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Dev Blog - Eve-Online FanSite


EVE Online Dev Blogs
Source: http://community.eveonline.com/news/dev-blogs/
Last updated on 2017-02-27T22:41:19Z

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
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;
 
    mWallclockSleepers.Insert(sl);
     
    // 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)
        break;
    sleepers.push_back(mWallclockSleepers.Shift());
}
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)
                PyOS->PyError();
        }
        Py_DECREF(s.channel);
    }
}

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 )
        {
            break;
        }
    }
 
    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
sleeping-beauty



Source: http://community.eveonline.com/news/dev-blogs/the-future-of-probe-and-directional-scanning-ui/

The future of probe and directional scanning UI


Published Date: 2017-02-13T12:19:22Z
Last updated on 2017-02-13T12:19:22Z
Author: Team Psycho Sisters
ID #:95870221

       

The probe and directional scanning UI and UX in EVE Online is a core element for a number of gameplay areas including exploration, hunting, and wormhole life to name a few. There have been many feedback threads on scanning across the internet that we’ve been keeping an eye on for some time now.

Inspired by this feedback, we are preparing an update to the scanning UI and UX in hopes of delivering a much better scanning experience.

During the latest CSM summit we got the opportunity to sit down with a number of your elected space politicians and let them get hands on with our changes. It was a really productive session that allowed us to further refine the directions of our planned changes.

When will the following changes be available?

The changes will be on a test server at the end of February and releasing with the March release.

What are the changes?

Visibility

Here is a picture from the current scanning system live on our game server Tranquillity:

There are lots of things going on in a busy scene and the intensity of some items, and the color of others makes it quite hard to see what you are actually trying to do. This represents some of the biggest areas of feedback as to why people are still using the old scanning system. 

To increase visibility of the important items, we have reduced the visual intensity of a number of items in the scene, such as:

  • Spheres in the scene including scan probes and signatures
  • Sun
  • Solar System rings

One of the biggest changes we are making to the visibility of probe scanning will be the introduction of icons for each specific site in exploration and the display of the corresponding ship icon in combat scanning. Only when your scan results are at or above 25%, these are only going to be exposed - by then, you already know the according Group.

We are also going to show the progress of the scan in the actual scene when you are scanning specific signatures. When you select a signature in the probe scan window, a circle will appear in the solar system map to show which signature is selected and the progress of the scan. Your selection in the probe scanner window will be maintained in the solar system map.

When a scan completes, the site icons in the scene will animate to their new estimated location, instead of just popping there. We hope this makes it much easier to realize what happened.

We have also added a new colored state to the scan progress to address some defects we had about a signature showing green 100% but still not being warpable.

The color range will now be as follows:

  • 0% to 24.9% - Red
  • 25% to 74.9% - Orange
  • 75% to 99.9% - Yellow
  • 100% and warpable - Green 

Our aim with all these changes is to improve the overall visibility in the solar system view so it is always clear which signatures you are scanning.

Probe Manipulation

Positioning your probes is kind of a big deal when scanning, so we decided to address some of the pain points that both systems, old and new, have been causing for people.

Let’s start with moving your probes. Have you ever had this issue where you want to pick the cube, but a bracket is in the way?

That should no longer be an issue, as the cube should always get the mouse click sent down to it, even through other brackets

What about this one? You want to pick the front of the cube but instead you grab the front arrow.

Problem Solved! We are removing the arrow pointing towards the camera when you reach a certain angle.

Ever wondered why we let the arrows go flat to a point you could not actually select them? So did we.

For resizing the probes, we are going to remove the way you click from the edge of the probe spheres and replace it with a slider in the Probe Scanner window. We found the current implementation to not be accurate enough and with other brackets enabled it caused too much opportunity for unintentional item selection.

This means for resizing probes there are 4 available methods:

  1. New Slider in the Probe Scanner window
  2. Alt + Mouse wheel
  3. Dedicated shortcuts set through the Shortcuts tab in the Settings window
  4. Individually resizing each probe through right-click menu in the solar system map

We are adding 2 buttons to quickly change the camera angle between a top and side view. This will also be bound by default to a double click anywhere in the solar system map that is not a bracket or the probe object.

 

The goal here is to make manipulating probes easy, accessible, and not frustrating.

Window Management and Layout

We are maintaining the window states that were introduced with the “new” scanning system and building on them. You will still have the options for full screen, dock left, dock right, and floating. With the changes you will be to dock the Probe Scanner and Directional Scanner windows within the Solar System map view. You will still be able to open both windows without having the solar system map open.

We have tweaked the layout of the Probe Scanner so everything should flow a little better.

The top section should include all the information about your probes:

  • How many are launched?
  • The strength, deviation, and duration of the scan.
  • Recalling your probes. We are keeping this away from the Analyze btton so there are no accidental recalls

The middle section has not changed too much, but we have added the icons in a new column and the new color states.

