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Dev Blog - Eve-Online FanSite

EVE Online Dev Blogs
Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2017-05-30T07:29:51Z

Source: http://community.eveonline.com/news/dev-blogs/strategic-cruisers-and-you/

Strategic Cruisers and You

Published Date: 2017-05-26T16:17:08Z
Last updated on 2017-05-26T16:17:08Z
Author: Team Five 0
ID #:95835951


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.

The logs of the channel will be automatically published to the public on this website for transparency. Everyone can see what is being discussed, but only focus group members and CCP devs can actually talk in the channel

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:

  • Asher Elias
  • Capri Sun KraftFoods
  • Eustise
  • ExookiZ
  • frsd
  • Icarus Narcissus
  • lanyaie
  • Lemkor Gengod
  • Mawderator
  • Noxisia Arkana
  • progodlegend
  • Rowells
  • StarFleetCommander
  • Sturm Gewehr
  • Titus Tallang
  • White 0rchid

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

Source: http://community.eveonline.com/news/dev-blogs/increased-skill-injector-flexibility-coming-on-may-23rd/

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
ID #:95835960



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

Source: http://community.eveonline.com/news/dev-blogs/color-blindness-support-is-coming-to-eve-online/

Color Blindness support is coming to EVE Online

Published Date: 2017-05-18T16:45:34Z
Last updated on 2017-05-18T16:45:34Z
Author: Team Psycho Sisters
ID #:95870221


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.

The approach

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:


A beta version of Color Blind Mode is set to go live on Tranquility as party of the June release.

Keywords: Color Blindness support is coming to EVE Online

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

Monthly Economic Report - April 2017

Published Date: 2017-05-05T19:43:36Z
Last updated on 2017-05-05T19:43:36Z
Author: CCP Quant
ID #:92123069

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

The raw data and graphs that make up this report can be downloaded here (6 MB)

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

This month's economic report also includes a bonus graph, charting the top mining ships for the month, along with comparisons to their use in April 2016.

Keywords: Monthly Economic Report - April 2017

Source: http://community.eveonline.com/news/dev-blogs/the-next-steps-in-structure-transition/

The Next Steps in Structure Transition

Published Date: 2017-05-04T14:58:24Z
Last updated on 2017-05-04T14:58:24Z
Author: Team Five 0
ID #:95835951


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
  • Starbase Labs

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 of faction 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

Source: http://community.eveonline.com/news/dev-blogs/a-closer-look-at-the-csm-12-results/

A closer look at the CSM 12 election results

Published Date: 2017-05-03T16:39:31Z
Last updated on 2017-05-03T16:39:31Z
Author: CCP Guard
ID #:90610935

Greetings Capsuleers

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:

  • Innominate
  • NoobMan
  • Jin'taan
  • The Judge
  • Aryth
  • Steve Ronuken
  • Vince Draken
  • Rhiload Feron-drake
  • Suitonia
  • Yukiko Kami

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
CSM Coordinators

Keywords: A closer look at the CSM 12 election results

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

Monthly Economic Report - March 2017

Published Date: 2017-04-21T18:57:10Z
Last updated on 2017-04-21T18:57:10Z
Author: CCP Quant
ID #:92123069

Dear fellow capsuleers,

Now that EVE Fanfest is behind us, it is time for a quick summary of what was discussed on the economy roundtable, along with the release of the Monthly Economic Report (MER) for March 2017.

The agenda for the Economy roundtable was the following:

  • Go over the March MER, discuss possible additions and improvements
    • Regional Stats: Are they in or are they out?
    • Add NPC Bounties to the regional stats?
    • Breaking down the NPC commodity faucet by Blue loot (Wormhole loot), and Overseer’s personal Effects (Empire loot)
    • Breaking down the Bounties faucet by space
  • Should CCP generate PLEX price history for the new PLEX that will be introduced this Spring, by taking the price history of the original PLEX and divide by 500?
  • Implementation of Financial instruments in EVE

Present on behalf of CCP were myself (CCP Quant), CCP Recurve, and CCP Fozzie.

Regional Stats: Are they in or are they out?

There was a clear opposition from the player base when we announced that the regional stats would be reduced or removed in the future. It became clear that this was a hotter topic than many people anticipated and a further discussion was needed within CCP and the CSM. This was also discussed on the CSM roundtable session, and from what I gathered the general consensus was to keep them in for now. We discussed possible mitigations to releasing too much information to players and one good solution to that problem was to delay certain metrics by 2-3 months rather than not including them. This could apply to the most sensitive part of the data, e.g. imports/exports by region. So, for now, regional stats remain, but we want to meet the new CSM and discuss this issue with them to get a proper consensus on the matter.

Should we add NPC Bounties to the regional stats?

This plays into the point above, we want to increase the amount of data we give you, but it’ll have to be fair to everyone and must conform with the EVE lore. Another good example of this is the distinct lack of data on wormholes in the economic report. This is because lore-wise the empires have no way of tracking activities in these regions. We discussed this on the round table and one possible solution to this is to involve the Sisters of EVE to be able to do some interesting reports on EVE without breaking immersion.

Should CCP generate PLEX price history for the new PLEX that will be introduced this Spring, by taking the price history of the original PLEX and divide by 500?

As most of you know by now, we will be effectively dividing PLEX into 500 units. There will be a new typeID for the smaller PLEX unit which, being a new type, will not have any price history. Should we artificially generate that history by simply dividing the PLEX price history by 500? An argument for that is to provide players with a smoother transition and UX when trading PLEX on the market. An argument against that is a chance for some market hiatus in the first few days after the change where some players won’t have a clear benchmark to compare prices to, this should be a feast for veteran traders. ?? What do you guys think?

Faucet Breakdown

This graph will be added into the economic report. On the left side, it shows how Sleeper Components (blue loot) and Overseer’s Personal Effects are almost exactly 50/50, and on the right side we see that 92% of bounties originate in Null Security space. I was a bit puzzled seeing some bounties coming from Wormholes (0.02% if I recall correctly) but luckily CCP Fozzie was there to explain to us that Sansha are present in some wormhole systems.

Accumulation of Liquid Ozone

One player (I’m sorry for not remembering who it was) asked me whether I had looked into the accumulation of Liquid Ozone after the Rorqual changes. If you look at the ice composition table you’ll see that Liquid Ozone is a common bi product of mining for heavy water, which saw a lot of increase in use following the Rorqual changes. The following graph, showing the change in supply over time, confirms this observation of his.

Implementation of Financial instruments in EVE

Quite a few players have approached me over the years to discuss viable means for CCP to implement financial instruments into EVE Online. For many different reasons, most financial instruments can be ruled out immediately, with the absence of a legal system in New Eden being one example of a reason. Asset backed securities however are instruments that we could viably implement in EVE.

What do I mean with asset backed securities? This is a fancy wording for Pawn shops in space. ?? If you are sitting on assets and you need liquid ISK, instead of going through the trouble of selling off your assets, you’d be able to place them into escrow as a collateral for a loan that could be completely customized. Part of the customization could be the loan amount (principal), maturity date, coupon (interest rate), payment schedule/terms (0 for bullet), and of course calculated value of the collateral compared to the internally calculated estimate. Upon default (failure of a payment) the collateral is released. Players are already doing this on the forums, but this currently this is very much trust-based.

I realize this is as niche feature as it gets, but we also understand that EVE has a special place in the video games industry for its advanced virtual economy and some of our players are solely here for trading and industry. On paper, it would also be pretty cool to be the first video game to implement financial instruments into a living virtual economy. An obvious next step would be to allow players to bundle bonds of default-prone players together into subprime bond packages with triple A rating with complete absence of any regulation! #eveisreal

Monthly Economic Report March 2017

The MERs contain a wealth of information about the economy in EVE. There is something for everyone: industrialist, traders, speculators, and just interested pilots can enjoy these reports.

If you want to have a closer look at the numbers, you are welcome to dig into the raw data (27 MB, zipped) for yourself!

Also, you can review the previous reports here.

Keywords: Monthly Economic Report - March 2017

Source: http://community.eveonline.com/news/dev-blogs/tranquility-tech-iii-one-year-anniversary/

Tranquility Tech III - One-Year Anniversary

Published Date: 2017-04-05T15:00:03Z
Last updated on 2017-04-05T15:00:03Z
Author: CCP Gun Show
ID #:95936547

It’s been one year of Tranquility’s hardware refresh known as TQ Tech III, and that means it’s time for an anniversary blog!


A lot has happened over the year.

Immediately we saw that TQ Tech III was performing way better than Tech II and quickly released a blog with some metrics and numbers, which you can check out here.

Now, given the months in-between, we have more numbers to crunch … so here is the same view from CCP Quant only on a larger time scale


As you can see Ascension had a “nice” impact on our CPU cycles, yet there is room to breathe on our day to day operations though thankfully the pilots of New Eden keep us very much on our toes when fleet fights occur. On that note here is the fleet fight notification system which helps us prepare for battle!

So here is where we see the load really kick in and each improvement that’s made, be that in code or hardware, keeps getting its limits pushed higher and higher by EVE players. It’s a truly wonderful challenge that we do our very best to keep up with.

TQ Tech III also included a big network revamp. One particular metric is what we call Disconnect Spikes. That’s when more than 1000 pilots suddenly leave the cluster at the same time, which usually indicates an internet service provider failure. However, we have seen this trigger at predictable times, like when the opening credits of a new Game of Thrones episode starts…?? it was just a theory though!

Below you can see how much of an improvement the new routers and our BGP Intelligent routing platform is for EVE

That 5000+ spike in March is the actual upgrade day and that one instance in July was an unscheduled server reboot.

It’s nice to see these investments paying off and mitigating large disconnects. We’ve been quite adventurous in our experiments in 2017, with all efforts tailored to improve your experience. That’s always our ultimate goal.

For those who don’t know it, the database servers are two Lenovo x880 dual CPU servers with 768 GB RAM. We knew that Lenovo does have a special clip designed for the FLEX platform where you essentially dock together servers, much like GPU SLI, so when this clip was put in place and we fired up the server, the windows operating system see’s 4x CPUs and 1.5 TERABYTES of RAM!

