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Dev Blog - Eve-Online FanSite


eve-online.com | devBlog

EVE: The Second Genesis, is a massively multiplayer, online, persistent world game. Players are spaceship captains cruising around a distant universe, trading, fighting and communicating with other players

'We Are Aware of the Problem'

Following the release of the Dominion expansion we started to get reports from players about an increase in "fleet lag." Before we go any further, I would like to assure everyone that a taskforce of developers has been working on this continuously, but tracking down the source has proven a very difficult task.

So, what is the problem?

"Lag" is  an ambiguous term and can refer to  many things. The graphics in the client might be slowing it down, the network might be congested or a host of other issues may be coming into play.  We have spent a long time trying to reproduce the issue on the test servers as well as monitoring fights as they have been unfolding on Tranquility, where we have received help from the players in the form of testing and bug reports. You might see names like "CCP Atlas", "CCP GingerDude" and "CCP Warlock" poking about in Local. Don't be alarmed, we are simply monitoring the node, looking for glitches. There are senior software engineers spending their evenings and weekends on Tranquility monitoring and measuring since we have not been able to see issues when testing because the sheer number of people required to trigger the problems and the specific 'usage pattern' of the game systems in question are outside what can currently be tested in the lab (although this is something that is being worked on).

What we are looking at now specifically is the fact that the performance of the sol nodes (the computers in the clusters handling the solar systems) appears to be worse than before. Even though CPU across the cluster has not increased with the Dominion expansion, each reinforced node is no longer able to handle the same number of people fighting as gracefully as it did before.

Additionally, we have the issue of the grid not loading when jumping into a system. Being stuck on the source side and not getting through the gate is one thing since you're not in the battle yet, but if you actually get through the gate and arrive on the other side without managing to load the grid you could be at a disadvantage and possibly vulnerable  because of your client's inability to act. This can be detrimental to the fleet jumping into the system.

What is happening is that the client is requesting information about the simulation from the server but it's not receiving it in a timely manner. There may be many minutes before the information is finally received as it is getting stuck in the lower levels of the sol node.

Anatomy of "grid not loading"

When the specific scenario of "grid not loading" occurs, its fingerprint on your client is quite specific (even though sadly we cannot see the effects in the server logs).

Refer to the following handy diagram to determine whether you have encountered the problem:

getballparkoverview.png

 

This is what it would typically look like if you're jumping into a system which exhibits the issue. However, if you are logging into such a system and encounter this issue you will only have a black screen and a "loading" bar.

If we look at the image a bit you will see that the local channel, the right click menu and the system information are all updated to the new system while the nebula is that of the old system. Your overview will also be empty and no brackets in space. If you open up the monitor (control-shift-alt-m) it will have (at least) one outstanding call. This is the request for the simulation instance.

When you see this, the worst thing you can do is to click any buttons or type in local. It will only exacerbate the problem. Relogging will also not help and might even make the situation worse. The best you can do is wait it out (see the "Fleet fight survival guide" below).

Light at the end of the tunnel

We were finally able to reproduce this with a special fleet test on our Singularity test server on Jan 27th where over 400 people participated in helping us out. That was really fantastic to see and I would like to thank everyone who showed up.

On Jan 28th, we had a 1600 person fleet fight on Tranquility which our team monitored closely, keeping the node alive using methods that make our system admins faint. This was one of the biggest, if not the biggest, fleet fight ever in EVE (at least where the node survived the ordeal). This event allowed us to identify what was causing some of these glitches and deploy fixes live.

We have added a stop-gap measure in place which keeps nodes from dying during these high stress scenarios and we have some more permanent solutions in the pipes that will be deployed over the next few weeks.

How can I help?

There is a mass test scheduled for the Singularity test server on Thursday Feb 4th at 16:00 Eve time. Those of you who wish to help out, please come and provide us with client logs when you encounter the "grid not loading" problem or other issues. We will specifically be testing jumping in several solar systems trying out a few of the software solutions that have been implemented.

This requires running Logserver.exe from the client installation folder before you start the client. Your logs are extremely important, and each bug report you submit with this information will go a long way toward bringing us closer to a resolution or fix for this issue.

There is more information on this fleet test in this thread.

Additionally, if you are planning to attack a system we also highly recommend that you notify us at least 24 hours beforehand through the Fleet Fight Notification Form so that the system can be placed on a reinforced node. This will also give us the chance to mobilize people to be in the solar system with measuring devices firmly attached to our Polaris frigates.

Fleet Fight Lag Survival Guide

I'd like to talk a little bit about the best  tactics we've found to use during periods of extreme server-side lag and methods to make the experience a little more bearable. Note that I am talking about server-side lag here, not low FPS or bad network conditions (for example, if you find yourself in a fleet fight on your 9600bps cell phone modem up on a glacier somewhere). The lag that this refers to is when there are hundreds of players fighting in a solar system and everyone is experiencing delays, where guns could take minutes to fire and there's some gnarly rubberbanding. If you've encountered this type of lag you typically know the symptoms. It's under these circumstances that the "grid not loading" issue manifests itself for example.

Do not hammer that button!

One of the most important things to keep in mind when you are in a system with heavy lag is that you should not hammer any buttons and you should try to execute as few commands as possible. If you are waiting for the grid to load the worst thing you can do is click buttons on the interface or chat in local. These actions will have a negative impact on your client's ability to recover (more to the point, on your session on the server). If you have an outstanding call you should wait for it to complete, and it will complete eventually. It might take minutes but your gun will fire and clicking the button again will not help. Do not browse the market or look up contracts while waiting for the system to load. I know it's hard but you have to leave the client alone while it waits for the calls to complete or you will add to the problem and can even cause the session to get stuck.

Use the Monitor

The network tab in the ingame monitor debugging tool (control-shift-alt-m) can help you understand whether your calls are completing in a timely manner. If there is a number in the "Outstanding" row that means that the server is busy executing your command. Wait for it to complete before executing another one!

Calls do time out

What I said about calls completing eventually is true... from a certain point of view. The call will be handled eventually by the server but it's possible that the client has given up by then. Calls typically time out in 8 minutes and this is true of the request for the simulation instance (grid). If you have waited for 8 minutes for the grid to load you will not recover. If you have the monitor open and see the Outstanding number drop to 0 and your grid doesn"t load then you have no choice but to relog, and even that might not fix things if the server is still overloaded.

