Tiamat will be released on February 17, and CCP has released the patch notes for the latest release of EVE Online. Key features in this release include the ability for corporations to choose if a CONCORD response will be triggered by intra-corp aggression, and the Minmatar T3 Tactical Destroyer: the Svipul.
Tiamat will also see an appearance of a new faction in New Eden - the
Drifters. While details have been vague, their appearance following the
Circadian Sleepers' arrival appears to be connected. Bits and pieces of
Drifter related content have been discovered on Singularity, the public facing test server, in addition to being hinted at by way of The Scope news videos. Other changes include a rebalancing of projectile weapons, new sound effects, graphical upgrades, and UI improvements. For further details on the release, check out the official Community site for Tiamat.
CCP's EVE chat show, o7, aired its second episode today - and as per usual, it came with several juicy reveals. This episode was hosted by CCP Mimic rather than the usual CCP Guard.
First on the developer interview docket were CCP Punkturis and CCP karkur. Punkturis was quite pleased with her work on Multisell and how well it was received, along with the other "little things" improvements in Phoebe. The 24 hour cap being removed from the skill queue was a long anticipated and quite popular change. The developers noted that the restrictions on the queue were preventing them from implementing further features and tweaks to the training system - now there is space for such development. Some discussion of EVE Down Under ensued, with CCP karkur displaying her knitted Gurista-kangaroo hat; CCP Rise, CCP Logibro, and CCP Mimic (among others) are all expected to be at the Australian player event.
After a short retrospective on EVE Vegas a pre-taped segment by CCP Explorer (@erlendur) discussed the five-week development cycle, which has truly hit its stride lately. Explorer walked the viewers through a behind-the-scenes look at the development process this year. The key takeaway: development is not restricted or rushed by the new cycle, and features that take longer than a single cycle to develop get all the time they need. The five-week rhythm simply means that development can happen in its own time and features can be shipped regularly and much more rapidly than before.
‘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!
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.
Hello Capsuleers! This is CCP SoniClover on behalf of Team Banana Stand, telling you about one of our new features in Phoebe: Mission Objective Guidance. Mission Objective Guidance is a system intended to aid people in completing missions they’ve accepted by giving hints on what to do next to progress or complete the mission.
There were several reasons for going for this feature, the two main ones being to reduce likelihood of players becoming confused or frustrated when doing a mission and to allow us to start delving into the pretty arcane agent/mission code for future work on the framework of missions.
In deciding on how the feature should function, we had two general rules of thumb. One was to make this as unobtrusive as possible and the other was to avoid having hints lead the player by the nose too much. As such, the guidance provided indicates the general direction or area to focus on, but should not be completely brain-dead instructions to follow. This is of course a fine line to tread, so please let us know where you feel we stand here.
So let’s go over how the Mission Objective Guidance system works in a bit more detail.
The system uses the Agent info panel in the upper left corner of the screen. This means you can turn the guidance system on or off alongside the panel (by clicking the human silhouette icon to the left of the header). To the left of the mission name in the panel, there is now an icon that hints at the state for that mission. Here is an example:
This icon is then updated when the player does something that progresses the mission to a new state. Here is another icon example:
When a mission is completed, the icon changes to the mission complete icon:
To get more information, the player can mouse-over the mission to get a tooltip with further information. This information depends on the mission and the current state of it. Let’s look at a few examples:
Notice here that the hint tells the player what item he needs, but doesn’t tell him where that item is.
Another example:
This is a common tooltip for instance when you need to kill all NPCs to activate the acceleration gate to the next deadspace complex area.
This is not an exhaustive list of all the states or tooltips. We’ll have that in the patch notes, so check them out when they are published for more details.
The mission system is an old bastard in many ways and creating a generic system to cover all the ancient snowflakes still floating around in it is far from easy. So while the Mission Objective Guidance system does cover the vast majority of missions, there are a few for which we can only give very vague hints. Often, this means simply telling the player to refer to the Journal for further information.
To help players a bit more, we have a few graphical elements to emphasize what’s going on.
When a state changes, the icon in the agent info panel blinks to indicate this.
When the mission is specifying a particular object, for instance a structure to destroy, clicking on the state icon will move the camera to show the object. This will only work if you have the camera tracking on. This is an exception to the rule of not giving too strong hints, because we want to improve how players can find objects in the space scene without having to resort to the overview.
If the tooltip references a specific item, clicking on the name of the item in the tooltip will bring up the show info window for that item. This includes destination system, allowing you to set destination.
Future iterations on this feature will cover more of the special snowflake missions that we can’t track adequately at the moment and will possibly offer further polish on the visual side, especially in making people more aware of mission objectives in their surroundings.
The Mission Objective Guidance system is on Singularity right now, so head over there if you want to test it and please give us feedback if you run into anything strange. [ Original Dev Post ]
Let’s talk more about the dark side of Phoebe and the jump changes.
First, let’s state the problem that plagues all competitive multiplayer games but open ended games like EVE the most, the n+1 problem:
All else being equal, the side with n resources is at a disadvantage to the side with n+1 resources.
In EVE, n can refer to the amount of ISK, skill points, friends, experience, etc. Basically, there is always an advantage to have more of things available to you than your opponents. This is a fact of gaming life. As well as business and life in general. There is a constant need for more resources. Or as the last George Carlin put it, "The meaning of life is just trying to find a place for your stuff.".
In gaming this inherent advantage is addressed by caps on players, either direct or indirect. Limiting points, items, money, or other in-game resources. Limits in skill discrepancies, always trying to find ways to give the "little guy", i.e. the side on the lower end of the n+1 problem, the ability to punch up against the “big guy”. Adding in diminishing returns, or more of a particular item or mechanic to try and bring "stuff" in balance.