We see during normal runtime the load obviously is lower versus a single node. That was no real issue for us, as where we see impressive gain for EVE is during startup and on some heavy queries .


When I was drafting this blog we hit another massive milestone and something we really pushed to achieve before Fanfest: upgrading the SQL Engine for TQ to SQL 2016

We had been running EVE in SQL 2012 compatibility mode. But before the Fanfest rush and while the ops team is now all hands-on deck setting up as this blog is published, we were able to hit this objective on Monday April 3rd!

Quoting our friends at Microsoft … “SQL 2016 its just faster.”

That’s what we want to see happen of course.

Now the current status is to finish Fanfest (and get over the massive non-virtual hangovers) then emphasize back on the hardware side of things, since we can now easily scale our DB nodes and compare metrics where EVE benefits the most. Questions like whether having 1.5 TB of RAM helps a lot or is 768GB the right amount? Should it be 2x CPUs with more cores or lower core count and 4x CPUs essentially duplicating NUMA domains and cache etc. etc.?

Loads of options to improve the experience for you , there is always something …

I really encourage those who are coming to Fanfest and like to talk about hardware and operations related topics to check out our roundtable on Friday at 17:00 UTC in Rima B

I promise we will take the discussion to the next level at pub crawl ??

Fly safe , o7
on behalf of the OPS Crew , CCP Gun Show

Keywords: Tranquility Tech III - One-Year Anniversary

Source: http://community.eveonline.com/news/dev-blogs/introducing-the-upwell-organic-mass-granulator/

Introducing The Upwell Organic Mass Granulator

Published Date: 2017-04-01T12:18:00Z
Last updated on 2017-04-01T12:18:00Z
Author: Team Five 0
ID #:95835951

Greetings intrepid capsuleers!

Welcome to another dev blog in which we’ll discuss further development in the rapidly advancing world of Upwell Consortium hardware.

Over the course of the last few weeks you’ve heard more about the ever growing range of Upwell Consortium Structures that are on offer, as well as a little more about the next generation of structures, Refineries, which will also be arriving soon™.

Today we’d like to talk about another Upwell project that will be arriving not too far from now, as we continue to invest in the future of player built infrastructure in New Eden. In an effort to branch out and also dominate the deployables market, the Upwell Consortium have devised a new deployable; the Organic Mass Granulator.


The Basics

The Organic Mass Granulator is designed as the big brother counterpart to the Mobile Tractor Unit, a deployable loved by capsuleers across the cluster for making the collection of loot significantly faster.

However, after listening to the community for a number of years, we’ve come to realize that all that glitters is not gold. After a major engagement, there are far more valuable things in space to collect than salvage and modules.

We’re talking about these:

Above – The common Human Corpse (Meatus Popsicullus).

With the introduction of the Organic Mass Granulator, for the first time capsuleers will be able to recoup the cost of their cloning contracts, along with the cloning contracts of those unfortunate enough to be located on the business end of their weapons.

After a battle, you’ll be able to deploy an Organic Mass Granulator on the battlefield alongside your Regular Mobile Tractor Unit, and it will tractor in and collect all the unfortunate souls who were unlucky enough to be pod killed during the melee.

In addition to this, we realize that biomass collection can be quite the hobby for some capsuleers. If you already have a significant collection of unfortunate pilots, you can simply deploy an Organic Mass Granulator in space, jettison your collection on grid with it, and it will collect old biomass in the same manner as the fresh stuff (so long as they’re within 100km of the unit).

Above – An artist’s impression of the Organic Mass Granulator (Special thanks to CCP PointyBits).
(click to enlarge)


But wait, there’s more!

Not only will the Organic Mass Granulator collect corpses. Once it’s full, it will also process the corpses it collects into useful raw materials.

The raw materials it will extract from the unfortunate biomass it collects are Sodium Chloride and Lacrimix, both of which are found in high concentrations throughout capsuleer corpses after a ship and pod loss.

Above – The results of processing a single unfortunate soul.

These raw materials can either be sold on the market for substantial profit, or used in the production of a new breed of combat boosters.


Booster Production using Sodium Chloride and Lacrimix

Both Sodium Chloride and Lacrimix will need to be used together during booster manufacturing to reap their benefits, however the rewards of including these in your manufacturing chain are second to none.

The Introduction of the Organic Mass Granulator will be accompanied by a new series of supercharged combat boosters, which will require these two new raw materials, and will give significant bonuses to various attributes when consumed.

These new boosters offer bonuses to similar attributes as their lesser counterparts, however the effects are significantly more intense*. Please see the list below for further information.

  • Supercharged Blue Pill – 1,337% bonus to shield boost amount.
  • Supercharged Crash – 1,337% bonus to falloff.
  • Supercharged Drop –  1,337% bonus to tracking speed.
  • Supercharged Exile –  9,001% bonus to armor repair amount.
  • Supercharged Frentix – 9,001% bonus to optimal range.

*The Upwell Consortium assumes no responsibility for reduced cognitive function resulting from the use of these boosters. Similarly, the Upwell Consortium assumes no liability for loss of assets and/or life resulting from the use of these boosters.


Faction Variants

There are also initial plans to introduce advanced faction variants of the Organic Mass Granulator once the standard version has been rolled out. These plans will initially include variations of the deployable for the four empires, plus a special edition, before being followed with variants for each of the pirate factions.

In addition to performing the standard refining of biomass explained above with a 15% increase in output, the faction variants of the Organic Mass Granulator will include an additives bay, in which you can deposit additional materials to further enhance the output of your Granulator.


Amarr Navy Organic Mass Granulator:



NOTE - Cycle time on Amarr Navy unit is 10% longer for fermentation process.


Caldari Navy Organic Mass Granulator:




Federation Navy Organic Mass Granulator:




Republic Fleet Organic Mass Granulator:



WARNING - Water not potable.


Quafe Special Edition Organic Mass Granulator:




As with the upcoming Refineries from the Upwell Consortium, these Organic Mass Granulators will be released on a “when they’re done” basis, as we’d like them to be fully functional and working perfectly when they make their way to Tranquility.

As always, everything in this blog is subject to change as we respond to feedback and adjust designs closer to release, but we’ll keep you informed as we move forward with this exciting new development in the Upwell Consortium structures lineup.

Fly safe, and happy podding!

- Team Five-0

Keywords: Introducing The Upwell Organic Mass Granulator

Source: http://community.eveonline.com/news/dev-blogs/new-eve-fiction-portal-launches/

New EVE Fiction Portal Launches

Published Date: 2017-03-31T16:52:14Z
Last updated on 2017-03-31T16:52:14Z
Author: Team Inkling
ID #:2112604692

Greetings Capsuleers,

It’s with pleasure that we announce the launch of a new EVE fiction portal that will serve a central repository and resource for all those interested in learning more about the rich lore of EVE Online and the wider EVE Universe. We know that this is something that has been keenly desired by many players for some time and we’re especially happy that it will lead to more opportunities for our volunteer writers to add to the depth of EVE’s fictional universe.

Indeed, the launch of fiction.eveonline.com has been enhanced by the work of our volunteer writers, and supported by a combination of dev teams, including Team Webster and Team Murder Services.

Storehouse of Lore

Visitors to the new EVE fiction portal will find a storehouse of lore, including overviews of the races, factions and corporations of EVE, along with the EVE chronicles and short stories. For those wanting to take a deep dive into EVE’s lore there are many lore articles on all manner of topics. Exploring the lore of New Eden through the fiction portal is supported by topic tags and a search function.

EVE’s storyline and supporting fiction has been developed over many years through collaboration between developers, volunteers and players, and the portal will be a resource and tool that will greatly contribute to this in the future.

New Developments

The launch of the new EVE fiction portal comes at an exciting time as our Interstellar Correspondents and Mercury fiction writer volunteer teams combine to form the New Eden Correspondents. This new volunteer writers team will be working closely with a new EVE development team dedicated to world-building in EVE Online: Team Inkling.

Working with stakeholders such as the cross-department story team Murder Services, EVE feature teams, the volunteers and you the players, Team Inkling aims to bring more lore to the game of EVE Online for all to enjoy.

The EVE fiction portal launch is an important step and we will continue to add more content to bring it up to date and publish new lore from our volunteer and dev story teams.

Please let us know your feedback on fiction.eveonline.com on the forum thread accompanying this dev blog. Additionally, we will be tracking issues and requests regarding the content of the fiction portal through https://github.com/ccpgames/eve-fiction-issues

We hope you enjoy diving into the new EVE fiction portal!

- Team Inkling, with Team Webster, Team Murder Services and the New Eden Correspondents

Keywords: New EVE Fiction Portal Launches

Source: http://community.eveonline.com/news/dev-blogs/fanfest-2017-the-kyonoke-inquest/

Fanfest 2017 – The Kyonoke Inquest

Published Date: 2017-03-30T15:33:11Z
Last updated on 2017-03-30T15:33:11Z
Author: Team Murder Services
ID #:95951524

All is not well in New Eden, after a series of large outbreaks of the Kyonoke Plague were reported across the cluster over the course of the last few weeks.

An entire city in the Caldari State has been sealed off, quarantining more than 36 million. The orbital platform of a Space Elevator in the Republic has been shut down and towed into high orbit with countless still aboard. Several decks of a Genolution owned station in the Empire have been locked down, and a mining outpost in the Federation has been besieged and sealed tight.

All to avoid the spread of a deadly pathogen with a 100% mortality rate.

With the Caldari State and the Gallente Federation at each other’s throats in a diplomatic crisis over the spread of the plague, the Empire silent, and the Republic seeming to be planning to go to extreme lengths to protects its people, the Society of Conscious thought have constructed a base of operations close to the scene of the outbreak in the Federation with a view to resolving the situation both peacefully and ethically.

Along with science teams from all four corners of the cluster, the SoCT have invited the brightest and best capsuleers – our Fanfest 2017 attendees – to be part of the YC119 Kyonoke Inquest, an event that the Society hopes will find the root cause and a cure to the plague, before it’s too late for trillions across the cluster.


