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Showing posts with label phoebe. Show all posts
Showing posts with label phoebe. Show all posts

Friday, November 7, 2014

o7 Show Episode 2





The second episode of The o7 Show details some of what happened in Phoebe, CCP Explorer talking about the 5-week development cycle, CCP RealX dropping mad spaceship audio science, CCP Rise exploring the Worm, an update from Team Size Matters on upcoming clone changes and CCP Fozzie discussing the new Thera system for the December 2014 Rhea release.

Thursday, November 6, 2014

[Phoebe Freeport Republic] Second Battle of WPV-JN

As the PFR struggles to get it's feet wet in post-Phoebe SOV, and at the same time struggles with the vast amount of problems that EVEs mechanics create for new groups, those in search of an easy target and some content have herded into the system to stymie PFR's efforts.

The The Serenity Initiative alliance seemed to have been the primary aggressors in the recent scuffle.  In which a PFR Charon was lost.

In the AAR (After Action Report) below, founder of the PFR coelomate details the goings-on in PFR's neck of the woods.

The stage is set:

Just after downtime Tuesday, Phoebe Freeport Republic claimed sovereignty in WPV-JN. Like a dog chasing a car and actually catching it, we found ourselves unexpectedly holding sov (albeit objectively horrible sov). We scrambled to sort out logistics and defensive measures. The rest of Tuesday and early Wednesday were spent in scuffles with the Etherium Reach Welcoming Committee, featuring Stoseph Stuarts and his gang of 23/7 active alts.

Our TCU fell to enemy forces at 20:43 Wednesday, and our outnumbered fleet sought refuge while the enemy circled our POS triumphantly.

Curiously, when our TCU was destroyed and our sovereignty dropped, the next TCU that began to online in the system belonged to us. The enemy had taken our sov, but hadn't moved (or hadn't moved fast enough) to take it for themselves - we were back in the fight.

It was clear that TCUs and SBUs wouldn’t be enough to hold our space, and so a quiet plan was launched: we needed to hold on while our 2nd TCU onlined (8 hour timer) and then anchor (1 hour timer) and online (1 hour timer) an infrastructure hub. Once online, the infrastructure hub would provide significant defense to our system: not only would it be one more difficult structure for an attacker to grind, but it would allow us to set reinforcement timers and coordinate defenses.

Aren’t infrastructure hubs 750,000 m3?

Yeah. There’s a reason we didn’t plunk one down Tuesday morning – ihubs are GIGANTIC. They can only be moved in a freighter – you know, the boring, jump-drive-less, slow, expensive, fragile kind. After onlining our 2nd TCU, a few trusted pilots began sketching out the details of an operation to bring the ihub (**codename: 800m3 of atrons, or just “The Atron”) through lowsec, then nullsec, and into WPV-JN. Meanwhile, we did our best to secure WPV-JN as our TCU onlined – keeping watchful eyes in important places, and maintaining diplomatic contact with several entities with a significant presence in the region.

Convoy:

A few hours before the TCU came online, our system was looking calm, and so we got to work. Out of corp alts moved the infrastructure hub to a nearby hisec system, and a gang was quietly formed to scout every system along our route. Newer or less skilled pilots (~like me~) took up perches along the route while vets formed anti-tackle, ECM and a webber to help deliver The Atron.

The move was tense, but mostly free of combat (I think we popped a redfrog alt or something, our bad, sorry bros, and somebody lost a (lowercase) atron perched on a gate). A few whiskeys and some eerily quiet battlecoms later, The Atron was resting quietly in WPV-JN, and our sovereignty claim was about to be complete as the TCU neared the end of its 8 hour online timer.

Nice charon.

Meanwhile, the illustrious Stoseph Stuarts, an NPC placed by CCP to permanently camp WPV-JN, private convo’d me “Nice Charon.” In hindsight, this was probably a bad sign, but we were faced with a difficult decision: online the ihub as soon as possible after caliming sov, wait until just before downtime, or regroup the next day and sit out the 2 hours of onlining with better numbers.

Intel was mixed, nerves were frayed, and the whiskey was taking hold. In what may have been a strategic error, the decision was made: FUCK IT, WE’LL DO IT LIVE. Just after our sov clicked online, The Atron was warped to the destination planet and launched for the Dutch East Querious Company (...we’ve got some map reading problems, hush).

Lossboards are green (subtitle: Dominion sov is great~~~)

At this point, everything went to shit. The ihub launched, but wouldn’t anchor. And while we tried to sort out those issues, local spiked – hostiles landed on grid and claimed a shiny kill: https://zkillboard.com/kill/42237736/

...and the ihub still wouldn’t anchor. Coms turned to panic. Our humble ECM and anti-frig fleet was quickly overwhelmed by the Serenity Initiative moas, logi, and morale dominix (I dunno maybe it had a purpose I was busy reading wikipedias on sov mechanics).

At this point we were greeted with three different error messages each time we tried to anchor the ihub (paraphrased):

  • Can’t anchor because ships are in the way (the hostile gang and drones meant we couldn’t plunk it down easily)
  • Can’t anchor more than 100km away (away from your ship? Away from the ihub? Couldn’t tell – with hostiles swarming the clicking was frenzied and the anchoring interface left a lot to be desired, but suffice to say the clicking and dragging and scrolling presented huge issues)
  • Can’t anchor because there are indications the system is being contested.