The bottom section now has the controls for altering the formation of probes, the size of the probes, and the Analyze button. We think this flows better for scanning. Launch formation, change size, analyze, change size, and analyze!

We have hidden the ignored section until you actually ignore a signature.

There will now be some more informative text in the Probe and Directional Scanner windows when there are no results. The probe scanner will tell you if there are no signatures or anomalies in the system, it will also tell you if there are no results being shown because you have filtered or ignored all of them.

Exposed Scan Strength, Deviation, Duration

As part of the effort to improve the scanning user experience we have added the players Scan Strength, Scan Deviation and Scan Duration to the probe scanner window. These can be seen here

These will show the player's base values taking into account any bonuses they are receiving from Skills, Ships, Modules, Rigs, and Implants.

We hope that by exposing these we can increase a player’s ability to discover how they are able to improve their scanning potential.

Scanning Difficulty

As an attempt to improve usability, we’ve introduced the concept of scanning difficulty. This should hopefully help new players understand why they simply cannot pin down a very difficult site, as well as creating a nice reveal moment that can also help with deciding if it’s worth proceeding with the scan or not as difficulty roughly correlates with the value and risk of the site.

Not too much detail on this at the moment because during the CSM playtest the most common question was "What do these things mean?". We took this as a pretty obvious sign we should probably take another stab at how to visualize this.

Tooltips and Discoverability

How do I scan? What is the difference between Probe Scanning and Directional Scanning? What do all the things mean?!?

Hopefully we can answer most of your questions with accurate and informative tooltips added to the Probe Scanner and Directional Scanner windows.

We are adding “?” tooltips to the Probe and Directional Scanner windows. These will include brief descriptions of the purpose and functionality of the two systems including links to the basic items required to perform either action.

For players discovering a data, relic, gas site for the first time and not having a clue what that means, we have added some basic tooltips to each signature in the Probe Scanner that should give a brief description of what each site is and if they require specific modules to interact with.

 

Directional Scanner

The directional scanner (aka dscan) is in a pretty good state but there are a couple of issues we have seen in feedback while working on the feature that we are going to resolve.

We’ll be adding a couple UI elements to the Directional Scanner window

  • An icon column should hopefully help newer players
  • The buttons for "Show Scan Cone" and "Align with Camera" have been moved from the Solar System map header to the Directional Scanner window

We are also working on improving the use and feedback of the scan cone and camera inside the Solar System map.

We noticed with the CSM that when people had the "Align with Camera" option enabled, but then went to do something else and did not realise "Align with Camera" was still enabled it would seem like the camera was broken. We are going to change how this works so when you pan the camera or click on a bracket the "Align with Camera" will be disabled.

The scan cone appearance when "Align with Camera" is enabled has had a little touch up to improve the overall appearance and visibility when using it. 

We have changed the color of the directional scan shape from blue to green.

Defect Fixes

Along with all the changes listed above, we have also been working on cleaning up as many probe and directional scanning related defects as possible.

Including this one where you want to ignore a signature but you have another one selected.

 

What is happening with the old system?

In short, the old system is going to be removed when we are happy with the new implementation, but we are committed to this being as soon as possible.

For the initial release we will keep the “old” system in place and replace the current system with a “brand new” system that’s the default for all new players.

 

Thanks for reading and we look forward to seeing your feedback once we get this in your hands.

Go forth and explore or hunt or both,

Team Psycho Sisters


Keywords: The future of probe and directional scanning UI
the-future-of-probe-and-directional-scanning-ui



Source: http://community.eveonline.com/news/dev-blogs/fanfest-2017-call-for-player-presenters/

Fanfest 2017 – Call For Player Presenters!


Published Date: 2017-02-10T16:37:57Z
Last updated on 2017-02-10T16:37:57Z
Author: CCP Falcon
ID #:92532650

It’s that time of the year again, and Fanfest is upon is.

The annual pilgrimage of capsuleers from across the globe to the frozen land of ice and fire is only two months away, and the clock is ticking as we count down to three solid days of all things EVE Online.

Once again, at Fanfest 2017 there will be developer presentations and roundtables, as well as the EVE Online keynote which will chart what’s coming up in EVE Online in the near future, with some significant announcements and information on the direction that our spaceships will be travelling in over the course of the coming years.

Fanfest 2017 comes after another amazing year for EVE Online and its awesome community, and this year we’ll once again be putting the focus on you, our players, as we celebrate both the kickoff of CCP’s 20th anniversary celebrations, and the fourteenth anniversary of the launch of EVE Online.

After a fantastic 2016 event that saw the biggest performance yet by Permaband and more player focused content than ever before, we’re now looking to amp it up and put even more content at Fanfest in the hands of our pilots.

The whole Fanfest team is super stoked to once again be working on Fanfest.

 

We want you for Fanfest 2017!

Last year, we wanted Fanfest to give MOAR.

This year, we want it to be the most epic celebration of EVE Online possible. Then, in 2018 we’re going to have to top it again, for EVE’s FIFTEENTH anniversary!

