All Activity

This stream auto-updates     

  1. Earlier
  2. If you'd like to discuss this devblog, feel free to do so in the comments thread over on the EVE Online forums. As part of a number of changes over the course of the summer, we’re planning to make some alterations to sales taxes and brokers fees associated with the market. These changes will mean increases in sales taxes and brokers fees but will also include changes to the bonuses a character receives from tax related skills. Here’s a rundown of the changes that will be made soon. These changes will be live on Singularity tomorrow for testing. Changes to sales taxes and broker fees: Maximum Sales Tax increase from 2% to 5%. Minimum Sales Tax increase from 1% to 2.25%. Maximum Brokers Fee increase for NPC stations from 3% to 5%. Double the total maximum taxation from 5% to 10%. Increased total minimum taxation on NPC structures from 3% to 5.25%. Increase the minimum taxation on player owned structures by 125% from 1% to 2.25%. Changes to tax associated skills: Accounting – Increase in reduction of sales tax from 10% per level to 11% per level. Brokers Relations – Increase in reduction of costs associated with setting up a market order from 0.1% per level to 0.3% per level. The total benefit from skills will increase from 2% (current benefit) to 4.75%, which translates to a total tax reduction (including standings benefits) of 47.5% instead of the current 40%. As always, we’re open to hearing feedback from the community, so if you have any comments regarding these changes, feel free to head on over to the discussion thread on the EVE Online Forums! Gesamten Artikel anzeigen
  3. If you'd like to discuss this devblog, feel free to do so in the comments thread over on the EVE Online forums. As part of a number of changes over the course of the summer, we’re planning to make some alterations to sales taxes and brokers fees associated with the market. These changes will mean increases in sales taxes and brokers fees but will also include changes to the bonuses a character receives from tax related skills. Here’s a rundown of the changes that will be made soon. These changes will be live on Singularity tomorrow for testing. Changes to sales taxes and broker fees: Maximum Sales Tax increase from 2% to 5%. Minimum Sales Tax increase from 1% to 2.25%. Maximum Brokers Fee increase for NPC stations from 3% to 5%. Double the total maximum taxation from 5% to 10%. Increased total minimum taxation on NPC structures from 3% to 5.25%. Increase the minimum taxation on player owned structures by 125% from 1% to 2.25%. Changes to tax associated skills: Accounting – Increase in reduction of sales tax from 10% per level to 11% per level. Brokers Relations – Increase in reduction of costs associated with setting up a market order from 0.1% per level to 0.3% per level. The total benefit from skills will increase from 2% (current benefit) to 4.75%, which translates to a total tax reduction (including standings benefits) of 47.5% instead of the current 40%. As always, we’re open to hearing feedback from the community, so if you have any comments regarding these changes, feel free to head on over to the discussion thread on the EVE Online Forums! Gesamten Artikel anzeigen
  4. If you'd like to discuss this devblog, you can feel free to do so in the comments thread here! Since we launched the new recruitment program last July, we’ve been looking closely at how it’s being used and what kind of rewards we’re issuing as part of the incentive to invite friends into New Eden. As always, the main objective of the recruitment program is to allow existing pilots in EVE to invite their friends to join them in New Eden in a way that benefits both parties. When we launched the new program last year, we mentioned that we’d be looking to change up the rewards depending on how they were being claimed and how the recruitment program was being used. With this in mind, we’ll be making some changes to the recruitment program on Monday, based on the last year of player behavior. The recruitment program is one of our best tools for bringing new pilots into NewEden via referral, and we sincerely believe in its importance. Looking at metrics, we think you guys do too, given how much you use it, so we want to work with the community to keep it fresh and fun for both referring veterans and the rookies who’re joining the community through this channel. That said, there are some rewards – primarily the PLEX reward – that have been abused over the course of the last year, so we’re going to look at switching them out to see how this impacts the program going forward. On Monday, we’ll be making a few changes: New recruits will receive more Skill Points from the program. Reward one will replace reward three and be doubled for the recruiter. Reward two will be changed to give omega time instead of PLEX for the recruiter. When these changes are implemented, the rewards will stand as follows: New recruits will receive 1,000,000 skill points (increased from 750,000). Recruiter will receive 4x 24h accelerators when their recruit purchases PLEX. Recruiter will receive 15 days of Omega time when their recruit purchases Omega time. As always, we want to work together with the community to make New Eden a better place, so we’d love to hear your feedback on these changes over the course of the weekend. We will of course be looking to switch the rewards up again at some point in the future, and the recruitment program is something we want to continue to co-develop with input from the community. We want to hear your feedback about the recruitment program, especially if you have ideas for the reward structure, but also if you have feedback on the flow, UI/UX changes, or anything else that you think could help make the process moreawesome. If you’d like to discuss this devblog or leave comments and suggestions, you can do so in the comments thread here! Gesamten Artikel anzeigen
  5. If you'd like to discuss this devblog, you can feel free to do so in the comments thread here! Since we launched the new recruitment program last July, we’ve been looking closely at how it’s being used and what kind of rewards we’re issuing as part of the incentive to invite friends into New Eden. As always, the main objective of the recruitment program is to allow existing pilots in EVE to invite their friends to join them in New Eden in a way that benefits both parties. When we launched the new program last year, we mentioned that we’d be looking to change up the rewards depending on how they were being claimed and how the recruitment program was being used. With this in mind, we’ll be making some changes to the recruitment program on Monday, based on the last year of player behavior. The recruitment program is one of our best tools for bringing new pilots into NewEden via referral, and we sincerely believe in its importance. Looking at metrics, we think you guys do too, given how much you use it, so we want to work with the community to keep it fresh and fun for both referring veterans and the rookies who’re joining the community through this channel. That said, there are some rewards – primarily the PLEX reward – that have been abused over the course of the last year, so we’re going to look at switching them out to see how this impacts the program going forward. On Monday, we’ll be making a few changes: New recruits will receive more Skill Points from the program. Reward one will replace reward three and be doubled for the recruiter. Reward two will be changed to give omega time instead of PLEX for the recruiter. When these changes are implemented, the rewards will stand as follows: New recruits will receive 1,000,000 skill points (increased from 750,000). Recruiter will receive 4x 24h accelerators when their recruit purchases PLEX. Recruiter will receive 15 days of Omega time when their recruit purchases Omega time. As always, we want to work together with the community to make New Eden a better place, so we’d love to hear your feedback on these changes over the course of the weekend. We will of course be looking to switch the rewards up again at some point in the future, and the recruitment program is something we want to continue to co-develop with input from the community. We want to hear your feedback about the recruitment program, especially if you have ideas for the reward structure, but also if you have feedback on the flow, UI/UX changes, or anything else that you think could help make the process moreawesome. If you’d like to discuss this devblog or leave comments and suggestions, you can do so in the comments thread here! Gesamten Artikel anzeigen
