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Eve-Online

Discussion in 'Game News!' started by jamiew0w, Sep 7, 2014.

  1. jamiew0w

    jamiew0w Administrator
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  2. welp

    welp Active Member

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    After four weeks of intense fighting in the 12th Alliance Tournament, nerve-wracking matches, and awesome fun, we have a winner! Congratulations to The Camel Empire for winning Alliance Tournament XII and showing incredible battles!

    [​IMG]

    The Camel Empire lost in the whole AT XII only one match (against The Tuskers Co. in the Undefeated Semifinals) while winning all other matches (for example against tournament heavyweights such as Pandemic Legion and Tactical Narcotics Team).

    The Camel Empire won the Best-Of-Five final series on September 7 against Nulli Secunda convincingly 3:0. The final matches were of incredible quality and could have turned easily the other way if the pilots would have made even the slightest mistake.

    With winning the Alliance Tournament comes also a nice prize of 25 brand new Chameleon Recon Cruisers and 25 Whiptail Interceptors. More about the AT XII prizes can be found here.

    All playbacks and recordings will be available on the CCP YouTube channel. Player created 3D playback of all the matches can be found on the EVE Online Fansite Null-Sec.com.



    We thank all the participants of the AT XII for creating such a fantastic tournament!

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  3. welp

    welp Active Member

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    During today's downtime, a number of changes were made to the XML API in order to improve the service for our third party developers.

    You can read more about the changes in this forum post by CCP FoxFour!

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  4. welp

    welp Active Member

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    [​IMG]

    We are happy to announce the name of the next four winner of the EVE Vegas Player Prize Draw!

    All four of the following ticket holders have won a Complimentary Roundtrip Limousine Transfer!


    Prize winners in this draw will be contacted by CCP in the days after their announcement as winners with further details on how to claim their prizes. The next prize to be drawn will be for a Panorama Suite Upgrade. This draw will take place and the winner will be announced on Wednesday, September 17th, 2014.

    We still have plenty of prizes on offer:

    • 2x Resort Vista Room Upgrades (valid for the following nights; arriving Thursday, October 16, 2014 and departing Monday, October 20, 2014)
    • 3x Panorama Suite Upgrades (valid for the following nights; arriving Thursday, October 16, 2014 and departing Monday, October 20, 2014)
    • 4 x Complimentary Roundtrip Limousine transfers left, from and to Las Vegas McCarran International Airport and Planet Hollywood Resort & Casino, Las Vegas, to be used over the program dates of Thursday, October 16, 2014 and departing Monday, October 20, 2014.

    If you haven't secured your ticket for EVE Vegas 2014, feel free to head on over to the EVE Vegas Website! You can also book your Planet Hollywood Resort and Casino room for a good deal using the EVE Vegas 2014 room code. For more information, see here!

    Be sure to snap up tickets as soon as you can for the chance to win awesome prizes. Tickets are selling fast! You can also follow us on facebook here!

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  5. welp

    welp Active Member

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    Calling all EVE Vegas-bound capsuleers! Do you have an EVE-related product or service that you’d like to share with other EVE Vegas attendees? If so, the EVE Vegas 2014 Player Showcase is the place for you!

    The EVE Vegas 2014 Player Showcase is all about you. We provide a table and power, you provide everything else. Of course you’ll need to abide by Planet Hollywood’s rules and regulations, but other than that, it’s up to you.

    If you’d like to demo something to EVE Vegas attendees, let us know by emailing [email protected] with “Player Showcase” somewhere in the subject. Table space is totally free, but you’ll need to cover any printing or internet fees incurred by your display. Capacity is limited and selection for and placement within the Player Showcase is entirely at the discretion of CCP Games.

    In your email please include the following details:

    • Your EVE Online character name
    • What you plan to showcase (be as specific as possible)
    • Will you be bringing anything requiring power (laptop/PC/massage chair/etc)?
    • Will you be bringing any signage? If so, what type and approximately how large?
    • Will you be handing anything out to attendees? If so, what?
    • Approximately how much space will your demo require?

    We will let you know by the end of September if you’ve been selected for the Player Showcase and at that time we’ll provide you a copy of Planet Hollywood’s rules and regulations and our own terms and conditions for the 2014 Player Showcase.

    Thanks, and see you in Las Vegas!

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  6. welp

    welp Active Member

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    The free in-game voice messaging tool, EVE Voice, is experiencing issues on September 11 and is currently not available. Our dev team is investigating the reason for this outage and is working on resolving this issue so that EVE Voice is working again and available for everyone as soon as possible.

    Further information about EVE Voice can be found on the EVElopdia and in the knowledgebase.

    We apologize for any inconvenience caused by this issue.

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  7. welp

    welp Active Member

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    To mark the launch of EVE Online in French, CCP is coming to Paris to celebrate and YOU are invited!

    If you have the chance to come meet us in the center of Paris, please reserve the evening of Thursday October 2.

    Details and sign-ups will be made available soon.

    À bientôt!

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  8. welp

    welp Active Member

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    With Crius we deployed our first step in rebalancing industry in EVE Online. It was a tremendous challenge to overcome, as we did nothing short but to start anew with the implementation of industry and its user interface, all the while making sure design changes would still support one the most fundamental systems of the game without breaking everything.