An Introduction

This year, in partnership with the Emmy award winning production company The Company P, the venue for Fanfest 2017 will be transformed into the H4-RP4 Kyonoke Inquest Center, a Keepstar class citadel gravlocked to a quarantined backwater Astral Mining facility in the Federal system of Postouvin.

Attendees are invited to take part in an immersive event over the course of the three days of Fanfest 2017, and your actions will ultimately decide the outcome of the situation as well as the responses to the containment situations by each of the empires.

The Stricken RP4 Mining Facility - Not exactly an ideal vacation spot - Image courtesy of EVE Travel.


How does it work?

At the start of each day of Fanfest, there’ll be a situation report and a briefing on the current state of play in the SoCT Inquest Hall, before each participant heads off to enjoy Fanfest and earn vote tokens through tasks and activities at various locations around the Fanfest venue.

Be aware though, to complete some of these activities and tasks, you may need assistance from your wingmen within EVE Online.

As each day concludes, participants will bring their vote tokens to the Inquest Hall, where they’ll be able to vote on various proposed resolutions to the situation, as well as add their own addendums to resolutions that they can attempt to push through for the benefit of their own empire, or of course to the detriment of those they oppose.

Theseus Station - A public engineering complex set up close to the Inquest Center by Villore Accords


How can I take part?

You can collect an additional Empire ID – which signifies that you’re part of the event and are working for that given faction – when you collect your Fanfest access pass. Just select your empire and you’re good to go!

This will let the NPC actors and game masters running the event know that you’re a part of it and would like to be included in proceedings.

Cosplay is of course encouraged, but not required to be a part of the game, and we’d like to see as many Fanfest attendees as possible taking part. After all, you’re making (or knowing the EVE Community as well as we do, breaking) history, so why not be a part of it?

For those who do happen to be in cosplay, maybe there’ll be a few devs around who’ll issue a prize or two if they see you sporting kick ass costumes.

To start being a part of the event, all you need to do is visit the four faction themed locations around the Fanfest venue to collect mission cards and earn vote tokens, which you can then use to influence the outcome of the event by voting on and hopefully passing various resolutions that shift as the game progresses.

You might want to assist with laboratory tests, hunt for clues in a shady looking bar, maybe excel in mental or physical aptitude tests, or rely on your faith to see you through. Either way, the choice is yours.

Whether you choose to drive the event or just observe and meet others, as a Fanfest attendee and capsuleer delegate to the YC119 Kyonoke Inquest, the venue is yours.

If at any point you feel like you want to opt out to head off to a presentation, roundtable or panel, just slip off your Empire ID and wave away any approaches by representatives from the empires.


The Quarantined RP4 facility framed between the towers of the Kyonoke Inquest Center - Uriel Paradisi Anteovnuecci


Sounds cool but I’m not a roleplayer… I don’t know where to start!

The whole event has been designed so that you don’t need to have a deep knowledge or understanding of New Eden’s backstory to take part. The aim is for this to be a fun and engaging event for attendees of all backgrounds and professions in EVE.

The challenges, activities and tasks won’t be deeply grounded in backstory to the point where those taking part will need to have good knowledge of it, with most of them revolving around simple mental or physical exercises to earn vote tokens.

That said, if you do want to immerse yourself, then there’s plenty of detail to dig into if you feel like it.

The choice is yours, but be aware that whether you’re a roleplayer or not, your actions have the potential to impact New Eden like never before.

The set locations for each empire that are distributed around Harpa are also free and open to all attendees, so should you want to just take a sweet selfie with your corp or alliance mates, or relax in an area themed after your favorite faction, you’re more than welcome to dive on in and do so.

Whether you decide to take part, or just want to experience Fanfest the traditional way, is entirely up to you. Regardless, you’ll be able to keep up with the event on the Twitter hashtag #kyonoke over the course of Fanfest.

There’ll be more information at Fanfest and via email for all attendees, so be sure to keep an eye on your inboxes and come along to the situation report sessions to learn more.

You can also join the Kyonoke Inquest facebook group to keep up to date.

We look forward to seeing you at Fanfest!

-          Team Murder Services



We’ve been testing ash samples for two days now, and it looks as if the temperature we’re incinerating at is sufficient. We’ve finished digging the additional pits in Seiituda Park, and I’ve heard they’re doing the same in twelve other districts too.

With the dome in place, we’re not going to be keeping up this rate of disposal. We’re running out of fuel and we’ve already had to drain the power cells on six Gunnlogis.

It’s been fourteen days since we heard anything from operations, and the squad is barely holding their shit together. They've cut us off down here.

Civilians are asking too many questions, and tempers are fraying. I had to put Kasola on medical leave yesterday because he shot two looters. He just couldn’t hold it together any more.

It was a mistake. As soon as command got wind that someone was on medical, Zainou showed up and quarantined him. We haven’t seen him since.

Son of a bitch better get back here soon; we need all the hands we can get... and well, we're all screwed regardless. Quarantining my squad ain't gonna help at this stage.

Asshole still has my smokes, too.

45834777345-A // SASILO, R

Keywords: Fanfest 2017 - The Kyonoke Inquest

Source: http://community.eveonline.com/news/dev-blogs/fanfest-2017-live-stream/

Fanfest 2017 - Live Stream

Published Date: 2017-03-29T15:23:48Z
Last updated on 2017-03-29T15:23:48Z
Author: CCP Mimic
ID #:93109725

Greetings Capsuleers!

Just a few short days to go and Fanfest will be upon us! As the Reykjavik office gets everything prepared for our epic celebrations of all things EVE, the o7 crew are hard at work making sure that all of you at home can get as much of that magical Fanfest-feel as possible on our live stream.

Player and Developer Presenters

No Fanfest stream is complete without player hosts. This year the EVE TV crew will be joined by:

Drechlas, the Great Bearded fundraising personality who helped host in 2015

Alliance Tournament commentator, Taylor Swift Fanboi, and duet crooning legend, Elise Randolph

J Mcclain, Founder of the military veteran community and support network Best Of Us

Crossing Zebras Editor in Chief and returning Eve TV host, Niden

Tatius Jorgstern (more commonly known as Reload) streamer, YouTuber and all round great guy


On screen you’ll also be entertained and informed by a great host of devs: CCP Antiquarian, CCP Guard, CCP Lebowski, CCP Logibro, CCP Mimic, CCP Shadowcat,  and CCP Sledgehammer

And we’ve also grown the team to make this year extra special, so let me introduce the devs that are involved behind the scenes: CCP ArnarV, CCP Falcon, CCP Leeloo, CCP Nova, CCP Tara, and CCP Turtlepower

But of course none of this would be possible without our great audience…YOU!

You can make this year’s Fanfest stream even better by taking part in all that will be going on from the comfort of home. We’ll be offering you ways to get all the essential and exciting development news and announcements as well as hang out with your space friends in Twitch chat, get to know the people behind the names as we talk to all your favorite dev and player personalities. Why not subscribe to our Twitch channel to be sure you don’t miss out on any of the action.

Stream Schedule

We’ll be bringing you live coverage of the main presentations and keynotes throughout the event and will have all the content available on YouTube as soon as we have recovered from Saturday’s Party at the Top of the World. Be sure to subscribe to our YouTube channel to be notified when the content is available.

Our current stream schedule is:



Stream opens - o7 at Fanfest 2017


Welcome Ceremony


EVE Online Keynote




Stream starts


Game Balance


Game Design Panel


Project Discovery - Exoplanets with Michel Mayor


Project Discovery Review


EVE Graphics & VFX




Phenomenal PvE




Stream starts


New Player Experience


EVE Art 2016 Recap


EVE: Valkyrie - Roadmap


Live Concept Art


Dev & Player AMA


The Dirty Secrets of Trillionaires


Dev & Player AMA


EVE_NT: Events and EVEsports


Closing Ceremony


How To Take Part

As we mentioned before, there will be Live discussions with players and developers throughout the broadcast and on Saturday we will be trying something new by having several AMA (Ask Me Anything) sessions using YOUR questions right from chat, so be sure to look out for details as those sessions get closer.

We have lots of competitions, giveaways and ways for you to be a part of Fanfest through Twitch, Facebook, Twitter and other social media platforms. The stream is completely FREE and will be streamed in HD.

We can’t wait to share Fanfest with you. See you on the set!


CCP Mimic, on behalf of a very excited EVE TV team.

Keywords: Fanfest 2017 - Live Stream

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

The EVE Fanfest 2017 MegaBlog!

Published Date: 2017-03-24T10:01:22Z
Last updated on 2017-03-24T10:01:22Z
Author: CCP Falcon
ID #:92532650

It’s about that time of the year again!

EVE Fanfest 2017 is just a couple of weeks away, and pretty soon capsuleers will start to arrive in Reykjavík from across the globe for three days filled with spaceship related presentations, roundtables, events, parties and drinking excursions.

Over here at CCP Iceland, we’ve been working for a few months now to bring Fanfest attendees and stream viewers alike the annual action packed celebration of all things New Eden.

Whether your interests lie in alliance warfare, industry, PvE, piracy, building your own empire or taking a massive dump on someone else’s plans for galactic domination, we’ve got content here for you at Fanfest this year. This is an event that you don't want to miss, so you should be sure to either grab your tickets now, or make sure you tune into the stream for all the latest information and announcements during the event.

This year we've decided to condense all the regular Fanfest blogs into one colossal release of stuff happening at Fanfest so that information, timing and details are easy to find all in one place!

So, with that said, let’s get down to the details of what attendees can expect at Fanfest 2017 and the days leading up to it.



On arrival in Iceland, attendees can choose to either pre-register in the days before Fanfest and collect their pass in advance, or pick up their pass on the first day of Fanfest at the venue itself.

Please be aware that if you have qualified for a free Fanfest 2017 pass as community contributor or a member of the EVE media, you will need to collect your pass at Harpa on 2017/04/06.

