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Dev Blog - Eve-Online FanSite

eveonline.com | devBlog

EVE allows you to discover, explore and dominate an amazing science fiction universe while you fight, trade, form corporations and alliances with other players.

New system requirements for EVE

TL;DR: As of July 10, 2013, we’re changing the minimum and recommended system specifications for EVE Online and adding official Windows 8 support. On Windows, minimum system is now a AMD X2600 or NVIDIA GeForce 8600 GPU, and a dual core CPU @ 2.0 GHz. Recommended system is an AMD Radeon 6790 or NVIDIA GeForce GTX 560 GPU, and a quad core CPU @ 2.0 GHz. The specifications are somewhat higher on the Mac.

In order to make EVE Online's second decade even more beautiful than its first, we need to update the minimum and recommended system specifications. You can check out the exact specs here, and read on for more information. We've completed extensive performance testing of the new specs to ensure a good user experience.

There are three important reasons for these changes:

  • First, some of the old hardware is or will soon be unsupported. For example, as of the R310 driver update NVIDIA’s minimum supported hardware will be the GeForce 8 series. 
  • Second, the old hardware is difficult to find. If we cannot find the hardware to test our game, we cannot guarantee a smooth player experience.
  • Finally, EVE looks better than it did when we last updated these specifications, and some amount of that is due to more complex graphics. We cannot release more shiny and keep our performance the same in all cases. Note however that Windows min spec has changed relatively little; we make these graphical updates optional where possible.

And two specific call-outs:

  • Mac users: Because the Mac's drivers are not well tuned, and our Mac client is not a native client, the minimum and recommend specs are beefier than Windows. As you Mac players know, this update has been a long time coming, and the game should run more reliably on the specified hardware.
  • AMD users: For a long time, the minimum/recommended AMD cards were not matched to their NVIDIA counterparts. They are equivalent now.

Our numbers tell us these changes will affect a small number of people, and we'd also like to stress that you can still try and run the game with unsupported hardware, we just can't guarantee a good experience.

And in the spirit of not only saying goodbye to the old but also saying hello to the new, we're officially supporting Windows 8. If you play on Windows 8 and experience any client problems, we really want to know about them!

CCP Zorba, CCP Explorer, and CCP Vertex

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Alliance Tournament XI - Results of the auction

After a nail biting silent auction we have our winners and competitors for Alliance Tournament XI. I know a lot of you are bursting with excitement to find out who got in so without further ado here are your 32 teams that qualified through the silent auction. Everybody ready? Everybody gripping their chairs with excitement? Everybody have a buddy nearby to catch you if you faint? Ok, that’s enough of that.

Silent auction

Random draw

CAStabouts

Confederation of xXPIZZAXx

Choke Point

Moist.

Curatores Veritatis Alliance

Test Alliance please ignore

D3vil's Childr3n

Exodus.

Darkspawn.

The Obsidian Front

Dead Terrorists

Drunk ´N´ Disorderly

Exiled Ones

Outbreak.

Goonswarm Federation

End Of Life

Heretic Initiative

Clockwork Pineapple

JIHADASQUAD

Perihelion Alliance

Kill it With Fire

HUN Reloaded

M.I.F.

Urine Alliance

Ministry of Inappropriate Footwork

Circle-Of-Two

Noir. Mercenary Group

HYDRA RELOADED

Nulli Secunda

Angeli Mortis

Of Sound Mind

Synthetic Systems

Pandemic Legion

Darkness of Despair

Quebec United Legions

SCUM.

Rote Kapelle

WHY So Seri0Us

RvB - Blue Republic

Agony Empire

Sicarius Draconis

RAZOR Alliance

Sleeper Social Club

Wormhole Holders

Solar Fleet

Late Night Alliance

Surely You're Joking

Babylon 5..

The Fourth District

Shadow Cartel

The G0dfathers

DarkSide.

The Initiative

Sadistica Alliance

The Kadeshi

R.E.V.O.L.U.T.I.O.N

The R0NIN

No Holes Barred

Transmission Lost

Mildly Sober

Verge Of Collapse

Rainbow Dash Friends

W-Space

YOUR VOTES DON‘T COUNT

Here are your teams for the Alliance Tournament XI! (Note, auction winners are listed in alphabetical order). Congratulations to the alliances that have made it this far. I can safely say the journey will be harder from now on, some will try and fall; others will succeed and advance. But one thing is certain: at the end of the tournament we will have our champion!

But we are not done yet. Our wonderful web team have been working hard on getting the tournament website up and running and I highly recommend that you check it out if you are interested in who is playing who and at what time, what the rules are and the latest news about the tournament.

One more thing before we wrap this blog up. This year we are adding something new to the Alliance Tournament broadcast. For the first time we will have an entire broadcast hosted and commentated in Russian. This is a test run to scope the viability of alternate language streams when it comes to tournaments in our effort to break down the language barrier that may have kept previous Alliance Tournaments out of reach from some of our non-English speaking players. As commentators for this stream we will have CCP Vesna Prishla and CCP Leeloo.

As always we love to hear what you have to say, so leave a comment and let the theorycrafting begin!

If you are new to the Alliance Tournament and want to learn more you can watch videos from previous tournaments on our Youtube page here.

 

On behalf of the tournament team,

CCP Bro

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Alliance Tournament XI features and prizes

With the sign-ups for Alliance Tournament XI in full swing, we in the Tournament Team thought it would be a nice time to draw attention to some changes to the tournament from last year. As we mentioned previously the cost of signing up to the random draw is only 5 PLEX. Should you be unlucky and your alliance is not drawn in the random draw, do not despair!  Following the draw there will be a silent auction for the remaining 32 spots in the tournament with the minimum bid being, you guessed it, just 5 PLEX.

Obviously having the experience of participating in an Alliance Tournament alone is worth 5 PLEX, but there’s more!  Let’s have a look at the features and prizes that come along with tournament participation this year:

Firstly, your alliance will receive access to our test server Duality to practice on. What that means is you will have a private server with a fully seeded market to practice on. As if that isn’t enough, CCP Veritas has worked his magic on the server which allows us to give each alliance a password protected system for them to guard their secrets in. The team captain for each alliance will get the power to set a password for the system and give it out to alliance members that he wants there. This will function similar to POS forcefield passwords. This goes a long way to increase security, so there is no more need to hide in wormholes for instance, but be aware that spying and turncoating is, as always, still possible.

Secondly, the Tournament Team has taken steps to reduce the amount of ISK you need to spend to be on par with the richest pilots in the tournament. By limiting hardwiring implants to +3% bonuses, you will not need to rip out a few billion ISK’s worth of implants between matches just to gain a slight edge against your opponent. Implants are still an important part of an alliance tournament team but you can be certain now that you won’t be against a team that’s splashed cash to get full +6% brains.

Thirdly, you advance through the double elimination bracket to the finals – and win. There are a few things that you can expect to receive:

-          As per usual there will be a prize ship BPC  for the 1st place winner of AT XI with a different prize ship BPC for the 2nd place winner. Details about them will be revealed close to the tournament itself, because we love keeping you guys excited about these things.

-          Each of the top three placing teams will receive in-game medals! That’s right, they are back. Gold for 1st place, silver for 2nd place and bronze for 3rd. These medals have been a hallmark of past Alliance Tournaments  and only stopped being handed out last year. Because of that, the medals will be given out retroactively for the AT X.

-          As a participant in AT XI, your alliance will be immortalized on special in-game collectible cards that will be given out some time after the tournament, in the same style as the New Eden Open.

-          The winners of previous Alliance Tournaments haven’t had their name engraved anywhere in the past and the Tournament Team did not feel that was acceptable. A special Alliance Tournament cup will be created, engraved with the name of each winning team for each of the past tournaments and then the winners of AT XI. This cup will be stored in the lobby at CCP headquarters and displayed at Fanfest and other big gatherings.

The Alliance Tournament is meant to be a place for alliances to field a team of their best pilots and test their mettle. We encourage every single alliance to seriously consider participating as there is great fun to be had and even greater prizes to win. Sign-ups will remain open until 23:59 UTC on June 9th so get your alliance executor to reverse redeem 5 PLEX and log into account management and sign your alliance up! Coupled with the fantastic EVE TV team that was announced in an earlier blog, this Alliance Tournament is poised to blow every prior one out of the water. Better yet, it will blow all previous tournaments out of space!