  6. If you'd like to discuss this devblog, please feel free to leave your feedback in the comments thread over on the official forums! Hello most excellent capsuleers! Today’s dev blog will discuss some proposed changes to the Vexor Navy Issue and to the drone skills available to Alpha clones. These proposals were developed with help from community suggestions and feedback, including discussion with the CSM. We presented these proposals to the wider EVE community on stage at EVE North in Toronto a few weeks ago, and they are now available for public testing on the Singularity test server so that you can try them out and let us know what you think! These two sets of changes are aimed at somewhat different goals, but since they impact the same area of gameplay we thought it was best to discuss them together. These aren’t the only balance changes planned for the next few months, and we’ll discuss some of the other balance proposals being developed in a separate future dev blog. Vexor Navy Issue The Vexor Navy Issue (VNI) is one of the two navy faction cruisers produced by the Gallente Federation. It is currently designed as an extreme drone-based glass cannon capable of very high drone DPS at the expense of defenses and with a small drone bay preventing it from carrying extra waves. This version of the ship has become extremely dominant in the specific niche of farming nullsec anomalies, making it one of the most commonly flown ships in the game. The VNI has an excellent combination of dps, mobility, ease of use, and price making it the obvious choice for anomaly running. For the same reasons, the VNI has also become one of the most commonly used ships among those who break the rules by engaging in botting. Whenever a ship becomes this dominant in a specific role, it has the unfortunate side effect of crowding out other options and making the choice of what ship to fly less interesting. We have made a series of small tweaks to the VNI over time in an attempt to gradually reduce its dominance, however we have now concluded that the best path forward is a larger revamp of the VNI’s design. This revamp will carve out a new and different niche for the VNI, allowing it to remain an exciting and powerful ship without dominating the world of anomaly ratting. The goals for these Vexor Navy Issue changes are: Present players with a more interesting and diverse set of competitive choices when they decide which ship to use for nullsec anomaly running Ensure that the VNI’s new focus represents an exciting and desirable option for players Ensure that the VNI’s new attributes and bonuses reflect the wider theme present in Gallente Federation ships and Navy Faction ships To reach these goals we are planning a complete rework of the VNI’s bonuses and stats. Under this plan the VNI would gain extra drone tracking speed, a new bonus to medium hybrid turret damage and tracking speed, and a new bonus to armor repair amount. It will also gain another turret slot, extra fitting room, improved mobility while using 10mn and 50mn propulsion modules, and a smaller signature radius. In exchange, the VNI will be losing 50mbits of drone bandwidth, bringing it to the same 75mbits as the standard Vexor. This new version of the VNI will enjoy great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI under this plan would be: Gallente Cruiser bonuses (per skill level): - 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) - 10% bonus to Medium Hybrid Turret damage and tracking speed (new) - 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 All in all, this version of the VNI would become a very powerful brawling pvp ship, and would become stronger for higher-difficulty PVE activities that benefit from a sturdy armor tank. However it would need to use a combination of blasters and drones to achieve the same total DPS that the old VNI could achieve with drones alone. When used as a low-attention anomaly ratting ship, the new VNI would be dealing about 33% less DPS than before. The combined changes to mass, velocity, and inertia also mean that the new VNI will be faster and more agile when using a 10mn or 50mn propulsion module, while being slightly slower and less agile than it had previously been when using a 100mn afterburner. This new set of VNI bonuses fits well into the established themes of Gallente Federation ships and Navy Faction ships. The 7.5% bonus to armor repair amount per level is a mainstay of Gallente ships, showing up on the Incursus, Myrmidon, Brutix, Hyperion, Ninazu, Deimos, Eos, and Astarte among others. The new VNI will extend this trademark Gallente trait into the T1 cruiser lineup. Tracking speed bonuses are one of the most recognizable traits among Navy Faction ships, and the combination of 10% per level tracking speed bonuses for both drones and turrets makes the new VNI an extremely effective ship for applying damage to small and fast targets. Overall we are very excited for the community to try out these Vexor Navy Issue changes on the Singularity test server. The ship is seeded on the market for 100isk in many locations throughout the Singularity server to ensure that all players can easy give it a try for themselves and let us know what you think. We’ll be following the feedback thread on the official forums that was linked at the beginning of this blog for your comments. Alpha Clone Drone Skills We are also planning a set of targeted changes to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts, since large scale parallelized farming of nullsec anomalies with alpha clones is a popular tactic among botters. Our planned changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III After these changes alpha clone characters will still be able to use drones quite effectively, but their total damage per second will be reduced compared to its current levels. Alpha clones will also no longer have access to Tech Two and 'Augmented' medium drones, although they will still be able to use Navy Faction and 'Integrated' medium drones. Players aiming to optimize their damage using alpha clone characters may reach slightly better results using turrets or missile instead of drones after these changes. Existing alpha clone characters with these skill levels trained will find them disabled while they remain in the alpha clone state, similarly to how other omega skill levels become disabled while a character is in the alpha clone state. Like the proposed VNI changes, these alpha clone skillset changes are currently available for testing on the Singularity test server. We encourage all interested players to try out these changes on the test server and pass along your feedback in the forum thread linked at the top of this blog. Thank you very much for reading today’s dev blog, and we look forward to discussing all aspects of these changes with you on the forums! Gesamten Artikel anzeigen
  7. If you'd like to discuss this devblog, please feel free to leave your feedback in the comments thread over on the official forums! Hello most excellent capsuleers! Today’s dev blog will discuss some proposed changes to the Vexor Navy Issue and to the drone skills available to Alpha clones. These proposals were developed with help from community suggestions and feedback, including discussion with the CSM. We presented these proposals to the wider EVE community on stage at EVE North in Toronto a few weeks ago, and they are now available for public testing on the Singularity test server so that you can try them out and let us know what you think! These two sets of changes are aimed at somewhat different goals, but since they impact the same area of gameplay we thought it was best to discuss them together. These aren’t the only balance changes planned for the next few months, and we’ll discuss some of the other balance proposals being developed in a separate future dev blog. Vexor Navy Issue The Vexor Navy Issue (VNI) is one of the two navy faction cruisers produced by the Gallente Federation. It is currently designed as an extreme drone-based glass cannon capable of very high drone DPS at the expense of defenses and with a small drone bay preventing it from carrying extra waves. This version of the ship has become extremely dominant in the specific niche of farming nullsec anomalies, making it one of the most commonly flown ships in the game. The VNI has an excellent combination of dps, mobility, ease