    [​IMG]

    (click image to enlarge)

    While there are iterations still left to undertake, the results look satisfying so far. Manufacturing went up by roughly 27%, Copying 36%, with the largest increases coming from Invention (53%), Time Efficiency Research (140%), and Material Efficiency Research (165%) which is not that surprising considering the removal of the slot bottleneck. The only notable exception to that growth remains Reverse Engineering (8%), which remains a very isolated activity only run by a dedicated group of individuals.

    However, Crius was so extensive that we just couldn’t fit all the changes we had planned in one go. Now, as the dust begins to settle, time has come to close the loop with two industry professions that were left out, namely Invention and Reverse Engineering.

    Also, in an effort to give players time to adjust, please note that those changes are not planned for Oceanus and will be delivered at a later date.

    Science field changes for Invention and Tech II manufacturing


    Our first investigation has been to look into the Science skills required to invent and build Tech II items. We found inconsistencies all over the place. For example, Mechanical Engineering and Electronic Engineering are over-represented at the expense of Graviton Physics or Molecular Engineering. This is important because it determines datacore requirements and consumption, which in turn influences the market.

    Also, figuring which race is needed to invent an item isn’t always intuitive. One could assume inventing an ECM II module would require Caldari Encryption Methods with a Caldari Data Interface, since ECM is the main Caldari electronic warfare system. However, it actually requires Gallente Encryption Methods at the moment, which is quite confusing. So, we are cleaning this quite a little bit.

    For modules and ammunition:


    We would like to break the overabundance of Electronic Engineering and Mechanical Engineering skills and datacores, while linking Racial Encryption Methods skills to be more intuitive in general.

    Science skills linked to Tech II items Invention and Manufacturing currently on TQ (left) compared after the proposed change (right):

    [​IMG][​IMG]

    Exact details below (click to enlarge):

    [​IMG]

    For ships:


    Mechanical Engineering is needed for most ship invention (for Tech I hulls) and manufacturing (for Tech II hulls), except for Stealth Bombers and Covert Ops which require Rocket Science and Electronic Engineering respectively. We are making things more even by matching the role of the ship with a required science field.

    • Attack: High Energy Physics
    • Combat: stays as Mechanical Engineering
    • Disruption: Electronic Engineering
    • Exploration: Quantum Physics
    • Hauling: Molecular Engineering
    • Resource Harvesting: Laser Physics
    • Support: Nanite Engineering
    • Tackling: Graviton Physics

    The main role of a vessel may be seen in the ISIS or in the Show Info window. It’s the second icon on the left, above the ship bonuses.

    [​IMG]

    Exact details of the change below (click to enlarge):

    [​IMG]

    (click image to enlarge)

    Finally for Tech II manufacturing we are bringing all “Construction” skill requirements to 1 instead of having arbitrary restrictions to 4 or 5. To compensate, we are giving a bonus for training those skills, like a Time Efficiency reduction. We are also renaming them “Advanced Ship Construction” to emphasize on the fact they’re not required for basic hull manufacturing.

    For example let us compare a Sin manufacturing before (left) and after the changes (right):

    [​IMG][​IMG]

    Merging Invention with Reverse Engineering


    Let us quickly explain how Invention and Reverse Engineering work right now for the non-initiated before going into details.

    Invention is used to obtain Tech II blueprint copies out of Tech I blueprint copies and was introduced to replace the old Tech II blueprint original “lottery”.

    It consists of:

    [​IMG]

    Once the job is started and the components consumed, the system uses a chance roll mechanic to determine if the player gets the coveted Tech II blueprint copy or gets out empty-handed.

    The formula has been slightly changed with Crius and now is:

    [​IMG]

    Reverse Engineering is used to obtain Tech III blueprint copies out of Ancient Relics from Sleeper space in wormholes and was introduced back in EVE Online: Apocrypha.

    It is made of:

    [​IMG]

    Again, once the job is initiated, a chance-based roll will determine the outcome based on the following formula (which has been updated with Crius as well):

    [​IMG]

    There are several pain points with the two systems explained above:

    • Gameplay wise, both have the same goal, to obtain advanced blueprints. For that purpose they employ very closely related mechanics (initiator, sink, chance-based system).
    • However, despite their similarity, components of the same type don’t behave on the same fashion depending on the activity they’re used into. Data Interface type is determined from the blueprint for Invention, while it sets the racial output for Reverse Engineering.
    • Invention has two variables affecting the output (Meta Items, Decryptors), while Reverse Engineering has none.

    In essence we end up with two different industrial activities that almost have the same look and feel, while having some key differences. That gets confusing when comparing the two: features should either have different gameplay to justify their existence or should not exist separately at all.

    That is precisely why we have decided to merge Invention and Reverse Engineering into a single activity.

    This merged feature, which shall still be named Invention, will henceforth be defined as the industrial activity that yields advanced blueprints no matter their tech level. If using a Tech I blueprint copy, the output will be a Tech II blueprint copy. When using an Ancient Relic, a Tech III blueprint copy is to be expected.

    This activity will have sinks, mainly through Datacores, and will offer ways for the player to modify its inputs and outputs through Teams and Decryptors.

