takes this as a sign that while we’ve improved awareness of the council, there is more that can be done to improve how we promote elections and increase belief in the CSM project
Total votes in CSM elections
We also had an increase in the total number of candidates running from last year, tying for second highest ever. This ensured a healthy variety of candidates to choose from for voters and a lively campaign period.
Total Candidates in CSM elections
Here’s the breakdown for voters by country. As usual, United States has a strong showing with the United Kingdom and Germany close behind.
The majority of accounts that voted this year were created from 2013 onward, with the highest number coming from 2016.
We’re looking forward to working with CSM 12 over the course of the next year to help us make EVE Online a better game for everyone. We hope we’ll succeed in keeping you all better updated with the process and we know the CSM are very keen to increase the visibility of our work together this term. We hope you’ll help us out by keeping an eye on things and giving us feedback. Here's some info on how to contact and keep track of the CSM:
A big shout out to those who voted and those who helped spread awareness of space democracy.
-CCP Logibro and CCP Guard
Keywords: A closer look at the CSM 12 election results
DaOpa Live Stream
Copyright Notice EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. CCP hf. has granted permission to 'Static Corp / DaOpa's EVE-Online Fansite' to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, 'Static Corp / DaOpa's EVE-Online Fansite'. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.