of use, and price making it the obvious choice for anomaly running. For the same reasons, the VNI has also become one of the most commonly used ships among those who break the rules by engaging in botting. Whenever a ship becomes this dominant in a specific role, it has the unfortunate side effect of crowding out other options and making the choice of what ship to fly less interesting. We have made a series of small tweaks to the VNI over time in an attempt to gradually reduce its dominance, however we have now concluded that the best path forward is a larger revamp of the VNI’s design. This revamp will carve out a new and different niche for the VNI, allowing it to remain an exciting and powerful ship without dominating the world of anomaly ratting. The goals for these Vexor Navy Issue changes are: Present players with a more interesting and diverse set of competitive choices when they decide which ship to use for nullsec anomaly running Ensure that the VNI’s new focus represents an exciting and desirable option for players Ensure that the VNI’s new attributes and bonuses reflect the wider theme present in Gallente Federation ships and Navy Faction ships To reach these goals we are planning a complete rework of the VNI’s bonuses and stats. Under this plan the VNI would gain extra drone tracking speed, a new bonus to medium hybrid turret damage and tracking speed, and a new bonus to armor repair amount. It will also gain another turret slot, extra fitting room, improved mobility while using 10mn and 50mn propulsion modules, and a smaller signature radius. In exchange, the VNI will be losing 50mbits of drone bandwidth, bringing it to the same 75mbits as the standard Vexor. This new version of the VNI will enjoy great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI under this plan would be: Gallente Cruiser bonuses (per skill level): - 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) - 10% bonus to Medium Hybrid Turret damage and tracking speed (new) - 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 All in all, this version of the VNI would become a very powerful brawling pvp ship, and would become stronger for higher-difficulty PVE activities that benefit from a sturdy armor tank. However it would need to use a combination of blasters and drones to achieve the same total DPS that the old VNI could achieve with drones alone. When used as a low-attention anomaly ratting ship, the new VNI would be dealing about 33% less DPS than before. The combined changes to mass, velocity, and inertia also mean that the new VNI will be faster and more agile when using a 10mn or 50mn propulsion module, while being slightly slower and less agile than it had previously been when using a 100mn afterburner. This new set of VNI bonuses fits well into the established themes of Gallente Federation ships and Navy Faction ships. The 7.5% bonus to armor repair amount per level is a mainstay of Gallente ships, showing up on the Incursus, Myrmidon, Brutix, Hyperion, Ninazu, Deimos, Eos, and Astarte among others. The new VNI will extend this trademark Gallente trait into the T1 cruiser lineup. Tracking speed bonuses are one of the most recognizable traits among Navy Faction ships, and the combination of 10% per level tracking speed bonuses for both drones and turrets makes the new VNI an extremely effective ship for applying damage to small and fast targets. Overall we are very excited for the community to try out these Vexor Navy Issue changes on the Singularity test server. The ship is seeded on the market for 100isk in many locations throughout the Singularity server to ensure that all players can easy give it a try for themselves and let us know what you think. We’ll be following the feedback thread on the official forums that was linked at the beginning of this blog for your comments. Alpha Clone Drone Skills We are also planning a set of targeted changes to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts, since large scale parallelized farming of nullsec anomalies with alpha clones is a popular tactic among botters. Our planned changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III After these changes alpha clone characters will still be able to use drones quite effectively, but their total damage per second will be reduced compared to its current levels. Alpha clones will also no longer have access to Tech Two and 'Augmented' medium drones, although they will still be able to use Navy Faction and 'Integrated' medium drones. Players aiming to optimize their damage using alpha clone characters may reach slightly better results using turrets or missile instead of drones after these changes. Existing alpha clone characters with these skill levels trained will find them disabled while they remain in the alpha clone state, similarly to how other omega skill levels become disabled while a character is in the alpha clone state. Like the proposed VNI changes, these alpha clone skillset changes are currently available for testing on the Singularity test server. We encourage all interested players to try out these changes on the test server and pass along your feedback in the forum thread linked at the top of this blog. Thank you very much for reading today’s dev blog, and we look forward to discussing all aspects of these changes with you on the forums! Gesamten Artikel anzeigen
  8. If you'd like to discuss this devblog, you can do so in the comments thread over on the official forums here! Greetings tech-savvy capsuleers! We'd like to drop a quick line about the state of switching to 64-bit clients as the default option. Last Friday we were scheduled to flick a switch in everyone's launchers and move everyone who is not already on 64-bit over, with an option to disable it if there are problems. We have elected to delay that step due to the late discovery of a set of Mac devices that appear to have compatibility issues with the 64-bit wine environment. It's a complex case that seems to have multiple contributing factors including specific graphics cards, power usage profiles and MacOS upgrade histories. We've elected to put the move to opt-out 64-bit on hold until we have a clean upgrade path for these users. If you're playing on the following platforms, you need read no further, just continue playing EVE! Windows MacOS using "latest" wine MacOS using "wine-4.4.-Staging--macos-binary-195" wine If you're on MacOS and using the "wine-1.9.17-143-g91037ca-ccp-master-72" wine environment, we have extra information for you. This version of wine is not 64-bit compatible, and you will not be able to run the 64bit client using this environment. We encourage you to upgrade to "latest" wine with 64bit enabled if possible. However, if this does not work for you especially if in the past you have filed a support ticket and been specifically instructed to use "wine-1.9.17-143-g91037ca-ccp-master-72" we encourage you to contact the GM Team via support ticket as we are extremely interested in gathering details on your system hardware to help narrow down this issue so we can provide you with an upgrade path. Additionally, Apple has released a beta for Mac OS Catalina (10.15.x). Catalina does not support 32bit applications at all, which means that you will not be able to run the "wine-1.9.17-143-g91037ca-ccp-master-72" environment at all. If you cannot use "wine-4.4.-Staging--macos-binary-195" then it is important that you not opt in to the Catalina beta until we have resolved the compatibility issues with your graphics card, as you will not be able to play EVE from Catalina beta at all until we have done so. Please remember that in general, CCP does not support EVE on beta operating systems. Fly safe! o7 Gesamten Artikel anzeigen