    [​IMG]

    To reach this goal, we will need to do the following:

    • Data Interface removal: Data Interfaces are going to be removed from the game. We don’t feel they provide gameplay that’s valuable enough to keep around. Data Interfaces will be properly reimbursed when that happens.
    • Meta Item removal: Meta Item consumption to affect success chance is messy. It only affects modules, not ships and has a formula that is full of exceptions. Those will not be reimbursed as they can be used independently from Invention.
    • Introduction of Teams to replace Meta Items: we are going to extend the role of Teams to Invention, just like it works right now for other industry activities.
    • Decryptors will affect Tech III blueprints. We will most likely tweak decryptor attributes in the process to balance their gameplay value.
    • Invention formula changes: the formula will be changed to the following.

    [​IMG]

    Where the required Racial Encryption Methods skill is going to vary depending on the outcome:

    • Tech II Blueprint copy: Amarr, Caldari, Gallente or Minmatar Encryption Methods.
    • Tech III Blueprint copy: Sleeper Encryption Methods, which is the old Reverse Engineering skill that we are going to rename.

    For comparison purposes, below are the old Invention + Reverse Engineering success chances (left) versus new (right):

    [​IMG][​IMG]

    That means a 20% chance drop when inventing Tech II Blueprint copies if you were using a Meta 4 item, and approximately 40% chance drop when inventing Tech III blueprint copies with maximum skills. While that is quite a lot in practice, this is not set in stone yet and we have a lot of changes coming in to mitigate that.

    We are compensating the success chance decrease by:

    • Having Decryptors now affect Tech III blueprints as well, allowing you to impact their ME and TE levels.
    • Having Teams affect Invention ME and TE inputs, which can shave Datacore costs down.
    • And more importantly, by the changes that are explained below, so we encourage you to keep reading.
    Adding multiple outcomes to Invention


    Invention feels very absolute in its outcome right now - you either get the full results for your trouble or quite nothing, except for a soft pat in the back by a sympathizing CCP Fozzie. We would like to provide more outcome gradients between just a binary 0 or 1. This would be calculated as a % chance on success or failure, and give various outcomes.

    Example:

    Frankenstein is trying to invent a 425mm Railgun II blueprint copy out of 425mm Railgun I blueprint copy. Base chance is 40%, he has all skills to 5 and uses no decryptor, which results into a 50.4% chance to succeed.

    Old (left) versus new (right) Invention chance outcome:

    [​IMG][​IMG]

    Outcome details:

    • Success (exceptional): yields a ME 2 and TE 3 bonus to the outcome.
    • Success (great): yields a ME 1 and TE 2 bonus to the outcome.
    • Success (good): yields a TE 1 bonus to the outcome.
    • Success (standard): basic unmodified outcome.
    • Failure (standard): 50% of datacores returned
    • Failure (poor): 25% of datacores returned
    • Failure (terrible): 10% of datacores returned
    • Failure (critical): no datacore returned

    This would give more granularity to the outcome, provides returns on investment when failing or establish a better sense of accomplishment when maximizing success chance. While this would mean less ISK sink into Invention, this is quite needed to counteract the success changes mentioned above.

    Tweak to base success chances


    We would like to tweak base success chance on various item types so they are a bit more consistent with ship sizes. Base invention chances currently are:

    • Modules and Ammo have a base probability of 40%
    • Frigates, Destroyers, Freighters and Skiff have a base probability of 30%
    • Cruisers, Industrials and Mackinaw have a base probability of 25%
    • Battlecruisers, Battleships and Hulk have a base probability of 20%

    We would like to tweak those numbers to:

    • All modules, rigs and ammo have 40%
    • All Frigates and Destroyers have 35%
    • Cruisers, Battlecruisers, Mining Barges, Industrials, ORE industrial have 30%
    • All Battleships, Industrial Command Ship have 25%
    • Capitals and Capital Industrial Ships have 20%

    So basically it results into a 5% base chance increase for all ships, except Freighters that drop down from 30% to 20% and Exhumers, which get a 0 to 10% boost depending on the exact hull.

    Tech III subsystem selection


    While players can select the race (Amarr, Caldari, Gallente, Minmatar) and type (Offensive, Propulsion, Defensive, Engineering or Electronic) of a given subsystem they are going to invent, there is a random element in the exact type returned, which exists in four variations.

    We are going to remove that chance element out of the system by allowing players to directly select the subsystem output they desire instead of running multiple attempts. We are aware that Tech III subsystems are not all equally valuable right now, which is why we may iterate on their material composition to counteract these changes if needed.

    Multiple invention runs


    Last but not least, we recently changed Invention to only consume one run of a Tech I blueprint copy instead of eating the whole stack. The next logical course of action is to allow players to start invention with multiple runs (that each consume one run of the input blueprint copy) so they don’t have to launch them manually every hour, which is what we’re going to do with this set of changes.

    As a direct consequence of what’s explained just above and after gathering some data of what’s happening post-Crius, we may tweak invention times further on some blueprints to make sure Invention is in a proper state before we move on. We will post more details on this particular point as we get them.

    Some final words


    Please remember all of this is subject to change until deployed and that Market speculation is done at your own risk.

    Stay tuned for more and expect threads to appear on the “Features & Ideas Discussion” to discuss specific points mentioned in this blog with time.

    Continue reading...
     
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  9. welp

    welp Active Member

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    We are planning a mass test on our test server Singularity for testing the Oceanus release. We will take a look at the new cloaking effect, updates to the Mac client and stressing the general performance of client and server. If you’re interested in attending please join us on Singularity, Tuesday, September 16th, at 17:00 EVE-time (=UTC).

    All participants will receive a small reward of two million skill points on Singularity.