Wait, contested? WPV-JN has three gates. At that moment, PFR had one online defensive SBU and two more ready to be placed. Our understanding was that it took more than one online SBU to make the system contested, though more thorough research now has revealed a few sources mention ihubs can’t be anchored if any SBUs at all are anchored or online in the system.

And so commenced in earnest the second battle of WPV-JN, which once again was waged primarily with cloaky ships and panicked sov maneuvers rather than clashes between fleets. A fearless blockade runner offlined the SBU and scooped it, leaving the gates clear. In this time the hostile fleet appeared to be shooting the unanchored ihub, but reports on whether that was mechanically possible are mixed. Somehow shields were down to 85% by the first time we could check. Once the gates were cleared of SBUs, characters with roles began suiciding into the ihub and moa mosh pit trying to find a sweet spot where we could anchor the damn thing without hitting the “can’t drop on ships” or “must be within 100km” error message – all the while praying the attacking fleet wouldn’t realize their opportunity and deploy SBUs of their own.

At last, the ihub found its footing, and the 1 hour anchor timer began, and the hostiles continued to fire at the nascent structure. I commanded the remnants of our fleet to rendezvous at the pos, alt-tab out of EVE, and start reading everything we could find about ihub mechanics.

What could the enemy do to stop our onlining? When precisely would it go invulnerable? Did it have full shield/armor/hull HP before coming online? Ships were dispatched to lock the ihub and check its shields and time how long it would last against the enemy fire.

Flash form:

As the planning continued, pings went out to form a moa and scythe fleet of our own. In addition, a turbo-bro not even in our corp volunteered to fly from Jita in a slippery pete, sniping the attackers and buy some time with harassment techniques. Research into sov mechanics yielded a few troubling results, and we decided to step up from a small gang getting a job done to a drudge-siren-red-alert flash form fleet. It was bad timing, but we cobbled together a moa fleet of our own to keep a watchful eye and engage as necessary to ensure the ihub’s survival.

After a tense hour of standoff, scouting, and diplomacy, the ihub anchored. A final suicide pod-warp succeeded in starting the 1-hour online timer, and the hostiles broke off – ostensibly realizing they didn’t have the DPS needed to interfere any further.

Castles in the sky:

Exhausted and down to a handful of pilots, we watched the timer click over, and the ihub’s subtitle flip to invulnerable. We’re still fragile, we’re still new, and the crusade is far from over – but the night was won. Our first stake is secured... for now.

http://i.imgur.com/8XV1gbE.png

Editor’s Note:

You might get the impression that “Coelomte and PFR are terrible” more than “Dominion sov is terrible” as you read this report. IMO both statements have truth to them. The sov system is very poorly documented, and the mechanics can be clunky and unresponsive at the worst times. We should have known the mechanics better, but we’re also overwhelmed and responding to fast changing circumstances – onlining an ihub the day after Phoebe launched is significantly faster than we had ever hoped for.

Anyway, we’re learning and exploring and gaining experience through trial and error. There have been and will be mistakes along the way, but the system isn’t doing us any favors either. It seems to be riddled with bugs and features that operate materially differently in what one would expect to be similar circumstances. But we're here to learn, improve, and continue taking the fight to them - and it's been a hell of a ride so far.



Want to know more? Check out our subreddit, http://www.reddit.com/r/PhoebeCrusadeWarRoom.

Ready to join the crusade? Our sub's sidebar has info on joining up. Join our public channel, talk to a recruiter, apply to the corporation or alliance.

Want to help fund that freighter loss? Send isk to the corporation Dutch East Querious Company. We, uh, don't exactly have an income to support our level of whelping or sov bills at the moment. No pressure, but, uh, we are kinda broke, and I promise any spare isk will go straight towards more misadventures and AARs from those misadventures.



With love and gratitude,

Your servant,

~Coelomate

Wednesday, November 5, 2014

DEV POST:: Cynosural beacon activity leading up to Phoebe



On the eve of the Phoebe release, jump-drive activity was a hot topic. Players can observe the patterns of cynosural beacons lighting up around New Eden by looking at the map statistics in the client. This led some to wonder how the activity might look over an extended time period. After seeing this repeatedly discussed in the past few days across the forums, blogs and social media, I decided to dive in to the data to see what I could find…

Across the 35 day period between October 1st until the Phoebe deployment at 10AM on November 4th, 263,344 beacons were activated. Operations peaked the day before Phoebe with 15,572 beacons activated, as players looked to perform last-minute maneuvers before jump-drive changes made such travel more restrictive.





We’d like to share this data with you in even more detail, so that you can work with it yourselves. The file in the following link contains a listing of all activations of Cynosural Field Generator modules on Tranquility (excluding the covert variant) for the 35 day period mentioned above. Each line shows the activation time and the solar-system in which the beacon was activated. (Other data points such as pilot IDs, xyz coordinates have been removed, in the interests of not exposing detailed intel)

http://cdn1.eveonline.com/data/CynosuralBeaconActivationsPhoebe_v1.7z

We look forward to seeing what interesting visualizations and analysis that the community will come up with! Please let us know at share@eveonline.com what you make.

Monday, November 3, 2014

Twas the Night Before Phoebe

‘Twas the night before Phoebe, and all ’round the region

capsuleers were all cheering, (except Pandemic Legion)

Some decried their suitcases would be covered in dust

and Shadow Cartel’s titans would certainly rust.
But ratters and carebears and pilots of small ops

were happy they could fly with less fear of blops drops.