A common complaint about any changes to nullsec is some variant of “this change benefits the big coalitions more than the little guys you want to balkanize null sec with because they have more of [insert specific resource here]“. Well, DUH! The larger and more organized group will ALWAYS have an advantage over the smaller and less organized groups unless the former choose not to take it. This is not a surprise. The goal of changes should be to give so many decisions and actions for large groups to take that they cannot press the advantage in all areas at the same time. To diffuse their advantage across multiple areas to the point they still have an advantage, but so that the opportunity for smaller groups to enter into the scuffle is always there.
This is what the jump ship and fatigue changes in Phoebe are trying to do: limit power projection of all capital fleets AND force large coalitions to make choices about how they use their n+1 advantage to the best effect, hopefully leaving opportunities open for smaller groups to gain footholds in the game. Right now, there is no choice to be made when faced with the question of smashing a smaller group because of the ease of tactical and strategic deployment of capitals, or rather the only choice is “do I feel like it?” and that’s not a good gameplay design.
So we get Phoebe. And one of the responses is “well, the large capital using coalitions will just put caches of capital ships all over the galaxy and use jump clones or interceptors to get to them when needed”.
Yes, yes they will.
The groups we are talking about are some of the most organized and affluent in EVE’s history, there is literally no mechanical solution to force projection they cannot buy and/or maneuver around with enough effort. But that’s the key word there, isn’t it? Effort.
Yes, they will create stockpiles of capital ships in various NPC stations and POS around the cluster (easier with regular caps than with super caps). Yes they will be able to avoid the jump fatigue mechanic with interceptors and/or jump clones to get to the caches as they need them. Yes, they will recruit or create more specialty accounts to accomplish this. Yes, they are still going to be able to throw their weight around considerably.
But hopefully the effort of making and maintaining these caches in an operational and ready to go state adds enough complexity to force projection to cause these large powerful groups to have to make decisions that leave gaps in the defenses. The point seems to be that these concessions will force a train of thought that means these larger groups will not only have to expend vast amounts of resources to maintain their holdings. Creating the opportunity for exploitation by smaller groups with a keen eye and ear to the ground. A small group with proper planning and good intel could easily cause havoc for these larger groups, mostly by gumming up the deployment of these caches. Thereby forcing redeployment and restructuring. A very cat and mouse game may emerge.
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.
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.
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.
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.
Industry
Industry panels will display any trial locked skills required in manufacturing and research.
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
Ahoy-hoy pilots! Just to inform you that the Missions Objective Guidance feature (affectionaly called the Mission Tracker) has now been enabled on Singularity. This handy little feature resides in the Agent info-panel of the UI. It sits to the left of the mission, and tracks the various states of your mission giving you some helpful hints of how to complete the mission. It will update when a mission has been completed, and advise you to return to the agent. It’s been a difficult feature to implement, and we are trying to refine some of the hints now so they are as helpful as they can possibly be. So please give feedback on this. And if you do have a mission where the tracker does not seem to be helpful, please tell me the name of the mission, and the agent too. And then tell me what it is about the tracker hint that doesn’t quite add up. Smile Please go forth, and give it a try. We will be waiting eagerly for feedback so that we can polish it further. We of course have a few ideas of our own for where to take this, we will be discussing this further in an upcoming dev blog.
EVE Dev CCP Paradox in a recent forum post announced the inclusion of an improved mission tracking system into the game. The status and progress of PVE missions in EVE Online should be easier to understand. It should also offer helpful hints on how to actually complete these missions. A feat that's mostly accomplished via 3rd party services that have collected the information together for players.
Whilst some have complained about the missions being easy to beat already, I am actually excited since this could lead to even more complex missions which should add interesting content to the game. We’ll see how that fares. And given the fact that EVE still suffers from UI drawbacks and quirky design choices after this long will mean just about everyone is being cynical about this. But it wouldn't be EVE if they weren't.
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.
GSF CEO The Mittani announced that in the face of the upcoming jump range changes that GSF and it's allies will be refocusing their efforts to maintain their dominance in key areas of the EVE universe. "Like our frenemies in PL, we're massively divesting and consolidating in advance of the patch. We are ditching the Southwest south of Fountain (that means D, Q and PB), which are all underinhabited renter zones and moon farms, and no longer viable to hold after the 5LY combat capital change. Our allies there are relocating into more defensible positions. We are retiming the whole Southwest in a completely random way, then selling it off to the highest bidder" As usual, just about everyone seems to be speculating as to what this will mean for the players that call these regions of space home in the long-term. It seems rather apparent that we'll see some opportunistic attempts at land grabs come November. Who knows, maybe the "Game Preserve" of Catch will see a border expansion. ;)
An event that started out several years ago as an impromptu EVE Online player gathering, EVE Vegas has grown so large that this year it was was officially taken over by developer CCP Games. This year's event was organised like a mini-Fanfest, with Executive Producer Andie Nordgren's keynote address and some interesting talks from both players and developers. Players got a chance to compare notes with developers on the game's recent progress, CCP let out a few exciting reveals, and the whole event was streamed live to viewers at home for free.
This year's big reveal was a new tech 3 Tactical Destroyer ship class that can transform into one of several tactical configurations mid-fight to boost power to the engines, shields, or weapons as required. We also heard rumblings of new "glass cannon" weapons that deal increased damage but lower your ship's damage resistances, and CCP tested the public response to the controversial idea of adding permadeath characters to EVE. Player talks were equally informative, giving insights into the world of nullsec Fleet Command and the custom Region Commander software that the game's biggest coalitions use to maintain their grip on power.