We want to get you all involved with Fanfest again this year, with a solid lineup of player presentations, events and content that our developer presentations, roundtables and keynotes can supplement.

 

What are we looking for?

We’re looking for players who’re comfortable presenting in front of a Fanfest audience, and who have something interesting or fun to talk about. These players will of course need to be fine with committing to putting together a presentation, hosting a roundtable, or putting together an event at Fanfest 2017.

In terms of presentations, we’re looking at two slot durations. The first is a full 45 minute presentation, and the second is a shorter 10-20 minute presentation.

Alongside the official CCP schedule and program for Fanfest, there are a lot of player run events that occur every year as part of the greater Fanfest experience. If you’re hosting a party, get together, karaoke night or any other event that you think players and devs alike would enjoy, you can feel free to get in touch with us and we may be able to assist in making sure that your event has more visibility to attract a larger audience. We also may be able to help you get in touch with various venues and partners in Reykjavik to make your event even better.

The only requirements for this type of assistance are that the event is open to everyone, and that you’re already planning in coming to EVE Fanfest and are looking to host an event during Fanfest as CCP will not be supplementing airfare or passes for these efforts.

Feel free to send us a mail and see if we can help you out!

 

How can you be a part of it all?

If you’re interested in being a part of the Fanfest 2017 lineup, you can send an email to share@eveonline.com with a subject containing the words “Fanfest Player Presentation”.

You’ll need to include the following information:

  • Real name and age
  • In game name
  • Desired length of presentation
  • Topic
  • Brief summary of content
  • A little about yourself, and any other information you feel is relevant
  • We’re looking for any content that you think would be interesting and fun for EVE players to share in.

The deadline for submitting your proposal for a presentation or roundtable is March 10th, 2017. After this we’ll start locking down the schedule and will need a full commitment from you to be a part of the lineup.

For external events you can inform us as soon as you have something concrete, preferably by the end of February.

Right now, we’re not going to commit to a specific number of speaker slots or events as there’s always room for more high quality content from our players. Our goal is to build a Fanfest program with a balanced and interesting program for all attendees.

 

We want your feedback!

We’re also looking for feedback on Fanfest over the years. If you’ve been an attendee and you’ve felt like there’s something you’ve particularly enjoyed, disliked or felt was missing from Fanfest, then now is your time to speak up and let us know.

Leave us some comments in the comments thread for this Dev Blog and we’ll see what we can do to make Fanfest even more awesome.

You can also tweet at me if you want to suggest cool things for Fanfest, or have memories and great photos and videos to share.

Looking forward to seeing you all there!

@CCP_Falcon


Keywords: Fanfest 2017 – Call For Player Presenters!
fanfest-2017-call-for-player-presenters



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

Monthly Economic Report - January 2017


Published Date: 2017-02-09T15:45:00Z
Last updated on 2017-02-09T15:45:00Z
Author: CCP Quant
ID #:92123069

 

This is the Monthly Economic Report (MER) for January 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 (29 MB).

Please note that this MER is the last one containing regional stats, the next MERs will be more streamlined and not showing those graphs. This was a request by the CSM.

A bonus graph (develoment of the top 25 corporations since February 2012) can be found here.

 

Bonus graph!
Development of the top 25 corporations in EVE Online since 2012.


Keywords: Monthly Economic Report - January 2017
monthly-economic-report-january-2017



Source: http://community.eveonline.com/news/dev-blogs/the-guardians-gala/

The Guardian's Gala


Published Date: 2017-02-07T10:20:07Z
Last updated on 2017-02-07T10:20:07Z
Author: Team Genesis
ID #:95835957

       

 

Greetings spacefriends,

As New Eden churns with fresh conflict and activity, it is time to welcome you all to the Guardian's Gala.

The Guardian's Gala is an annual celebration for the Angel Cartel and the Serpentis pirate factions where everyone from foot soldiers up to the big bosses get together to rejoice in past successes and discuss future business ventures.  

The Gallente Federation stands in opposition to this celebration, as each year they have noted an increase in narcotics smuggling and the lives of their citizens under increased threat. This year, as the event has increased dramatically in size to a universe-wide scale, they have decided to involve CONCORD. CONCORD is now asking you, the powerful capsuleers, to aid in putting a stop to these Gala events by locating and disrupting them with the deadly ships at your disposal.

It is rumored that the Angel Cartel ships defending these Gala sites will drop a unique SKIN for Gallente hulls and performance-enhancing narcotics if destroyed.  They have manufactured this new ‘Spirit’ SKIN for the purpose of trying to smuggle narcotics without detection. These rewards are of course yours to keep for aiding CONCORD on this widespread endeavor.

To aid you on your search, CONCORD has tagged the Angel Cartel and the Serpentis meeting sites as "Guardian's Gala Rendezvous Point".