And others in Sov were equally blissed

while many big coalitions were totally pissed.
But the complaints about logistics and freighters were heard

so freighters and rorquals wouldn’t be nerfed, was the word.

And blops (so frightening) would get only a small nerf

So alliances could still use them to protect their home turf.
So, in the days before Phoebe plans were all put into place

to move assets around and even trade space.

Goonies and Legion, and Shadow Cartel

Traded this for that from Geminate to Delve.

Move Nyxes! Move Thannies! And Moroses too

Wyverns an Hels, you know what to do!

Light up those cynos, in the north and the south

From east and from west, move them all NOW!
Because in just one days time, fatigue is our bane,

and a limit of five light years is a changer of game.

Projection of force is up in the air,

but whatever happens will make things more fair.
How will it work out when we run out of gas

trying to cross Immensea, or Bob-forbid even Impass.

How will we make sure those pesky ratters will be gone

if we can’t hot drop a drake with our shiny Archons?
How will Eve change? I don’t know, but it will.

It will be hard to swallow, like a dose of Blue Pill.

If you want some advice, I’ll give you a freebie,

and tell you, you’ll find out, right after Phoebe.
The following poem was copied from Reddit and written by Robaticus. The original post can be found here. Great work!

Friday, October 31, 2014

Dev Blog: U and I – Together we continue our little improvements

Hi space friends!
CCP karkur here to tell you about a few often-requested changes that are coming your way in Phoebe.

Asset Search and Advanced Search

Many of you like organizing your assets into station containers, which is all well and good, that is, until you need to find that Polaris Engima or that ‘Nibelung’ Mining Laser you have misplaced but know you have somewhere. The Asset Search you are used to has not searched inside your containers.
That’s changing in Phoebe– items inside containers in stations will be included in the search results.
I should note that for those who have thousands and thousands of neatly organized items in containers, fetching the information on the items might take a bit longer than you are used to.  However, after the data has been cached the searching should be really fast, and you can actually find the items you are looking for :)
Some of you may know that we have pretty powerful advanced search functionality in EVE. However, I’ve found that surprisingly many citizens of New Eden either don’t know it exists at all, or don’t know how to use it.
We wanted to raise the visibility of this powerful tool, so we have added a little question mark icon in the Asset Search tab, which will show a handy tooltip that lists all the keywords you can use and how to use them when you hover your mouse over it. For further information on the advanced search, please take a look at this dev blog by CCP Frellicus.


(Click image for a larger version)

The Overview States and “Always Show”

The ability to have a “war target”/”fleet member” only Overview has been a commonly requested feature and it is arriving with Phoebe. We will be adding a third entity display setting called “Always Show” to the overview. Before I explain what that means, let me go over how the display settings currently work:
Entities (ships, drones, etc.) on the same grid as you in space are displayed in the Overview as long as they do not match a state that is filtered out. This can be quite tricky and confusing because any one entity commonly has multiple states (war target, outlaw, etc).
For example, you can have a corp(1) and alliance(2) mate in the same fleet(3) as you, but is also a supspect(4) with security level below 0 (5), and he‘s neutral(6) to you. If you filter out any of those 6 states he matches, he will not appear in your Overview, which is not always ideal. This has for example caused war target hunters some issues, because in order to have war targets in the Overview, they cannot filter out all those random neutrals they meet on their travels, since their war targets might be neutrals too.
So what is this new display setting? As I mentioned above, we refer to it as “Always Show”, and what it means is that if an entity has a state that is set to “Always Show”, it does not matter if any of the other states it also matches are filtered out, the entity will always appear in your Overview.
If an entity does not have an “Always Show” state, it’s displayed by default as long as it does not have a state that is filtered out, just like before.
To summarize:

Always show

Entities with this state will always be shown regardless of the display setting of additional states they may have

Filter out

Entities with this state will be filtered out unless they have additional states that are set to always show

Show by default

Entities with this state will be shown unless they have additional states that are filtered out
These changes are compatible with all current Overview profiles, which are simply treated as having no state with the “Always Show” setting.
It‘s worth mentioning that although we talk about “Always Show”, nothing will override the settings in the Group tab. That is, if you have chosen to not see Battleships in your Overview, your fleet mate in the Raven will not be in the Overview, no matter how your state display settings are.
With this change, we’ve had to change the interface where you control the display settings of the entity states. The states are back to being in one list, but now you have 3 radio buttons (“Always show”, “Filter out”, “Show by default”) to choose from for each of the states.
You can click each of them individually, or select many states in the list and set them all at once by clicking on the header icons.



Scanners

Many have asked for the ability to have both the Probe Scanner and the Directional Scanner open at the same time, but none have pleaded more than the wormholers among us who are not only constantly scanning with probes but also need to be on the lookout for someone sneaking up on them. These two very useful scanning tools have lived together as tabs in the same window, along with a lesser used tool, the Moon Analyses tab. In Phoebe we will be splitting them apart, giving each its own window, and these can of course be stacked just like any other windows.

Shortcut for Directional Scanner

We have added a shortcut to directly open the Directional Scanner.

The Rest

Lastly, I want to mention a few small changes we have implemented recently but not had the opportunity to tell you about:

  • Added a Booster Timer that clearly shows you how much time you have left on your active boosters, their benefits, and side effects. This timer is displayed next to other timers such as Weapon and Limited Engagement timers.

  • Added the ability to select which overview preset to use when scanning with the Directional Scanner.