  9. If you'd like to discuss this devblog, you can do so in the comments thread over on the official forums here! Greetings tech-savvy capsuleers! We'd like to drop a quick line about the state of switching to 64-bit clients as the default option. Last Friday we were scheduled to flick a switch in everyone's launchers and move everyone who is not already on 64-bit over, with an option to disable it if there are problems. We have elected to delay that step due to the late discovery of a set of Mac devices that appear to have compatibility issues with the 64-bit wine environment. It's a complex case that seems to have multiple contributing factors including specific graphics cards, power usage profiles and MacOS upgrade histories. We've elected to put the move to opt-out 64-bit on hold until we have a clean upgrade path for these users. If you're playing on the following platforms, you need read no further, just continue playing EVE! Windows MacOS using "latest" wine MacOS using "wine-4.4.-Staging--macos-binary-195" wine If you're on MacOS and using the "wine-1.9.17-143-g91037ca-ccp-master-72" wine environment, we have extra information for you. This version of wine is not 64-bit compatible, and you will not be able to run the 64bit client using this environment. We encourage you to upgrade to "latest" wine with 64bit enabled if possible. However, if this does not work for you especially if in the past you have filed a support ticket and been specifically instructed to use "wine-1.9.17-143-g91037ca-ccp-master-72" we encourage you to contact the GM Team via support ticket as we are extremely interested in gathering details on your system hardware to help narrow down this issue so we can provide you with an upgrade path. Additionally, Apple has released a beta for Mac OS Catalina (10.15.x). Catalina does not support 32bit applications at all, which means that you will not be able to run the "wine-1.9.17-143-g91037ca-ccp-master-72" environment at all. If you cannot use "wine-4.4.-Staging--macos-binary-195" then it is important that you not opt in to the Catalina beta until we have resolved the compatibility issues with your graphics card, as you will not be able to play EVE from Catalina beta at all until we have done so. Please remember that in general, CCP does not support EVE on beta operating systems. Fly safe! o7 Gesamten Artikel anzeigen
  10. If you'd like to discuss this devblog, feel free to head over to the comments thread on the official forums. This is the Monthly Economic Report for June 2019. The raw data that makes up this report can be downloaded here. (25.10MB) All graphs in this report can be enlarged by clicking on them. Gesamten Artikel anzeigen
  11. If you'd like to discuss this devblog, feel free to head over to the comments thread on the official forums. This is the Monthly Economic Report for June 2019. The raw data that makes up this report can be downloaded here. (25.10MB) All graphs in this report can be enlarged by clicking on them. Gesamten Artikel anzeigen
  12. RSS Bot

    Account Security Improvements

    If you'd like to discuss this devblog, feel free to head on over to the comments thread on the official forums! Hi, fellow capsuleers. EVE Online accounts are incredibly valuable, and we are constantly taking steps to make your accounts more secure. In this blog, we'd like to tell you about what steps we've recently been taking to improve your safety. Before that, we first want to tell you about something we have been working on with our friends at 1Password. Introducing: The EVE Players' 6-month free trial for 1Password Family Yes, you read that correctly! We had a little chat with our friends at 1Password, and they were awesome enough to give all of you a free 6-month trial on their family plan! This allows you to synchronize your passwords between devices, be it desktops or mobile devices, and share selected passwords and vaults between up to 5 family members. There is no obligation involved in the trial, so in case you are worried about losing access to those passwords should you decide not to continue after 6 months (why would you? It's awesome!), don't worry as the applications will only be put into read-only mode. So, we highly encourage each and every one of you to sign up with them if you haven't already. You are, of course, free to use any other password manager if you so choose, but please do use a password manager as it greatly improves the online security for most people. In the example below, we'll show you how you can take advantage of 1Password to not only manage your passwords, but your Two-Factor Authentication codes for EVE Online as well. You can sign up for the extended 1Password trial right here. For those interested in the nitty gritty, or for those on the edge of having someone else manage their passwords, 1Password has a detailed description of their security practices and models here. TLDR: Only you can decrypt your passwords on your own devices. Two-Factor improvements: One authenticator code for all your accounts! After consulting with Troy Hunt and Scott Helme (Scott is also an EVE player!) on the security side of things a little bit, we worked together with the team in charge of the Account Management website to introduce a small "quality of life" update to the Two-Factor Authentication (hereafter 2FA) setup on https://secure.eveonline.com. You can now provide your own seed for the 2FA setup, and therefore use the same TOTP generator for multiple accounts. If you have more than one account, you can simply set up 2FA on one of your accounts, then copy the 2FA seed and use that same seed when setting up 2FA on your other accounts. This way, you no longer have to scroll through your 2FA application to find the right code, since you can now share it between accounts. To make matters even easier, you can also have 1Password take care of the code for you, so you can sync it between the browser and your mobile, for example. In that case, sharing the seed isn't necessary since 1Password will take care of populating the correct code for you. Please note that sharing the 2FA seed is not as safe as having a unique seed for each account, but it's still safer than not having 2FA at all. Here's an example of how easy it is to hook an existing account up to 1Password, as well as enabling 2FA: Sign up for 1Password if you haven't done so already and install the browser extension, then log in to your 1Password account. This demo uses the official 1Password X Chrome extension on Windows (it works on Edge Chromium as well). Go to https://secure.eveonline.com and log in to your account. You will be prompted to save the login information to 1Password so it can auto-fill your credentials the next time you log in. Finish logging in and then open the Authenticator settings on Account Management, and once they open, click the "Enable Authenticator" button on the right-hand side. There, you will also see the new option to provide your own authenticator seed, if you'd like to use the same seed between multiple accounts. As mentioned above, although that is less secure than using a separate one for each account, it's always better to have 2FA enabled than having no 2FA at all. Once the QR code is displayed, click the 1Password extension in the browser bar and have it scan the QR code on the page for you. This will allow 1Password to take care of the authenticator code as well, to make login even easier. Once that is done, you'll get a message from the 1Password extension saying "Authentication Code Saved", with the code automatically added to the clipboard. Paste the code into the verification field, click "Verify", and voila, 2FA is now enabled for your account! Please note that the 1Password 2FA feature works not just for EVE Online, but also any other online account that has 2FA support as well. So make your life easier and use a good password manager! Have I Been Pwned Integration On 2 May 2018 (a little over a year ago), we added a password check against Troy Hunt's Pwned Passwords API (which is part of Have I Been Pwned). We did this to be able to notify our players if their chosen passwords had been compromised as part of an existing data breach. This has been very well received by our players and has also been noticed by others who have used our implementation as a reference. We do have a few things to finish up such as making sure the passwords are properly checked on the "Change Password" and "Account Registration" pages as well, to prevent players from picking another bad password, but overall password security has improved a lot! When we first implemented the check, about 19% of logins were greeted with the message that their password was not safe enough. Today, this has dropped down to around 11-12% and hopefully will continue to go down. This means that, overall, our players are more safe from dictionary/credential stuffing attacks than before. Coupled with Two-Factor Authentication, a player's account security will be greatly improved, keeping nefarious hackers away. 1Password also takes advantage of HIBP to do the same thing, notifying you if any of your stored passwords occur in a data breach. Here is an example of the breached password notification when logging in: Miscellaneous improvements We have also made other changes over the last year, which