You will be able to locate these sites in all of New Eden, from High Security space down into the deepest wormholes, so keep an eye out for them on your Overview.

This event will run for two weeks, starting on Tuesday the 14th until the 28th of February.

 

So good luck, fly safe and see on February 14th.

- Team Genesis


Keywords: The Guardian's Gala
the-guardians-gala



Source: http://community.eveonline.com/news/dev-blogs/csm-12-candidacy-applications/

Applications for CSM 12 are now open


Published Date: 2017-02-03T16:26:00Z
Last updated on 2017-02-03T16:26:00Z
Author: CCP Guard
ID #:90610935

       

 

Voting for CSM 12 opens on March 6, but a lot will happen between then and now. As of this moment we´ve started accepting applications for being on the CSM 12 ballot. The application period lasts two weeks and closes on February 17. Any EVE Online player who meets the requirements can apply.

CSM Candidate Requirements

  • To apply, your account must be older than 60 days at the time that candidacy applications close (that is, created no later than 2016-12-26)
  • Both Alpha and Omega accounts are eligible to run
  • You must have a history of honoring the EULA and the Terms of Service. We will screen every applicant thoroughly and EULA/TOS violations on your record can result in a rejected application.
  • Your account must have updated and correct information at the time of your application. This includes; your real life name, correct date of birth and the same email you use to submit your application. To view and edit this information go to the account management system.
  • Candidates must be a minimum of 18 years of age. If the legal adult age in your home country (the age at which you have the legal capacity to enter into a contract) is higher than 18, that number applies instead.
  • As an applicant, you must consent to providing your personal details to CCP, including your real name and a copy of your passport or internationally accepted identification. A CSM candidate can share any real-life information about themselves with the player base at their own discretion but it is not required at any stage in their application or CSM term other than sharing their country of residence on their candidate information page. Further personal information is only visible to CCP staff and will not be revealed by CCP.
  • To apply you must own a valid passport or verifiably be in the process of successfully applying for one at the time of your application. CSM members are expected to have the option of travelling to summits in Iceland. A passport is still required by applicants living in the EEA, as airlines may demand possession of a passport as a condition of carriage.
  • If you control a character that is well known in the EVE community, CCP may require you to run under that identity and not one of an alt or a lesser known character.

Applicants who meet these requirements can apply using the application form on our website.

Applicants, please read these instructions carefully

  • Applications cannot be edited after you submit them so make sure your information is correct.
  • The applicant must provide a copy of a valid, internationally recognized identity document to CCP (passport preferred, driver’s license generally accepted). This is required to confirm the identity of the candidate and to prove the ability to sign a Non-Disclosure Agreement. A copy must be of a high quality and should be sent to csm-contact@ccpgames.com immediately after the application has been submitted through our website. Include your running Character’s name in the subject line. CCP will reply once they have received your documents to confirm delivery.
  • If you fail to submit a copy of your ID, your application will be rejected.
  • Once your application has been submitted, you are encouraged to create a campaign thread in this forum section.

Replacement of the White Paper and updated information about the CSM

The White Paper was the original document drafted to explain the purpose and function of the CSM but also the aspirations and reason for setting up the democratically elected institution. It served its purpose well through the years and went through a couple of rewrites, but the CSM has moved on and a lot of the text in the document is now unnecessary or outdated. It remains as a historical document and reference. We’ve worked with the current CSM to outline the actual, current function of the CSM so that both voters and potential candidates have a clear and up-to-date idea of what the CSM is.We’ve updated the CSM website with this new text and you can now find this information on the website itself instead of in a separately hosted document.

Change in the number of CSM members.

The size of the CSM has not been static and has changed several times. The current number of delegates is 14. When that number was first implemented, half the council consisted of alternates.  Another change saw all 14 become full members with CCP committing to flying 7 members to attend on-site summits. During the last two summits we’ve invited all members to attend in person as a temporary measure to strengthen the CSM.
We’ve now discussed future arrangements both internally, and with CSM 11, and we’ve decided to reduce the number of members to 10, all of which will be invited to summits.

The CSM 11 second summit

We just came out of a great summit with the current CSM. To give the citizens of EVE insight into the CSM process we ran a live stream with the council last Sunday prior to the summit and then we did live recaps each day on Facebook with different members each time.
Sunday pre-summit live stream
Day 1 recap
Day 2 recap
Day 3 recap
Day 4 recap

That‘s it for now. We look forward to receiving and reviewing applications for CSM 12 and to opening the voting page on March 6. February and March will no doubt be marked by extensive campaigning and for those of you who’ve never been through a CSM campaign period before, it should prove exciting, informative and entertaining. Please use the time to study the candidates and their platforms and think about what you want for EVE’s future. Your vote counts.