  • Added a visual timer in the HUD on modules (such as micro jump drives and cloaking devices) that have cooldown time to indicate how much was left of the cooldown.

  • Added the ability to name your jump clones. This can be done through a right click option on the jump clones in the Character Sheet
We hope these small changes make your stay in New Eden a little bit more pleasant.
Fly Safe,

@CCP_karkur
[ Original Dev Blog ]

Thursday, October 30, 2014

Phoebe: Love for Mission Runners & Newbies

Another archaic anachronism of EVE’s notorious UI is set to get a badly needed makeover in next week’s Phoebe update. The elves of Team Banana Stand have been getting down to brass tacks, making several major quality of life improvements for those running NPC corporation and tutorial missions.
Rather than having to constantly refer to the Journal panel to see how a mission is progressing, or where to go next, missioneers will have easy access to critical information via an updated Agent Missions panel in the top left section of the screen, near the current Route and System panels. The update brings tooltips and other nifty features that promise to simplify the process.

In a beautifully crafted piece of understatement, CCP SoniClover has described the current mechanism as an “old bastard in many ways”, in a devblog highlighting how the new system will be implemented.
Capsuleers over at the /eve/ subreddit summed up the changes in their typical larrikin fashion. Seasoned denizens of New Eden, especially those with little to no regular PvE interaction, may scratch their heads over this change. For newbies, this represents a great leap forward in simplifying information delivery and generally cleaning up the interface for newcomers suffering information overload and, ofttimes, cognitive dissonance as they confront the vertical nightmare of EVE’s learning cliff.

[Patch Notes] Patch Notes for Phoebe ~CCP Logibro

http://community.eveonline.com/news/patch-notes/patch-notes-for-phoebe/

FEATURES CHANGES:


Audio:


  • Added new sounds to some mission structures that were previously silent.
  • New awesome theme song for Phoebe release

Balancing:


  • All Expedition 'bosses' found in the final stage have had their loot tables buffed
  • Certain ships will receive bonuses to jump fatigue generation* Black Ops* Max jump drive range increases slightly to 8 Light Years (LY)
  • 50% reduction in fatigue generation
  • All ships using a covert jump portal also gain the same reduction
  • Jump Freighters* 90% reduction in fatigue generation
  • Max jump drive range reduced to 10 LY
  • Haulers* 90% reduction in fatigue generation when using jump bridges
  • Rorqual* 90% reduction in fatigue generation
  • Max range reduced to 5 LY, as with most other capitals
  • Balance changes have been made to the Heavy Interdictor and Stealth Bomber ship classes.
  • Heavy Interdictors:
  • Devoter

Amarr Cruiser Bonuses:

10% bonus to Medium Energy Turret capacitor use

5% bonus to Medium Energy Turret damage

Heavy Interdictor Bonuses:

10% bonus to Medium Energy Turret optimal range

5% bonus to range of Warp Disruption Fields

Role Bonus:

20% bonus to all Armor Resists

Can fit Warp Disruption Field Generators

Slot layout: 6H, 3M, 7L; 5(+1) turrets, 0 launchers

Fittings: 1265 PWG, 368 CPU

Defense (shields / armor / hull) : 1100(-293) / 2400(+312) / 1800(+112)

Capacitor (amount / recharge / cap per second) : 1625 / 335s / 4.85

Mobility (max velocity / agility / mass / align time): 215(+12) / 0.51(-0.084) / 16,200,000(+1,000,000) / 11.45s(-1.07)

Drones (bandwidth / bay): 25(+25) / 50(+50)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+10) / 250(-10) / 6(-1)

Sensor strength: 15

Signature radius: 140

Cargo Capacity: 375(+95)
* Onyx

Caldari Cruiser Bonuses:

5% bonus to Kinetic Missile damage

5% bonus to Missile Launcher rate of fire

Heavy Interdictor Bonuses:

10% bonus to Missile velocity

5% bonus to range of Warp Disruption Fields

Role Bonus:

20% bonus to all Shield Resists

Can fit Warp Disruption Field Generators

Slot layout: 6H, 6M, 4L; 0 turrets, 5 launchers

Fittings: 900(+65) PWG, 560 CPU

Defense (shields / armor / hull) : 2700(+696) / 1200(+4) / 1400(-6)

Capacitor (amount / recharge / cap per second) : 1250(+187.5) / 335s / 3.73(+0.56)

Mobility (max velocity / agility / mass / align time): 200(+2) / 0.55(+0.001) / 15,400,000(-20,000) / 11.74s()

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 240(+5) / 7(+1)

Sensor strength: 19(+3)

Signature radius: 150(+15)

Cargo Capacity: 450
* Phobos

Gallente Cruiser Bonuses:

10% bonus to Medium Hybrid Turret tracking

5% bonus to Medium Hybrid Turret rate of fire

Heavy Interdictor Bonuses:

10% bonus to Medium Hybrid Turret optimal range

5% bonus to range of Warp Disruption Fields

Role Bonus:

20% bonus to all Armor Resists

Can fit Warp Disruption Field Generators

Slot layout: 6H, 4M, 6L; 5 turrets, 0 launchers

Fittings: 1165 PWG, 375 CPU

Defense (shields / armor / hull) : 1300(+140) / 2200(+160) / 2500(-31)

Capacitor (amount / recharge / cap per second) : 1375 / 335s / 4.1

Mobility (max velocity / agility / mass / align time): 205(-4) / 0.58(+0.0285) / 14,000,000(-1,080,000) / 11.26s(-0.88)