should have gone mostly unnoticed by our players, but are nonetheless important security features. Here's a small list: We added a Content Security Policy to the EVE Online SSO. This helps us reduce the chance of malicious code from 3rd party libraries or browser plugins doing bad things. We submitted our eveonline.com and testeveonline.com domains to the HSTS Preload list, which forces all compliant browsers to only load them over HTTPS. We are taking advantage of browser reporting capabilities to monitor browser issues such as Content Security Policy violations, network errors, browser feature deprecation and crashes, so we can act on those if needed. We've improved the way we detect and invalidate login sessions and 3rd party application authentication tokens to make sure that access is reliably revoked when you change passwords, transfer accounts etc. And we're not done yet... We will continue to make several improvements to our players' account security in the near future, with the primary focus being a reduction in account takeovers and improved account security, without impeding or making it harder for our players to play the game. We will hopefully be able to provide a more detailed description of these improvements soon, so stay tuned for future updates, and fly safe! Without any further ado, it's time to "buzz the tower"! o7 Gesamten Artikel anzeigen
  13. RSS Bot

    Account Security Improvements

    If you'd like to discuss this devblog, feel free to head on over to the comments thread on the official forums! Hi, fellow capsuleers. EVE Online accounts are incredibly valuable, and we are constantly taking steps to make your accounts more secure. In this blog, we'd like to tell you about what steps we've recently been taking to improve your safety. Before that, we first want to tell you about something we have been working on with our friends at 1Password. Introducing: The EVE Players' 6-month free trial for 1Password Family Yes, you read that correctly! We had a little chat with our friends at 1Password, and they were awesome enough to give all of you a free 6-month trial on their family plan! This allows you to synchronize your passwords between devices, be it desktops or mobile devices, and share selected passwords and vaults between up to 5 family members. There is no obligation involved in the trial, so in case you are worried about losing access to those passwords should you decide not to continue after 6 months (why would you? It's awesome!), don't worry as the applications will only be put into read-only mode. So, we highly encourage each and every one of you to sign up with them if you haven't already. You are, of course, free to use any other password manager if you so choose, but please do use a password manager as it greatly improves the online security for most people. In the example below, we'll show you how you can take advantage of 1Password to not only manage your passwords, but your Two-Factor Authentication codes for EVE Online as well. You can sign up for the extended 1Password trial right here. For those interested in the nitty gritty, or for those on the edge of having someone else manage their passwords, 1Password has a detailed description of their security practices and models here. TLDR: Only you can decrypt your passwords on your own devices. Two-Factor improvements: One authenticator code for all your accounts! After consulting with Troy Hunt and Scott Helme (Scott is also an EVE player!) on the security side of things a little bit, we worked together with the team in charge of the Account Management website to introduce a small "quality of life" update to the Two-Factor Authentication (hereafter 2FA) setup on https://secure.eveonline.com. You can now provide your own seed for the 2FA setup, and therefore use the same TOTP generator for multiple accounts. If you have more than one account, you can simply set up 2FA on one of your accounts, then copy the 2FA seed and use that same seed when setting up 2FA on your other accounts. This way, you no longer have to scroll through your 2FA application to find the right code, since you can now share it between accounts. To make matters even easier, you can also have 1Password take care of the code for you, so you can sync it between the browser and your mobile, for example. In that case, sharing the seed isn't necessary since 1Password will take care of populating the correct code for you. Please note that sharing the 2FA seed is not as safe as having a unique seed for each account, but it's still safer than not having 2FA at all. Here's an example of how easy it is to hook an existing account up to 1Password, as well as enabling 2FA: Sign up for 1Password if you haven't done so already and install the browser extension, then log in to your 1Password account. This demo uses the official 1Password X Chrome extension on Windows (it works on Edge Chromium as well). Go to https://secure.eveonline.com and log in to your account. You will be prompted to save the login information to 1Password so it can auto-fill your credentials the next time you log in. Finish logging in and then open the Authenticator settings on Account Management, and once they open, click the "Enable Authenticator" button on the right-hand side. There, you will also see the new option to provide your own authenticator seed, if you'd like to use the same seed between multiple accounts. As mentioned above, although that is less secure than using a separate one for each account, it's always better to have 2FA enabled than having no 2FA at all. Once the QR code is displayed, click the 1Password extension in the browser bar and have it scan the QR code on the page for you. This will allow 1Password to take care of the authenticator code as well, to make login even easier. Once that is done, you'll get a message from the 1Password extension saying "Authentication Code Saved", with the code automatically added to the clipboard. Paste the code into the verification field, click "Verify", and voila, 2FA is now enabled for your account! Please note that the 1Password 2FA feature works not just for EVE Online, but also any other online account that has 2FA support as well. So make your life easier and use a good password manager! Have I Been Pwned Integration On 2 May 2018 (a little over a year ago), we added a password check against Troy Hunt's Pwned Passwords API (which is part of Have I Been Pwned). We did this to be able to notify our players if their chosen passwords had been compromised as part of an existing data breach. This has been very well received by our players and has also been noticed by others who have used our implementation as a reference. We do have a few things to finish up such as making sure the passwords are properly checked on the "Change Password" and "Account Registration" pages as well, to prevent players from picking another bad password, but overall password security has improved a lot! When we first implemented the check, about 19% of logins were greeted with the message that their password was not safe enough. Today, this has dropped down to around 11-12% and hopefully will continue to go down. This means that, overall, our players are more safe from dictionary/credential stuffing attacks than before. Coupled with Two-Factor Authentication, a player's account security will be greatly improved, keeping nefarious hackers away. 1Password also takes advantage of HIBP to do the same thing, notifying you if any of your stored passwords occur in a data breach. Here is an example of the breached password notification when logging in: Miscellaneous improvements We have also made other changes over the last year, which should have gone mostly unnoticed by our players, but are nonetheless important security features. Here's a small list: We added a Content Security Policy to the EVE Online SSO. This helps us reduce the chance of malicious code from 3rd party libraries or browser plugins doing bad things. We submitted our eveonline.com and testeveonline.com domains to the HSTS Preload list, which forces all compliant browsers to only load them over HTTPS. We are taking advantage of browser reporting capabilities to monitor browser issues such as Content Security Policy violations, network errors, browser feature deprecation and crashes, so we can act on those if needed. We've improved the way we detect and invalidate login sessions and 3rd party application authentication tokens to make sure that access is reliably revoked when you change passwords, transfer accounts etc. And we're not done yet... We will continue to make several improvements to our players' account security in the near future, with the primary focus being a reduction in account takeovers and improved account security, without impeding or making it harder for our players to play the game. We will hopefully be able to provide a more detailed description of these improvements soon, so stay tuned for future updates, and fly safe! Without any further ado, it's time to "buzz the tower"! o7 Gesamten Artikel anzeigen