On behalf of CCP,
CCP Guard and CCP Logibro
CSM Coordinators


Keywords: CSM 12 Candidacy Applications
csm-12-candidacy-applications



Source: http://community.eveonline.com/news/dev-blogs/csm-12-election-announcement/

All you need to know about the CSM 12 elections


Published Date: 2017-01-18T18:10:36Z
Last updated on 2017-01-18T18:10:36Z
Author: CCP Guard
ID #:90610935

 

       

Greetings citizens of EVE,

The CSM 11 term is in its second half and we’re fast approaching the elections for CSM 12! In this blog you should find everything you need to know about the upcoming elections for CSM 12, whether you’re running or voting.

If you’re new to EVE or to space politics, CSM refers to the Council of Stellar Management, a player advocacy group democratically elected by the players to advise and assist CCP in the continuous development of EVE. The CSM brings focused, structured feedback from the community to CCP and represents its views and interests. More information on the CSM can be found here.
 

Election timeline

The timeline of the CSM 12 election process will be as follows:

February 3 – 17: Candidacy application period

  • Potential candidates submit applications indicating they wish to serve on the CSM. No applications are accepted before or after these dates.

February 17 – 28: Application processing period

  • This is where CCP reviews submitted applications and ensure they comply with all application requirements.

February 28: Candidates for CSM 12 are announced

March 6 – 26: CSM 12 Voting period

  • The polls are opened and the Capsuleers of New Eden vote for candidates to represent them on CSM 12.

April 6: CSM 12 election results are announced at EVE Fanfest during the EVE Keynote!

 

Application requirements

To be eligible for the CSM, applicants must meet the following requirements.

  • To apply your account must be older than 60 days at the time that candidacy applications close (that is, created no later than 2016-12-26)
  • Both Alpha and Omega accounts are eligible to run
  • You must have a history of honoring the EULA and the Terms of Service. We will screen every applicant thoroughly and EULA/TOS violations on your record can result in a rejected application.
  • Your account must have updated and correct information at the time of your application. This includes; your real life name, correct date of birth and the same email you use to submit your application. To view and edit this information go to the account management system.
  • Candidates must be a minimum of 18 years of age. If the legal adult age in your home country (the age at which you have the legal capacity to enter into a contract) is higher than 18, that number applies instead.
  • As an applicant, you must consent to providing your personal details to CCP, including your real name and a copy of your passport or internationally accepted identification. A CSM candidate can share any real-life information about themselves with the player base at their own discretion but it is not required at any stage in their application or CSM term other than sharing their country of residence on their candidate information page. Further personal information is only visible to CCP staff and will not be revealed by CCP.
  • To apply you must own a valid passport or verifiably be in the process of successfully applying for one at the time of your application. CSM members are expected to have the option of travelling to summits in Iceland. A passport is still required by applicants living in the EEA, as airlines may demand possession of a passport as a condition of carriage.
  • If you control a character that is well known in the EVE community, CCP may require you to run under that identity and not one of an alt or a lesser known character.

How to apply

  • To apply, fill in the application form made available from 12:00 UTC on February 3.
     

http://content.eveonline.com/www/newssystem/media/66865/1/45345.jpg
 

  • Applications cannot be edited after you submit them so make sure your information is correct.
  • The applicant must provide a copy of a valid, internationally recognized identity document to CCP (passport preferred, driver’s license generally accepted). This is required to confirm the identity of the candidate and to prove the ability to sign a Non-Disclosure Agreement. A copy must be of a high quality and should be sent to csm-contact@ccpgames.com immediately after the application has been submitted through our website. Include your running Character’s name in the subject line. CCP will reply once they have received your documents to confirm delivery.
    If you fail to submit a copy of your ID, your application will be rejected.
  • Once your application has been submitted, you are encouraged to create a campaign thread in this forum section.

 

Voting

For those of you not interested in a career in space politics, you can show your love for democracy by voting!

  • Voting is performed through the CSM portal on the EVE Community website. The voting site will not be accessible until voting opens on March 6.
  • To vote your account must be in Omega state at the time of voting. This is due to the increased ease of voting manipulation by mass creating alpha accounts specifically for voting purposes. Despite this, Alpha players are eligible to run and serve on the CSM.
  • Every active Omega account gets to vote once, but each vote allows you to choose up to 14 characters in the order of your preference, from highest to lowest.
  • Votes cannot be edited or revoked after they are submitted
  • The voting system we use is called Single Transferrable Vote.
  • The code used to tally votes is available on Github in this repository. The voting data will be made available after the election results have been announced if you wish to verify the results of the tally.

 

More CSM for you:  Upcoming Summit and White Paper re-write

CSM 11 will be having its second and final summit here in Iceland from January 30 through February 2. They’ve had a fruitful term and will leave a good runway for whoever get elected next. We will try to keep you updated as best we can with what’s happening at the summit, and of course we will release meeting minutes of all their sessions in the week following the summit. More about all of that in upcoming news and social media posts!

The White Paper, the document outlining everything that the CSM aims to be has seen previous revisions but given some subtle and not-so subtle changes made both to the CSM process and the CSM philosophy in the last year, we are working on an overhaul to formally reflect these changes. We aim to publish a rewritten document after the summit, at the same time the application period opens. We will discuss the changes we make to the CSM process and the document with CSM 11 at the summit.