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EVE-VR: An experiment in bringing virtual reality to the EVE Universe

Greetings space fans,

We had something a little different to show off at this year's Fanfest: a fully functional virtual reality game prototype called EVE-VR! The game placed you in the cockpit of a fighter, engaging enemies in intense dogfights across the EVE Online® universe.

EVE-VR sparked a lot of interest from both players and the press, so we decided to write a devblog explaining how this idea came about, and what it was like developing a game for virtual reality.

EVE-VR screenshot
(Click To Enlarge)

Background

It all started in June 2012, with John Carmack showing off a crazy VR prototype at E3, and saying that virtual reality was coming back. Naturally, people were skeptical. But after reading everything he had to say and watching multiple interviews, I could tell by his enthusiasm that something was going on. Could this be it? Could we finally be seeing the dawn of the virtual reality we had been waiting for these last two decades? I certainly hoped so, and I was excited.

Keeping up with what Carmack was doing, I became aware of a tinkerer by the name of Palmer Luckey. When Palmer launched his company, Oculus VR, I immediately backed its Kickstarter campaign, and continued dreaming.

Soon after, I wanted to pull together a team to start experimenting with game design for VR, since the developer kits were supposed to ship by the end of the year. I work for a great company full of geeks, so inevitably my coworkers were interested in this technology as well, and I later learned that CCP actually backed the Kickstarter in a big way. I discovered that CCP Thoughtscape had also backed Palmer’s Kickstarter, and we began discussing what we could do with this new tech. From there, a group within CCP started forming as we were joined by people who had previous experience with Unity, and even a colleague who used to work for one of the VR giants back in "the (g)olden days." A lot of people helped us along the way, and for that we are very grateful.

EVE-VR group photo
(Click To Enlarge)

Team EVE-VR from left to right: CCP Nimbus, CCP Lúxus Lúlli, CCP Lion, CCP TerrorShark, CCP Phor, CCP Masheen, CCP Thoughtscape, CCP BunnyVirus, CCP Karuck, CCP FoxFour, CCP WhiteNoiseTrash, CCP Konflikt.

We started meeting over beers and discussing what sorts of game ideas would be fun to make in VR, and what would work well. We brought up many genres and styles, but in the end decided to make a game in the EVE universe where players could fly fighter spaceships. That idea just checked all the boxes, and who hasn´t wanted to experience first-person space flight in EVE?

Initially things progressed slowly as ideas bounced around, but when we received our first two Rift developer kits at the end of February, we were as excited as kids opening Christmas presents! Back then, the only Rift experience was supplied by Oculus, who gave us an early version of the now-famous Tuscany demo. But we were blown away! Sure, the resolution was low, as expected, but we had prepared for more distortion, and the Rift was definitely delivering on the immersion factor.

Getting the kits really kicked EVE-VR development into high gear, and the game took shape at a very rapid pace. Every day we tested different ideas that were quickly prototyped and then working later the same day, which allowed us to quickly focus on a few core features.

Game design

Designing a game for virtual reality posed a lot of interesting challenges, and in many cases there weren't any known "best practices." We did a lot of trial-and-error to see what worked and what didn't. One of the early challenges was implementing UI in virtual reality. These elements are traditionally placed at the edge of the screen, but this does not work when you are constantly moving your head around and have a large field of view. Likewise, having static UI elements on the camera view won’t work, so almost all of the in-game UI is done with elements placed in the actual game world.

Additionally, the use of VR influenced design decisions such as weapon systems. Most gamers are accustomed to a fixed view, and we needed some way to “deprogram” that behavior and get them looking around the virtual world. The missile locking system was our answer to that. In order to lock on an enemy ship, you simply rotate your head to look at the target… then press the trigger and unleash hell!

EVE-VR screenshot
(Click To Enlarge)

Simulator sickness was a concern from the start. Based on our early tests and demos, people tended to get sick more easily playing games in which you stand and walk around. We found that sitting in a cockpit gives the brain a static frame of reference and the familiar sensation of sitting in a car.

Another factor which we found could often induce simulator sickness is acceleration. If the eyes are experiencing a change in velocity, but the body is not, it sends mixed signals to the brain which induces sickness. We counteracted this to some extent with both the large, open environment, and by keeping the forward speed of the ship relatively constant.

On the technical side, keeping a high frame-rate is extremely important and 60 Hz really is a minimum here. When you quickly turn your head, the number of pixels changing in a single frame is quite high, which translates to your brain as lag, and shatters the illusion of being in a virtual world.

A huge part of this project was creating an immersive experience and wrapping the EVE Universe around the player as a living, breathing fighter pilot. For the artists and sound designers, this meant rebuilding a familiar world from a different perspective. It was a unique way of approaching the workflow, switching the character’s body out for your own and focusing on the sensory information being fed through the hardware.

A perfect example of this was the audio soundscape that traditionally encompasses deep space from the comfort of your pod. For EVE-VR, we pulled this inwards for a more personal viewpoint with mechanically supplied oxygen and audible missile warnings, helping to build tension during gameplay. As soon as the headphones are on, the audio experience removes you from the real world, sits you firmly in the suffocating fighter cockpit, and is key to keeping you there.

The art also developed around the opportunities afforded by the Rift. Fighters were modeled from the ground up with a high level of detail, while the cockpits where retooled to look more tactile. Looking inward reveals a pilot surrounded by a dynamic range of flight systems that react to gameplay situations. Switching outward, the wings have visible bolts, scratches, and moving parts giving life and depth to the ship.  

Determining the right visual scale was also key. During all this rapid prototyping, we established that having the pilot’s feet at roughly the same distance as your own helped ground the player in the virtual world. This allowed us to tweak camera values for greater range, eliminate a significant portion of the visual disconnection some users felt, and make subsequent decisions like condensing the launch tube. Moving from the hangar’s cramped conditions to the arena environment accentuated the feeling of wide open space laid out before you when you spill out of the carrier with your team.

EVE-VR cockpit
(Click To Enlarge)

Fanfest

When we started the project we were just a bunch of people excited about VR, but early on we got the idea of bringing our game to Fanfest to give other people the chance to experience it. This also fit well with the future-focused theme of this year’s Fanfest, marking the 10th anniversary of EVE Online.

After about 3 weeks of actual development, we contacted CCP Unifex and CCP Pokethulhu to give them a demo of our game, hoping for a green light to show it off at Fanfest. At that point we had a working multiplayer game in VR, where you sat in a cockpit and could shoot other players with two working weapons: a laser projectile and a charge-up laser beam!

 EVE-VR early screenshot
(Click To Enlarge)

We were quite worried about what they would think about the game, but really hoped we could have a small presence at Fanfest to give a few players the chance to experience the Oculus Rift. Our worries quickly disappeared: They were both blown away by the experience, to the point where it was difficult to get CCP Pokethulhu to take off the Rift! They immediately gave us the go-ahead to show the project off at Fanfest – but over the next few days it became apparent that we needed to scale this up for a bigger presence than we had originally planned.

From that point on, the development effort went a bit nuts and pretty much all of our evenings and weekends were spent working on EVE-VR. Everyone on the team worked really well together on scoping down ideas, setting milestones, and keeping us on-target for Fanfest.

We tried to prepare as well as we could with multiple internal playtests, including two events in the CCP dining hall where we invited the whole company to try the game, all of which helped us a lot in learning how to run things smoothly.

Fanfest came quickly, and it was hard to put away the keyboard and finalize the build with so many ideas left unfinished. Still, the entire team was very happy with how it turned out. Our first demo was a press event on Thursday, and since none of us had interacted with the press before, we were nervous. CCP Unifex did a quick introduction for us, and then let the press into a room we had prepared with six computers running EVE-VR.

Much to our relief, everyone loved the game and wanted to talk to us about it, and after all this hard work without being able to say a word, this was simply a fantastic experience for us all.

We were given great assistance at Fanfest by Nate Mitchell and Joseph Chen from Oculus VR. Their expertise and passion for the platform was invaluable and helped greatly in making the event a success.