  14. Hey Space Friends! For the upcoming weeks, we will be interviewing various EVE content creators and media to broaden the horizon for many players and to give them the recognition we feel they deserve. When floating through the universe of New Eden, you can stumble upon many various secrets. One of them is EVE Onion. This popular website has managed to uncover diverse unheard fictional content and some pure satire, but who are these mad scientists and what drove them to create this site? We intend to answer at least some of these questions in an Interview with one of the writers. When was the website founded, and why did you feel like it was missing in New Eden? EVE Onion was founded originally in 2013 by a player named Tubrug. In 2016 OpusMagnum on a whim created the EVE Onion news twitter account to tease a few Pandemic Legion players. The tweets were received well and we continued to release daily tweets, but moving from teasing to true satire, parody, and even fictional content. The website EVE Onion was founded in October 2017 with the goal to provide a place for writers to collaborate and write satire, fiction, and parody. In EVE Online where spaceships are serious business. EVE Onion's goal is to help us laugh at our own-selves as die-hard players of a niche science fiction massively multiplayer online game. We feel it is essential to a game that mimics real-world Geo-politics, scandals, news organizations, and talk shows to have a satirical news organization as part of that world. What story would you say that you are proudest off from EVE Onion? https://eveonion.com/ccp-announces-nip-with-star-citizen-is-betrayed-instantly/ Are you working on any features that you want to tease for your readers and future readers? EVE Onion is working toward releasing a bi-weekly Twitch show. The format will be a quick 10-20 minute news segment featuring breaking news, article and tweet updates, as well as interviews. Then the last question, what would you say is your biggest accomplishment in eve and or biggest failure/ regret. My biggest accomplishment is EVE Onion. The EVE Online commuinity has been a big part of my life. I hope that EVE Onion always adds to this great community in a positive way. Gesamten Artikel anzeigen
  15. Hey Space Friends! For the upcoming weeks, we will be interviewing various EVE content creators and media to broaden the horizon for many players and to give them the recognition we feel they deserve. When floating through the universe of New Eden, you can stumble upon many various secrets. One of them is EVE Onion. This popular website has managed to uncover diverse unheard fictional content and some pure satire, but who are these mad scientists and what drove them to create this site? We intend to answer at least some of these questions in an Interview with one of the writers. When was the website founded, and why did you feel like it was missing in New Eden? EVE Onion was founded originally in 2013 by a player named Tubrug. In 2016 OpusMagnum on a whim created the EVE Onion news twitter account to tease a few Pandemic Legion players. The tweets were received well and we continued to release daily tweets, but moving from teasing to true satire, parody, and even fictional content. The website EVE Onion was founded in October 2017 with the goal to provide a place for writers to collaborate and write satire, fiction, and parody. In EVE Online where spaceships are serious business. EVE Onion's goal is to help us laugh at our own-selves as die-hard players of a niche science fiction massively multiplayer online game. We feel it is essential to a game that mimics real-world Geo-politics, scandals, news organizations, and talk shows to have a satirical news organization as part of that world. What story would you say that you are proudest off from EVE Onion? https://eveonion.com/ccp-announces-nip-with-star-citizen-is-betrayed-instantly/ Are you working on any features that you want to tease for your readers and future readers? EVE Onion is working toward releasing a bi-weekly Twitch show. The format will be a quick 10-20 minute news segment featuring breaking news, article and tweet updates, as well as interviews. Then the last question, what would you say is your biggest accomplishment in eve and or biggest failure/ regret. My biggest accomplishment is EVE Onion. The EVE Online commuinity has been a big part of my life. I hope that EVE Onion always adds to this great community in a positive way. Gesamten Artikel anzeigen
  16. If you'd like to discuss this dev blog, feel free to head on over to the comments thread on the official forums! Yesterday, we released a new paid DLC starter pack for new players containing the following items: 1,000,000 Skill Points A skill & damage booster A bundle of frigate SKINs A selection of Blood Raider apparel The pack was released with no account age restrictions, meaning that although it was designed for new players, any pilot could buy it once per account and claim the skillpoints within. Even though these skillpoints come in the form of a non-transferrable item that cannot be moved off the account that claims them, the pack received significant hostility from parts of the EVE community. Given our previous position on the sale of Skill Points for real world currency, the anger that some of our pilots expressed when talking about this DLC pack is understandable and after reading many of the threads and comments discussing it, I thought it would be good to give a more detailed explanation of the aim of this pack and why it was released that explains in more detail than the response posted yesterday. Aim of the pack The aim of this DLC pack is to give new pilots a head start in their training without having to commit to the full price of a month of Omega time. It’s also intended to give an immediate boost in training with a bunch of Skill Points that new players can use to get into competently piloting their first ship beyond their starter corvette. The pack is an alternative to waiting for several weeks in order to accrue the skillpoints within it, giving a quick route to immediately training initial spaceship command and weapons skills. Given that EVE Online is now approaching its 17th anniversary, one of the most common barriers for entry is that new players feel they can’t catch up with the years of training that many veterans have. This pack was also designed to assist with breaking down that barrier a little should new pilots want to do so. The Numbers We’re very aware of the community’s concerns regarding “pay to win” mentality and microtransactions that would take EVE in that direction. Let me be abundantly clear that this is not the intention. While skillpoints are an important part of EVE, ironically, they don’t make a more skilled pilot. They simply open a wider range of options to explore in terms of fitting, piloting and playstyle. Giving new players that option is what we’re exploring with this pack as part of experimentation with first steps in New Eden. Sadly, I know this myself as a player from beta, and I’m aware of the humiliation of flying a 300 million skillpoint character and having my ass handed to me by a three-month-old character with orders of magnitude less Skill Points in their head. This is a fact of life in EVE and the reality that a younger pilot with such an age and skillpoint gap can compete with more established character in combat is a great thing. We’re also very aware of the community’s concerns regarding this kind of sale being a cash grab. For reference, historically the sale of these DLC packs makes up less than 1% of our daily revenue. That’s not conjecture. It’s rough math, but that’s the number that these types of packs bring in. We see them as a service to our new players, not a way to make money. 