That’s it for now. Keep your eyes open for posts from us, as well as any updates from the amazing community sites covering the election.

If you have any questions or suggestions, please feel free to contact us by a ticket under CCP Community team or leave a comment in the comments section.

On behalf of CCP,
CCP Guard and CCP Logibro
CSM Co-ordinators


Keywords: CSM 12 - Election announcement
csm-12-election-announcement



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

Monthly Economic Report - December 2016


Published Date: 2017-01-04T17:05:00Z
Last updated on 2017-01-04T17:05:00Z
Author: CCP Quant
ID #:92123069

 

 

This is the monthly Economic Report for December 2016. 

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 - December 2016
monthly-economic-report-december-2016



Source: http://community.eveonline.com/news/dev-blogs/siege-of-m-oee8/

Keepstar Destroyed in M-OEE8 in the Largest Battle in EVE Online


Published Date: 2016-12-15T19:14:48Z
Last updated on 2016-12-15T19:14:48Z
Author: CCP Logibro
ID #:93608389

 


A view from within the amassed fleet sieging the Keepstar - Click for larger version

On December 10th 2016, a galactic campaign of conquest known as the Tribute War came to a close in EVE Online as the last null-sec space foothold of the player alliance Circle-Of-Two, a Keepstar-class Citadel in the solar system M-0EE8 in the region of Tribute, fell to the combined forces of Pandemic Legion, Northern Coalition., Mercenary Coalition, Darkness., Pandemic Horde, Waffles, ChaosTheory., inPanic and more. Keepstars are the largest of the Citadels and, at around 160km tall, the most massive structures EVE players can build or destroy. The destruction of this particular Keepstar is also significant as it is the first time that a fully operational and armed Keepstar has been destroyed in EVE Online.

 


The final moments of the Keepstar. 300,000,000,000 ISK, destroyed with a blinding flash.

Setting the Stage

The week previous saw a large battle between these opponents over the second of the Keepstar’s three vulnerability timers, where the attackers succeeded in stripping away the defensive armor layer and leaving the hull itself vulnerable to attack.

This earlier battle saw a total of 1634 different pilots engage the Keepstar over the course of 5 hours, with a peak concurrent total of 4510 pilots in system.

Despite the overwhelming forces arrayed against them, Circle-Of-Two, alongside Test Alliance Please Ignore and various other allies, managed to extract a solid toll from their opponents. Combined, more than 250 billion ISK (EVE’s currency) was lost in the battle that set the stage for the final showdown a week later. A more detailed overview of events during this battle can be found in this Reddit thread by Knerf of Northern Coalition.

The Siege of M-0EE8

The final timer for the Keepstar saw the assembled attackers once again assail the Keepstar, though this time, it seems that the defending force had surrendered the field, choosing to instead evacuate what they could and leave the Keepstar to draw as much blood as it could in its final hours. With the attackers using battleship fleets en masse, and additional pilots from all over New Eden flying in to try and leave a mark on the kill report of the first battle-ready Keepstar, the system saw a staggering peak concurrent pilot count of 5337. This new record bested the previous record of 4920 set in Nisuwa on 2014-09-05 during an event to kill a rare Revenant-class Supercarrier. A total of 4078 pilots were registered on the kill report, a copy of which can be seen here.

The Keepstar itself finally fell just before midnight at 23:49 UTC, with pilot Vlulvik Hrapruk claiming the final blow. The defenders didn’t walk away empty handed though, as they successfully ambushed an incoming fleet in the solar system of Obe on the star gate to Hakonen in addition to racking up close to 250 billion ISK in damage with the Keepstar during the campaign.

A more detailed summary of the events that occurred during the final battle can be found in this Reddit thread by Knerf. You can also see a replay of the Twitch stream from CCP at 10x speed below.

Here’s a few more stats.:

  • A total of 7507 individual characters jumped into M-OEE8
  • Of the ships that attacked the Keepstar, 299 of those were able to be flown by Alpha clones (characters that play EVE for free)
  • 4655 killmails were generated during the battle
  • Excluding the Keepstar, an estimated 151 billion ISK was destroyed in ships and fitted modules
  • Throughout the day, 1933 bombs were launched by stealth bombers, inflicting 42,037,705 total damage. Shrapnel bombs were the most popular by far with 962 launched

While this battle is now headed for a major chapter in the history books as one of if not the largest battle in gaming ever, there are many more to come. We’re just as excited to see how they unfold. If you have a video, screenshots, stories or something else from these massive battles, make sure you share them in an email to share@eveonline.com or tweet them at @eveonline. And if you missed participating in this historic battle, remember that you can jump in for free now and leave you mark on New Eden. There’s always another war around the corner.