EVE-VR press event
(Click To Enlarge)

On Friday, we had a few more meetings and interviews with the press. But our big moment came when CCP Hellmar revealed the game during the EVE keynote, and showed the trailer. Hearing the reaction from the crowd was just awesome and brought smiles to all our faces. I will always remember the moment when Hellmar said, "and you can all come try this out tomorrow..." and a guy in the crowd shouted an enthusiastic, "WHAT???"

Right after the keynote, we went downstairs to prepare the stage for Saturday, when all attendees would be given a chance to play our game. We worked late into the night and showed up super early, but it was all worth it when the doors opened at 10 AM and people ran for the queue. That line was full the whole day. We estimate that close to a thousand gamers played EVE-VR.

Since we had plenty of assistants, members of the team had a chance to talk to players after they’d tried the game. Those chats were our favorite part of Fanfest. People had loads of great ideas, and seeing smiles all around just made our day.

After our demo on Saturday we had the "CCP Presents" keynote where CCP Hellmar talked about the project and introduced Nate Mitchell from Oculus VR on stage.

Here is a clip showing our EVE-VR trailer and Nate speaking.

EVE-VR crowd
(Click To Enlarge)

What's next?

We still don’t know what will become of this little project of ours, with CCP considering various options. However, I am sure that many people on the team will continue working on it in their spare time, and we hope to be able to release it in some form in the future.

I am also happy to announce that we will be showing EVE-VR off at E3 this year, but in a private meeting room. If you are a member of the press or someone that just HAS to see if for some reason, give us a shout and we'll see what we can arrange.

I only touched on a few subjects and didn't get too technical in this devblog, but I know members of the team are excited to discuss programming, art, audio, and design details with you! So please leave a comment or question on the forum discussion thread, and ask away!

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

]]>
An Audio Transition: Introducing Odyssey's new transition sounds

Hello, we at Team Klang hope that you have enjoyed playing EVE Online: Odyssey so far and in particular all the changes made to the audio of EVE.

With the Odyssey expansion, a lot of new features were introduced and these require audio attention. In this DEV Blog, I (CCP WhiteNoiseTrash) will go through some of the thoughts and the creative process behind the sounds of the new transitions: between jump gates, docking and undocking and when being podded. I will also go over some of the other audio changes such as those associated with the new exploration hacking “game” and the new radial menu.

 

Jump gates

The new jump gate transition creates a whole new immersive experience when jumping. Instead of the old fade to black and load the new system (including a loading bar), an actual wormhole-like tunnel is formed in space between the two gates in the two systems and your ship is thrust through violently, giving a great feeling of distance and movement instead of instant, magical teleportation.

There is already sound for warping but this type of jump required a bit more detail work---because we can.

One of my main ideas for this was to have the actual jump sound remain as they used to be, but cut them up so that there would be a morphing going on between the sound of the jump and the sound of flying through the small wormhole, as well as when arriving.

Making sure that all these sounds “fit together” is a bit of a challenge. Challenge accepted.

This new feature contains three new elements different from the previous jump mechanic. A wormhole is formed, the actual jump is performed and your arrival at the new star system.

To create a whole new jump sequence when the actual jump is performed I was greatly inspired by a feature I had previously made sound for, the micro jump drive module.  It has a charging period, a jump and an arrival which is different depending on whether you are the ship actually jumping or you are a 3rd party witnessing a jump. I took apart the old jump gate sounds and began manipulating the sound when being fired away through the jump gate and used those waveforms to design a sort of traveling sound, which could then be used to morph between the jump gate sound and going through the wormhole.  In this way no matter what jump sound is used, we are certain that the sound of traveling will always fit the actual jump as well as the arrival. The sounds would be tweaked to fit the sounds used for the jump, so we get a form of audio unity all the way through the jump.

To create the morphing I used Steinberg Wavelab to edit the current jump gate sounds, taking the very last part of each of them and cutting out the individual waveforms and sequencing them again in Steinberg Cubase with added effects. Simple things like phasing, flanger and reverb create a drone type of sound out of the waveforms and I used a lot of time stretching to prolong the sound instead of just looping it over and over.


Above: Cubase mixing session, with heavy EQ work on most tracks.
Below: Wavelab session, going from one jump sound to one jump loop.

By using the same base sound materials that were just played, we can make sure that almost no matter how much manipulation is done to the sound, there will always be aural unification during the entire jump.

Upon arrival at the new star system there must be a sound which suits the other sounds used during the travel, so I used the original sounds of the jump gates again and ran them through a convolution reverb with a specially made impulse response reference.

After some heavy EQ work on the results of this combination, a deeper and almost reversed sound resulted - which could be used as base material when arriving at the new star system. Combining these sounds with others makes your arrival more detailed and different every time.

This jumping effect is also taken into effect when using cynos or jump bridges – as well, there is a new transition sequence when using wormholes, which has also been given a newly remixed sound.

 

Undocking

Pre-Odyssey, there was no real visual or audio queues when undocking.

The audio team is working hard to get more “Information” in EVE’s soundscape.  This doesn't mean that this information is a game or experience changer, but more that this is sound that is adaptive to the current situation; it may be very small changes but they are, none the less, important.

Such changes could be that the undocking sound is faction dependent, so depending on your ship’s faction and the type of station you are in the sounds will generate differently.
This is very important for the future of sound in EVE; in this case it will not change game play or give any “useful” hints, but for aesthetic reasons and on other features, such adaptive sounds could give the player just the information one needs to gain a tiny advantage or help to make the right, or wrong, choices.

 

Podding

Pre-Odyssey, when flying in EVE and being shot at (which could be quite often) one could experience the tragedy of exploding and becoming a sitting duck in a pod. Previously there was no transition between these situations or from ship to pod or from pod to death.

The new experience will be that you are dying. And I mean really dying like only a frozen space corpse can.

The sound of the explosion is now much more prominent (to complement with the new visual sequence of the players body floating in space) and is accompanied by the sound of the defeated capsuleer choking in the vacuum of space and taking his or her final breath, along with a re-spawn sound which is race and station dependent.

 

Radial Menu

The new radial menu offers quick interaction with pretty much everything.

It will have audio feedback as well--not just the usual sound when it appear and disappears. When selecting orbiting or other distance choices, the menu will provide the player with an audio feedback – allowing for basically this to be done with your eyes closed if you know the value you are looking for and how that value sounds.

 

Archaeology and Hacking

Odyssey offers many new exploration features and one of them is new signatures and anomalies with hidden sites that can be hacked to gain access to their sweet loot.

The new “mini-games” provide a lot of audio opportunities. First of all, the entire soundscape is changed once entering the hacking interface.

A combination of soothing sounds, atmospheres and interaction sounds will take over, with each type of node has a unique interaction sound depending on the result of the node once clicked.  Every type of tool or object picked up has a sound.

The most important and coolest audio feature in this case is the ability to hover over the yet-to-be-clicked nodes and, as part of the soundscape, hear very subtle changes to the sounds of the computer you are trying to hack.

Each of these provide a tiny bit information about what is to come out of the specific nodes, but what sounds like what, players will have to figure out themselves. This will become extremely useful when dealing with data core hacking when you are just a little low on skills and other things, all information that you can get about the available nodes is important.

All the sounds for it are made by synthesizing the atmospheres which are then used as parts of a generative soundscape through our audio engine.

All the sounds of the actual nodes, both the hovering over the nodes and the interaction sounds, are made from computer sounds recorded by contact microphones of hard drives and other computer parts as well as raw data files made into audio files and edited heavily.

Whenever a hack is successful, the player will have the chance to catch some of the loot spewed into space from the hacked data core. Whenever such an object is successfully retrieved a sound will accompany the looting, giving you audio feedback whether it was something useful, worthless or nothing that you just picked up.

 

New audio visual warnings:
Whenever a player is low on health, be it shield, armor or hull – EVE will now provide you with a visual warning of this.

The old warning sounds are still there, but there will be a new continuous sound along with the new visual warnings to remind you that you are just about to die or that your other player in another client is low on health.