4.09% is also a hard number. That’s the percentage of new players that have stuck around in EVE after 30 days during Q1 of 2019. We’ve already talked a little about the challenges that face new players this year at both EVE Down Under and EVE North. Experimentation & Fallout We understand that we made a misstep with this DLC pack by not restricting it, and we’re sorry for the confusion and anger that it caused – it’s not our intention to disrespect the years of training that our veteran pilots have put into their characters. We also should have spoken with the CSM regarding this pack before we released it. That one’s on me, and we’ll make sure that the CSM are looped into this kind of discussion going forward. We’ve been offering packs like this (including skillpoints) via Steam for a while now, so it was assumed that offering them via the secure website would be received in the same way. Maintaining an open, candid, two-way dialogue with the community is always at the forefront of our minds. We pride ourselves on the close relationship we have with our players, even if it comes around to bite us now and again. We’re working on improving our early player retention numbers and part of doing so means that we’re going to keep experimenting with various ways to make a new player’s life easier and their first steps in New Eden clearer and more streamlined. It’s going to mean different DLC packs, it’s going to mean collaboration with new player organizations in EVE, and it’s going to mean changes to the way we do things and how we incentivize and assist new players who are diving into EVE for the first time so that they have the best chance of sticking around. Our goal is to allow more players to enjoy New Eden. More players means more content, which ultimately means a better universe for us all (and a more target rich environment in which to hunt). Future of the pack Right now, we’re working on moving this pack to be part of our contextual offers that are sent to those who create new accounts and are classified as new players. This means that soon the pack won’t be available to the wider community via the DLC page on secure.eveonline.com and will only be offered to new players as part of the account creation and onboarding process. This will remove the option to buy the pack unless it’s presented to you as you go through this process. Hopefully this explains the reasoning for the pack and why things rolled out the way that they did. As always, we welcome open discussion, so long as things remain civil. If you’d like to comment on this blog, feel free to head on over to the comments thread on the official forums! @CCP_Falcon Gesamten Artikel anzeigen
  17. If you'd like to discuss this dev blog, feel free to head on over to the comments thread on the official forums! Yesterday, we released a new paid DLC starter pack for new players containing the following items: 1,000,000 Skill Points A skill & damage booster A bundle of frigate SKINs A selection of Blood Raider apparel The pack was released with no account age restrictions, meaning that although it was designed for new players, any pilot could buy it once per account and claim the skillpoints within. Even though these skillpoints come in the form of a non-transferrable item that cannot be moved off the account that claims them, the pack received significant hostility from parts of the EVE community. Given our previous position on the sale of Skill Points for real world currency, the anger that some of our pilots expressed when talking about this DLC pack is understandable and after reading many of the threads and comments discussing it, I thought it would be good to give a more detailed explanation of the aim of this pack and why it was released that explains in more detail than the response posted yesterday. Aim of the pack The aim of this DLC pack is to give new pilots a head start in their training without having to commit to the full price of a month of Omega time. It’s also intended to give an immediate boost in training with a bunch of Skill Points that new players can use to get into competently piloting their first ship beyond their starter corvette. The pack is an alternative to waiting for several weeks in order to accrue the skillpoints within it, giving a quick route to immediately training initial spaceship command and weapons skills. Given that EVE Online is now approaching its 17th anniversary, one of the most common barriers for entry is that new players feel they can’t catch up with the years of training that many veterans have. This pack was also designed to assist with breaking down that barrier a little should new pilots want to do so. The Numbers We’re very aware of the community’s concerns regarding “pay to win” mentality and microtransactions that would take EVE in that direction. Let me be abundantly clear that this is not the intention. While skillpoints are an important part of EVE, ironically, they don’t make a more skilled pilot. They simply open a wider range of options to explore in terms of fitting, piloting and playstyle. Giving new players that option is what we’re exploring with this pack as part of experimentation with first steps in New Eden. Sadly, I know this myself as a player from beta, and I’m aware of the humiliation of flying a 300 million skillpoint character and having my ass handed to me by a three-month-old character with orders of magnitude less Skill Points in their head. This is a fact of life in EVE and the reality that a younger pilot with such an age and skillpoint gap can compete with more established character in combat is a great thing. We’re also very aware of the community’s concerns regarding this kind of sale being a cash grab. For reference, historically the sale of these DLC packs makes up less than 1% of our daily revenue. That’s not conjecture. It’s rough math, but that’s the number that these types of packs bring in. We see them as a service to our new players, not a way to make money. 4.09% is also a hard number. That’s the percentage of new players that have stuck around in EVE after 30 days during Q1 of 2019. We’ve already talked a little about the challenges that face new players this year at both EVE Down Under and EVE North. Experimentation & Fallout We understand that we made a misstep with this DLC pack by not restricting it, and we’re sorry for the confusion and anger that it caused – it’s not our intention to disrespect the years of training that our veteran pilots have put into their characters. We also should have spoken with the CSM regarding this pack before we released it. That one’s on me, and we’ll make sure that the CSM are looped into this kind of discussion going forward. We’ve been offering packs like this (including skillpoints) via Steam for a while now, so it was assumed that offering them via the secure website would be received in the same way. Maintaining an open, candid, two-way dialogue with the community is always at the forefront of our minds. We pride ourselves on the close relationship we have with our players, even if it comes around to bite us now and again. We’re working on improving our early player retention numbers and part of doing so means that we’re going to keep experimenting with various ways to make a new player’s life easier and their first steps in New Eden clearer and more streamlined. It’s going to mean different DLC packs, it’s going to mean collaboration with new player organizations in EVE, and it’s going to mean changes to the way we do things and how we incentivize and assist new players who are diving into EVE for the first time so that they have the best chance of sticking around. Our goal is to allow more players to enjoy New Eden. More players means more content, which ultimately means a better universe for us all (and a more target rich environment in which to hunt). Future of the pack Right now, we’re working on moving this pack to be part of our contextual offers that are sent to those who create new accounts and are classified as new players. This means that soon the pack won’t be available to the wider community via the DLC page on secure.eveonline.com and will only be offered to new players as part of the account creation and onboarding process. This will remove the option to buy the pack unless it’s presented to you as you go through this process. Hopefully this explains the reasoning for the pack and why things rolled out the way that they did. As always, we welcome open discussion, so long as things remain civil. If you’d like to comment on this blog, feel free to head on over to the comments thread on the official forums! @CCP_Falcon Gesamten Artikel anzeigen
  18. RSS Bot

    CSM 14 has been elected!