Note that if you get podded while in this state then the client should recover when your session is moved into your clone station.

Final words

We have come a long way in understanding the issues that have plagued large fights after Dominion and have gotten important insight into fleet fight lag as a whole. The problems we are experiencing post-Dominion are being worked on and they will be fixed soon, adding more space carnage to your battles.

I would like to ask that we keep the discussion thread attached to this blog productive and try to keep flaming to a minimum.

Thank you,

Jon Bjarnason
Technical Director
EVE Online, CCP Games


A Word from Customer Support

Support's intervention  in large fleet engagements in even a remotely fair manner is very problematic due to the complexity of the situation.

Under circumstances where lag is involved or elusive bugs that are difficult to establish as the deciding factor, CCP cannot justify passing judgment on who should have won or who should have lost. While a problem such as the one in focus here is known to affect some players in certain situations, the evidence available in server-side logs, when available at all, can be haphazard and arbitrary.   As such, intervention on CCP's part would risk being arbitrary as well.

What this means is that CCP will not be granting reimbursement for fleet fight losses.

Please understand that fleet fight reimbursement has always been very controversial and few issues have been discussed and argued in more detail within CCP.  The conclusion has, however, always been to leave fleet battles alone rather than reimbursing them as a whole. We apologize for any inconvenience this may cause and we appreciate your patience as we work diligently towards resolving this issue.

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PLEX Aid for Haiti

Dear EVE Players,

Along with the rest of the world, we at CCP have been following the devastating impact  of the earthquake of January 12 on the people of Haiti.  The situation is as dire as ever for Haiti's brave population, even with the rush of goodwill and aid from many countries, international organizations and countless individuals-including many of you.  In 2004 we assisted a collection amongst EVE players to help with the Southeast Asia Tsunami relief efforts and we have figured out a way to use our PLEX system to facilitate such a collection again.

Beginning January 29th, 2010 and ending February 15th, 2010, CCP will accept PLEX donations from players and convert them to a cash donation for the Red Cross efforts in Haiti. 100% of the proceeds will be given to this important charity as a representative gift from EVE's player community.

· To participate, contract your PLEX to the "CCP PLEX for Haiti" character, and please make sure the character is in the "C C P" corporation and that the name is spelled correctly to avoid scams.

· Contracts will be accepted within 24 hours of submission, though usually sooner than that.

CCP regards any scamming attempts surrounding this effort to be morally reprehensible and they will be met with swiftest action.

This is about one community of people helping another in need.

I urge you to  use your hard earned ISK (or any of the other various ways which you can acquire a PLEX) to do something greater than it could ever do in New Eden.

Back in the day all that was required to reach the whole community was a dev blog. Now more is needed to reach the ears of the 330,000 players. Please help pass the word to your fellow EVE Players. And if you have any questions regarding this program, please be sure to check out our FAQ.

 

Sincerely,

Hilmar Veigar Pétursson

 

 

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The ALL CAPS Ship Blog

 

Over the past few months capital ships have been through quite a few changes.  This blog aims to bring all of that under one umbrella and explain where things are headed in Dominion 1.1.

Motherships -> Supercarriers

The biggest news is that Supercarriers will make their long-awaited debut on Tranquility. Intended to be the heavy hitters of capital ship PvP, Supercarriers will feature the following changes from their previous incarnations:

  • Fighter Bombers: the only entities capable of firing the advanced new compact citadel torpedoes, a full wing of these little monsters is capable of doing twice the damage of a sieged Dreadnought. With max skills, 20 Fighter Bombers will do 8000 DPS; 10000 DPS with the Nyx. They cannot be delegated like normal Fighters so you'll have to stay on grid to keep them on target.
  • Hit Point boost: ‘Super' capitals they shall now be. There's no point dishing out the punishment if you can't take it.
  • Jump Range increase: advances in quantum flux hyper-spatial mechanics n' stuff now allows these ships to travel along the same jump routes as Dreadnoughts.

Here is a nice shot of some Fighter Bombers on patrol over a lush and prosperous Minmatar Retirement world:

Seeing as how these ships are now all about killing things, we've removed their ability to fit the Triage Module as well as their capability to use Clone Vat Bays. The removal of the Clone Vat Bay components will also reduce the construction costs of these ships slightly.

There are still a few ideas on the drawing board for these beasts, but for now we look forward to seeing them dusted off and causing many tears.

Titans

Since Dominion, it's been good to see Titans coming out of the force fields and being used as more than a mobile stargate or giant smart bombs.  Since everyone likes data, I asked CCP Diagoras to do some work and here is some interesting stuff:

Number of ships killed by Titans (final blow / rookie ships, shuttles and capsules completely filtered out):

November 2009 - 6,450

December 2009 - 406

The doomsday change from an area of effect weapon to a single target weapon is obvious in that entire grids of ships are no longer being wiped out.  What is more interesting though are the types of ships being killed:

Top 15 types killed in November 2009

 

Top 15 types killed in December 2009

Bantam - 598

 

Thanatos - 29

Navitas - 512

 

Megathron - 25

Atron - 505

 

Dominix - 21

Burst - 482

 

Apocalypse - 17

Slasher - 437

 

Chimera - 16

Executioner - 437

 

Archon - 16

Tormentor - 391

 

Drake - 15

Heron - 359

 

Raven - 14

Apocalypse - 284

 

Moros - 13

Megathron - 266

 

Revelation - 13

Drake - 165

 

Tempest - 11

Tempest - 138

 

Rokh - 10

Zealot - 73

 

Maelstrom - 10

Rokh - 70

 

Phoenix - 6

Guardian - 69

 

Large Pulse Laser Battery - 6

So, to help things further along, we've made some adjustments to the Ragnarok & Leviathan to ensure all the titans are doing similar levels of damage, which they currently are not.