 

New wormhole and nullsec and low sec music:

When closing in on a wormhole or flying in wormhole space, you will experience new musical atmospheres. In nullsec we changed from less repetitive atmospheres. And in low sec you’ll have several brand new music tracks by CCP RealX to listen to while hunting down those new NPC spawns for their sec tags. You can check them out on our SoundCloud page https://soundcloud.com/ccpgames -- “Unidentified Phenomenon” “The Day After the Storm” “Pirates Den” “Is Anybody Out There” and “Gas Giant.”

 

New hangar sounds and station population audio adaption:

Whenever docked in a station, depending on the amount of players currently at the system where the station is located, the soundscape of the hangars will change to mirror the population level.

All hangars will have totally new revamped soundscapes as well.

This is, along with all the other helpful features, the beginning of our plan to make the sound of EVE a more useful and adaptive “tool” for players to use when playing the game. We want to create greater immersion across the board and make it so that sound is not just there as a luxury but as something both useful and helpful to the player.

 

New scanner

The new scanner system allows for players to more easily discover anomalies and signatures in their current system.

Such a new feature will of course also have new audio features along with it. The new scanner is a remixed version of the old scanner sounds.

Since the scan can be performed quite often, we wanted to keep it a bit subtler. Therefore, after each scan there is a slight indicator sound of whether you found anything or nothing.

Each of these results has a unique ID which will be audible whenever hovered over. Hovering over the result of the scan will allow for the player to hear the distress or emergency radio signal from that specific source, giving an indicator of what there might be at this location.

Players will have to find out themselves what sound maps to what type, but there is an audio indicator on hovering over the results and it may reveal many things about the location.

Here is an example of how the radio signal is created in our audio engine.

Summing up

That's it for all the audio changes in EVE Online – Odyssey. This expansion has, without a doubt, one of the biggest groups of changes to the EVE audio system, with many big and small changes, as well as new ways to communicate with sound from game to player. We hope that you will enjoy it and go exploring, enjoy the new crypto hacking game and hopefully not experience the pod death sequence too often.

Thank you for reading along.

CCP WhiteNoiseTrash

 

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

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Alliance Tournament XI commentator picks and other updates

EVE TV & Alliance Tournament XI

Greetings fans of space pew pew. Behold some updates regarding this year’s Alliance Tournament, scheduled for the 20th of July (yes its that close).

 

Team Signups are open this week!

Signups are currently available to alliance executors until 23:59 UTC on the 9th of June and teams that sign up through this process will go into a random draw next week, where we will draw the first 32 teams.

Get your alliance executor to log into account management to sign up right now, or direct them straight to this link: https://secure.eveonline.com/alliancetournament/

Remember the random draw is just the first part of the process, following the draw we will conduct a silent auction for the remaining 32 slots, see this previous blog for more information on the tournament including signups.

 

Advertise on EVE TV for free!

As with previous years we will be showing player created video adverts during the Tournament. These adverts can be submitted for free and represent one of the biggest advertising opportunities available. Gain exposure for your website & service or just show off your corporation/alliance. See this thread on the EVE Alliance Tournament Discussion forum for all of the details.

 

Announcing the EVE TV Commentator Team!

A long standing part of the Alliance Tournament is allowing the community to provide its own commentators for the action, giving a lucky few an experience of a lifetime as we fly them out to Iceland to join the tournament team.

This year we had an outstanding level of quality in our applicants. We turned people away before the interview stage where in previous years they would have easily been in the running for the spot. When it came down to the final choice we changed almost the entire line up several times before deciding on the best choice for this tournament and the support of EVE’s esport future.

To start with let me introduce the CCP staff you will see on screen. Over the years our policy of bringing in members of the community to commentate on the Tournament has gained us some outstanding CCP employees. You’ll recognise these faces as having joined CCP through their work on the Tournament and their expertise in the field of internet spaceship esports.

 

CCP Soundwave // EVE TV Host

Now the Lead Game Designer for EVE Online but long ago he was a commentator for Alliance Tournament V, and since VI has been the Lead Host for EVE TV.


 

CCP Rise // EVE TV Expert

Another Tournament veteran all the way from AT VI and long time EVE PvP video creator, he’s now finally at CCP as a game designer for EVE Online.


 

CCP Fozzie // EVE TV Expert

A newbie by Tournament standards, first appearing as a commentator for AT IX and now a game designer for EVE Online.


 

CCP Dolan // EVE TV Expert

Another new face from AT IX and now an EVE Community Representative.


 

And now to add to the team we’re flying in 3 players from the community to join this elite team.

 

Shadoo // EVE TV Commentator

Returning from AT IX is the cute and loveable Shadoo, an EVE veteran and small gang PvP expert.


 

Bacchanalian // EVE TV Commentator

Bacchanalian is a member of the SCL commentary team, with 8 tournaments under his belt as a pilot or captain, and best known for his forum posting prowess.


 

Apathetic Brent // EVE TV Commentator

Apathetic Brent is the Lead Producer and Commentator for the Syndicate Competitive League. Prior to that, he was Rote Kapelle's ATX Tournament Captain and career-long small gang pilot.


 

Please welcome these new commentators to the team and wish them luck on their adventure to Iceland this July. And again a thank you to everyone who applied, especially those who gave up their time to attend the interviews this past Saturday. It’s no joke that we re-invented this year’s team several times over and many of you were on the board at once point! We hope you’ll apply again next year and give us another hard decision to make.

 

Curious what this is all about and what you can expect? Grab a drink and watch last year's Alliance Tournament X to get a glimpse at whats coming to EVE TV very soon!

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The Circle is Complete - Voting Finished for True Stories

Voting has now closed on True Stories and we have the winners. In total, 767 stories were submitted.

As stated before, the 1st-prize winner will receive a decade's subscription to EVE as well as a free trip to Iceland for two to meet with CCP devs. As fate would have it, this particular winner actually has met a few devs before and seen some of Iceland.

Second prize receives a decade's subscription as well, with third to fifth places receiving a year's subscription.

  1. The Mittani Sends His Regards: Disbanding Band of Brothers by The Mittani
  2. A Ship Which Shaped History by xttz
  3. Guiding Hand Social Club's UQS contract, or The Heist where Mirial and Ubiqua Seraph have a bad day by Tyrrax Thorrk
  4. Player Owned Surprise by Lord Maldoror
  5. Titan Madness - The Lord Rahvin Story by transcom caldari

However, these five stories are far from being the only stories worth reading. There are jewels there in between that deserve more praise, we think, and some very funny ones as well. We highly encourage you to browse through the site, either by flipping page by page from the top stories page, or by browsing stories by tags, checking out what happened in your favorite region, with your favorite or not-so-favorite alliances, etc.

Remember, even if you can‘t vote for stories anymore, you can Facebook-like them, tweet them and Google Plus them to share with friends and followers.

This has been a great effort and we are very thankful to everyone that participated: the people who wrote the stories, the people who participated in the lively discussion on the points and comments, and of course those who voted.

We will want to do this again at some point, perhaps at the end of the year. The format and process might be a little different, since we want to take the lessons from this iteration – what went well and what could have gone better – and apply them to the next one. We would be grateful for comments and constructive criticism on how this could be better arranged, so that we can continue to document the amazing history of New Eden for future generations to enjoy and learn from.

Torfi Frans
Creative Director, EVE IP development

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Odyssey Ship Balancing

A few weeks before a big expansion hits usually is the time for reflection on how well we have packed things together. In our case here, it’s all about having a final look at the ships we are tackling for Odyssey. And by “we”, I mean our team of rabid ship designing slave-monkeys, mainly CCP Fozzie and Rise.

So total, we are bringing you 40 revamped hulls in the next expansion, 4 of these being new – which fit as part of a Navy theme to complement the recent storyline events in New Eden, as requested by our evil CCP Soundwave and Seagull overlords.

Click to enlarge

So, let’s have a look at what’s changing for Odyssey and make sure our balancing boys worked properly – otherwise they aren’t going to eat for a while.

Skill Changes

As mentioned several times throughout the year, we are going change many skill requirements in Odyssey. Since this has been extensively covered beforehand, we highly recommend you read at the proper blog for more details so you can prepare accordingly, even if it is quite late at this point.