Here are the times you’ll be able to pick up your Fanfest pass and with the power of Microsoft Paint, we've also included a handy map!

  • 2017/04/03 – 14:00 – 17:00 – CenterHotel Plaza
  • 2017/04/04 – 14:00 – 17:00 – CenterHotel Plaza
  • 2017/04/05 – 12:00 – 17:00 – Harpa
  • 2017/04/06 – 10:00 – 17:00 – Harpa

Please bear in mind that the first day of Fanfest can get pretty busy in terms of registration, so be sure to pick up your pass early, if you can!


The Fanfest 2017 Schedule

This year, we're pushing out the schedule a little bit earlier in digital form, so you can download it right now by grabbing the Guidebook app for your mobile device, which is available for both Android and iOS. Simply enter the redemption code "EVEFANFEST2017" and you'll be able to download the schedule directly via the app, and plan the sessions you'd like to attend.

For those of you travelling from outside the EU, fear not – Harpa will be equipped with free Wi-Fi for all Fanfest 2017 attendees, so you’ll be able to access Guidebook at the venue even if your roaming data services don’t work in Iceland.

If you'd rather look at the schedule in web form, you can do so here.

We'll also have pretty versions of the schedule available in the run-up to Fanfest and at the venue, that will displayed on screens outside each of the rooms to give more clarification on the location of each session.


The Keynotes!

Following on from the success of having the main keynote presentations on day one of Fanfest for the last couple of years, we'll follow the same scheduling practice this year and keep the major information at the start of Fanfest so that there's the rest of the event to talk about what's been announced, what's coming, and get into the details of the future of New Eden.

Here's a little taste of what's in store:

2017/04/06 - THURSDAY - 17:00 UTC - Opening Ceremony

Kicking off a little later this year, Fanfest attendees will be joining CCP Guard and a selection of guest hosts including CCP Hellmar, the CEO of CCP as we take a look at what's been going on in the world of New Eden since last Fanfest, and learn a little about what CCP has been up to in the last year.

2017/04/06 - THURSDAY - 18:00 UTC - EVE Online Keynote

After the opening ceremony, we'll be joining CCP Seagull, Executive Producer for EVE Online, for a look at the year in review since last Fanfest, as well as where New Eden is headed in future. With guest speakers including CCP Nagual, CCP t0rfifrans, CCP Ghost, CCP Larrikin and a whole host of others, there'll be new information on what's coming in 2017, plus some details on things a little further down the road.

2017/04/08 - SATURDAY - 17:00 UTC - Closing Ceremony

The saddest part of every Fanfest is when we have to say goodbye. We'll be looking back over three days of New Eden centric madness, as well as talking about events coming up in 2017 that will lead up to EVE Vegas 2017. We'll also be making the announcement of the dates for this year's EVE Vegas, and Fanfest 2018, so have your calendar ready to note down the dates!


Presentations & Roundtables

Fanfest 2017 will once again offer an extensive program of developer, player and third party presentations to make sure that there's always content during the event, regardless of your interests and aspirations in New Eden.

From the regular presentations, such as the Game Design Panel and Balance Presentation, to updates on art and GFX, as well as roundtables on ISD, Nullsec & Sovereignty, Structure, Tech Art, IP Development, Lore and even Fanfest itself, we've got content for everyone who's interested in EVE Online.

All the major sessions occurring during Fanfest 2017 also have their own dedicated roundtable hosted at some point after the initial presentation so that capsuleers can discuss content and ask questions about what's been presented on stage directly to the developers involved in making these features and changes happen.

As has become customary over the course of the last few years, Fanfest 2017 will also play host to a massive number of player presentations this year, with content from Makoto Priano, ExookiZ, Angelica Evermore, Nashh Kadavr, baltec1, General Stargazer and Max Singularity that range from PvP fitting, to theoretical physics and how to make trillions from the in economy of New Eden.

Be sure to check the schedule thoroughly, as there's a broad range of content coming to Fanfest this year!


Project Discovery

At Fanfest 2017, we're incredibly honored to be joined by Professor Michel Mayor, exoplanet expert and winner of the prestigious 2017 Wolf Prize for Physics.

Professor Mayor will be on site at Fanfest 2017 for a presentation and roundtable on the next stage of Project Discovery, which will see the search for exoplanets come to New Eden in 2017. There'll be more information on how capsuleers will begin classifying materials that will be sent back to the University of Geneva for use in refining and furthering the search.

Professor Mayor will be joined by CCP Burger and a selection of other CCP developers for a presentation and roundtable on all things exoplanets and Project Discovery. Be sure not to miss it!


The Fanfest Tournament

This year we'll be hosting a short, fast and furious tournament on day one of Fanfest (Thursday) in the PvP room, that will give attendees the chance to win PLEX and swag from our sponsors which include Razer and Nvidia.

The tournament will take the form of a 2v2 single elimination, with the specifics of the rules announced on the day for those competing, just to add a little spice to the mix!

You can sign up to take part in the tournament and be in with the chance to win awesome prizes from Razer and Nvidia by adding your details to this signup sheet.

From there, you'll need to be on site at Harpa during the tournament hours of 12:30 - 16:30 UTC on Thursday April 6th in order to take part.

You'll also need to be registered and in possession of your Fanfest 2017 access pass in order to take part, so be sure to have collected it before the tournament kicks off!


Immersive Event - The YC119 Kyonoke Inquest

All is not right in New Eden, as a number of quarantine zones have been established across the cluster in the wake of an outbreak of  the highly contagious and deadly Kyonoke Plague. For Fanfest 2017, we've partnered with an Emmy award winning organization - The Company P - who are working with us to produce an immersive experience like no other at this year's Fanfest.

Harpa will be transformed into the H4-RP4 Kyonoke Inquest Center, a Keepstar class citadel located in the Federal system of Postouvin which has been constructed by the Society of Conscious Thought close to one of the quarantine zones, in order to research the situation.

There will be five sets constructed at various locations around the venue, staffed by a myriad of inhabitants of the Keepstar. Participants in the event will have the opportunity to work with them or against them in order to earn vote tokens, which can be used to push through resolutions to the crisis. These sets will be environments that represent the four empires and the Society of Conscious Thought, with individuals from the relevant Inquest delegations at each of the sites.

The setting is an inquest taking place into the cause and potential resolutions of the Kyonoke outbreak. The results of this inquest will be determined by both attendees at Fanfest and those collaborating with them from within EVE Online during the event.

The fates of trillions lie in the hands of capsuleers. Whether a peaceful and humane, or destructive but effective resolution is brought to the table will ultimately be decided by the Fanfest attendees involved.

Choose your actions wisely, as the consequences could be further reaching than you might imagine.

There'll be more information on the immersive event itself in a dedicated Devblog next week, so stay tuned for more in depth information on how you can get involved and take part in the Inquest.

You can also join the open facebook group to find out a little more about the event and keep up to date with progress toward Fanfest!


The Fanfest Beer Uncasking

(click to enlarge)

Given that we're celebrating the 13th iteration of Fanfest this year and the 20th anniversary of CCP, the festivities would not be complete without delicious Fanfest beer. 

This year we've got four new brews for you guys to enjoy, and we'll be unveiling them in downtown Reykjavík before Fanfest 2017 kicks off. A delicious ale, light and dark lagers, plus a traditional Matari stout will be on tap at a selection of bars down town for your refreshment.

The uncasking of the beer and first tasting will happen at Prikið, in downtown Reykjavik at 16:00 UTC on Monday April 3rd, where a selection of devs will be on hand to raise a glass to the kickoff of Fanfest week here in Iceland!

For those who need directions, here's another handy map that gives the location of Prikið.

We're looking forward to seeing many of you there!


The Alliance Debate

Last year marked the return of the Alliance Panel to Fanfest. The room was packed and while some of the presentations ran long, it was a general success!

This year we want to switch up the format and make it a bit more interactive amongst the representatives. Our new style will seize on the “entertainment value” of high-profile political debates and town halls. What could possibly go wrong?

After a brief introduction/opening remark by each panelist, moderators will switch to EVE topics, giving each panelist an opportunity to answer and leaving room for some back and forth. Some topics/questions will be sent out beforehand and some will not. Meta-questions and nuts and bolts questions.

We’re looking for Alliance representatives to join us for this experiment (preferably Alliance leaders), which should provide some good spacelulz for all involved.

If you think you’ve got what it takes and you are headed to EVE Fanfest, hit up share@eveonline.com with your Character Name, Alliance Name, and contact information (RL name, email). No major preparation will be needed beforehand, just a willingness to speak your mind about your EVE.


The Fanfest Pub Crawl!

The legendary Fanfest Pub Crawl is in its twelfth iteration this year!

Join a host of CCPers and Icelandic guides as we take groups of players on a Friday night tour of the hottest bars in Iceland, starting with beers at Harpa, before taking a short walk downtown for a night of drinks and conversation about all things New Eden.

All Pubcrawl attendees will receive beer tokens to use at the bars, a custom Fanfest Pub Crawl shot glass and Icelandic beer and Brennivín to start out with at Harpa. In addition, many of the bars we'll be visiting will be serving the delicious Fanfest beers!

We'll be headed out from Harpa at 20:30 UTC on 2017/04/07 for an epic journey around downtown Reykjavik, before the entire pub crawl fleets up at the final destination to gather for a toast of epic proportions!

There's a few tickets still on sale for the Pub crawl, so be sure to grab yours soon before they're gone!


The EVE Fanfest Charity Evening

Hosted at Harpa, all proceeds from the Fanfest Charity Evening are donated to Barnaspítali Hringsins – The Iceland Children’s Hospital, who specialize in providing long term care for children who require treatment for a variety of health issues including cancer and diabetes as well as cardiovascular and neurological issues.

Beginning at 20:00 UTC on the ground floor of Harpa, on the first day of Fanfest (April 6th, 2017), the charity evening is a chance to enjoy dinner and drinks with CCP staff, all for a good cause.

We've already released the list of CCP developers that will be in atttendance and tickets are selling fast. There may only be a couple left on the day for people to buy at Harpa, so be sure to get your tickets soon from the Fanfest Website in order to avoid missing out.