It's %@&*ing Vertical

Dreadnoughts are staying pretty much the same except for the Naglfar which we're returning to the turret-based bonuses (5% Damage & 5% Rate of Fire per level) implemented back in Apocrypha 1.3.  Combined with the projectile ammo changes introduced in Dominion, this should make the Naglfar less horizontal.

Signature Radius Changes

We have changed the signature radius on all Control Towers and POS structures to a minimum signature radius of 2000.  This is so that all capital weapons are capable of doing full damage to their intended targets.

Dreadnoughts will receive their own signature radius bump, a 75% increase, which puts them in the same range as other capital ships.

State Module Changes

We have added a mass multiplier (x10) to Siege Modules, Triage Modules and Industrial Cores. When these modules are activated, the mass of your ship increases exponentially, making it much harder for other ships to move or bump.

To make the Triage Module a bit more tactically useful, we have reduced its duration and fuel consumption by half.

XL Turrets / Citadel Torpedoes / Citadel Cruise Missiles

XL turrets have been adjusted slightly to ensure their damage is balanced and to give the short range weapons a bit more range.

We've also changed several things with the Citadel Torps / Missiles in order to balance these weapons with their turret counterparts.  Their new explosion radius', along with the aforementioned signature radius increases, should ensure they are doing the damage they are supposed to.

We are also adding faction Citadel Cruise Missiles as well. They will receive the same 10% damage bonus that the current faction citadel torpedoes receive.

Big Pew Pew

Hopefully these changes will go a long way toward enhancing your billion-ISK ship experiences.  We're always watching to see what changes and improvements can be made so please continue to provide constructive feedback. I'll now leave you with one of my favorite charts:

 

-  CCP Abathur

 

 

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Awesome looking planets

"We need awesome looking planets" - Torfi Frans.

The scrum team responsible for the updated planet graphics in Dominion was Team Oli Dan. Here we will explain how the planets came into existence; but the team also redid the star field background, created sovereignty structures, fighter bombers, and factional ships.

We have several types of planets in EVE: Gas giants, Temperate (Earthlike), Barren, Ocean, Storm, Ice and Lava. In addition we have moons, which from a programmer's perspective are also planets. A new type was added in Dominion, the mysterious Plasma planets.

In order to make an omelet you have to break some eggs

Height maps

Almost all the shaders use a height map at its base and this texture determines much of the surface features. It is generated by blending two textures together to get variations. The textures are grayscale and square, but they are combined with different scale and position. Our artists created different types of height maps for the different worlds we were creating. For instance, the Ice planet textures are very cracked and craggy, while the Temperate planet textures are based on height maps of Earth.

Preprocessing

The aforementioned texture combination is static during the rendering of the planet, and it is wasteful to do the same calculation for every pixel rendered, every frame. We decided to optimize the process by generating a new texture from the height maps as a preprocess. We use the GPU to render this texture using a novel Render Job system in Trinity, our graphics engine. The texture generated has four channels, 2 for the normal components and the other two contain the transformed height maps.

The size of the pre-generated texture depends on the distance from the player, and changes if the player decides to zoom in. Another thing we did was estimate the distances to planets before warping to have the correct sized textures generated when the players fly past them at break neck speeds.

Poles

Mapping a sphere with a rectangular texture is always a problem. Our solution was to have two texture coordinates, a planar projection for the poles and spherical projection for the belly. We then interpolate between them, making sure there are no discontinuities.

Detail of a Temperate planet.

Clouds

We soon realized that the clouds are the most noticeable feature of a planet and they needed to look very good. These textures are the biggest textures used by the planets, 2048x2048 pixels when your client is set to ‘High' texture quality.

The shader starts by adding a shadow underneath the clouds to give them some depth. We have the direction to the sun in texture space so we simply make a new lookup into the cloud texture but shift it by a certain amount. We then perform a regular texture lookup into the cloud texture and add it on top.

The cloud maps each have a corresponding pole texture mapped using the pole coordinates. Where these overlap with the belly texture we combine them using a max() function.

Varying the ocean coverage on a planet

Light Scattering

Physical accuracy was important for us to make a believable atmosphere. Scattering controls the color of the atmosphere as well as making the light terminator creep further into the dark side of the planet, since the light is bouncing inside the atmosphere. We started by calculating the atmospheric scattering in real time, but ended on a pre-baked solution. Scattering is view dependant so we created a lookup texture where the view dependant factor is on one axis and the light direction dependant factor was on the other.

The atmosphere on the horizon was treated differently. There we have separate geometry and calculate the bulk of the scattering equations in the vertex shader, but feed the result to the pixel shader and complete the calculations there. This gives us the nice effect that light behind the planet will still scatter towards the camera.

Let there be city lights

Some of the Temperate planets are inhabited and their cities can be seen from space. We use one texture covered in UV texture coordinate patches, spherical mapped, to provide surrogate texture coordinates. The texture coordinates fetched are used to look up into a texture atlas. We then mask the fringes of these patches with a separate grayscale texture. The UV patch textures were baked in Maya.

The UV lookup map and the corresponding mask

The UV texture can be quite small, but the mask needs to be of a higher resolution. The atlas texture has corresponding patches.

Atlas texture

This gives us the option of getting much higher texel density on the surface and since we can rotate the patches and mirror them we get a lot of variations from a single atlas texture.

Early ring test

Rings

The ring geometry is a plane. We generate texture coordinates for the ring and map it with a sort of cross section texture. The shadow of the planet is calculated for the rings.

The gas giant rings posed a bit of a problem. Both the planet and the rings are transparent, and the rings circle the planet, which causes a draw order issue. If we draw the planet first and the rings after, the horizon of the planet will look wrong. If we render the rings first then they can't go in front of the planet. The solution was to render the rings in two parts and clip the pixels in the pixel shader. The two parts were then given different sorting values to make sure the planet would be rendered in between.

A moon in Jessica

  

Shader Model 2

For the Shader Model 2 shaders (SM2) we needed to cut considerable corners. We created the Shader Model 3 shaders (SM3) very modular, so that every step, such as ocean, or vegetation, is a method. For the SM2 shaders we rely even more on the preprocessing step. Instead of making the height map/normal map combo, we render a color texture, with a specular factor. SM2 is limited to 64-pixel shader instructions so we split the preprocessing into multiple passes using the same exact modules as in the Shader Model 3 shaders.