Short summary is that:

  • Destroyers and Battlecruisers skills are being split in four racial versions and being reimbursed
  • Skill requirements are changing for 23 ship classes (Rookie Ships, Navy Frigates, Destroyers, Cruisers, Navy Cruisers, Battlecruisers, Battleships, Navy Battleships, Carriers, Supercarriers, Dreadnoughts, Titans, Electronic Attack Ships, Interdictors, Heavy Assault Cruisers, Recon Ships, Heavy Interdiction Cruisers, Command Ships, Industrials, Freighters, Mining Barges, Industrial Command Ship and Capital Industrial Ship)

Navy Frigates

For Odyssey we decided to revamp the full line of Navy faction ships, all the way from Frigates to Battleships, as well as adding the new Navy Battlecruisers.

To start off the process we did a balance pass on the four Navy Frigates, which are very popular for their moderate prices and generally strong abilities, especially in Factional Warfare space. These ships needed smaller changes than the others. The Republic Fleet Firetail received the most significant overhaul, getting a stronger damage bonus and significantly more HP. The other Navy Frigates received smaller tweaks, mainly to their fittings.

Navy Cruisers

The next step on the Navy overhaul was the eight Navy Cruisers. These ships were suffering very severely from all the problems inherent with the old Tier system. The higher tier versions (Omen Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) were decent ships in their own right, although overshadowed to a certain extent by the newly buffed T1 Cruisers. The lower-tier versions (Augoror Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue) on the other hand, were terrible.

So we have given these ships the full Tiericide treatment, splitting them into Combat (Augoror Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) and Attack (Omen Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue)

  • The Omen Navy Issue is trading some hit points in to get a lot more speed and range. With new bonuses to Laser optimal range and damage it will zip around the battlefield skirmishing with the best of them. Pilots will need to manage capacitor carefully with this ship, but it will be deadly in the right hands.
  • The Osprey Navy Issue will fly much like an improved version of the Tech 1 Caracal, using mobility, range and an exceptional six midslots to control the battlefield.
  • The Exequror Navy Issue is doubling down on its old role as an all-in blasterboat. It’s keeping the double damage bonus that made it unique among blaster cruisers, and gaining a new turret to place it clearly at the top of the cruiser damage per second charts. However it will need to be in close to do that damage, so in the game of Exequrors you either win or you die.
  • The Scythe Fleet Issue is the first in a grand project to redeem the Minmatar tradition of split weapon bonuses. Instead of the old system where pilots were pushed into using two different highslot weapons, the new Fleet Scythe has double-strength damage bonuses for both projectiles and missiles. This means that it is very powerful with either weapon system and an opponent will never know what to expect when they see a Fleet Scythe on scan.
  • The Augoror Navy Issue is built as the ultimate cruiser brawler. With bonuses to armor HP and a huge 25% per level damage bonus for three turrets, it can take advantage of a strong buffer tank and two utility highslots to outlast its opponent.
  • The Caracal Navy Issue is the first in a new tradition of Caldari Navy missile ships with bonuses to explosion radius. This bonus allows the ship to apply damage much more effectively than most, and it will be able to tangle with a wide variety of opponents.
  • The Vexor Navy Issue is getting a big increase in drone bandwidth, making it the most nimble ship capable of fielding a full flight of five heavy drones or sentry drones. A bonus to drone velocity and tracking replaces the old blaster bonus, ensuring that a Navy Vexor focused purely on drone damage will be a force to be reckoned with.
  • The Stabber Fleet Issue is receiving the smallest changes of all these Cruisers, as it is already the most effective and most used Navy Cruiser. Small tweaks to hitpoints and mass for polish is all this ship needs to remain balanced and desired.

Attack Battlecruisers

We felt those vessels were overstepping a bit on other classes, mainly Cruisers and to some extend Battleships. However, since Tech 1 Cruisers have been buffed in Retribution and Tech 1 Battleships are receiving the same treatment for Odyssey, only small tweaks are necessary. That is why we are only giving them small decrease in mobility, scan resolution and signature radius for now, even if we are going to keep watching them in the near future.

Yes, we do know Heavy Assault Cruisers are being overshadowed by them as well, and we will come to them in due time, oh yes my precious, we will.

Navy Battlecruisers

For Odyssey we wanted to give a strong emphasis on the four main Empire factions and we believe there is no better way to build excitement than releasing Navy variations of the already popular Battlecruiser hulls.

  • The Harbinger Navy Issue was a tough call to balance. Going for a traditional Amarr combat philosophy of “slow inflexible brick with guns everywhere” proved to be disappointing during internal playtests. We thus opted to give this vessel something that often lacks in the Imperial Navy line, flexibility by giving it an additional 5th medium slot and swapping its medium energy turret capacitor reduction bonus with a tracking bonus.
  • As explained in our previous Blog, we did not wish to directly improve on the already good capabilities of the Drake, which is why the Drake Navy Issue instead offers extended flexibility with better mobility and damage application than its regular Tech 1 counterpart.
  • Choosing between which hull to pick between the Brutix or Myrmidon proved to be tricky for Odyssey – we finally picked the former as we foresaw some heavy role overlap for a possible Myrmidon Navy Issue with the Ishtar, Vexor Navy Issue, Gila or even Dominix. As a result, the Brutix Navy Issue is a ship that directly iterates on the strengths of its predecessor, with improved low slot layout and better damage application.
  • For the Minmatar, we decided to bring the old, pre-nerfed flexibility of the Hurricane back into the Fleet brand. As such, you will find the Hurricane Fleet Issue to be an extremely versatile and familiar ship, with many possible configurations to choose from.

Acquisition method:

  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips

Tech 1 Battleships

Odyssey will forever hold a special place in that empty and black spot where our hearts used to be for rebalancing one of the most iconic classes of the game, Tech 1 Battleships. Next to other vessels we’ve tackled as part of the “Tiericide” initiative in the previous expansions, Tech 1 Battleships were relatively well balanced by stat, the problem laid in their role distribution. As explained below, some of them required creative thinking to rebalance, and we do hope the results will shift the meta-game in interesting ways for the upcoming months.

Amarr Battleships

  • As we started looking into this class, we realized the Armageddon was in a very precarious position; for being the former Amarrian Tier 1 Battleship, it made sense to provide a hard-hitting turret based option before moving into the Apocalypse and Abaddon. However, removing tiers made us realize it would compete with the Abaddon on the same niche, which motivated us to look for creative solutions to solve this problem. As a result, the Armageddon role is moving away from its standard combat turret platform to a more devious energy neutralizing drone ship.
  • Until now the Apocalypse was renowned as a very comfortable hull due to its large capacitor, further enhanced by the Large Energy Turret Capacitor use reduction provided by one of its bonuses. However, it was judged quite dull by our balancing team, and as a result we have changed this previously mentioned bonus to favor turret tracking instead. For moving into the “Attack Battleship” role, the Apocalypse is also gaining mobility and is about to become a damage projection bully at its designated medium-long engagement range.
  • The Abaddon was the Amarrian hull in the least need for change, as its role is already potent in multiple scenarios. As such there is not much to write about it, except the armor resistance decrease which is global to many hulls (see below for more details).

Caldari Battleships

  • Overall we are pleased with the Scorpion for being the only purely Disruption focused Battleship. Thus its changes were minimal, mainly with a slight increase in hit points and the swap of a high slots in favor of a 5th low slot.
  • The old tactic known as “Cavalry Raven” that used that vessel in a speed setup may be coming back as this venerable hull is being moved into an Attack role. Literally, that means the Raven gains mobility and trades one of its two utility high slots for a 7th medium slot. This change also has a very strong synergy with our Cruise Missiles boost, explained below, so who knows, this ship may even be used in PvP situations again. Time will tell.
  • The Rokh remains a very solid choice for large engagements, or any kind of situation requiring what we internally call a strong “tank’n’spank” power. As such it’s not affected that much, except again for the shield resistance bonuses being slightly lowered.