The Fanfest Store

With every Fanfest, comes awesome EVE swag for you to peruse and take home with you as a memento of your trip. 

This year our partners at DPI will once again be bringing the EVE Store to Fanfest with a kickass selection of EVE goodies on sale throughout Fanfest.

Be sure to come take a look and pick up your gear as soon as early as you can. The Fanfest Store is well known for selling out toward the end of the event each year!

The store will be open during the following hours, on site at the Fanfest venue

  • 2017/04/06 - 12:00 - 19:30
  • 2017/04/07 - 11:00 - 18:00
  • 2017/04/08 - 11:00 - 18:00


The Sisters of EVE Tour

Once again, the spouses of Fanfest attendees who come along for the ride will be able to take a trop out to see the natural wonders of Iceland during the Friday of Fanfest (April 7th).

A staple part of the Fanfest lineup, the Sisters of EVE tour shows off some of the most stunning wonders of Iceland, including the Ölkelda Mineral Spring and Vatnshellir Lava Cave, before the trip winds its way to the Gerðuberg cliffs, where the journey will stop for a while so that guests can enjoy some traditional Icelandic food and drink.

The tour includes a private bus and guide throughout the da y for the group, an SOE water bottle, lunch at the Primus Kaffi, a guided tour of the Vatnshellir Lava Cave with all the necessary equipmpent, and a taste of Iceland at Gerðuberg.

The schedule for this trip is as follows on Friday April 7th (Day two of Fanfest 2017):

  • 09:00 – Departure from Harpa
  • 10:30 – Ölkelda mineral spring
  • 11:00 – Departure to lunch
  • 11:30 – Lunch at Prímus Kaffi
  • 12:30 – Vatnshellir Lava Cave
  • 14:00 – Arnarstapi walk with a guide.
  • 15:15 – Departure to Gerðuberg
  • 16:15 – Gerðuberg views and a taste of Iceland
  • 16:45 – Departure to Harpa
  • 18:30 – Return to Harpa

A few tickets are still available for the Sisters of EVE Tour if you're still thinking of sending that special someone for a real taste of Iceland!


The Fanfest Silent Auction

During Fanfest 2017, CCP is once again incredibly proud to support Barnaspítali Hringsins with fundraising, which is the Icelandic Children’s Hospital specializing in providing long term care for children who require treatment for a variety of health issues including cancer and diabetes as well as cardiovascular and neurological issues.

All proceeds from both the Charity Evening and the Fanfest Silent auction will go to the Icelandic Children's Hospital, and will be added to the EVE Community's fun for equipment and care.

This year there'll be a selection of concept and chronicle artwork, plus a few unique items in the Silent Auction for players to bid on, as well as three Server blades from Tranquility which powered EVE through the following expansions:

  • Revelations
  • Revelations II
  • Trinity
  • Empyrean Age
  • Quantum Rise
  • Apocrypha

Bidding on the Fanfest Silent Auction will start at 13:00 UTC on day one of Fanfest (2017/04/06) and will close at 14:30 UTC sharp on the final day (2017/04/08).

Payments will be able to be made via cash or card (VISA/MAESTRO/ELECTRON - no AMEX) for lots that are won, and the hour for payments will be 16:00 - 17:00 UTC on the final day of Fanfest (2017/04/08).


EVE: Valkyrie Demos

Throughout day 2 and 3 of Fanfest, we'll be hosting demos of EVE Valkyrie on PS4 Pro, using PSVR. These demos will be held on our own custom built EVE Valkyrie pods in the PvP room, where players will be able to test their mettle against some of the best fighter pilots in New Eden.

Come along to the PvP room for a tastes of EVE:Valkyrie on PSVR!


Party On Top Of The World

One word. Epic.

Join us on Saturday night from 20:00 as we turn up the heat in the world's most northern capital city.

We'll have a live performance by CCP's own in house band, Permaband, as well as a set from Hermigervill.

We'll also be joined by Kristian Nairn, known across the globe as Hodor from Game of Thrones, who'll be blowing the doors off of Fanfest 2017 instead of trying to keep them closed, with an amazing set that celebrates the conclusion of Fanfest 2017.



Less than two weeks to go, and we're counting down the days!

CCP are going to be here once again to welcome every one of you to Reykjavík for an epic week of updates, partying and spaceship shenanigans.

As with many of you, Fanfest is the highlight of the EVE calendar for us every year, giving us the chance to showcase everything that’s going on, and coming up in New Eden. Don’t hesitate to engage with developers and partners at Fanfest, discuss everything and anything, get your feedback heard and just hang out with our amazing community.

At EVE Fanfest, CCP are here for you just as much as you’re here for Fanfest, and we’re looking forward to seeing familiar faces and new ones alike.

For those of you at home, strap yourselves in and tune into o7 – Fanfest Live, where we’ll be bringing the excitement and fun of Fanfest directly into your homes through the power of the intertubes, with giveaways, contests and more stream content than we’ve ever broadcast at Fanfest.

There'll be more information on the Fanfest stream coming next week, which will of course be broadcast completely free, live and in HD across the entire web-o-nets.

For those of you who can't make it, be sure to tune in. For those coming out to the most epic EVE Online party in existence, we’ll see you soon!


On behalf of the Fanfest Team

Keywords: The EVE Fanfest 2017 MegaBlog!

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

Introducing Upwell Refineries

Published Date: 2017-03-22T14:59:54Z
Last updated on 2017-03-22T14:59:54Z
Author: Team Five 0
ID #:95835951


Hello again ingenious capsuleers! This dev blog will cover the plans for the next series of Upwell Structures to become available to Capsuleers: Refineries.

We are releasing two connected dev blogs today. The first looks back at the last year of Upwell Structures and towards the future of updates and additions to their functionality. It also includes links to a survey that we’re releasing to gather your feedback about what priorities you think we should set in our quest to make all Upwell Structures better and easier to use for everyone. I highly encourage checking it out!

Rather than looking at structures as a whole, this dev blog focuses on just one upcoming set that is poised to revolutionize the way resources are harvested and processed in New Eden.

Refineries will be the premiere structure for resource collection and processing, with bonuses to reprocessing and the exclusive ability to fit moon mining and reaction service modules. These structures will usher in completely new gameplay for moon mining and reactions, as well as linking into future resource collection gameplay.

I’ll start out by addressing the question of release date. Refineries are firmly scheduled for “when they’re done” and we are not planning on rushing them out before they are ready. This dev blog begins the next phase of community discussion on these features and we want to come to you with the plans early to ensure that we can incorporate the best feedback. We are especially looking forward to hearing from you at Fanfest next month, which is why we are releasing this dev blog now instead of waiting to unveil these plans in a keynote. We believe that events like Fanfest are at their most valuable when we at CCP spend them listening more than talking.

The rest of this blog will describe the current state of the design of these structures and their service modules but everything here is subject to change and you should expect that quite a few things will change between now and release.

Drill Down to the Details!

Refineries will come in medium and large sizes with prices between that of Engineering Complexes and Citadels. Like the earlier Upwell Structures they will have docking and tethering ability as well as the whole suite of standard structure features like storage, fitting, insurance, repair and corp offices. They will be able to fit the same set of basic Standup modules as Citadels and Engineering Complexes. As we continue to add more features to the basic Upwell framework both before and after the release of Refineries they will gain those upgrades as well. The benefits of the larger sized Refinery will primarily come from increased defenses, more generalized rigs and increased docking capabilities, with all the core Refinery functionality available in both Medium and Large versions.

Refineries are intended to be the hub of resource collection and resource processing operations. At launch these operations will largely revolve around reprocessing ore, mining moons, and reacting advanced materials together to create composites. In the future we will continue to look for opportunities to tie more resource collection and processing functions to these structures. For instance, mining buffs and support roles provided by the structure are not out of the question over the medium-term, and we are interested in investigating the possibility of shifting the sov mining upgrade role from Infrastructure Hubs to Refineries eventually.


Reprocessing will be the simplest and most universal of the initial Refinery roles. Refineries will receive bonuses when using the existing Standup Reprocessing Facility service module, and the existing reprocessing rigs will be rebalanced to go along with these new bonuses. On patch day we will automatically unfit existing reprocessing rigs that are fit to Citadels and Engineering Complexes so that structure owners can have the option of either fitting their rigs right back on to the same structure or moving those rigs to a Refinery if they wish.

Since Refineries will not have an XL version, the rebalance of reprocessing rigs will include improved generalization for the L and M sized reprocessing rigs and a reduction in cost for the XL reprocessing rigs. We will be issuing appropriate compensation for owners of any rigs that have their build costs reduced.

Moon Mining

Moon mining is an area of gameplay that will be receiving very significant changes with the release of Refineries. The old moon mining system in starbases has been untouched since the early years of EVE and we believe that there’s a lot of room to make a system that provides better gameplay for many kinds of players.

The key goals of the new moon mining system are to create a new form of active group gameplay that organized corps and alliances can aspire towards and compete for. The new system must support gameplay for many different types of players, involve strategic choices, and reward players who can cooperate well.

Those of you who have been following the community discussions around moon mining over the last several years probably won’t be surprised by the key parts of this design, as we are building on a foundation of ideas that have been brought up and discussed many times from many sources.

Here’s a walkthrough of the process currently planned for the new moon mining system:

  1. A refinery that is deployed close enough to a moon can fit a special moon drilling service module. Fitting of this module will only be an option if no other drills are fit to other Refineries around the same moon, so only one structure can mine each moon at a time. This service module gives the owners the ability to designate how large of a fracking operation they wish to begin, with larger chunks taking longer time to prepare.
  2. 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.
  3. 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.
  4. 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.
  5. Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.

The time scale for this whole cycle will be controllable by the owners of the Refinery, within constraints. Longer cycle times will mean more ore generated in each explosion.

To be clear: Refinery structures themselves will be deployable anywhere that other Upwell structures can be deployed. However only Refineries deployed near minable moons will be able to fit a moon drill service module. The deployment UI for Refineries will clearly show whether the structure is in a location suitable for moon mining before deployment is confirmed.