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5) / 250(+25) / 6

Sensor strength: 17(+2)

Signature radius: 160

Cargo Capacity: 400(+85)
* Broadsword

Minmatar Cruiser Bonuses:

5% bonus to Medium Projectile Turret rate of fire

5% bonus to Medium Projectile Turret damage

Heavy Interdictor Bonuses:

10% bonus to Medium Projectile Turret falloff

5% bonus to range of Warp Disruption Fields

Role Bonus:

20% bonus to all Shield Resists

Can fit Warp Disruption Field Generators

Slot layout: 6H, 6M, 4L; 5 turrets, 3 launchers

Fittings: 1010 PWG, 392 CPU

Defense (shields / armor / hull) : 2000(+418) / 1600(-404) / 1400(-6)

Capacitor (amount / recharge / cap per second) : 1250 / 335s / 3.73

Mobility (max velocity / agility / mass / align time): 220(+6) / 0.55(-0.0215) / 15,000,000(+180,000) / 11.44s(-0.3)

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 255(+10) / 6(+1)

Sensor strength: 14(+1)

Signature radius: 130

Cargo Capacity: 452

  • Stealth Bombers:
  • Purifier:

Fittings: 45 PWG, 305(+7) CPU

Defense (shields / armor / hull) : 350(+138) / 600(+213) / 450(+63)

Capacitor (amount / recharge / cap per second) : 355(+42.5) / 266.25(+16.25) / 1.33(+0.0833)

Mobility (max velocity / agility / mass / align time): 300(+38) / 4.4(+0.053) / 1,495,000(+99000) / 9.12s(+0.71)

Warp Speed: 4.5(-1)

Sensor strength: 19(+2)

Signature radius: 40(+3)

Cargo Capacity: 260
* Manticore:

Fittings: 38 PWG, 330(+2) CPU

Defense (shields / armor / hull) : 625(+309) / 350(+62) / 400(+62)

Capacitor (amount / recharge / cap per second) : 315(+46.25) / 236.25(+21.25) / 1.33(+0.0833)

Mobility (max velocity / agility / mass / align time): 280(+24) / 4.5(+0.622) / 1,470,000(+4000) / 9.17s(+1.29)

Warp Speed: 4.5(-1)

Sensor strength: 21(+1)

Signature radius: 41(+2)

Cargo Capacity: 265(+80)
* Nemesis:

Fittings: 38 PWG, 315(+8) CPU

Defense (shields / armor / hull) : 400(+125) / 475(+159) / 650(+228)

Capacitor (amount / recharge / cap per second) : 355(+61.25) / 266.25(+31.25) / 1.33(+0.0833)

Mobility (max velocity / agility / mass / align time): 275(+11) / 4.6(+0.057) / 1,410,000(-11000) / 8.99s(+0.04)

Warp Speed: 4.5(-1)

Sensor strength: 20(+2)

Signature radius: 42(+5)

Cargo Capacity: 270(+55)
* Hound:

Fittings: 40 PWG, 310(+7) CPU

Defense (shields / armor / hull) : 550(+304) / 425(+87) / 350(+69)

Capacitor (amount / recharge / cap per second) : 285(+35) / 213.75(+13.75) / 1.33(+0.0833)

Mobility (max velocity / agility / mass / align time): 310(+26) / 4.4(+0.326) / 1,455,000(+85000) / 8.88s(+1.14)

Warp Speed: 4.5(-1)

Sensor strength: 18(+1)

Signature radius: 38(+4)

Cargo Capacity: 255(+60)

Exploration:


  • The Directional Scan, Probe Scanning, and Moon Analysis features are now split up into separate windows
  • Lowered the volume of the most commonly dropped items in exploration Data Sites from 1.0m3 (and above) to 0.1m3.
  • Lowered the volume of all Datacores and Decryptors in exploration Data Sites from 1.0m3 to 0.1m3.
  • Null Security space Data and Relic exploration sites can now also be encountered in Wormhole Class 1, 2 and 3 systems.
  • The spawn frequency of the Besieged Covert Research Facility has been increased.
  • The drop frequency of faction POS blueprints in all Data and Relic sites has been increased.
  • The drop frequency of 'Optimized' items in all Data sites has been increased.
  • Various Faction Materials have been added to the exploration Data site loot tables. These can be found in the Manufacture Research Materials Faction Materials section of the Market.
  • Various Industrial Goods have been added to the exploration Data site loot tables. These can be found in the Trade Goods Industrial Goods section of the Market.
  • The percentage chance of encountering rarer Expeditions from combat sites has been increased.
  • Expeditions now have completion messages, congratulating the player in various ways on the death and destruction that followed in their wake.
  • 'Guiding' messages have been added to some, but not all of the dungeons where an Expedition could possibly occur.

Sunday, October 26, 2014

Nulli Secunda Alliance Update

Alliance Updates are intended for an internal audience and should be considered propaganda or taken with a grain of salt.