In the end

The last whole month was spent optimizing (LODs, texture sizes) and ironing out the last kinks. Planets were quite a big risk factor for the release but in the end fallout from the release on TQ was minimal.

Thank you and fly safe!

 

- CCP Mannapi

 

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The CSM - in hindsight and for the future

The Council of Stellar Management is a process that is constantly being revised. It has to be because as a process it serves two constantly evolving entities - you, the player and EVE. Revision can however hardly be done without information and transparency. 

We want each CSM to be better than the last one, a measurement not necessarily a quantitative integer but also a qualitative measure. That is why we wish to convey the following message from the third CSM, addressed to the fourth CSM and you:

 

 

--

A retrospective of the third Council of Stellar Management

May 2009, almost a year after the first council was elected. The third Council of Stellar Management was a mix of new council members and pilots with previous CSM experience. Now, our term is over and a new council has been elected. In this devblog we look back at our term, the future of the CSM and a few personal impressions.

 

Looking back

The third CSM has been an eventful one. We've had our ups (most active CSM to date), downs (delayed minutes) and a scandal (Larkonisgate). Through our meetings, both internal and with CCP, we have managed to put 90 issues to CCP, which are so far the most issues put forth in a single term. The majority of these issues have been accepted by CCP, and a surprising number of issues - nineteen, in fact - have already been implemented in the Dominion expansion! Council activity was not just reflected in the number of issues, but also in the fact that our six month term had only very few unexplained absences from meetings. The vast majority of meetings the council members showed up in full and on time.

A major issue that was discussed with CCP was the infamous "industrial expansion", Quantum Rise. At the time, a number of industrial features were scrapped in favor of technical upgrades. While this has resulted in a faster, smoother Eve for all of us, the expansion left the industrialists feeling like they got stood up on prom night all over again. After discussing this with CCP at length, it was decided that the council would submit a list of industry issues to CCP which would be included in future expansions. It is not a dedicated industry expansion, but CCP committed to getting industry issues done!

Additionally, the CSM engaged in several brainstorming sessions with CCP. This is a relative new concept for the council, as the first two councils focused primarily on submitting issues in their communication with CCP. Brainstorming sessions will become more frequent, as both the council and the developers felt that the sessions were a useful tool. It allowed the developers to gain insight in the desires the players have for a certain aspect of the game, and it allows the council members - and through them you, the players - to weigh in on the overall game design.

So, after all the victories and success, what could have gone better in the last term? Obviously we cannot escape mentioning Larkonisgate here. Larkonis Trassler was a council member who unfortunately decided to use knowledge gained during our visit with CCP to buy specific items, essentially committing insider trading. This was very quickly discovered by CCP, the items seized and Larkonis resigned from the council. This allowed Issler Dainze, the first alternate, to take Larkonis' seat. And while this is a very regrettable incident, it also matured the CSM process and the swift repercussions showed that corruption will not be tolerated.

The other thing that could have been better was the publication of meeting minutes. While minutes were released quickly at the start of the term, this was unfortunately less the case later on. Internal miscommunication about the status of minutes, combined with unforeseen personal events caused several minutes to be unreasonably late. As chairman I take ultimate responsibility for the success and failings of this council, and I am forced to acknowledge I should have been more on the ball and should have stepped in as soon as a small delay occurred.

 

Looking ahead

With the third CSM I feel that we have cemented the procedures that were pioneered and laid out by the first two councils. This should hopefully make things quite smooth for CSM4. As the fourth council only has one member with previous CSM experience, council members of the third CSM (and indeed first and second as well) will remain available for advice on procedural matters. We wish the fourth CSM the best of luck as they take over from us, and ask that they are careful with the EVE universe; it has all our stuff in it.

As mentioned before, CCP will be brainstorming more with the council members. Additionally, we hope that they heed John Zastrow's call "Please use us!" and communicate with the CSM outside the three official meetings, as the CSM has proven to be a useful sounding board. We also hope CCP will be more consistent in actually publishing the supposedly monthly Q&A's. While we have developed the CSM concept quite far already there is still a lot of room for improvement - for both parties.

The last thing we look at is you, the players. As the results roll in from the fourth election, we see that over 6,000 votes less were cast in this election than in the previous one, and the minimum number of votes that was needed to get on the council was reduced from around 1000 to just over 700. It is true the previous winter election (CSM2) also had fewer votes than the summer election before that one (CSM1), so we cannot say for certain that voter interest is waning. However, it is the goal of the CSM and CCP to involve more players, and these numbers definitely do not indicate growth. CCP can improve this by developing a better voting website and campaigning platform, and finding ways to create more clarity for pilots who are not familiar with any of the candidates. But as players, we should also encourage each other to vote and participate. This system of representation only works as far as we put effort into it; we get the representation we deserve.

- Valentijn Geirnaert (Dierdra Vaal), Chairman, on behalf of the third Council of Stellar Management

 

Personal impressions

 

Allison Nixon (mazzilliu):

My experience as a member of the CSM has been a blast. In the beginning, I entered the position with little idea of what the job actually entailed, but as I learned what to do, I was able to come up with some CSM issues that I think can be used to improve EVE. During my term, I raised some issues that received popular support- but my main focus was on account security. I submitted numerous and detailed issues on the subject, and most of my time researching CSM-related things was spent on account security. I believe the devs are in agreement with me that this is an important thing, and as time goes on and these issues get implemented, players will be able to arm themselves with tools to prevent account hijackers from emptying their hangars and corp hangars. I will be running again for CSM5, and if I win I will continue following up on the work I have started in the CSM3.

 

Michele Boland (Issler Dainze):

I am very excited to have been part of the CSM process. While in the CSM it became clear to me that CCP really took the CSM seriously. I felt we were listened to and were definitely setting the groundwork to see some exciting changes in EVE down the road.

The CSM2 also involved in reviewing CCP's actions during the POS production scandal and it was clear the CSM performs a real service to the players of EVE in making sure that when issues like these occur that CCP deals with them in a manner that best serves the EVE community. We were able to review CCP's findings and actions. The broad range of players in the CSM2 were able to review the situation from both in game effects and in some cases the "technical" aspects of the code defect that allowed the exploit. We would have definitely made it clear to the players if CCP had not been above board in their actions.