    Please refer to this forum thread for more information about how you participate in the test, and this EVElopedia article for more information on mass testing.

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  10. welp

    welp Active Member

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    Hello capsuleers! We are gearing up for the next release coming to EVE Online on September 30th, and this is the feature overview blog. After Oceanus we have two more releases to go this year: Phoebe on November 4th, and Rhea on December 9th. Here are the features we are bringing you with the Oceanus release:

    EVE Online in French

    Oceanus brings French language support to EVE Online– and new French speaking people to shoot or recruit.

    New cloaking effect

    A new effect for ships cloaking on gate jumps and when using cloaking modules.

    [​IMG]

    See the work in progress effect in action on Singularity in these videos on YouTube: TheMittaniTV, Michael B, CCP Manifest

    New wormhole nebulas

    Wormhole space is getting a big visual update with new nebulae for all the different classes of wormholes.

    [​IMG]
    (click to enlarge)

    Wormhole effects indicating what ships can go through

    Updated effects on wormholes show different colors for different types of wormholes, to make it visible in space what maximum ship mass a wormhole can support. (You can also see this information in the "Show Info" for wormholes since the Hyperion release)

    [​IMG]
    (click to enlarge)

    New Burner Missions, now with logistics

    Take on a new set of Level 4 Burner missions with more high powered enemies in frigates which have brought their own logistics support. A dev blog is coming with both information on how Burner missions have fared so far and the details about the new missions.

    Import ship fittings from clipboard

    Importing fittings from killboards or third party fitting tools into EVE gets a lot easier in Oceanus, with support for importing fittings in the text format used by many tools and websites like EFT, pyfa and BattleClinic, right from the clip board. Read more about it in this forum thread and in an upcoming dev blog.

    New notifications – opt-in

    In Oceanus, you will be able to try our new notification system that gathers notifications in a single place, makes them more usable and better looking, and lets you configure in detail what notifications you want and how they behave. You opt in to use the feature by enabling it in the Settings window. All the details are in an upcoming dev blog.

    Named Module updates

    In the first set of changes to a long term initiative to make sure rare and advanced modules are useful and “make sense”, Oceanus will bring updates to Capacitor Flux Coils, Survey Scanners, Cargo Scanners, Ship Scanners, Reactor Controls, Co-Processors and Micro Auxiliary Power Cores. The whole initiative, similar to the long running ship balancing project, will be presented in an upcoming dev blog.

    Interceptors and Interdictors get balance updates

    Keep an eye on the Features and Ideas forum for a thread coming soon with details and the possibility to give feedback.

    Tooltips for market groups and categories

    Tooltips are being added to more market groups and categories, to make browsing the market and discovering ships and equipment faster and easier.

    New music for Oceanus

    Oceanus will bring a new soundtrack for the character selection screen, which we will put on SoundCloud as soon as its ready alongside all of our other freely streamable and downloadable music.

    Previews in the New Eden Store

    The New Eden Store gets 3D previews of the items on sale, including the ability to see apparel on your own characters.

    Ship visuals under-the-hood updates

    In Oceanus we are releasing a big under-the-hood update to how we store and manage the visual data about the ships in EVE Online, in preparation for being able to deliver visual customization of ships in the future. Everything should look the same – but if you see unexpected changes, this might be why. An upcoming dev blog by the art and graphics team TriLambda will go into the juicy technical details.

    CIDER upgrade for the EVE Mac client

    The underpinnings of the EVE Mac client gets a big update with Oceanus that addresses several issues.

    ---​

    All of these features are coming to EVE Online on September 30th. Many features can already be tried on Singularity, our public test server. The patch notes page will have the full list of changes just before the release.

    What about changes to null sec and sovereignty?

    The design team of EVE Online are working actively on changes to the game mechanics impacting null security space. The Council of Stellar Management are coming to Reykjavik for the CSM Summit next week, and directly after the summit we will bring the full discussion about the plans to the EVE community. Read more in this forum thread.

    Thanks for flying with us,

    CCP Seagull

    Executive Producer of EVE Online

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  11. welp

    welp Active Member

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    [​IMG]



    Launch Event and Exhibition for EVE Online in French
    October 2nd, 19:00, Galerie Joseph - Musée Picasso, Paris

    CCP Games invites you to join us to mark the French-language launch of EVE Online. This special event will take place in the Galerie Joseph - Musée Picasso in the heart of the Marais district of Paris.

    We will be curating an exclusive EVE Online exhibition specially for the event that will include art, some highlights from EVE Online’s 11 year history and French-localised video trailers. In addition, for the first time outside of North America, guests will see the "Day in the Universe" visual experience previously displayed only at the Museum of Modern Art (MoMA) in New York.

    At the Player Gathering, guests will have the opportunity to meet English and French-speaking members of the development team and share their stories and vision of EVE Online past, present and future.

    Check out further details and sign up on Eventbrite here! You can also discuss this gathering on the forums here!

    19:00 - Thursday October 2nd
    Galerie Joseph - Musée Picasso
    4 place de Thorigny, 75003 Paris


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  12. welp

    welp Active Member

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    Hello my space snowflakes!

    I’m CCP Rise and I’m here on behalf of Team Pirate Unicorns (AKA Team EFT Copy Paste, Team Tool Typpi and Team Ishtar4life) with news about something we’ve got coming for you in Oceanus on September 30th Notifications! Notifications will give you feedback and information about all the deadly, creative, regretful and/or awesome things your characters are doing in New Eden!