We’re still in the process of determining how much or little we may need to adjust distribution of moon minerals, and announcements in that area will come later once we’re a little closer to release. However, for this first release we are not currently planning on expanding moon mining to areas of space where it is not available today (highsec and wormholes). Although this gameplay has the potential to be interesting and fun in any area of space we want to be careful not to dilute the regional value of tech two resource collection too much.

Since the time between events will be fairly long, we are expecting this group mining event to be a special high-value occasional event where your corp’s usual miners can turn their attention away from their normal belts and clusters for a few hours and players who only mine once in a while can pull out their barges and join in. In many ways these events will be like mining incursions that are partly controllable by the structure owner. The income from mining these asteroids will of course vary based on market forces and demand for different moon materials, but we expect mining the fields generated by good moons to be very valuable with higher isk/m3 than the high-end ABC (Arkonor, Bistot, Crokite) ores.

The Mining Ledger

With all this new activity around the moons of New Eden, the corporations claiming the moons will need new tools for tracking what’s going on in their territory. The mining ledger is the new open-ended tool for Refinery owners to keep track of who is mining in their belt.

Each Refinery structure with an active moon drill will keep track of all the mining done in its associated belt, logging the character, corporation, ore type and amount mined. This will allow Refinery managers to share profits or request fees as they see fit, allow mining operations to more easily organize themselves, and allow corps and alliances to see who has been ninja-mining their fields without permission.

The ledger will be available in the client, exportable to spreadsheets, and obtainable through an API for those who wish to build advanced tools. It will not update fast enough to provide a real-time warning system against ninja miners, but it will allow owners to look back at what happened in the past and plan their revenge or negotiations as they see fit.

All moon drilling refineries will log mining activity in the moon asteroid fields they generate, and we are also investigating opening up the option of tracking entire solar systems worth of mining for Refineries that are also owned by sov holders.


Refineries will also bring changes to the system for reacting moon materials and gasses into more advanced materials. Reactions are a key part of the resource processing chain for Tech-2 items, Tech-3 ships, and boosters, and we believe that the current reaction system using starbases has a lot of room to improve in user experience and quality of life.

With the release of Refineries, reactions will be moved from starbases to a special set of service modules exclusive to Refineries. These service modules will enable reactions as a new type of industry, using the same interface as manufacturing and research. These new service modules will have the same security status restrictions as the existing starbase structures, meaning that reactions will be limited to lowsec and below. Like other industry, the new reactions system will not have hard limits on the number of jobs per structure, and will have per-character limits that can be increased with a new skill.

The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry.

Thanks for joining us for this look ahead at the work-in-progress Upwell Refineries! A big reason for releasing early dev blogs like this is that we want to hear from all of you, on the forums as well as in person at Fanfest!

If you haven’t already done so, I highly recommend checking out the companion blog to this one that covers the past and near-future of Upwell Structures and includes a survey so you can have your say in our prioritization of changes.

Everything in this blog is subject to change as we respond to feedback and adjust designs and get closer to release. We’ll be keeping you up to date on these and other structure changes through more blogs as well as our official forums.


Fly safe and happy building!

-Team Five O

Keywords: Introducing Upwell Refineries

Source: http://community.eveonline.com/news/dev-blogs/the-advancing-world-of-upwell-structures/

The Advancing World of Upwell Structures

Published Date: 2017-03-22T14:59:33Z
Last updated on 2017-03-22T14:59:33Z
Author: Team Five 0
ID #:95835951


Hello tireless capsuleers and welcome to this dev blog from your friendly neighborhood Team Five O!

We are currently hard at work bringing you improvements and features for structure gameplay as well as preparing for the next new group of Upwell Structures. Today’s blog will discuss the roadmap for Upwell Structures; past, present and near future. We’ll look back on the progress of the last year, bring you up to speed with the work that we are engaged in right now, and open up a new survey where you can participate in creating our short-term roadmap. We are also releasing a second dev blog at the same time as this one, which discusses the next new group of Upwell Structures: Refineries.

It can sometimes be hard to believe that the Citadel expansion was released less than 11 months ago. The last year has seen huge progress in EVE’s structure gameplay starting with the release of Citadels in April which rebuilt our concept of player-owned structures across the cluster. Citadels were the culmination of years of work and were only possible thanks to the EVE community’s active participation in the development process. Over the following months, we added more features to the basic Upwell Structure core such as redeeming, direct trade, and contracts. Then in November we released the biggest addition to Upwell Structures with full manufacturing and research services and a new line of Engineering Complexes to go with them.

The bet we decided to take was that if EVE players were provided better tools for creating their own shared infrastructure they would take that ball and run with it, eventually shifting even more of the EVE universe into the control of players. We’re happy to be able to say that you folks didn’t disappoint.

  • Over 7800 different player corporations have at least one Upwell Structure in space right now.
  • Four player alliances have active home citadels with more traffic and trade volume than any NPC stations except for the big four trade hubs and the newbie systems. The busiest of them has also surpassed Rens in trade volume.
  • The top 100 most active industry facilities in EVE (measured by industry job output value) so far in 2017 consist of 13 NPC stations, one Outpost, one Starbase array, one Citadel and 84 Engineering Complexes.

Watching what you built with these new tools over the last year has been an amazing experience.

Between these groundbreaking new structures and all the other features released during the year, YC 118 (2016) was a year of major feature growth in EVE.

This fast pace of feature development has great benefits, but also required the tradeoff of leaving less time for some other structure features we had been hoping to add such as insurance and repair services.

In the months since the Ascension expansion we’ve been watching the community discussion and feedback closely, through direct feedback on our forums and social media as well as through your elected representatives on the Council of Stellar Management (which has its next election active RIGHT NOW!). What we’ve been seeing in this feedback is that you want us to shift relatively more resources into bug fixes, performance optimizations and adding these extra features to Upwell Structures. We hear you loud and clear, and have already adjusted our roadmap to better match these priorities. The results of this shift are already visible in the YC119.2 release released a few weeks ago, and in the YC119.3 patch just released.

We are currently splitting our ongoing Structure work into three simultaneous tracks:

  1. Bug fixes, performance improvements and UI polish to make existing Structure features more reliable and easier to use
  2. Adding new universal features to all Upwell Structures, such as the addition of insurance last month and free item repair this week
  3. Preparing the next batch of structures and service modules: Refinery structures with moon mining and reaction services

Anyone following along with the patch notes of the last few releases will clearly see the benefits of track #1. We have been working hard to improve performance (especially with the industry system), fix bugs and improve UI. In the YC119.3 release we added even more of these improvements including better user experience for session change timers, preventing drones from losing contact with their owner while attacking x-large structures, enabling remote trashing of items in structures and a number of improvements to the user experience around taking and relinquishing control of structure weapons.

We are also making excellent progress in track #2 with personal insurance being added to structures in YC119.2 and item repair in YC119.3. These features are enabled in all current Upwell Structures and will also be available in future dockable Upwell Structures by default.

We want to give a special thanks to all the players who have been providing us feedback and bug reports to help us focus our work in tracks #1 and #2. The CSM (time for another gratuitous “go vote in the CSM election” plug!) has been an especially big part of helping us set priorities in this area and passing along the feedback they are hearing from all of you.

We Want Your Input!

To help keep our roadmap responsive to the needs of all of you in the community we have prepared a special survey asking about your experiences with Upwell Structures and asking for your opinions on what we should be prioritizing for our next steps. We have already asked the CSM for additions to the backlog and then for their individual priority rankings of a similar set of potential changes and now we want to hear from the community as a whole. This survey has been emailed directly to a large number of EVE players to ensure responses from a wide cross-section of the community, and it can also be found at this link directly.

We do want to make clear that since many of these changes require wildly different development time commitments we can’t commit to completing all of them and the feedback we receive from this survey will represent one of several inputs into our internal roadmap. However, we do believe that this list represents a lot of potentially beneficial improvements to Upwell Structures and we really want to see what you folks in the community think about the relative importance of different changes. We encourage you to fill out the survey and we want to thank all participants in advance.

Thanks for joining us for this dev blog today, and we hope that all of you will be able to find time to complete the survey so we can incorporate your feedback into our prioritization! Now that we’ve discussed the wider world of Upwell Structure features, the sister dev blog in this one will drill down (pun intended) on the next set of Upwell Structures in development: Refineries. These new structures will be the one-stop shops for resource collection and processing in New Eden, and will usher in major changes to moon harvesting and reactions as well as providing the cluster’s best reprocessing services. You can check out that blog here.

We welcome community feedback on the contents of both of today’s dev blogs. You can get in touch with the members of Team Five O on the official forums as well as social media and in person at Fanfest! EVE Online is a constantly growing and evolving work of science fiction and the community is absolutely crucial to choosing its direction.

Fly safe!

-Team Five O

Keywords: The Advancing World of Upwell Structures

Source: http://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/

PLEX Rework - Follow up

Published Date: 2017-03-21T17:07:00Z
Last updated on 2017-03-21T17:07:00Z
Author: Team Size Matters
ID #:95835960


Hi again!

Last week we announced plans to update PLEX, which you can ready about here. Since then, we’ve been listening to community discussion and now we want to give an update to add clarity and address concerns.

30 Days at A Time

First, we want to emphasize that there are currently no plans to sell game time in portions smaller than 30 days. We noticed that some of you made the fair assumption that because PLEX was becoming granular, it would mean subscription time would be granular as well. This is not the case. Our current plan is that PLEX will only be redeemed for game time in 30 day chunks, just like now. If you were worried about seeing cyno alts subbed for 3 hours at a time, don’t worry.

Aurum Balances Under 1000

Next up: Aurum conversion for players with Aurum balances of 1000 or less. The goal behind the initial plan was to minimize devaluation of PLEX at launch due to Aurum stockpiles entering the market, which is still a big priority, but, we hear you loud and clear that leaving some balances to not be converted is not a good enough solution.