Finally, I want to say that the fears that one class of player or several major alliances would dominate the CSM. This definitely has not been the case. The CSM has had a great range of players and viewpoints. Even in the cases when the CSM members had a strong viewpoint they seemed to be able to remain open to the ideas and viewpoints of the other types of players.

I want to thank CCP for the great opportunity to meet and work with such a great set of players. Maybe I'll run again down the road. And I also want to thank everyone that has supported the CSM process. Especially the folks that have taken the time to run for a seat. It's a lot of work to run and you open yourself up to a lot of criticism. I can tell you in the end it can be worth it. The CSM does make EVE a better place!

 

John Zastrow (Zastrow):

I am frankly, disappointed in the CSM. I think the idea of a focus group of players is great, and many games and MMORPGs have done similar things in the past. Some other MMOs I remember would have players elected to be their in-game profession's "champion" and talk to devs about their issues, and that was very effective at getting player concerns communicated. The CSM is an idea with huge potential to be exploited, I just don't think it's been done with EVE yet. Our contact with CCP is hilariously limited. The only time we ever had real back-and-forth talks with devs was at the summit. That's it. A single weekend for feedback. The CSM are among the most dedicated of players. We all worked and strove to make this game a better place but I feel we were and are woefully underutilized. I have no idea why this is. I do know that there are some devs who are very receptive to the CSM's thoughts, yet others gave me the impression they think we're batshit insane, and others still who act like a father humoring his child, patiently smiling as we talk without actually listening to us.

I know what the CSM is and what it isn't. We're not devs. We're not here to make decisions about the future of the game. But We SHOULD be the dev's focus group. I envision the Devs having their internal brainstorming sessions then afterwards coming to us: "Ok CSMs, what would the player base think of x" .. but that's not what happens. The CSM works independently. We talk to players, we argue amongst ourselves, and just a couple times in our six-month term are we graced with the attention of a dev to hear our collected thoughts. This system is just not effective. With a weekly or biweekly meeting with CCP we could tell Nozh that the players hate his capship changes but like Abathur's, or we could tell Chronotis how awful his Dominion devblog reads before he dumps it into the laps of a confused and angry player base. We should be half approaching CCP with player concerns, and half CCP coming to *US* for feedback. I enjoyed being a CSM, obviously, as I ran for a second term. I made good friends, I had a great time in Iceland, but I will not let these good experiences distract me from the reality: the CSM is nowhere near as effective as it could be and SHOULD be.

 

--

The CSM is built on the ideas of honesty and truthfulness - it might sound a bit corny (to be honest) but it is the truth. Like the retrospective above indicates we have gotten more things right than we did wrong. With the 4th CSM we will march onwards because we can gain so much more than we can lose. 

- CCP Xhagen

 

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Content Buckshot: Imprecise Accuracy

Dominion has been a busy time for CCP as a whole, and the Content Team is no exception. Fresh off the release of Apocrypha 1.5, we tackled numerous tasks at once. Our primary contribution for Dominion, the pirate arcs, has already been detailed by CCP Jasonitas. The other major task for this release was in support of the awesome NPE team's new tutorial arcs. But that's not all we've done for Dominion. This release sees several small tweaks and changes that don't warrant individual devblogs, but as a whole are important enough that we didn't want to leave these buried in patch notes. Now we present to you Dominion: Content Team Devblog 2: Buckshot Edition!

I Can't Quit You Baby

Imagine a world where you couldn't earn awesome things. You've destroyed fleets, razed stations, and rescued the Damsel over 473 times. Now at last, you're on your Epic Arc, you're taking out the enemy construction yards with the plasma-neutron-accelerometer bomb, and when you finally turn in the mission you're told you can' t have more than a standard level 4 payout. Hooray.

When Apocrypha was first being developed, the flagship Epic Arc - "Blood-Stained Stars" - was conceived as a new player-friendly experience. To that end the system was designed to not allow the player to accidently quit or decline out of the arc. It worked well for "Blood-Stained Stars," but as we proceeded to author higher-level content this behavior became less desirable.

With the new pirate arcs, we've brought back the ability to quit. Simply put, if you quit from or decline missions in these arcs, then you're out of the arc. There's no running that mission again in an exploitable loop. The three-month timer still kicks in, so if you quit out of the arc you can try again in three months' time. While this makes these arcs more risky, it also allows us to be freer with rewards. Previous arcs will continue to behave as they always have.

Going to California

Another feature in Dominion is our new batch of Gallente Storyline missions. There are two main mission types, "Mining Base Camp" and "Troop Buildup," each with variants based on difficulty and particular target. Each mission stems from the past year's Faction Warfare resultsHeth's resultant sale of key Gallente systems to the Caldari megacorps, and the Federation's reaction.

We're excited about these missions. We coordinated closely with CCP TonyG, CCP Ginger, and the rest of the EVE Storyline Board for specific PvE content. Also, these missions send players to specific solar systems rather than simply sending them some random number of jumps from the agent's location. This allows us to draw out themes for specific locales in the EVE universe.  There are also obvious potential impacts on player traffic that we are eager to watch.

Why only Gallente? This feature wasn't planned in the beginning. The Fates were kind enough to open a window for us. But we only had enough time for one faction, not all. Between some or none, we opted for none. If you guys respond well to these missions, we'll definitely produce more. So why Gallente? We were keen to play with the storyhooks in-game that have been dangling around the ingame news for months now. Expect more integrations of news and fiction with in-game content in the future.

Bring It on Home

Although these first pirate arcs are Content's primary feature for Dominion, we also made a point of revisiting epic arc content done over the past year.

The first step was tweaking the rewards for the Apocrypha 1.5 arcs. It became very clear, very quickly, that our item rewards were problematic. Many of our new items were designed too conservatively. A few were too valuable relative to the others. So for Dominion, we put together some new stats for the item rewards that were lacking punch.