    BUT WHY

    Before I dig into details I want to take a second to explain why we’re doing notifications now. Our team is dedicated to working on the new player experience (NPE) and one of our goals is to eventually remove the existing tutorial and replace it with a much more open-ended experience - for that to work we need a way to let new players know when they’ve done something awesome (or failed horribly) and there isn’t such a system in the game at the moment that fits very well.

    On top of not finding a pre-existing system for messaging the NPE, when we started looking at what systems we might have been able to use we realized how many different feedback avenues there are in the game, scattered all over the place like Elise Randolph’s tears after the Alliance Tournament semifinals. Sometimes you get mail notifications, sometimes it’s confined to the specific feature window (industry jobs for example), sometimes it’s a popup (could be anywhere on the screen), and sometimes it’s a big dialog box smack in the middle. Rather than building a new, stand-alone NPE feature that would add yet another method of giving feedback, we thought this would be a great opportunity to clean up the feedback experience for everyone by consolidating as many of these methods as possible into one simple notification system. Ta-da!

    HOW DOES IT WORK? (ALSO: HOW DO I TURN IT OFF)

    Most people that have used a computer in the last 5 years (which should include you, fellow EVE player) will find this feature familiar and intuitive, but let’s go through it for fun anyway! And do keep in mind, this dev blog includes temporary text and visual assets - anything shown below may change before release.

    We start with a simple widget that anchors the notification position and shows a running count of unseen notifications. This widget defaults to the lower right of the screen but clicking and holding allows you to move it anywhere you like. It looks like this:

    [​IMG]
    (click image to enlarge)

    When a new notification is received, you will get a small pop-up with some basic text content and a small image associated with the category of the notification. If you want to know more about this particular event, just click on the notification pop-up and we’ll open the most appropriate game window for you.

    [​IMG]
    (click image to enlarge)

    If you get several notifications at once they will stack up and eventually queue if the stack limit is reached. The size of the stack can be configured and is set at 3 as a default. If you haven’t interacted with the pop-ups for a few seconds they will automatically fade. This fade time is also completely configurable.

    [​IMG]
    (click image to enlarge)

    Next up, history view! Clicking the notification widget will expand a history view that shows all the notifications you’ve received, up to a limit of (we aren’t sure on limit yet). Again, clicking particular notifications in the history view will open up the most relevant feature/window. The history view will collapse itself if the mouse goes somewhere else or you click on the widget a second time.

    [​IMG]
    (click image to enlarge)

    Finally, and maybe most importantly, the options! We know this feature runs the risk of being too noisy to be useful for you savvy veterans, so we’ve tried to make it as customizable as possible to make sure you are getting the information you need instead of just getting spammed. In this screen you can control whether a certain notification type or entire category give you a pop-up, a sound, a history entry, or nothing at all.

    [​IMG]
    (click image to enlarge)

    The last thing to mention here is that, for our first release, we will use the notification system for contact log on/log off, skill training related events, and all notifications currently sent to the notifications tab in EVE mail. More on this in a second.

    BETA OPT-IN!

    We here on Team Lopapeysa are not only excited about the feature itself, but also the way we get to release it. Rather than pushing back a release to allow time for us to tune and polish based only on feedback from testers on Singularity, we are going to ship it to Tranquility and give you the option of turning it on. There’s a few great things about doing it this way:

    • We will (hopefully) get a lot more exposure than we would on Singularity which means more feedback
    • Players choosing to try the feature will be getting realistic amounts and types of notifications so their feedback and our data will be more accurate and informative
    • If there’s anything wrong with the feature, we don’t have to worry about it negatively affecting the entire player base before we get a chance to make changes (hello tooltips)

    So, after Oceanus has launched, if you want to try the new notifications (and we would really appreciate if you did), just open the ‘general’ tab in the ESC menu and click the box to activate new notifications.

    [​IMG]
    (click image to enlarge)

    THE FUTURE

    In this iteration we hope to have all the basic functionality of the feature established and have some of the most essential notification types included, but we won’t stop here. In follow-up releases we expect to add more notification types to this system, including but not limited to: industry job notifications, combat log events (killmails, not damage logs) and potentially various kinds of invites (convo, fleet, corp etc) and of course NPE notifications. We will also make changes based on your feedback to improve the feature overall, as always.

    So tick that box and give notifications a try! Thanks for reading!

    @CCP_Rise for Team Boiled Cod, over and out.

    Continue reading...
     
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  13. welp

    welp Active Member

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    Are you attending Tokyo Game Show or EGX London? If so, you’ll have a chance to play EVE: Valkyrie and chat with CCP!

    Tokyo Game Show runs from 20-21 September and you’ll be able to get hands on in Sony’s booth with Project Morpheus.

    EGX runs from 25-28 September and EVE: Valkyrie will be in Virgin Media’s booth on the Oculus Rift DK2. CCP Falcon, CCP Leeloo, and CCP Bosun will also be on hand, so stop by and say hi!

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    #13
  14. welp

    welp Active Member

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    Hello once again dogged capsuleers! This is CCP Fozzie with another dev blog for your enjoyment.

    Today we’ll be discussing the Burner Missions that were introduced in our recent Hyperion release, as well as bringing you a sneak preview of what you can expect from the next four Burner Missions that will be coming your way in our upcoming Oceanus release.