After several days of looking at alternatives, we now intend to delay conversion for small balances rather than not converting at all. On feature release, we will convert Aurum balances greater than 1000 to PLEX immediately, and then, 3 months later, convert balances under 1000 Aurum. This should mitigate impact on the PLEX market and give us a good window to look at activity and adjust if needed.

Along with the change to conversion, we want to reiterate that we are going to be running offers in the in-game New Eden Store up until a few days before release so that spending those leftover balances is easy and rewarding. Specifics on those deals are still in the works but we want to make sure you have good options leading up to the day we convert.

Aurum Tokens

One more tiny detail for Aurum which has not been mentioned so far: we will be removing Aurum tokens from the game. Many of you might not even know they exist, as you haven’t been able to create them for years, but, there’s still a few around so if you have some get them converted back to Aurum currency before we make the switch to PLEX.

Brokers Fees for PLEX Orders

Last week we mentioned that active market orders for old PLEX would have their brokers fees refunded during the conversion. The CSM was kind of enough to remind us that in Citadels, brokers fees are paid to the Citadel owner, meaning that if we refund fees in Citadels we create a nice ISK printing machine for wealthy players. While following up on this, our team discovered that we don’t actually have the ability to refund fees at all. In EVE, fees are paid as a transaction when an order is placed and not tied to the order itself. This is one of our team’s first “type” conversions and we were simply confused. Sorry for that. Hopefully, with adequate warning, orders can be set up with release date in mind to minimize wasted fees.

Feature Timeline

Speaking of the release date, there was a lot of interest in hearing when we expect to go live. While we still can’t give a specific day, we know it’s important for you to have a ballpark so you can get your ducks in a row. Our current target is for shortly after Fanfest, in late Spring or early Summer. Delays are always possible but for those of you worried it would be Q4 or later, rest assured.

Thanks very much for all the input, we hope these updates find you well.

Team Size Matters

Keywords: PLEX Rework - Follow up

Source: http://community.eveonline.com/news/dev-blogs/plex-changes-on-the-way/

PLEX Changes On The Way!

Published Date: 2017-03-16T17:23:09Z
Last updated on 2017-03-16T17:23:09Z
Author: Team Size Matters
ID #:95835960





Hello Space Shoppers!

Team Size Matters here to tell you about some changes we have lined up for PLEX, Aurum and the New Eden Store. These changes don’t have a set release date yet but will be coming to EVE Online this spring or early summer.

With Ascension behind us, and a wave of Alphas now living as permanent residents in New Eden, our team has been looking for ways to improve the PLEX experience for Alphas and Omegas both. PLEX (Pilot’s License Extension) has been an important part of the EVE ecosystem for many years now. It’s been great for EVE because it allows players to trade their time and money in whatever way they like without hurting the integrity of our shared universe. Over those many years, and especially now due to Clone States, we’ve learned a lot about PLEX and think we can make improvements without disrupting the core design. Let me tell you how!

Smaller PLEX

The first component of our plan is focused on making PLEX more flexible. Currently, PLEX is rather large. By always existing as a one-month chunk of subscription time, PLEX can be cumbersome to buy and trade. We think it would be great if it could be broken into smaller units that fit your needs rather than always being bound to the size of 30 days. With that in mind, our first planned change is to convert every existing PLEX into 500 PLEX. After the change, anything you could get for 1 Plex from CCP will instead require 500 Plex. This new PLEX granularity will allow us to sell smaller PLEX packages, and allow you to trade whatever amounts you like with each other.

The PLEX Vault

We also want PLEX to be easier to find and understand. To make it easier for players to find out what PLEX is and what it can do, we are introducing the PLEX Vault. The Vault is an inventory location, shared across all characters on an account, that stores PLEX and shows common actions you can take with it, as well as how you can get it.

Like any other inventory location, the Vault will appear in the list of locations to the left and you can drag PLEX in and out of the Vault to any other inventory you have access to. PLEX is the only item that can be kept in the Vault. When you purchase PLEX from CCP, it will go straight to your PLEX Vault instead of the Redeem queue.

It will look something like this (work in progress):

The PLEX Vault will allow you to move PLEX safely throughout the universe rather than having to move it in a ship. It will still be possible to carry it in a ship like any other item if you want, so if you have an urge to fill a shuttle full of PLEX and tour low sec just drag PLEX out of the vault and into your cargo and you’re good to go.

We know how much you love it when ships blow up with piles of PLEX inside, we even might understand why, but, we also don’t want new PLEX users to be losing their PLEX before they can trade it because they didn’t know how to get to market safely.

The New New Eden Store

With a much smaller PLEX, we can easily set up the New Eden Store catalog in PLEX prices rather than Aurum and let you use PLEX from your vault to buy things there. The coexistence of PLEX and Aurum has always been a heavy burden on anyone who wanted to buy something from CCP. Whether you just wanted a SKIN or you wanted to buy the smartest item to trade with other players to get ISK, you had some math to do. With Aurum out of the picture and PLEX taking over in the NES, buying should be much less confusing.

What about Aurum?

Aurum had its run but we are excited to move forward with PLEX only. On launch day for this feature we will convert all existing Aurum balances above 1000 Aurum to the new PLEX. Today you get 3500 AUR for every PLEX you convert to Aurum, and this is the same rate we will match to convert Aurum to the new PLEX. This means that if your Aurum balance on launch day is 1000 Aurum or more, it will be converted in its entirety and you will get 1 PLEX for every 7 Aurum.

A word on the PLEX market

One consequence of making the changes described above is that we are combining the existing stockpiles of Aurum and PLEX, which could affect the value of PLEX in the EVE market as new supply enters. Even though we believe this set of changes will be extremely positive, we very much want to protect the value of PLEX that you currently own. Here’s a small list of information and plans to protect the PLEX market:

  • As we announce these changes, we expect the in-game market to respond and that there may be some volatility which could take many forms. Based on what we know about the relative sizes of Aurum and PLEX stockpiles, we believe the market should take care of finding a new balance without major impact on the price and value of PLEX
  • Anyone looking to liquidate Aurum for ISK has had ample opportunity to do so, especially since the release of skill extractors
  • Converting only Aurum balances that exceed 1000 Aurum will lower the total amount converted and decrease the risk of a rapid inflow of PLEX destabilizing the market.
  • We will run specials in the New Eden Store leading up to the change so that there’s good reason to use up excess Aurum

We will keep a careful eye on things and be ready to intervene in other ways if necessary to protect the PLEX ecosystem and your investments in it.

Wrap Up

With these changes, we hope to keep everything that works about PLEX intact while greatly improving clarity and usability. More details will emerge over coming months as we take on feedback and continue to nail down specifics. We’ve included a Q and A below to try and address some common questions, let us know if we miss anything!

Fly free,

Team Size Matters


Handy FAQ!

Q: When will this feature launch?
A: We don’t have an exact date yet, but this feature is in active development now, and you can expect more detailed information on the launch timeline at EVE Fanfest in early April.

Q: What will happen to existing market orders for PLEX when the feature launches?
A: We will cancel all orders and repay fees, as usual when we make a major type conversion.

Q: Will market histories reflect the change in PLEX value?
A: New PLEX will be a new item type, getting its own graphs and history data starting from day one and leaving old PLEX data unaffected.

Q: Can I still buy Aurum?
A: Yes! All current Aurum packages will be available until near launch of these changes, after which we will close Aurum purchasing completely.

Q: Can I still buy PLEX?
A: Yes, until launch of these changes PLEX will continue to work exactly as today, and be offered from CCP at same rates and packages. Any PLEX you own on launch of these changes will be converted to 500 of the new PLEX.

Q: Why are you only converting Aurum balances above 1000?
A: A large portion of the total Aurum stockpile is in small balances left over from past giveaways and by not converting those small balances we mitigate risk of oversupply in the PLEX market

Q: For balances over 1000, will the entire balance be converted or only the amount exceeding 1000?
A: The entire balance will be converted. For example, a balance of 1050 Aurum would be converted into 150 PLEX.

Q: Will prices change in the New Eden Store?
A: Prices may change after the conversion from Aurum to PLEX as not all prices will be possible to convert at even numbers. Overall this change to PLEX is not made with the intention to change the price of products such as Skill Extractors in the New Eden Store, and we will define new pricing in PLEX to match the current pricing in Aurum.

Q: With smaller PLEX, will I be able to buy less than 30 days of Omega time?
A: We currently we have no plans regarding smaller game time packages.


Keywords: PLEX Changes On The Way!

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

Monthly Economic Report - February 2017

Published Date: 2017-03-06T16:15:00Z
Last updated on 2017-03-06T16:15:00Z
Author: CCP Quant
ID #:92123069


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

Please click the graphs to enlarge them as needed, also check out the graph slideshow.
The raw data and graphs that make up this report can be downloaded here (27 MB).

Keywords: Monthly Economic Report - February 2017

Source: http://community.eveonline.com/news/dev-blogs/to-inception-and-beyond/

To Inception and beyond

Published Date: 2017-02-16T16:47:31Z
Last updated on 2017-02-16T16:47:31Z
Author: Team Genesis
ID #:95835957


Greetings Spacefriends,

We hope you have had a wonderful start to 2017!  Here in the Reykjavik office, Team Genesis have been hard at work reading through the amazing feedback we receive and implementing further updates to the new player experience (NPE), released during EVE Online's November 15th expansion, Ascension. If you missed our first round of updates you can read about them here.

The NPE released in Ascension gives new players the opportunity to fight alongside their character’s Empire in a story-driven experience with the guidance of a revamped Aura and the newly created Empire mentors.  Our goal was to introduce players to New Eden via an immersive narrative arc, while also lessening the steep learning curve of EVE gameplay. 

During the first iteration of this experience, we have received so much great feedback from the community! We thank you all for the effort put into specific, reasoned suggestions; it has been wonderful to see how much you care about your fellow newbros! With that in mind, we’ve been working hard to improve the experience based on all your feedback as well as internal metrics.  