Gallente Battleships

  • The Dominix, also known as the old war shoe, the flying potato or even the space whale, has seen considerable service over the years. Adaptable in a myriad of ways, we nevertheless decided to swap its role from what essentially was a Turret plus Drones split weapon system to purely focus on the latter. It is now aiming to be much more efficient with Sentry drones than any other ship in-game, which is a distinct advantage.
  • The Megathron is one of our favorite hulls in-game. Over the years though, it suffered setbacks as a Blaster platform, due to its poor mobility with plated setups and tight fittings. We want to emphasize its role as the Gallente main gunboat platform by moving it into the Attack role. Technically it means improved mobility, swapping the utility high slot for a 8th low slot and replacing the Large Hybrid Turret Damage bonus with a Rate of Fire one to see further use in fleet engagements.
  • The Hyperion has been one of the most delicate problems we had to tackle for Odyssey, as it suffered a role crisis – initially designed as a close range blaster platform, it overstepped on the Megathron, and was ill-equipped to fully use that active Armor tanking bonus with only 6 low slots. As such, we are moving it to be the flexible small gang stepchild of the Gallente Battleship line, by providing it with a versatile 7H / 5M / 7L slot layout and a good dronebay.

Minmatar Battleships

  • The Typhoon was well known among our player base as the perfect embodiment of the “jack-of-all-trade, master of none” philosophy. While we acknowledge it provided an interesting role on the field, we did not necessarily agree with how niche it remained, or how much skill training it demanded to fly effectively. Instead, we are turning it into a missile launching monster by replacing the Turret bonus with a Cruise Missile and Torpedo explosion velocity, giving it 6 launchers and tweaking its slow layout to 7H / 5M / 7L.
  • There was little need to alter the Tempest attributes as its role as a flexible Attack Battleship is well set in stone already. As such, only slight tweaks were made to it, mainly by slightly increasing its hit points, fittings and mobility.
  • The Maelstrom role remains healthy and secure, and as such nothing is changing on it.

Price changes

As we have done with the previous Tech 1 ship classes that have gone through rebalancing, mineral prices for Tech 1 Battleships are going to be adjusted to meet the new “Tiericide” requirements.

  • Former Tier 1 and 2 Battleships (Armageddon, Apocalypse, Scorpion, Raven, Dominix, Megathron, Typhoon and Tempest) are being increased to be approximately on par with the current Tier 3 Battleships (Abaddon, Rokh, Hyperion, Maelstorm).

This is quite mandatory for several reasons:

  • There is no need to have price differential within ships of the same class if tiers are gone. If all of them have an equally valuable role, price should match.
  • We cannot decrease overall costs of Battleships due to the mineral consumption linked with the production of the current Tier 3 Battleships. Doing so would affect the market adversely.

After studying various metrics at our disposal, we concluded increasing the price on such fashion would not affect Battleship acquisition that much due to inflation and increasing wealth generation over the years.

So, in practice:

  • The most expensive Battleships are going to be Combat related, with an estimated price around 150m-180m ISK. This includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion and Maelstrom.
  • Other Battleships whose role is either Attack or Disruption will settle with an average price of 100-130m ISK. Thus the Apocalypse, Scorpion, Raven, Megathron, Typhoon and Tempest.

As usual, the increase in mineral requirements will be done through Extra Materials that won’t be obtained through refining. All the prices stated above are rough estimates, your mileage may vary depeding on market speculation, conspiracy plots, backstabbing schemes and alliance drama.

Navy Battleships

As part of something we hinted in our previous blog, Navy Battleships also are receiving some love in Odyssey. As with their Tech 1 counterparts, we are dead set into removing tiers from them so each has a unique purpose.

  • The Armageddon Navy Issue performs well and we believe its current role as a laser brawler to be adequate. As a result it is not changing much, except for slightly more hit points, fittings and 25m3 additional drone bay.
  • The Apocalypse Navy Issue inherits the same traits as its Tech 1 variation by being moved into the Attack role. This means better mobility, reduction in hit points, but swapping the Large Energy Turret Capacitor reduction with the tracking bonus.
  • With the Cruise Missile boost and the gain of an extra low slot, the Scorpion Navy Issue has potential to become an extremely dangerous hull to cope with, and we are going to keep an eye open on this one to make sure it does not asphyxiate other Battleships.
  • Inspired from the Drake Navy Issue, his bigger cousin the Raven Navy Issue now provides extended flexibility with 8 launchers combined with a missile explosion radius and velocity bonuses. It also follows the same pattern than its regular Tech 1 counterpart by being moved into the Attack role: more mobility, a 7th med slot at the expense of slightly less hit points.
  • The Dominix Navy Issue roughly keeps the same attributes as before, as we wished to keep it unique and were not willing to change it on the same pattern than its Tech 1 counterpart. For being a Combat ship however, it gains some hit points at the cost of mobility and signature radius.
  • The Megathron Navy Issue will iterate on the strengths of its new standard variation for being switched to an Attack role with fast mobility and good damage with its new Rate of Fire bonus. It also has room for a utility high slot and more drones in general than its Tech 1 variation.
  • We wanted to keep a unique flavor for the Typhoon Fleet Issue by preserving the split weapon bonus, but trying to make it right this time around. As such, this vessel has 7.5% bonus to Cruise and Torpedo damage and 7.5% to Large Projectile Rate of Fire per level, while boasting 8H / 5M / 7L with 6 turrets and launchers.
  • Finally, with the Tempest Fleet Issue we wanted to experiment on maintaining a hull flexible enough for multi-purpose situations. As such, while being officially sorted as a Combat this hull offers a good enough mix of hit points, mobility and low signature radius to be considered as an Attack-Combat hybrid.

LP offer changes:

Just like the Tech 1 Battleships, Navy versions are going to be consistently unified in price all across the board. Not only does that mean their Blueprint Mineral requirements are going to be closely matching the prices indicated above, but it means that LP offers for the former Tier 1 Battleships is going to be leveled at Tier 2 prices.

  • The Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue and Typhoon Fleet Issue LP offer costs are going to be increased to 250,000 LPs in the 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force LP Stores.

Module and general changes

Sometimes only looking at ship hulls is not enough to fix specific issues and crippling gameplay. This is particularly true for Odyssey, as we had to closely look at a certain number of attached problems to ensure our Tiericide changes were healthy as a whole.

Cruise Missiles

Long have Cruise Missiles been waiting for some attention – we found them sobbing in their little corner, reminding us of the now extinct age of the ‘Arbalest’ Cruise Missile Launcher I Raven. They begged for mercy, claiming they suffered enough and that they won’t insta-pop Frigates ever again, promise.

And so CCP Rise came forth and said, “fear not, my child” then basked them in his balancing light. And they were grateful:

  • Cruise Missile Launchers Rate of Fire has been increased by 5% (they fire faster)
  • Velocity of all Cruise Missiles has been increased to 4700m/s
  • All Cruise Missiles base damage has been increased by 25%
  • To compensate, Cruise Missile Launcher Powergrid requirements have been increased by 200
  • Cruise Missile base flight time has been decreased to 14 seconds and their explosion radius has been increased by 10%

As a result, all Cruise Missiles should now hit harder, faster at the cost of slightly tightened fitting requirements and reduced damage application to smaller targets. In all cases, they will complement your Raven or Typhoon setups well and shall blot out the sun. Treat them well.

Large Energy Turrets

When rebalancing the Apocalypse and its Navy evil twin, we realized Large Energy Turrets were not only difficult to squeeze in, but also quite capacitor hungry. Since using wrench and duct tape to fit things remains the dedicated area of Minmatar engineers, we decided to soften them up a bit.

  • All Large Beam Laser capacitor needs have been decreased by 20%, powergrid requirements have been reduced by 10%
  • All Large Pulse Laser capacitor needs have been decreased by 10%

Navy hull rig calibration increase

As miscellaneous note, we realized only having 350 calibration on Navy hulls didn’t make much sense since they are supposed to be improvements over Tech 1 ships. As such, with Odyssey they will autoretromagically have 400 calibration instead. These were not the rigs you were looking for.