    Our goals with the Burner Missions were to add some challenging, novel and optional new PVE content for our mission running community to test themselves against.

    • We decided to create missions that could only be accessed with frigate-sized ships because we knew this would create an environment that contrasts strongly with the usual Level 4 mission running experience, and provide some significant variety.
    • We built the missions partly as “fitting puzzles” since we know how rewarding it can be to use the nearly infinite combinations available in the EVE fitting system to create your very own personalized solution to gameplay problems.
    • We designed the missions to be extremely challenging since we knew that players would rise to the challenge by sharing tactics, working together, and stubbornly overcoming the obstacles in their way.
    • We chose to make the missions completely optional (with no penalty for turning them down or quitting) since allowing players to choose which difficulty mountain to climb is a fundamental part of EVE’s design and we didn’t want to force people into training a new ship class just to complete the mission they had been randomly assigned.



    We are extremely happy with the results of these first missions. Many players have expressed to us how much fun they have had working out these puzzles and trying out new tactics. Seeing threads like this one by Jori McKie where players are working together to collect and refine their fits and strategies warms my heart. We have been closely watching the feedback and metrics surrounding these first five burner missions and we would like to take this chance to share some of the metrics with you!

    All stats below cover the time period from the Hyperion release up to September 14th, unless otherwise noted.



    Let’s start by showing exactly how well players have been doing against the Burners so far.

    As the Burner Missions started showing up in agent offers, Capsuleers quickly discovered that their agents had not been joking about the difficulty of these tasks. On day one, Burners killed more than seven capsuleers ships in exchange for each of their own that fell. Over the past three weeks, players have been steadily improving in their fittings and tactics, and now the player K/D ratio has reached as high as 50%.

    [​IMG]
    (click image for larger version)



    The most dangerous of these pirates thus far has proven to be the Burner Worm, which kills almost 5 players for each defeat. Relatively speaking, the Burner Dramiel has been the easiest target with a K/D ratio of only 2.7:1.

    [​IMG]
    (click image for larger version)





    The Burners have also been clearly winning the ISK war thus far, with the Burner Worm taking the lead.

    [​IMG]
    (click image for larger version)



    The average value of a player ship lost to a Burner is 43.5 million ISK, and in this metric most of the Burners are quite similar.

    [​IMG]
    (click image for larger version)



    The scale of the destruction is quite staggering, as these five NPCs have accounted for 4.1% of the total value of ships destroyed since Hyperion.

    [​IMG]
    (click image for larger version)



    If the five Burner NPCs were considered as an alliance, they would be dominating the isk destroyed charts compared to all other alliances in EVE. This chart shows the ISK value destroyed by the Burners compared to the top 10 most destructive alliances in EVE since Hyperion:

    [​IMG]
    (click image for larger version)

    All in all, 19962 player ships had been destroyed by Burners as of September 14th, worth a total of 870 billion ISK.



    But what sorts of ships are players losing to the Burners?

    The most commonly lost ship by far is the Hawk Assault Frigate, with 2022 destroyed so far. The top 10 most destroyed ships are:

    [​IMG]



    By class, Frigates make up the biggest chunk of ships lost to Burners, followed by Assault Frigates and Rookie Ships:

    [​IMG]
    (click image for larger version)

    Keen eyes will notice the Battleship, Attack Battlecruiser and Strategic Cruiser losses at the bottom of that last chart. Although only Frigate sized ships are allowed through the acceleration gate into the Burner hideouts, a few players have decided to use illicit means to gain entry with larger ships. Three of these players then had their awesome vessel promptly turned to scrap by a NPC frigate.

    The Burners may be vile amoral pirates, but even they can’t stand exploiters.



    With this obviously significant level of challenge one might be forgiven for assuming that EVE players would shy away from the challenge. However this could not be farther from the truth. Over 6000 burner missions have been completed to date, and the frigate-centric nature of the Burner missions has also allowed them to be accessible to a wider range of system security bands.

    This graph shows the breakdown of all missions (not just Burner Missions) completed in each type of space since Hyperion:

    [​IMG]
    (click image for larger version)



    In comparison, here is the same graph for Burner Missions. Note how much more evenly spread the mission running is:

    [​IMG]
    (click image for larger version)



    Since these new missions present such a challenge and such a change from the status quo, we needed to ensure that running Burner Missions was completely optional. This is why turning down, quitting or failing a Burner Mission does not come with any standings penalty.

    Looking at the breakdown of Burner Mission Outcomes, it’s clear that many pilots are taking advantage of the option to skip them freely, as almost 85% of the Burner Missions that have been offered have been turned down. This clearly demonstrates why the no-penalty design of Burner Missions was a good idea.

    [​IMG]
    (click image for larger version)



    One of the most commonly requested stats about the Burner Missions has been the number of friends that most players call in to defeat them. Thankfully CCP Masterplan adventured deep into the logs and was able to provide us with the breakdown of how many characters engaged each Burner NPC between their spawning and destruction.