Increased assistance from Aura for new players that die during the NPE

There are no guarantees of safety during the NPE and it's our job to make sure new players understand how to get back to a station and board another ship. During the initial release we had the same instructions for all deaths, regardless of location or how far along the experience. We have changed this to tailored instructions dependent on where you are in the NPE when you die and also to replace the items you need to continue.

This means that a new player who dies right at the beginning of the NPE, during the Research Facility site, will receive tailored instructions about returning to station and receive a new Corvette whereas a new player that dies during the final site, the Drifter Zenith, will be guided back to station and given the modules they may have lost. 

Decreased complexity during station visits

There is a lot of information to teach players during the initial experience. We discovered some areas of improvement from the feedback we received and also from watching playtests.  We guided new players through a lot of new windows during their station visits, but not always in an order that linked them together and helped new players remember what each window was for.

An example of this was when the task to open the wallet initially came as soon as the player docked in the station. This task was introduced to show new players they earned ISK while in the site and to explain that ISK is the currency of New Eden. This was then followed by introducing skill training to the new player and then by purchasing an item from the market.  That is a lot of information to teach players within a short time and because of the flow we created, it felt like 3 different learning points.

We have now moved the “Open the Wallet” task to happen directly before the tasks to purchase from the market, directly linking the wallet and your ISK balance to purchases you can make. 

Improved Empire’s Might Site

The original version of the Empire’s Might site had quite long voiceover periods where the player had no active tasks and was just listening to the mentor and fleet members. We wanted to increase the activity within the site and make this a more meaningful experience for new players.

Therefore, we have reordered the tasks to make sure the player was doing something within the site while listening to the mentor, and also added a new task to encourage players to travel through the site.

UI Changes

We’ve enabled highlighting of multiple UI elements at the same time and added the ability to position UI highlights.  This allows Aura to explain more clearly by highlighting specific areas of the screen for new players and also lets us combine tasks by highlighting multiple areas at the same time rather than having to have a new task each time.

This should help the experience flow better and also ease player confusion as the highlights will be more exact. For a full list of all changes, you can view the patch notes here


Thank you again for your continued feedback, it is really valuable to the team.  Rest assured, our work on the new player experience is far from over. In future blogs we’ll tell you more about our plans for existing career agents and our efforts to help new players hone their skills and become self-sufficient EVE residents.

Check back for further updates!

- Team Genesis

Keywords: To Inception and beyond

Source: http://community.eveonline.com/news/dev-blogs/sleeping-beauty/

Sleeping beauty - How one of the oldest bugs in EVE got hunted down and resolved

Published Date: 2017-02-15T15:40:00Z
Last updated on 2017-02-15T15:40:00Z
Author: CCP Snorlax
ID #:90784082

Sometimes a story of a bug is so intriguing you have to write it down - so if you are technically minded or just curious about the realities of development on EVE Online. Join me for a deep-dive into the technical depths of the EVE Online code base, as I recount how one of the oldest defects in the game got hunted down and resolved! 

We're always working on improving EVE Online and our code base, and I hope you enjoy coming along on a journey of how this work can look.

How it all began

A little while ago CCP karkur asked me if I could help with an issue she had been looking into with the drone window, where it sometimes would stop updating when drones are being recalled. Her investigation did not uncover any bugs in the code related to drones or the UI. Over the course of a few hours, she managed to repro the drone bug 3 times, each time adding more logging where the problem seemed to lie. After the last repro, it became clear that it was failing at the least expected line of code - the drone window simply started updating, then went to sleep for a bit, but never woke up again -  it seemed that tasklets were on occasion simply not returning from their sleep.

The original bug was quite difficult to reproduce, but CCP karkur put together a script that generated 500,000 tasklets that simply sleep for some given time, with some tracking to identify tasklets that never finish. With this script, we've been able to reproduce this sleeping disorder somewhat reliably. This script identified the tasklet that didn't wake up, and upon inspection it was clear that the tasklet was neither scheduled nor blocked - it was in some sort of limbo.

My first attempts at reproducing the bug with CCP karkur's script were not successful - I was running in Jessica (our authoring/debugging tool) without the client and didn't seem to have any luck. Later I tried in the client with better luck, so it seemed there was more to it than simply having lots of tasklets. I started reading through the relevant C++ code to try to come up with theories.

Some background

Tasklets (see Stackless Python for more information) are run in PyScheduler::Run, by calling PyStackless_RunWatchdogEx. This method takes in a timeout value and runs any scheduled tasklets until the given time has passed. When a tasklet is created, it is scheduled and so will run when the PyScheduler::Run is called. When a tasklet sleeps, it calls Synchro::SleepWallclock, which is implemented by creating a channel and calling receive on the channel. This blocks the channel until somebody sends something on that channel. Synchro maintains a heap of sleepers - a sleeper is a simple object that holds the due time when the tasklet should wake up, and the channel. Synchro::Tick pulls sleepers from the top of the heap and sends a value on the channel. This in turn unblocks the tasklet and schedules it.

My first idea was that there might be a bug in the heap code. It's our own code, it's old and there are no unit tests for it. I considered writing some tests for it, or even finding a suitable replacement, but then I realized the symptoms didn't match with the tasklet never being pulled from that heap. If that were the case, the tasklet would simply remain blocked forever. It's still on my to-do list to add tests for this code, though.

My next idea came from looking at the documentation of PyStackless_RunWatchdogEx. It can return a tasklet, that should either be killed or rescheduled. That turned out to be a dead end - this only applies when running in preemptive mode, where a tasklet can be interrupted.

Show me the code

I had a hunch that killing tasklets might be a factor in this, but I couldn't see anything wrong with the code around that. Nevertheless, I couldn't convince myself that the reference counting of the channel was correct, so I decided to clean up the code a bit. It felt awkward how it was done.

PyObject* Synchro::SleepWallclock(int ms, const int64_t &due)
    Sleeper sl;
    sl.channel = PyChannel_New(NULL);
    if (!sl.channel)
        return 0;
    PyChannel_SetPreference(sl.channel, 0); //just make runnable on wakeup
    sl.due = due;
    // Go to sleep and wake up! *(the sender releases the channel)
    PyObject *ret = PyChannel_Receive(sl.channel);
    if (!ret) {
        //we were killed, so lets try and find us in the queue, to release resources.
        RemoveSleeper( mWallclockSleepers, sl );
    return ret;

The SleepWallclock function creates the channel, stores it in the Sleeper object, puts the Sleeper object in the heap and calls receive on the channel. The receive call returns after Synchro::Tick has called send on the channel. That unblocks it, causing it to be scheduled. The tasklet could also be killed, in which case receive returns a nullptr. Let's take a look at a snippet from Synchro::Tick:

//gather sleepers for wakeup
std::vector sleepers;
while (mWallclockSleepers.size()) {
    if (mWallclockSleepers.front().due > now)
if (sleepers.size()) {
    Be::Time nnow = BeOS->GetActualTime();
    for(unsigned int i = 0; i < sleepers.size(); i++) {
        Sleeper &s = sleepers[i];
        if (PyChannel_GetBalance(s.channel)) {
            int res = PyChannel_Send(s.channel, Py_None);
            if (res)

This all looks correct - the channel could not pulled out from under the tasklet until after the Send call. What happens when a tasklet is killed?

void Synchro::RemoveSleeper( Heap &sleepers, Sleeper &sl )
    SleeperIt it;
    for( it = sleepers.begin(); it != sleepers.end(); ++it )
        if( it->channel == sl.channel )
    if( it != sleepers.end() )
        //Ok found us.  Let's delete us.
        sleepers.Remove( it );
        Py_DECREF( sl.channel );

Again, it all looks alright - the tasklet is removed from the heap and the channel is released. Note that it is not an error if the tasklet can't be found on the heap - it could have woken up and been scheduled on the same tick as it is being killed, but in that case the channel will have been released in Tick.

Let's examine this a bit further, though. Keep in mind that Py_DECREF frees the memory if the reference count goes to zero. The PyChannel_New call in SleepWallclock returns a PyChannelObject with a reference count of one. There are no references added, so the channel object is deleted in Tick when it calls Py_DECREF.  This should be fine, as there are no references to the channel in SleepWallclock after the receive call. Except...

In RemoveSleeper, which is called after a tasklet has been killed we're comparing channel objects. There should always be a one-to-one correspondence with tasklets and channels so we're effectively looking for a tasklet here, but since we needed to keep track of channels to wake them up, we just use the channels. I added a reference to the tasklet in the Sleeper object so that I could verify it here, and lo and behold, when running the scripts from CCP karkur I got a discrepancy - a tasklet was determined to be in the heap based on the channel, but the tasklet didn't match.

The Eureka moment

When a channel object is deleted, its memory is now free and available for reuse. This implies that a tasklet that goes to sleep on the same tick as a tasklet is killed exactly when it wanted to wake up can get the same channel pointer as the killed tasklet. RemoveSleeper will in that case remove the wrong tasklet (the one that just called SleepWallclock) from the heap, kill it's channel, leaving it in a non-scheduled, non-blocked state.

The fix is simple - move the Py_DECREF calls into SleepWallclock. This ensures that channel objects are not recycled prematurely, and in my opinion is actually cleaner, keeping the reference counting localized in one function.

Never assume

EVE Online is almost 14 years old now and has seen many battles during its lifetime, and one can say the code base is thoroughly battle tested. However, that doesn't mean sneaky bugs might not be hiding there, but finding a bug in such a fundamental function was surprising, to say the least. I guess we can never assume that any part of our code base is absolutely 100% correct. CCP karkur and others have spent a considerable amount of time tracking this issue down so we had high confidence in the higher level code. This allowed me to go into this investigation on the assumption that Sleep was broken, being stubborn until I found this rare edge case.

We have reason to believe that a few other bugs are symptoms of the same underlying issue - the overview not updating, for example, or the shield, armor and structure bars not updating. These bugs have always been nearly impossible to reproduce but nevertheless are reported occasionally, especially after mass tests or heavy fights on Tranquility.

Keywords: Sleeping beauty - How one of the oldest bugs in EVE got hunted down and resolved

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