X-Large Weapons

Balance between the different Dreadnaughts has been an issue for a long time, and their vast increase in use since Crucible has made the problem more pronounced. We want to be very careful with these ships to ensure that none of them get broken, so we are starting a process of small iterations to capital weapons to help bring the class into balance. For Odyssey we are reducing the tracking of capital blasters and autocannons, reducing the range of capital blasters and increasing it for capital pulse lasers, and significantly improving the Phoenix by removing the explosion velocity penalty from siege modules. These changes do not go the whole way, but they are a step in the right direction and we are committed to take those steps carefully and correctly.

RSB and TEs

Two more modules that will be receiving tweaks in Odyssey are Remote Sensor Boosters and Tracking Enhancers. RSBs are too good for supporting “instalock” gatecaps with large ships, and are seeing their scan resolution bonus lowered slightly. TEs are receiving a reduction in their optimal range and falloff bonuses, to bring them in line with other similar modules such as Tracking Computers.

Ship Resistance changes

We are also turning our attention to ship resistance bonuses in Odyssey. These bonuses are among the most powerful in the game, and have been overshadowing other defensive bonuses to a large degree. We have chosen to make a small adjustment to the resistance bonuses on all applicable ships, reducing the per-level bonus from 5% to 4%. Resistance bonuses will still be extremely powerful after this change, but the adjustment opens up some room for us to do more interesting things with other defensive bonuses and create more interesting choices in fitting and combat.

And that’s pretty much everything we are delivering to your doorstep for Odyssey - that is quite some heavy package to carry around. We do hope you will enjoy those changes as much as had crafting them and we can't wait to see how EVE tactical gameplay will shift as a result. Stay tuned for more blogs on what's to follow on the ship balancing menu, and may the pew pew be with you, always.

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Sensor overlay changes in EVE Odyssey

Greeting capsuleers, this is CCP Frellicus from Team Five 0 here to introduce our latest addition to the exploration of space in the universe of New Eden.  I’m talking about a system that has been aptly dubbed “the sensor overlay”.  Before we delve into the specifics of the sensor overlay let’s have a few words from my good teammate CCP Greyscale about the general premise of the feature.

So as part of the overall "exploration" package for Odyssey, we (ie Team Five 0, with UI-design direction from CCP Sharq) were tasked by CCP Seagull with creating a feature to make exploration more organically accessible. There's a wealth of content hidden out among the stars, and other teams have been working on improving that content and the surrounding tools, but it all relies on you knowing to launch some probes to track it down. If you're unfamiliar with the probing system it's extremely unlikely that you'll ever find this content, and even if you do know about the necessary tools in principle, you still have to do a lot of scanning (or a lot of wiki-reading) to figure out what's actually out there. Our initial goal with this feature was to give neophyte explorers (of all character ages!) a less disjointed pathway into exploration.

We fairly quickly homed in on creating a simple, visual tool to give characters a sense of what's out there, and to set them off on the path to finding their first "jackpot" moment. We also knew that we wanted something that could be discovered without prompting during the natural course of play; that it had to have a proper sci-fi feel; and that we wanted to avoid increasing, and hopefully even decrease, the game's overall complexity without sacrificing sophistication.

Where we've ended up for this initial release is a feature that's mechanically light-weight, ever-present but - hopefully! - smoothly integrated with existing play flows, and visually and thematically attractive. It's been designed and implemented in a way that lends itself to future extension, but equally can stand on its own as a finished product. As with every feature, there's a bunch of additional things that we'd like to do with it in future, but as it is right now we're pretty happy with how it's turned out.

Right, now that we have gotten that out of the way we can take a look at how the sensor overlay actually works.  You will first notice the sensor overlay moments after you enter space in whatever vessel you have decided to take for a spin whether it be a pod or a the fancy new and mysterious Gnosis.  An automatic sensor sweep will take place stretching across your space view moving horizontally.  The sweep will reveal all the cosmic anomalies and signatures present in a system as the sweep passes over their estimated location in space.  Now I say estimated because for the signatures these locations are wildly inaccurate and need to be scanned down using scanner probes. More about that later.  During the sweep the scanner button in the ship HUD will light up and animate showing the nice little scanner spin around in sync with the scan sweep.  In addition there are spatialized sounds triggered when the sites are revealed along with the scanner button flashing white.  At the end of the sweep there are also different sounds depending on whether we found something or not in the solar system we just entered, so you don’t necessarily need to pan around to learn of the presence of sites or not.

A sensor sweep taking place

The sensor overlay is controlled via the scanner button in the ship HUD (Head's Up Display).   When you press the button you encounter a new radial button menu.  From there you can enable or disable the sensor overlay by pressing the eye icon on the top.   You can also access all the specific scanner tools directly from there; probe scanner, directional scanner and our beloved moon scanner as well (which may be in high demand in the coming days and weeks).  The radial scanner menu works as a pop up menu as well as a gesture tool like the new radial menu for ship actions where you can press the button and drag in a direction to select a button and release to select it.

The scanner radial menu

The icons for the sites that appear on the overlay are different for anomalies and signatures.  They differ both in color and in shape.   Common to both is the rough diamond shape and a label showing the scanner identifier code and the estimated distance to the site. The anomalies appear as green diamonds and also show the name of the site although capped since the names can become really long and just clutter the screen.  The signatures are red and have animated circles around them indicating the uncertainty about the site both in terms of location and content.  The pixelated haze around the signature sites indicate roughly the area in space where the true location lies, the bigger the circle the less certain we are… or it’s just closer to you. The haze is limited to never become too big on the screen.  When you scan down a signature to 100% signal using scanner probes the location will update, the haze will go away and you get the name of the site like for the anomaly icon.

An anomaly overlay icon

Signature overlay icon

When you mouse over a site icon in the sensor overlay a popup hint appears by the icon giving you more details on the site.  The amount of information depends on how good a scan signal you have.  For anomalies you always get a perfect result.  Here you always get the full name and the faction of the site I provided the signal quality allows for it.  You also get a distance to the site.  Also we provide a few instant actions if applicable such as a Warp-To button taking you to 0 km or a button to save the location for later use. For the signatures we also provide a probe scanner button that automatically launches probes, opens the scanner and switches to the solar system map.

The overlay site hints

As this feature is intersecting the probe scanning mechanics as well as serving as an introduction we have tried to integrate these features a bit.  To begin with we are priming the probe scanner with all the anomalies as well as crude signature results that you can view in the probe scanner result list right after jumping into a new solar system.  This allows us to retain a list view of all the sites and also gives us an interface to view all the sites in the solar system map as results from the probe scanner.  When you open the map with the probe scanner window active in a new system, even with no probes deployed, you immediately see the anomalies as green warpable results and the signatures as red spheres indicating their approximate locations.  In addition we update the icons in the sensor overlay as you improve your scan results.  The signal gets better and the name and faction gets filled as appropriate.  Finally when you have a perfect hit we update the location and enable the warp and save location buttons on the overlay site hints.  You also have access to the options to ignore sites in the probe scanner from the overlay icon context menu.

Results in the scanner and solar system map

To wrap thing up CCP Greyscale has some concluding remarks.

In order to integrate this functionality smoothly into the existing tools, we've made a number of decisions that change elements of EVE. We have, for example, changed the gate-jump process to include an extra, non-blocking step: the overlay running a quick scan sweep in the new system to give you a glimpse of what might be hiding in deep space. We've changed the way that information about new sites appearing in a system can be accessed, which is particularly relevant in wormhole space. We have, in conjunction with Team Superfriends and as a side-effect of other work, made it harder to rapidly determine exactly what classes of site are present in a given system.

These things, and more, will be different when Odyssey hits, and we're fully aware of that. There were some changes that we were considering making that we backed away from, because they were not just different, they were also bad. The significant changes that are left are the ones that we have kept because we believe that they will, in aggregate, make the game better. We will of course be keeping a careful eye on things post-release to see how these changes end up working in practice, and making adjustments where necessary. For now though, we encourage you all to embrace - or at least tolerate! - the changes, and see how they work out in practice before settling on a final opinion.

There are also some areas where we certainly want to expand and improve at a later date.  Specifically we want to address how to go about selecting overlapping icons in the overlay which we acknowledge can be a bit of a pain in very site heavy systems.  Currently the probe scanner integration mitigates that to some extent but we want something nicer closer to home.  We are also looking into moving more content into the overlay but more on that when the time comes that in itself will compound cluttering issues requiring a solid solution to that.  