    It turns out that just over 50% of defeated Burners were killed by single characters, and the average dead Burner faced just over 2 characters before biting the dust. The most characters involved in any single Burner’s destruction is 32, and a total of five Burner were engaged by 29 or more characters before dying. Here’s the breakdown in graph form:

    [​IMG]
    (click image for larger version)



    But what about the phat loot? As we mentioned in the original Burner dev blog, these first five Burner NPCs all have a small chance to drop faction loot. The chance is fairly low, but several players have already hit the jackpot. So far the Burner Dramiel is leading the way with the highest total value of loot dropped (heavily fueled by a few Domination Tracking Enhancers and Gyrostabilizers):

    [​IMG]
    (click image for larger version)

    The most valuable single drop that we have found dropping from a Burner on Tranquility is a ~200m ISK Shadow Serpentis Tracking Computer that dropped from a Burner Daredevil.

    As time goes on we’ll see more players hit the loot fairy jackpot from these NPCs, which should provide a welcome bit of excitement to the normally calm process of looting your missions.



    Overall we couldn’t be happier with the early response to the first five Burner Missions. That’s why we have decided to jump right back in and create another set of four Burner Missions to be introduced in the upcoming Oceanus release!



    Tell us about the New Hotness!


    The new wave of Burners are former special ops teams trained by the four Empires. They’ve decided to go freelance and have quickly emerged as a major threat to peace and order in the cluster.

    Unlike the first Burners who exclusively work alone, these new additions work in teams of three: a squad leader flying a heavily tanked Assault Frigate and two support pilots flying logistics frigates. Each individual ship in this squad are much less dangerous than the first Burners, but together they represent a significant challenge for any Capsuleer.

    • The ex-Amarrian Burner teams consist of a durable Vengeance supported by a pair of Inquisitors
    • The ex-Caldari Burner teams fly a rocket Hawk with a couple Bantams as backup.
    • The ex-Matari Burner teams prefer to use a swift Jaguar and two Bursts.
    • The ex-Gallente Burner teams operate with a facemelting Enyo and his Navitas buddies.

    We’ll be making these new missions available on the Singularity test server (SiSi) later this week for your testing and feedback, using the same method as we used for the earlier Burners. This means that we will give players a method to increase their standings with all factions on SISI for mission testing, and we will disable all level 4 missions other than the four new Burner Missions.

    The missions will be available in the same mission pools as the existing Burners on Tranquility starting on September 30th with our Oceanus release.



    We hope that you all continue to enjoy the optional challenges that these Burner Missions bring, and continue doing what we know you do best: overcoming any and all obstacles.

    On behalf of Team Five O and the whole EVE Online team, good hunting!

    -CCP Fozzie

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    #14
  15. welp

    welp Active Member

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    [​IMG]

    We are happy to announce the name of the next winner of the EVE Vegas Player Prize Draw!

    KiLLAPiNO of Valar Morghilus. [XVMX] has won a Panorama Suite Upgrade!

    Prize winners in this draw will be contacted by CCP in the days after their announcement as winners with further details on how to claim their prizes. The next prize to be drawn will be for a Resort Vista Room Upgrade. This draw will take place and the winner will be announced on Wednesday, September 24th, 2014.

    We still have plenty of prizes on offer:

    • 2x Resort Vista Room Upgrades (valid for the following nights; arriving Thursday, October 16, 2014 and departing Monday, October 20, 2014)
    • 2x Panorama Suite Upgrades (valid for the following nights; arriving Thursday, October 16, 2014 and departing Monday, October 20, 2014)
    • 8 x Complimentary Roundtrip Limousine transfers left, from and to Las Vegas McCarran International Airport and Planet Hollywood Resort & Casino, Las Vegas, to be used over the program dates of Thursday, October 16, 2014 and departing Monday, October 20, 2014.

    If you haven't secured your ticket for EVE Vegas 2014, feel free to head on over to the EVE Vegas Website! You can also book your Planet Hollywood Resort and Casino room for a good deal using the EVE Vegas 2014 room code. For more information, see here!

    Be sure to snap up tickets as soon as you can for the chance to win awesome prizes. Tickets are selling fast! You can also follow us on facebook here!

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    #15
  16. welp

    welp Active Member

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    Greetings from Space, I’m CCP Myrkur.

    After Hyperion, Team Five-0—the dev team recently playing in W-space—asked the art department whether we had any ideas on making the wormhole visuals indicate the size of the ships which can pass through them. With Hyperion’s new “frigate-only” wormholes, we realized that the visual cue for a wormhole’s max size was something that could be improved upon (note that Five-0 also added this information into the “show info” on individual wormholes, so any suspicions about their sizes can be confirmed there).

    [​IMG]
    1st iteration on the new wormhole effect​

    The discussion was lively and CCP Blaze suggested that we make the new effect resemble the EVE Gate wormhole in the EVE Universe Origins Cinematic trailer (GIF and Trailer). Using that concept as inspiration, we rapidly iterated and got to the following point within about two hours. Keeping with the nature of New Eden’s wormholes, the effect presents constant change, so you can’t quite tell how it’s going to look one moment from the next.

    From there we started exploring how the wormholes of different size might appear and set to the selection of a new visual indicator. As scale was already being used to convey the amount of mass which the wormhole could still accommodate, color stood out as the best choice. Significant tweaking to keep the design in line with the W-space environments led us to this final result: a blue effect for the smallest of vessels and golden strands for the largest with teal and white appearing for the transitional-sized wormholes. These then roughly follow the paradigm of existing EVE ship classes: Frigate-Cruiser-Battleship-Freighter.