A massive Battleship fleet assaults the Keepstar
A multiple Battleship fleet assaults the Keepstar - click for larger version


The Keepstar is entirely surrounded by hostiles, with the field littered with warp disruption fields - Click for larger version

*Following last month’s EVE Online: Ascension expansion anyone can play EVE for free by visiting www.eveonline.com to start a journey amongst the stars.

 

 

 

 

 

 

 


Keywords: Siege of M-OEE8
siege-of-m-oee8



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

Monthly Economic Report - November 2016


Published Date: 2016-12-02T16:29:00Z
Last updated on 2016-12-02T16:29:00Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for November 2016. 

Please click the graphs to enlarge them as needed.

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

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

 


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



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

Inception 1.5 - Further Improvements to the New Player Experience


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

Greetings spacefriends,

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

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

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

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

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

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

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


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

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

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


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

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

 

-Team Genesis


Keywords: Inception 1.5
inception-1-5



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

New Security Features With EVE Online: Ascension


Published Date: 2016-11-19T02:45:00Z
Last updated on 2016-11-19T02:45:00Z
Author: CCP Falcon
ID #:92532650

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

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

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

Email Verification

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

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

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

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

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

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

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

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

Account Security Improvements

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

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

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

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

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

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

Additional Security – Authenticator

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

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

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

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

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

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

Clarifications On Messaging

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

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

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

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

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

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

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

- @CCP_Falcon


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



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

Fitting Simulation - Virtual Ship Fitting in EVE Online


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

Hi spacefriends!

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

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

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

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

Fitting simulation mode

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

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

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

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

 

Loading hulls

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

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

 

Fitting and simulating modules

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

There are a few ways to add a simulated module:

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

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

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

Offline → online → active → overheated → offline

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

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

Offline → overheated → active → online → offline

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

 

Fitting charges

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

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

 

Browsers

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

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

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

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

.

 

Drones, fighters and cargo items

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

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

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

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

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

Happy fitting!

@CCP_karkur on behalf of Team Five 0


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



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

Introducing ESI - A new API for EVE Online


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

Introducing ESI - A new API for EVE Online

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

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

Backstory

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

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

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

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

Meanwhile, in the wider industry...

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

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

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

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

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

What is ESI to us?

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

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

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

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

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

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

What about XML API and CREST?

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

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

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

Early access

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

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

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

- Steve Ronuken

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

- Squizz Caphinator

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

- Lucia Denniard

TL;DR

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

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

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

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

To the glorious future!

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


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



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

Building Dreams: Introducing Engineering Complexes


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

 

Greetings productive capsuleers!

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

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

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

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

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

At Your Service: Engineering Service Modules and Rigs

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

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

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

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

Engineering Rig Size Scaling

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

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

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

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

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

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

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

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

Engineering Rig Security Status Scaling

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

Each Engineering Rig has three sets of bonuses:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

New Structures on the Block: Meet the Engineering Complexes

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

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

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

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

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

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

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

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

The Raitaru-class Medium Engineering Complex

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

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

 

RAITARU

Role Bonus:

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

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

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

Docking allowed for: all subcapital ships, freighters

The required materials for building a Raitaru are:

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

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

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

The Azbel-class Large Engineering Complex

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

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

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

AZBEL

Role Bonus:

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

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

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

Docking allowed for: all subcapital ships, freighters

The required materials for building an Azbel are:

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

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

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

The Sotiyo-class Extra Large Engineering Complex

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

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

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

SOTIYO

Role Bonus:

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

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

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

Docking allowed for: all subcapital ships, standard capital ships

The required materials for building a Sotiyo are:

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

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

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

Safety in the Storm: Asset Safety and Industry Jobs

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

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

Onward and Upward: Update on the Player Structure Transition Plan

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

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

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

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

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

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

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

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

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

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

More Sand in the Sandbox

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

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

 

Thanks and happy building!

Your Friendly Neighborhood Team Five 0


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



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

Introducing EVE Portal: The EVE Online Mobile App


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

 

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

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

Character Listing

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


Adding a new character - Click for full size

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

The character sheet shows a number of details:

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


The Character Sheet - Click for Full Size

Activity Feed

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

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

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

Mail

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

Calendar

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

Store

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

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

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


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



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

Monthly Economic Report - October 2016


Published Date: 2016-11-03T16:25:00Z
Last updated on 2016-11-03T16:25:00Z
Author: CCP Quant
ID #:92123069

This is the monthly Economic Report for October 2016. 

Please click the graphs to enlarge them as needed.

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

 


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



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

Command Bursts and the New World of Fleet Boosting


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

 

Make On-Grid Great Again!

Hello again benevolent Capsuleers.

 

It’s happening!

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

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

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

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

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

 

Goals of the new system

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

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

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

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

 

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

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

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

 

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

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

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

 

How do Command Bursts work?

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

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

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

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

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

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

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

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

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

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

 

Let’s see some numbers!