But enough future music, here you have it, the sensor overlay.  I hope you will enjoy the changes and find them useful and enlightening in your journeys across New Eden.

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Community Spotlight: EVE Chronicle Audio Readings

Who reads these days? Reading is for nerds (what, you're reading this? Shhhh! Don't tell anyone)! But seriously, everyone loves stories and EVE Online has a ton of amazing lore behind it. From stories of epic battles, to cruel betrayal, to dying old men and more, the EVE Universe is rich with fiction. But it's not always easy to sit down for a half hour or an hour and read everything you want, particularly if you're driving to work or taking a morning jog (and please do not attempt this!) That's why audiobooks have been growing more and more popular over the years. And while EVE does not have any audiobooks, two intrepid players have decided to produce audio readings of EVE's wonderful lore.

 

Diving into the Lore

Surprisingly, the two players do not work together to produce the Chronicle readings. Each one has come to the path separately and have produced wonderful work. They are Tryaz and Zendane, both of whom embarked on individual projects to do readings.

Zendane finds that lore in an MMO helps him feel that games mean something more than a diversion to kill an hour's time. Wanting to know the answers to questions such as “Why do the Minmatar hate the Amarr” and “What exactly is the Gallente democracy about?” Zendan looked to the Chronicles. The stories helped him fill the gaps and let the world breathe.

Tryaz started reading the lore back before he even created his first EVE account. To him, if a game mechanic has some rationale and story behind it, he finds he enjoys it more. He specifically remembers reading the article on cloning technology and liked the reasoning behind the necessity for the capsule. That turned what he considered a boring “egg-in-space” into something cool and engaging.

Back in February of 2013, after experiencing a short burn-out with EVE Online, Tryaz began to consider making recordings of the Chronicles that had engaged him so much. He found it was a way to bring his real life activities closer to his EVE ones, giving him a guilt-free way to engage more with EVE. Shortly after, he released his reading of CCP Abraxas's most recent chronicle, After the Fall, along with three other classic Chronicles.

Zendane, meanwhile, has been thinking of doing readings since 2010. At the time, he had an hour-long commute to work and audiobooks were his main weapon in the battle to keep his sanity during that long and lonesome road. It occurred to him that the Chronicles would fit perfectly into this format and would appeal to people like himself, who lacked time to read, but possessed enough to listen to a story every so often. In 2012, he eventually contacted CCP to get all his legal drakes in a row and, once he made sure no lawsuits would follow, he released his reading of Jovian Wetgrave as a trial episode.

So far, both have found overwhelmingly positive support from the community. Zendane was even recognized a few times at FanFest, while Tryaz received a shout-out on one of Delonewolf's videos. Both have received plenty of advice and support from other players and even a few offers of collaboration.

 

Behind the Scenes

Both men utilize Audacity to record their readings. Tryaz uses a ZOOM H2N microphone to record. Proving that he may well be a progenitor of the Minmatar, he has two empty soup cans as a makeshift mic stand.

Zendane started off with very humble beginnings, utilizing a webcam mic to record his first three Chronicles. While not terrible, it certainly wasn't optimal. From episode 4 onward, he upgraded to a PreSonus M7 condenser microphone and a PreSonus Audiobox 2 channel mixer. He additionally uses Studio One Artist for additional editing.

To choose a Chronicle, Zendane looks at several factors. Some Chronicles lend themselves better to audio due to story structure, narration, and level of dialogue. Once he finds a story he's happy with, he reads through it a few times to get the tone and flow of the story down.

Next, he lays the story out. He copy/pastes it into a text editor and looks for difficulty pronunciations of awkward wordings. If he comes across something that is pronounced in a way that's difficult for him, he'll replace it with a phoentic version that is easier for him to speak aloud as he reads. After that, it's just the recording. With a calm mind and relaxed breathing, the reading begins to flow after the first paragraph.

In all, he estimates it takes about 15 minutes of work for every minute of the reading. That includes reading the text, cleaning up the audio, applying filters and sound effects, and putting in the intro, outro, and any background music into place.

He considers each recording a learning experience. He has had to teach himself how to do things from tutorials and experimenting. One particular instance he recalls is working to get a voice for the rogue drones just right. It took him an afternoon to get that particular feel down.

Surprisingly, he does not have any sort of background in voice or stage acting. He'd like to take acting classes, for experience and critique, but his current schedule makes that difficult.

When Tryaz gets started, he looks for a chronicle that can be completed in one episode. Additionally, he looks either for the most recent story (as it can be relevant to the events currently occurring) or ones that shed light on an aspect of gameplay common to as many people as possible. For instance, he points to the Aura Chronicle, as he wagers not many people realize there's a backstory to the voice they hear every time they initiate warp.

He estimates it takes him roughly 4 times the length of each recording to produce them. He likes to do the live recording in one sitting, so he reads each story several times to ensure he understands the implications and all its content as well as how to pronounce names or portray a character. Then he dives straight in and starts recording. Editing is simply listening back to it and chopping out passages he mucked up and had to repeat.

Unlike Zendane, Tryaz is a classically trained singer. Thus the recordings are a way to make his skill-set relevant to his EVE gameplay.

 

The Future

It's been mentioned earlier that Zendane and Tryaz do not work together, but that might be changing! The two have started talking to each other and have discussed plans for a collaboration. They haven't quite decided on a project to tackle, but both are very agreeable to the idea. Tryaz sees it as a great way to open up access for their individual reader groups.

Individually, both have some interesting plans for the future. Tryaz has a few suggestions from the community he wants to tackle, such as the multi-part chronicles (good luck with Black Mountain!). He's also had a few offers of collaboration he intends to take up. Additionally, he's attempting to convince a friend of his to voice Jamyl Sarum for a reading of And I Shall Hide. While he has not given much thought to creating a multi-actor audiodrama style reading, he's open to the idea, especially if the community asks for it. He mainly plans to continue what he's doing and let the player base keep him on track. He hopes to remain flexible and respond to what people want.

Zendane, meanwhile, it working on the Methods of Torture series and has just released the Amarr piece. After he finishes these, he plans to go with the next request he can handle or one of the stories he likes personally and thinks will make for a good reading. As for a possible audio drama, he's only had multiple actors once, in Episode 2, when he asked corp members to provide quick three-second snippets. While the process would be daunting, it is also exciting and he thinks some of his favorite Chrons would benefit from the audio drama treatment. He singled out The Speaker of Truths as one possibility.

 

About the Readers

In EVE, Zendane is the CEO of Phoibe Enterprises and keeps himself busy with the details required to keep a corp running. He considers himself one of those odd people that actually likes these tasks and enjoys the role, even if it does turn his gray hair grayer on occasion. Out of game, he's lucky enough to be married to another EVE player and has a daughter who shakes her head at internet spaceships. He's a paramedic in a medium-sized town, so EVE is a way for him to relax from his job.

Tryaz is a PVPer in lowsec Gallente and Caldari space along with his brother, Rahknai. They keep it small scale, but are enjoying Factional Warfare at the moment, enjoying all the good fights. He finds success and failure in equally measure. Away from New Eden, he's a classical singing student at the RNCM in Manchester.

 

Last Words

Tryaz would like to give a shout out to his fellow reader (and spotlight subject!) Zendane, to Delonewolf, to Caled Ayrania and the team at eve-guardian.net, his proofreaders Rahknai and Josephine, and anyone who's been kind enough to offer words of encouragement or support. He'd also like to give props to RealX,  Kristján Guðjónsson,  Guðni Franzson and the Icelandic Symphony Orchestra for an amazing project, the EVE 10th Anniversary Symphony. He's looking forward to owning his own copy soon. He hope this sets a precedent for large-scale professional music projects in EVE. He'd love to hear from players about anything he's talked about, so don't hesitate to convo/message him!

Zendane would like to let everyone know he's very open to feedback on how to improve future recordings, as well as suggestions for Chronicles to read. The last seven and next four episodes have all been suggested to him by the community and he would love to see it continue.

You can find Tryaz's readings on his Soundcloud channel, while Zendane's can be found in his regularly-updated forum thread on the EVE Fiction forum or his blog.

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