This update will cover what we will be doing for the next 10 days right up until the release of Phoebe and how you can get ready.  Please read the entire post thoroughly and work hard over the next week to findtime to complete any preparation that you don’t already have done.  Most of you won’t need to do anything, for the rest of you this should take virtually no time to get ready.  Our plans for Phoebe are simple, and we’re incredibly excited about some of the ideas we have for these new game mechanics. Here are the 5 steps/announcements/stuff of our simple Phoebe plan:
1) We will be moving everything out of Tartoken and deploying to a new staging system on Sunday, November 2nd:  
 
        The exact time of the move op will be posted on the calendar this upcoming Sunday after our corp leadership meeting, but expect it to be around the 19:00-20:00 range.  There has never been a more important move op, if it is at all possible for you to make it to the scheduled move then you need to do so.  I know this is cutting it close to the November 4th Phoebe patch, but because we only have dreads, carriers, and subcaps in Tartoken, this should be a move we are capable of making successfully before the jump drive changes.  We have very good reasons for waiting this late to shift to our final destination before Tartoken, and they outweigh all of the obvious issues that moving this late might cause.  We will do our best to run what is basically a constant cyno route to our new staging system for the 48 hour period between when we move and when the Phoebe patch is deployed.
 
        However, I know there will be some of you that will legitimately not be able to make any move op between Nov. 2nd and Nov. 4th.  If you know that you will not be able to make those ops, or are in any way concerned that you could miss those ops, then you should pack up all of your things and talk to your corp members to help get them moved during the move op.  We will be making more than one trip to go back and get all of the capitals and subcaps, so there will be plenty of opportunities for your corp mates to get your stuff moved.  You have 8 days to determine whether or not you will be able to make the move op and plan accordingly.  
 
I can not stress this enough, and will be pinging about this every single day until Nov. 2nd, BUT YOU NEED TO EITHER MAKE THIS MOVE OP OR GET YOUR TARTOKEN STUFF TO SOME CORP MEMBERS BEFORE NOVEMBER 2ND.
 
         If you have pvp assets in Kheram that you would like to move to our new staging system, then you need to move those assets to Tartoken before the move op.  Our new deployment will still be a combat deployment, so you still only need your combat assets.
 
All Titan and Super pilots have different orders that are on the supercapital forums.  If you are a super and titan pilot and do not have access to those forums, that sounds like a problem you should get fixed.
 
2) You need to finish training the mandatory jump clone skills we asked you to train during the Tartoken move op.  For those of you who don’t remember, these skills will be mandatory for everyone to have by November 4th (you can easily train all this in time):
 
Infomorph Psychology V
Infomorph Synchronizing IV
Advanced Infomorph Psychology IV
 
        We would actually like everyone to have all those skills ready by November 2nd, as we will be strategically placing jump clones during our move op (as well as during the week before it).  However, if you are going to be cutting it tight to make the deadline, We would rather you train Informorph Psychology V first, then Infomorph Synchronizing to IV, then Advanced Infomorph to as high as you can get it before the op (and then obviously finish it to IV as soon as possible).
 
        Every combat pilot, including dread and carrier pilots (but not supers or titans) is required to have these jump clone skills trained.  This is as mandatory as mandatory things get as far as I’m concerned.  It’s a quick train, but more importantly, so much of our plans post-Phoebe will revolve around our new Jump Clone strategy.  We will go over in detail our methods and plans at the Nov. 2nd meeting, but for now you need to start minimizing the amount of jump clones you have for personal use.  With the required skills trained, you’ll be able to own a maximum of 9 jump clones.  Right now we are trying to decide between requiring you to have 5 or 6 of your jump clones reserved for alliance use.  It’ll be at least 5 (but I’m pushing hard for 6).  This will leave you 3 or 4 jump clones for personal use.  If that's not enough for you currently, then you need to find a way to make that enough.  I wish we could be flexible on this, but we can't.
 
        Orders for where to place the jump clones will come out this Sunday after our corp leadership meeting.  This should give people who can’t make the Nov. 2nd move op plenty of time to teledeath and install a jumpclone somewhere.
 
3) Once you have finished training the required jump clone skills, we need you to spend 4 days following these skill training orders:
 
        While not as crucial as the jump clone thing above, it is very important that we get as many of you as possible to follow these next instructions before November 2nd.  The more of you who do this, the more effective we will be:
On any account you own, pick a character that you think you will lose the least post Phoebe (or make a new one if you have an open slot).  It’s important that this character is not your main PVP character, or isn’t a character you plan on Jump cloning a lot.
You will then pause the skill training on this account for whatever character is training so that you can train the 4 day skill plan below.  This is why it’s required for you to finish the jump clone skills before training these skills.  I know that no one likes wasting skill training time, but this is a 4 day skill plan for even the most basic character.  All we are asking for is 4 days.
The skills you need to train are listed in this forum thread: http://forums.nullis...and-aid-fleet/
If this character is not  currently in a nulli corp, he doesn’t need to join one yet, we will take care of that on November 2nd.
IF YOU ALREADY HAVE AN ALT CHARACTER THAT IS NOT A PVP CHARACTER AND HAS ALL OF THESE SKILLS, THEN YOU CAN USE THAT CHARACTER.  That should save you some time.
 
4) We are relocating Nulli’s home base/asset storage location from Kheram to UW9B-F in Curse: http://evemaps.dotla...ap/Curse/UW9B-F
 
        We told everyone a few weeks ago that we would be discontinuing Kheram as our home base as it is no longer practical to keep assets their with the Phoebe changes.  We have finally decided on UW9B-F as a place that fulfills the most of our needs in a “home system” for whatever that will mean in a post-Phoebe world.  UW9B and it’s adjacent system have good 5-LY jump ranges for various jump routes, and of course some of you will remember that this was the same system we used to pool our assets after the 0-W hellcamp.  Some corps already have offices, and there are plenty available either in system or within one jump for every corp to have an office.
 