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

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

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

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

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

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

Charge types for the Armor Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Armor Energizing

Increases all armor resistances

+8%

+21.56%

Rapid Repair

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

-8%

-21.56%

Armor Reinforcement

Increases armor hitpoints

+8%

+21.56%

 

Charge types for the Shield Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Shield Harmonizing

Increases all shield resistances

+8%

+21.56%

Active Shielding

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

-8%

-21.56%

Shield Extension

Increases shield hitpoints

+8%

+21.56%

 

Charge types for the Information Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Sensor Optimization

Increases targeting range and scan resolution

+18% Targeting Range

 

+9% Scan Resolution

+48.52% Targeting Range

 

+24.26% Scan Resolution

Electronic Superiority

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

+9%

+24.26%

Electronic Hardening

Increases Sensor Strength and resistances to Sensor Dampeners and Weapon Disruptors

+18% Sensor Strength

 

+9% RSD/WD Resistances

+48.52% Sensor Strength

 

+24.26% RSD/WD Resistances

 

Charge types for the Skirmish Command Burst:

Name

Effects

Base Bonus

Maximum Bonus

Evasive Maneuvers

Reduces signature radius and inertia modifier

-6%

-16.17%

Interdiction Maneuvers

Increases range of Warp Disruptors, Warp Scramblers and Stasis Webifiers

+12%

+32.34%

Rapid Deployment

Increases speed boost from Afterburners and Microwarpdrives

+12%

+32.34%

 

Charge types for the Mining Foreman Burst:

Name

Effects

Base Bonus

Maximum Bonus

Mining Laser Field Enhancement

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

+30%

+114.26%

Mining Laser Optimization

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

-15%

-57.13%

Mining Equipment Preservation

Reduces volatility of mining crystals

-15%

-57.13%

 

Available modifiers to Command Bursts:

Modules and Rigs

Bonus

Tech 2 Command Burst Modules

+25% Command Burst Effect Strength

Command Processor Rig

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

T1 Industrial Core (while active)

+25% bonus to Mining Foreman Burst strength

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

T2 Industrial Core (while active)

+30% bonus to Mining Foreman Burst strength

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

 

Skills

Bonus

Leadership

+7% Command Burst Area of Effect Range per level

Wing Command

+6% Command Burst Area of Effect Range per level

Fleet Command

+5% Command Burst Area of Effect Range per level

 

 

Armored Command

+10% Armor Command Burst Effect Duration per level

Shield Command

+10% Shield Command Burst Effect Duration per level

Information Command

+10% Information Command Burst Effect Duration per level

Skirmish Command

+10% Skirmish Command Burst Effect Duration per level

Mining Foreman

+10% Mining Foreman Burst Effect Duration per level

 

 

Armored Command Specialist

+10% Armor Command Burst Effect Strength per level

Shield Command Specialist

+10% Shield Command Burst Effect Strength per level

Information Command Specialist

+10% Information Command Burst Effect Strength per level

Skirmish Command Specialist

+10% Skirmish Command Burst Effect Strength per level

Mining Director

+10% Mining Foreman Burst Effect Strength per level

 

 

Command Burst Specialist

-10% Command Burst reload duration per level

 

Implants

Bonus

Armored Command Mindlink

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

Shield Command Mindlink

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

Information Command Mindlink

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

Skirmish Command Mindlink

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

Mining Foreman Mindlink

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

 

 

Caldari Navy Command Mindlink

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

Federation Navy Command Mindlink

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

Imperial Navy Command Mindlink

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

Republic Fleet Command Mindlink

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

ORE Mining Director Mindlink (NEW)

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

 

Ship and Subsystem Bonuses

Bonus

Command Destroyer

Can fit one Command Burst module

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

Combat Battlecruiser

Can fit one Command Burst module

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

Strategic Cruiser with Warfare Processor Subsystem

Can fit one Command Burst module

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

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

Command Ship

Can fit two Command Burst modules

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

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

Carrier, Supercarrier and Force Auxiliary

Can fit two Command Burst modules

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

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

Titan

Can fit three Command Burst modules

Can fit one Effect Generator module

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

 

 

Porpoise (NEW)

Can fit two Command Burst modules

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

Orca

Can fit three Command Burst modules

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

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

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

Rorqual

Can fit three Command Burst modules

Can fit one Pulse Activated Nexus Invulnerability Core module

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

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

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

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

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

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

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

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

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

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

 

November here we come!

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

Thanks and good hunting!

-Your friendly neighborhood Team Five 0

 


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



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

EVE Vegas 2016 Kicks Off This Week!


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

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

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


(Click to enlarge!)

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

Streaming Live!

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

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

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


(Click to enlarge!)

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


(Click to enlarge!)

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

EVE Vegas Store!

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

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

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

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


EVE Vegas Charity Giveaway!

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


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

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

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

Here’s how it works!

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

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

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

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

EVE Vegas Charity Giveaway Contest Rules:

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

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

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

~ @CCP_Falcon


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





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