Note: These new properties will be applied to the item IDs already in game. Anyone who has kept their rewards from a previous Empire arc will find their item(s) automagically updated, as follows:

Reward

Old Stats

New Stats

Syndicate Cloaking Device

  • 24s reactivation delay & sensor recalibration
  • 18-second targeting delay
  • 30% scan resolution penalty
  • requires 75 CPU

Black Eagle Drone Link Augmentor

  • 22km bonus to drone range
  • 26km bonus to drone range

Nugoehuvi Synth Blue Pill

  • +5% shield boost amount bonus, standard duration

 

  • +5% shield boost amount bonus
  • %110 duration

Sansha Modified 'Gnome' Implant

  • 2% bonus to shield capacity
  • 2% bonus to shield recharge rate
  • 3% bonus to shield capacity

 

  • 3% bonus to shield recharge rate

 

Imperial Navy Modified 'Noble' Implant

·         +2% bonus to armor hit points

 

·         +2% bonus to repair system repair amount

 

  • 3% bonus to armor hit points 
  • 3% bonus to repair systems repair amount

 

 

That's the Way

Our next step was a change to the Epic Arc system's "Agent Interaction" missions. Previously, after the player selected a choice for the next mission, the agent would then offer that same mission to be accepted again. Not only was that weird on a conceptual level, but it introduced a few hiccups in the system, most notably a duplication of Initial Gift items. So we changed it.

Now, when you make your selection in the Agent Interaction, you are placed directly into your chosen mission without having to accept it a second time. No more redundant mission offers! Extant texts were modified to ensure no important information was lost with this change.

Your Time is Gonna Come

Now it's high time to deliver one feature we'd been aiming for since Apocrypha: faction standing rewards. This feature was supposed to go out with Apocrypha 1.0, but other technical limitations prevented us from including it; previous mission systems that rewarded a player with faction standings were hardcoded based on the mission system type. COSMOS, Event, and Storyline agents were the only ones who could give out standings.  (Moreover, it was impossible for them not to.)

This worked fine for the respective systems, but it caused problems when we wanted to do something that gave us more authoring control, as in the Epic Arc system. Unfortunately, sometimes part of being AgileTM includes being able to let go of features when such a problem arises, and standing rewards were always a "Should" feature giving way before "Musts."

But no longer! Now, completing an Epic Arc can reward you with large standings boosts with the relevant faction, depending on the ending reached. This includes the new pirate speed boat arcs, the Apocrypha 1.5 empire arcs, and Apocrypha's "Blood-Stained Stars."

Communication Breakdown

Dominion gave us a chance to add a number of small tweaks to mission feedback. A little bit of information goes a long way. These features are automatic and work with existing content formats.

Have you ever flown halfway across a region in your sluggish battleship only to find that the acceleration gate won't let anything in that's bigger than a cruiser? No more, thanks to our handy ship restrictions message! Now if you are offered a mission that has a site with gate restrictions, a message will display in the mission offer to alert you of that fact. To find the restrictions, simply click the link and a list of allowed ship types will be displayed.

There are two types of ship restrictions: "normal" and "special." Normal ship restrictions reject only capital ships and are used by default in the majority of mission sites having gates. Special ship restrictions may contain any other combination of allowed ship types. To highlight the difference, the "special ship restrictions" message will show up in red, while the "normal" message will display in the normal white.


What of "Accept Remotely" and "Complete Remotely"? These were introduced in Apocrypha, but not in a form that could be applied to existing missions. The result was that players had to guess if their mission could be completed remotely or not, effectively making the feature moot. We've addressed this with two changes.

First, in the agent dialogue itself, the "Accept" and "Complete" buttons are switched out with "Accept Remotely" and "Complete Remotely" where applicable. Second, the mission's entry on your Journal's "Missions" tab displays a balloon icon when one of these features is active. Simply hovering over the icon will display a tooltip that lists which options are available.

 

We're Gonna Groove

That's it for our part of Dominion. Our commitment to iteration remains strong. We also keep a constant eye on the future. Even now we're working on our backlog of missions for use in future releases. There are a lot of exciting things happening in the world of EVE. We're thrilled to have the opportunity to be a part of so much. And we hope you guys have fun using our efforts to shoot each other in the face.

-CCP Big Dumb Object

 

 

 

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Holiday Gift For All Capsuleers - The Zephyr

You have given so much to CCP through EVE Online. Massive fleet fights with untold destruction, a friendly arm to steady us during a Fanfest pub crawl, the ingenuity behind gaming‘s most compelling player stories and even the criticism that we need to follow the right path as stewards of EVE Online. This has not gone unnoticed, capsuleers of New Eden.

As bitter cold descends upon our global offices, the EVE development crew has managed to thaw out it‘s frozen asteroid heart and give a little something back to you. Our team has been secretly planning and wrapping a holiday gift for pod pilots the universe over—the Zephyr.

The Zephyr is a unique starship design, relying almost entirely on solar winds for sublight propulsion. Super-light sails allow it to ride the torrents of photons streaming through space, and its barebones construction gives it a tiny sensor footprint and almost negligible mass. Originally conceived by the ascetic Intaki polymath Valsas en Dilat as a demonstration of minimalist starship design, it was never intended as a commercial venture. The recent discovery of the uncharted Sleeper Territories and their myriad wormholes has brought the Zephyr new attention - its mass makes it an ideal exploration vessel. Valsas remains adamant that the Zephyr never sees mass production, but at the close of YC111 he authorized the Intaki Syndicate to distribute a single hull, paired to a specialized Prototype Iris Probe Launcher, to every registered capsuleer.

“CCP Wrangler, enough intro, you tease! What does it look like, why is it cool and when do we get it?“

Here‘s a couple pictures of the Zephyr (click to get the larger versions).

And here‘s what makes it unique: It has it‘s own special probe launcher (for wormholes) and Sleeper NPC‘s won‘t shoot it in the same way that all NPCs won‘t shoot pods. While flying the Zephyr is as easy as a shuttle, using the launcher will require some core probes and training of the skill Astrometrics to level 1. You can find both on the market or get the Astrometrics skill book by doing EVE Online: Dominion‘s new exploration tutorial.

And, now with the new Scanning Guide tutorial video, you'll find using the Zephyr for exploration even easier.