        Basically, everything you have now in Kheram that you don’t want to leave in high sec and don’t want to take to our next deployment, needs to be moved to UW9B-F.  The focus should be on things that can’t be moved in a jump freighter, as JFs will still be able to move around pretty freely post patch.
 
5) There are no orders to evacuate anything out of any conquerable space that we currently own.  However, if you have things in a conquerable station that can not be moved with a Jump Freighter, and you do not want/need to keep it in the conquerable station, then the place you should move that stuff to is UW9B-F.
 
        Basically, there is no space we are planning on purposefully conceding or not defending.  So if you are doing industry things, or ratting things, or whatever down in our sov, then there is no reason for you to evac those assets unless you feel that you wouldn't be able to get them out quickly in an emergency.  If you have assets that are much larger than a few jump freighter runs (a.k.a you’ve been saving cap parts for a super/titan), or have assets that can not physically fit in a jump freighter, then you will need to discuss that with your corp leadership after this upcoming Sunday.  Your corp leadership will be getting information as to what we plan to do with things like super and titan building and other heavy assets of that nature on Sunday, and will then plan accordingly on what to do with your stuff.
 
Conclusion/Summary/whatever:
 
That's it, do those things.  Morale speechs and narrative crafting and shit like that will be saved for the November 2nd alliance meeting.  You should all make an effort to ensure that not only are you prepared and finished with all of these things, but that your corp is as well.  I'll be pinging this thread and information about it every day multiple times a day.  We will still be running fleets from Tartoken, so there's no need to leave here except to do stuff that is detailed in this post.

Friday, October 24, 2014

DEV BLOG Trials And Tribulations

Hello capsuleers! As some of you may have heard already from CCP FoxFour's presentation at EVE Vegas, Team Size Matters will be releasing a number of improvements for trial accounts in the Phoebe release on November 4th. This blog will go into detail regarding what we're actually changing and how we hope to improve the trial experience for new players.

Why We Are Changing Trials

The goal of these changes is to open up the game to new players so they can explore a greater variety of the content available in EVE. We believe getting new players invested in the game early on will keep them playing longer than if we throw all the good stuff behind a subscriber wall. In addition to opening up the game for trial users, we will be adding extensive logging in every area that we are removing restrictions. This way we can closely follow changes to ensure they are not enabling negative behavior such as botting or trial cycling exploits.

What We Are Changing

We want players on trial accounts to have a chance to experience a large variety of activities in EVE without being overly burdened by existing restrictions. This will help to make it easier to find something they enjoy doing and thus decide to stick around. In that vein we are lifting the following restrictions in Phoebe:

  • Trial accounts are no longer limited in the ways they can send and receive ISK. They are now able to directly transfer ISK to other characters and corporations and send ISK to other characters by direct trades in stations. This will assist trial players who want to share ISK with each other or are looking to get into a corporation.

  • Players looking for places to trade will now be able to post in trade chat channels (Channels 10 – 15). The normal restriction on chat frequency still apply. 

  • Players interested in mission running are no longer limited to just level 1 and 2 agents and they can now participate in incursions (and receive a cut of the reward pool). Those interested in some low-sec mission running and/or PvP can now sign up for Factional Warfare.

  • To assist with joining corporations, trial players will now be able to apply to up to 5 corporations at any one time. If they are rejected by a corporation or withdraw their application, an application slot will free up and they will be able to apply to another corporation. For those who are not quite ready to make the jump into a permanent corporation, trial players will now be able to post fleet finder advertisements.

Skill Restriction Changes

We will be removing the trial restrictions from a lot of currently restricted skills. Some new restrictions will be put in place, but most of these are to inform trial players about what is achievable within the trial period, or are directly associated with already trial restricted ships. As mentioned earlier we will be keeping a close eye on how trial accounts use these skills and we will not hesitate to restrict some of them again if they are leading to misuse or exploits.
Skills which are currently restricted that we will be allowing trial accounts to train are:

  • Anchoring

  • Command Center Upgrades

  • Interplanetary Consolidation

  • Planetology

  • Gas Cloud Harvesting

  • Amarr Starship Engineering

  • Caldari Starship Engineering

  • Gallente Starship Engineering

  • Minmatar Starship Engineering

  • High Energy Physics

  • Plasma Physics

  • Nanite Engineering

  • Hydromagnetic Physics

  • Graviton Physics

  • Laser Physics

  • Electromagnetic Physics

  • Rocket Science

  • Nuclear Physics

  • Mechanical Engineering

  • Electronic Engineering

  • Quantum Physics

  • Molecular Engineering

  • Amarr Battlecruiser

  • Caldari Battlecruiser

  • Gallente Battlecruiser

  • Minmatar Battlecruiser

  • Amarr Battleship

  • Caldari Battleship

  • Gallente Battleship

  • Minmatar Battleship

  • Amarr Industrial

  • Caldari Industrial

  • Gallente Industrial

  • Minmatar industrial

  • Assault Frigates
Skills which are currently not restricted which we will be restricting:

  • Capital Remote Armor Repair Systems

  • Capital Remote Hull Repair Systems

  • Capital Repair Systems

  • Megacorp Management

  • Empire Control

  • Sovereignty

  • Fighters

  • Fighter Bombers

  • Amarr Drone Specialization

  • Caldari Drone Specialization

  • Gallente Drone Specialization

  • Minmatar Drone Specialization

  • Projected Electronic Counter Measures

  • Tactical Logistics Reconfiguration

  • Advanced Weapon Upgrades

  • Capital Capacitor Emission Systems

  • Capital Energy Turret

  • Capital Hybrid Turret

  • Capital Projectile Turret

  • Doomsday Operation

  • Tactical Weapon Reconfiguration

  • Small Blaster Specialization

  • Medium Blaster Specialization

  • Large Blaster Specialization

  • Small Railgun Specialization

  • Medium Railgun Specialization

  • Large Railgun Specialization

  • Small Autocannon Specialization

  • Medium Autocannon Specialization

  • Large Autocannon Specialization

  • Small Artillery Specialization

  • Medium Artillery Specialization

  • Large Artillery Specialization

  • Small Beam Laser Specialization

  • Medium Beam Laser Specialization

  • Large Beam Laser Specialization

  • Small Pulse Laser Specialization

  • Medium Pulse Laser Specialization

  • Large Pulse Laser Specialization

  • Fleet Command

  • Wing Command

  • Citadel Cruise Missiles

  • Citadel Torpedoes

  • Cruise Missile Specialization

  • Heavy Assault Missile Specialization

  • Heavy Missile Specialization

  • Light Missile Specialization

  • Rocket Specialization

  • Torpedo Specialization

  • Jump Drive Calibration

  • Jump Drive Operation

  • Jump Fuel Conservation

  • Jump Portal Generation

  • Advanced Infomorph Psychology

  • Advanced Mass Production

  • Capital Ship Construction

  • Deep Core Mining

  • Advanced Laboratory Operation

  • Capital Shield Emission Systems

  • Capital Shield Operation

  • Amarr Strategic Cruiser

  • Caldari Strategic Cruiser

  • Gallente Strategic Cruiser

  • Minmatar Strategic Cruiser

  • Amarr Defensive Systems

  • Amarr Electronic Systems

  • Amarr Engineering Systems

  • Amarr Offensive Systems

  • Amarr Propulsion Systems

  • Caldari Defensive Systems

  • Caldari Electronic Systems

  • Caldari Engineering Systems

  • Caldari Offensive Systems

  • Caldari Propulsion Systems

  • Gallente Defensive Systems

  • Gallente Electronic Systems

  • Gallente Engineering Systems

  • Gallente Offensive Systems

  • Gallente Propulsion Systems

  • Minmatar Defensive Systems

  • Minmatar Electronic Systems

  • Minmatar Engineering Systems

  • Minmatar Offensive Systems

  • Minmatar Propulsion Systems

  • Corporation Contracting

  • Margin Trading

  • Wholesale

  • Retail

  • Tycoon
Skills that are currently restricted which will remain restricted:

  • Starbase Defense Management

  • Cloaking

  • Cynosural Field Theory

  • Advanced Planetology

  • Drug Manufacturing

  • Astronautic Engineering

  • Laboratory Operation

  • Amarr Carrier

  • Caldari Carrier

  • Gallente Carrier

  • Minmatar Carrier

  • Amarr Dreadnought

  • Caldari Dreadnought

  • Gallente Dreadnought

  • Minmatar Dreadnought

  • Amarr Freighter

  • Caldari Freighter

  • Gallente Freighter

  • Minmatar Freighter

  • Amarr Titan

  • Caldari Titan

  • Gallente Titan

  • Minmatar Titan

  • Advanced Spaceship Command

  • Battlecruisers

  • Black Ops

  • Capital Industrial Ships

  • Capital Ships

  • Command Ships

  • Covert Ops

  • Electronic Attack Ships

  • Exhumers

  • Expedition Frigates

  • Heavy Assault Cruisers

  • Heavy Interdiction Cruisers

  • Industrial Command Ships

  • Interceptors

  • Interdictors

  • Jump Freighters

  • Logistics

  • Marauders

  • Mining Barge

  • ORE Industrial

  • Recon Ships

  • Transport Ships

  • Contracting

UI Changes

Trial accounts will now see more information relating to their trial status in a number of places in the UI. This includes clearly indicating trial restrictions in the UI and giving players a more direct way to get to Account Management (actually a streamlined subscription page) from the client.

The InterBus Ship Identification System

The ISIS will show players a visual representation of the ships they can and cannot fly on a trial account. Players seeking further info on the specific restricted skills can hover over a ship to see more details.
Interbus Ship Identification System

Character Sheet

The skill list in the character sheet will now indicate whether skills are trial restricted or not. Note that as mentioned in CCP Seagull's Phoebe dev blog, trial accounts will still have a 24 hour limit on their skill queue instead of the upcoming unlimited skill queue.
Character Sheet

Information Window

In the information window, players will be able to see whether any of the required skills to use the relevant item are trial restricted.
Information Window

Market

The Market will display restrictions on ships and items which cannot be used during the trial. Players will still be able to purchase and move these items as normal.
Market

Industry

Industry panels will display any trial locked skills required in manufacturing and research.
Industry Window
We're very excited to be bringing these changes out in Phoebe and hope they allow new players to really get a feel for EVE while they're in their trial period.
– CCP Terminus, on behalf of Team Size Matters

[ Original Dev Blog ]

Wednesday, October 22, 2014

Watch This: Item Multi-Sell in action!



Here is a video demonstrating the MultiSell window coming in the Phoebe release. It gives a person the ability to create multiple sell orders at the same time. It’s a big time saver for those who need to liquidate a large number of items at once.



Credit: JonnyPew

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