    [​IMG]
    (Click image for large version)​

    After about four working days from the initial communication with Team Five-0 the effect was art-approved and visible on Singularity, our public test server. The new visuals have subsequently been added to the feature list for Oceanus (one more benefit of our new release cadence!) largely thanks to CCP Mankiller, who refactored some of the code on the graphical side of the wormholes and got it all hooked up. Every capsuleer will be able to see these color-based effects for different sized wormholes live on Tranquility on September 29th.

    Below on the left you can see how wormholes looked like before and on the right what some of them might look like after we update this effect in Oceanus.

    [​IMG]
    (Click image for large version)​

    Importantly, you can still see the nebula of the system you are traveling to in the middle of the wormhole and the wormhole will still wobble to indicate how much life it has left in it. They tell me it’s based on some sort of !Science!.

    CCP Nag has been working on updating those nebulae. and here’s a preview of what they will look like in Oceanus.

    [​IMG] [​IMG] [​IMG]
    (Click images for larger versions)​

    The wormhole nebulae still retain their progression of danger and you can see how the more red they appear, the more dangerous the system becomes. Starting with mainly black/white/blue in classes 1 and 2, they transition into a bit of green for 3 and 4, and then drift toward the crimson end of the spectrum in the class 5 and 6 nebulae.

    [​IMG]
    (Click image for large versions)​

    We love hearing from you and if you have any feedback on the graphics of eve, please let us know in the comments. What would you like to see improved or added next?

    I hope you enjoy these updates and look forward to seeing some of this on r/EVEPorn, on your blogs, and in the ever epic player-made space videos you share with your fellow capsuleers. Don’t forget to send any and all to [email protected]!– CCP Myrkur.

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  17. welp

    welp Active Member

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    We are planning another mass test on our test server Singularity for testing the Oceanus release. We will have a peek at the new notification system and take another look at the new cloaking effect, updates to the Mac client and stressing the general performance of client and server. If you’re interested in attending please join us on Singularity, Tuesday, September 23rd, at 17:00 EVE-time (=UTC). All participants will receive a small reward of two million skill points on Singularity.

    Please refer to this forum thread for more information about how you participate in the test, and this EVElopedia article for more information on mass testing.

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    #17
  18. welp

    welp Active Member

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    Sign up for this gathering free on Eventbrite!

    CCP would like to invite the entire EVE community to an informal player gathering in New York City on Oct 10th. Present will be CCP t0rfifrans, creative director of EVE IP development and CCP Nag, art director of EVE IP development.

    The gathering will be taking place at McGarry's Bar & Restaurant, New York City, from 17:00 Eastern Time.

    First round at the bar is free! Players from NYC and surrounding area, come join us!

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  19. welp

    welp Active Member

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    [​IMG]

    We welcome you to our Twitch channel this Thursday September 25 at 20:00 EVE time for the premiere of our new EVE TV show - 'o7'

    Broadcast from CCP headquarters in Iceland and hosted by CCP Guard, o7 aims to give you a look at what's happening in the EVE universe as well as inside CCP.

    See you Thursday!

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    #19
  20. welp

    welp Active Member

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    Hi everyone, this is CCP Mannapi from Team TriLambda. We had a great session during last Fanfest where it was brought up that pilots had difficulty seeing where their ship was pointed while cloaked. The cloaking effect has been on our to do list for a while and this gave us the push to go and explore making changes to it. We carved outsome time for it this summer, and, thanks to the new development release cadence for EVE, its coming in the Oceanus release on September 30th.

    The first step was figuring out how to make a ship be both opaque and transparent at the same time. The tech behind the effect also needed to support more than just the cloaking effect since we are also in the process of revamping the Player Owned Starbase (POS) building graphics (more on that later).

    EVE uses quite a lot of shaders and making a cloaking transition version for each would have doubled our “space object shaders“! Instead we added small check to each of them so that we could discard a pixel (make it see through) depending on a distance check. This allows us to seamlessly transition from fully cloaked to transparent on a per pixel basis. This also allows us to cloak the guns as the cloaking effect reaches them instead of removing them all at once like before.

    Riding on the edge of the cloak is an energy wave that spreads out from its origin. This origin is a random point on the ship's surface each time the cloak is initiated.

    [​IMG]
    Cloaking transition, WIP



    But fully transparent is not what we want! Pilots need to see their ships, remember, so we have a static effect that pulses along the surface of the ship from the spot where the cloaking started. In addition there is screen space distortion over the transparent bits because your camera drones are having a tough time reversing the polarity of the cloaking science field (I should totally write EVE lore). The distortion is only available with shaders set to HIGH.

    [​IMG]
    A cloaked ship waits for prey at a gate. WIP graphics.

    For the first time we will differentiate between onboard cloaking modules and gate cloaks. The gate cloaking is largely the same but will have some slight differences. Please note that both effects are actively being worked on (changed from programmer art to actual art by CCP Myrkur) and in constant flux.

    [​IMG]

    When you jump it‘s the gate that cloaks you. This effect is visually different from normal cloaking (done by your ship.

    As before your own ship is the only one you will be able to see when it is fully cloaked, while you will only see the cloaking and uncloaking transitions for other pilots. These are cosmetic changes and cloaking will behave exactly as it does now from a game play point of view.

    To see the effect in action, check out this video made by CCP Manifest. Please note that this was earlier in the development and therefore is a little outdated, but still quite cool.

    Look forward to lots of transparent beauty come Oceanus on September 30th.

    Fly safe. Fly cloaked.



    CCP Mannapi.



    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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