Beginning Dec 18th 2009, you will find the ability to redeem it on your account login screen. You can then assign it to a particular character and the Intaki Syndicate will deliver it to your hangar bay. You will be able to redeem the holiday ship once per active (not trial) account and will no longer be available after Jan 6th 2010, so make sure you log in to receive yours.

Here‘s how to redeem it:

  • Log into the EVE Online client.
  • At the character selection screen there will be a Redeem Items button in the lower right corner. Select the character you wish to receive the Zephyr and press the Redeem Items button.

  • Check the box next to the Zephyr in the confirmation window and press the Redeem Selected Items button.
  • You will receive a confirmation window that informs you which character is receiving the Zephyr and in which station it will be deposited. They are always deposited at the character's current location. The ship can not be redeemed if the receiving character is not docked in an NPC station.
  • Click Yes to accept the confirmation window if you are happy with your decision
  • Log in to that character and jump in your new ship!
  • Special Note: You may only make one transaction through this system, which also governs PLEX, per 24 hours.

Fly safe--or unsafe if that‘s your thing—and happy holidays from CCP!

- CCP Wrangler

 

 

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The 4th CSM - results!

 

Introducing the fourth CSM *drumroll*

The election results have now been confirmed and we're pleased to announce who the delegates for the fourth CSM are:

Real Name

Character

Country

Votes

Tomas Ljumovic

ElvenLord

Serbia

1553

Greg Russo

Alekseyev Karrde

United States

1234

John Zastrow

Zastrow

United States

1233

Jason Renouf

TeaDaze

Guernsey

1229

Asher Dratel

Mrs Trzzbk

United States

1077

Andrey Antonov

Korvin

Russia

1023

Denis Descheneaux

Z0D

United Kingdom

909

Jaime Tiampo

Song Li

Canada

745

Tim Heusschen

Sokratesz

Netherlands

744

Tomas Ljumovic ('ElvenLord') is the Council's chairman, having received the highest number of votes. The first order of business for the Council will be to elect a vice-chairman, secretary and vice-secretary.

The following candidates were placed in seats 10 to 14 by number of votes received and will serve as alternate Council members:

Real Name

Character

Country

Votes

Iain Compton

Helen Highwater

Germany

726

Paul Alexander Oosterman

T'Amber

New Zealand

696

Justin Easterling

Farscape Hw

United States

649

Stephan Pirson

Meissa Anunthiel

Belgium

621

Shayne Smart

Serenity Steele

Netherlands

557

 

The First Meeting

The first meeting of the Council will be held in EVE next Saturday, the 5thof December 2009. Though the session is closed to the public, you can follow the progress and discussions on both on the CSM forum section and in EVElopedia where all meeting minutes will be made public.

The Council members will be flown to Iceland the weekend of February 24th- 28th 2010 to meet with CCP after having deliberated and prioritized topics raised by players. A full listing of election results may be viewed here.

Demographics and Statistics

The format of the following information is identical to the analysis of the first election,  the second election and the third to allow for an easy comparison.

There were 21,158 votes cast by eligible voters (i.e. older than 30 days and thus able to vote), amassing a turnout of 7.36%. Of the total votes cast, 629 voters (2.97%) chose to abstain.

The gender difference between voters closely follow the gender difference in the subscription base, with male voters being 96.9% and female voters being 3.1% of the total voting population compared to 95.5% versus 4.5% male - female ratio of the player base.

The average age of accounts voting is 2.2 years, meaning that most votes were cast by veteran players - the age consistently going a bit up since the first election where the average age was 1.77 years, second 1.94 and third 2 years.

47.31% of the voting accounts are veterans of two years or more.

Age in days

Frequency

Cumulative %

30

4824

22.80

250

3240

38.11

500

3351

53.95

750

2674

66.59

1000

2296

77.44

1250

2180

87.74

1500

882

91.91

1750

664

95.05

2000

1047

100.00

The below information reveals interesting facts. It displays voters sorted by countries, percentage of votes originating from each country, the total number of voters as a percentage of subscribers from that region and the subscription percentage based on region.

 

Country

Total

% of voters

Voters as % of subscribers

Subscription %

United States

7530

35.59

6.87

38.12

United Kingdom

2479

11.72

7.29

11.83

Germany

1921

9.08

7.27

9.19

Canada

1205

5.70

8.10

5.18

Russia

1092

5.16

5.94

6.40

Australia

731

3.45

7.31

3.48

Netherlands

668

3.16

10.43

2.23

France

657

3.11

9.88

2.31

Sweden

507

2.40

8.88

1.99

Denmark

439

2.07

7.50

2.04

Finland

404

1.91

13.32

1.06

Norway

323

1.53

7.99

1.41

Belgium

213

1.01

10.14

0.73

Ukraine

186

0.88

6.40

1.01

Romania

185

0.87

10.22

0.63

Poland

181

0.86

7.53

0.84

Austria

165

0.78

6.86

0.84

Ireland

139

0.66

11.00

0.44

Switzerland

134

0.63

6.24

0.75

New Zealand

125

0.59

8.72

0.50

Other

1874

8.84

8.86

9.05

 

21158

100

 

100.00

What is interesting is that several countries show much more interest in the election than others - with the Netherlands, Finland, Belgium, Romania and Ireland being above the other countries.

A loud applause goes out to the candidates that announced their candidacy and participated in the campaign. We wish them the best and remind them that now begins the work of being a CSM delegate.

 

 

 

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The EVE Repair Tool and You

With EVE Online: Dominion about to be released, and most of the features covered in blogs and forum threads, one of the new upcoming Engineering improvements we're including is the awesome Client Repair Tool.

It does what it says on the tin; it repairs your client.

Often, with new releases, people run into issues downloading or patching their clients for a variety of reasons. With this tool, the days of forcing you to download the full installer are gone. Whether it's a corrupt harddisk, bad internet connection or some other reason, the tool lets you repair your client and then continue on to kill, mine or grief (delete as applicable) your way to the top.

The basics of the tool are simple;

  • Download a list of what the contents of the client should be.
  • Analyze the client on your hard drive, and compare it to what should be there.
  • Download any missing or damage files via Microsoft's BITS protocol.

We host a listing of the client on our webservers, which the repair tool queries. It then uses a simple MD5 checksum to determine if the file on your harddisk is as it should be. If it isn't, a compressed replacement is retrieved from our Content Delivery Network and the broken one is replaced.

It's been in testing on Singularity for a while now, with good results, and we want to release it to all and sundry so that anyone who runs into problems with Dominion can get up and running as fast as possible.

The Client Repair Tool is the first of many amazing improvements we've got lined up to make client maintenance easier for you, and us. Exciting times!

Here's some images of it in progress to tide you over until you can bask in its awesomeness personally.

 

-- CCP Atropos

 

 

 

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New EVEMail in Dominion

Team Cosmos Client, working closely with our cousins in Team Cosmos Web (seriously, this is Iceland, they are our actual cousins), have been working hard to bring you a shiny new mail system that functions much more like the mail clients we all use out of game. The first step towards the Utopian ideal of a sleek, seamlessly integrated web and in-game mail system is the all new in-game mail system that we will be unveiling with Dominion.

In this blog I am going to talk about the main features of this new system and give some insight into some of the decisions we made around implementing them.

Before I go into more depth, here are the headline features:

EVEMail - The place to find all your mails from other players and player organisations.

Notification manager - A separate interface for all NPC communications.

Mailing Lists - A redesigned backend with a new management interface, which is integrated into the mail system.

Corp and Alliance Bulletin Boards - Added to the corp and alliance interface to replace the Bulletin Board function of the old corp and alliance mailing lists - more on this below.

EVEMail

The new EVEmail is intended to be an in-game messaging service with functionality and flexibility approaching that of today‘s feature-rich mail clients. The old EVEMail has served us well for over half a decade but it´s time for an update. Heck, it´s time we were able to sort our mails by date instead of just sender!

On top of the cutting-edge ability to be able to sort mail by date, we have added labels, a powerful and  highly customisable way of organising your mails. These will work in a similar way to folders, but a single mail can have multiple labels and selecting a certain label view will show all mails with that label.

You will have four predefined labels: Inbox, Corp, Alliance and Sent Items. New mails will always have the label "Inbox" and so will appear automatically in your inbox label view. Mails sent to a whole corporation or alliance will be labeled accordingly and appear in the appropriate label view. You can create up to 25 custom labels and each will get its own folder within the "Labels" section. Labels can be created and managed by clicking on the handy, label-shaped "Manage Labels" button in the EVEMail window.

From Dominion all mails will be stored locally on your computer. If you have a full mailbox it may take a while to open your new EVEMail for the first time, but from then on everything will be much quicker. This is because we have eliminated the need for the mail header syncing that used to happen every time you started the game. We have also increased the maximum number of mails that can be retrieved from 1000 to 1500. And of course we didn't want to leave the API out of the party, for details of the mail-related juicy goodness that we added please see CCP Elerinho's API devblog.

Settings - Accessed through the arrow in the top left of the EVEMail window. This is the place where you will set your CSPA charges from now on. It is also the place to tailor how many mails you want per page, and how you want to be alerted about new mails and notifications.

mail_communicationsettings

Notification Manager

mail_notificationmainwindow

Notification is the term for any communication you receive from NPC entities; whether that is a message about an insurance payout after your ship got blown up by the bad guys, a storyline agent offering you a top secret mission, a structure you own asking to be fed some more liquid ozone or an alert from CONCORD about the latest war declaration on your poor, persecuted noob corp. You will find your notifications grouped into folders for your convenience in the "Notifications" tab in the EVEMail window. Pre-Dominion NPC mails will end up under the "Old" tab. All newly received notifications will be available in the "Unread" folder as well as being in the appropriate group. Post-Dominion notifications will also be localized into English, Russian or German depending on your client settings.

This release is intended as a first iteration for the Notification Manager and we would like to see it grow and develop in future releases when it fits in with our other priorities. So please let us know if there are any cool new features you would like to see here.

Mailing Lists

As mentioned above, mailing lists have now been integrated into the mail system and are no longer linked to the chat channels directly. Mailing lists in EVE have essentially been a list of mails that, unless deleted, anyone joining would see back to the inception of the list.

Post-Dominion, on joining a new mailing list you will only receive any future mails sent to the list. This removes the Bulletin Board function that many corps and alliances have used their mailing lists to fulfill. In the long run we see this function being fulfilled by corp and alliance forums on the Cosmos Web app. In the interim we have the corp and alliance bulletin boards, more about them below. Pre-Dominion mailing lists and their mails will not be lost. They will be migrated over to the new system and will work just like newly created lists from Dominion onwards.

Chat Channels

Bringing Mailing List management into the Mail interface meant that we had an opportunity to reorganise chat channel management too. As the Chat window is permanently open we decided to move the options to add and create channels there. This allowed us to remove the Neocom item, making room for Fleet Finder. Clicking the speech bubble icon in the top right of the chat window will open the create/add channel window.

Corp and Alliance Bulletin Board - As already discussed this feature was added to maintain the ability of corps and alliances to make persistent information available to their members in light of the changes to mailing lists. This is a tab on corp and alliance home pages where Corp Directors and Communication Officers can add and edit bulletins. These bulletins will then be viewable by all corp and alliance members. Existing corp and alliance bulletin-type mails will be migrated over to the new mail system like all other mails. The new bulletin boards will be a blank canvas waiting to be filled come Release Day.

A corp or alliance can have up to 10 bulletins with titles of up to 100 characters and bodies of up to 2000 characters. Once published it may take up to 15 minutes for a bulletin to be visible to all corp and alliance members. Anyone with the necessary role (i.e. Director or Communications Officer) will be able to edit and delete all bulletins in their corp and alliance interfaces. The "posted by" and date stamp will always reflect the last change.

So there you have it, a whistle-stop tour of what you can expect in your new EVEMail and its related parts after downtime on Tuesday 1st of December. As I mentioned at the start of the blog, the work on this new in-game EVEMail has been intimately tied together with the work on our upcoming web-based EVEMail system. Post-Dominion we will be finalising plans for a staged release of this web-based mail moving towards a full release in the next months. Watch this space!

 

 

 

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