    If you'd like to discuss this devblog, feel free to head on over to the feedback thread on the official forums! Greetings, Citizens of New Eden, After almost two months of hard work from all the CSM candidates, we have finally reached the culmination of this year’s elections and announced new council members at EVE North. Please join me in welcoming your 14th Council of Stellar Management that is going to represent your needs and help steer EVE Online towards a brighter future for the next 12 months. As always, everyone can review the data and verify the results by running the script themselves if they wish. This year we saw a total of 32994 unique votes received which is a 12% increase from the last election. This is good news, but we honestly believe that we can do much better and will be trying to implement additional incentives and improvements in the future to keep that number on the rise. There is an important call out that I would like to make. We have identified a single vote that has been cast on a character outside of the CSM 14 ballot. To ensure there was no malicious activity we have investigated the situation and are happy to share that there is no reason to suspect any wrongdoing. Since this should not have been possible in the first place we will investigate if there is an easy way to prevent this from happening in the future. The next few weeks are going to be dedicated to onboarding of all CSM members. It is an important period where we will go over all the ground rules and ensure we are on the same page in terms of expectations from one another. Therefore, even if the new council is in immediate effect, please be reasonable with your requests and understand that it may take a few weeks before everyone is up to speed. Fly safe o7 CCP_Dopamine Gesamten Artikel anzeigen
  19. RSS Bot

    CSM 14 has been elected!

    If you'd like to discuss this devblog, feel free to head on over to the feedback thread on the official forums! Greetings, Citizens of New Eden, After almost two months of hard work from all the CSM candidates, we have finally reached the culmination of this year’s elections and announced new council members at EVE North. Please join me in welcoming your 14th Council of Stellar Management that is going to represent your needs and help steer EVE Online towards a brighter future for the next 12 months. As always, everyone can review the data and verify the results by running the script themselves if they wish. This year we saw a total of 32994 unique votes received which is a 12% increase from the last election. This is good news, but we honestly believe that we can do much better and will be trying to implement additional incentives and improvements in the future to keep that number on the rise. There is an important call out that I would like to make. We have identified a single vote that has been cast on a character outside of the CSM 14 ballot. To ensure there was no malicious activity we have investigated the situation and are happy to share that there is no reason to suspect any wrongdoing. Since this should not have been possible in the first place we will investigate if there is an easy way to prevent this from happening in the future. The next few weeks are going to be dedicated to onboarding of all CSM members. It is an important period where we will go over all the ground rules and ensure we are on the same page in terms of expectations from one another. Therefore, even if the new council is in immediate effect, please be reasonable with your requests and understand that it may take a few weeks before everyone is up to speed. Fly safe o7 CCP_Dopamine Gesamten Artikel anzeigen
  20. Patch Notes For June 2019 Release - 2019-07-25.1 Released On Thursday, July 25th 2019 Features & Changes: Balancing: The Vexor Navy Issue has recieved a complete rework, re-imagining it as a ship with great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI is as follows: Gallente Cruiser bonuses (per skill level): 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) 10% bonus to Medium Hybrid Turret damage and tracking speed (new) 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 Skills: A targeted set of changes have been made to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts. These changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III Defect Fixes: Graphics: Updated the Background at the Character Selection Screen in celebration of the Season of Skills. Patch Notes For June 2019 Release - 2019-07-16.1 Released On Tuesday, July 16th 2019 Features & Changes: Technical: Fixed potential issue with Triglavian Invasion progression. User Interface: Added the ability to trash unclaimed items from the Redemtion Queue window. Added a select/deselect all checkbox to the Redemtion Queue window. Fixed Invasion effect level labeling in the Agency. Patch Notes For June 2019 Release - 2019-07-05.1 Released On Friday, July 5th 2019 Defect Fixes: Technical: Corrected an issue that could cause the client to become unresponsive during character creation or customization. Patch Notes For June 2019 Release - 2019-07-04.1 Released On Thursday, July 4th 2019 Features & Changes: User Interface: Improvements to the readability of Aura conversation windows. Defect Fixes: _User Interface: Fixed an issue where the planetary production filter in the Agency was not updating. Patch Notes For June 2019 Release - 2019-07-03.1 Released On Wednesday, July 3rd 2019 Features & Changes: Miscellaneous: To commemorate the history of all the great conflicts that took place in this system, a monument has been placed in C-J6MT, near the 78-0R6 gate, so all who pass through can now visit and pay their respects! User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Tutorial: Unified the tutorials that takes you to a Career Agents to a single tutorial Updated the tutorial so that the new Career Agents objectives are unlocked by the previous tutorial. Defect Fixes: User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Patch Notes For June 2019 Release Released On Thursday, June 27th 2019 Defect Fixes: Graphics: Fixed an Issue whereby the Music played during combat in TriGlavian invaded systems would not loop correctly Patch Notes For June 2019 Release - 2019-06-26.1 Released On Tuesday, June 25th 2019 Features & Changes: Graphics: Refactored Character shadows to make them more performant. Refactored the character animation system, and added in new idle animations which make the characters seem more lifelike. Miscellaneous: Repair Services will now be available at all high sec stations. Outpost monument descriptions have been updated to include the specific history of outposts in 5P-AIP, KDF-GY, J-LPX7, Y-CWQY, 0OYZ-G, X-R3NM, 6VDT-H, JZV-F4, 0-G8NO, 4-EFLU, and P7-45V. User Interface: An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal. Added the ability to navigate Solar Systems and sites in the Agency by using the keyboard arrow keys. Wars: It is now possible to see your ally offer after you sent it and it is also possible to retract it. Defect Fixes: Gameplay: Fixed an issue where the Agency Probe Scanner button would not reopen a docked Probe Scanner window after closing it from the Solar System Map. Fixed an issue where the Set Destination button in the Agency behaved inconsistently. Fixed an issue where the Agent Finder in the Agency did not contain Epic Arc or Storyline agents. Fixed an issue where the Add Bookmark button would remain disabled even after the player no longer had the maximum number of bookmarks. Fixed an issue where the Set Destination button in the 'Factional Warfare Nearest Station' feature would not change to Dock when in the system of the destination station. Improved Probe Scanner button tooltip in the Agency. Fixed another rare timing-related bug, where wormholes collapsed incorrectly, in this case if they were being used while the destination system was still loading. Graphics: Fixed missing glowing lines on the Caldari Battleship Golem's Vitalshift EGO SKIN. Removed Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN. Fixed the killmark display on the Minmatar Battleship Vargur when the Chainbreaker Khumaak SKIN is applied. Fixed icon image for the snake shape asteroid in the Guristas Extravaganza. Clicking the "Clean Ship" button in the fitting window will now immediately clean your ship while docked. Eliminated a spurious white flash when changing ships after pod death. Technical: Addressed an issue that could lead to Abyssal Timer remaining after completing Abyssal Deadspace if the player disconnected while in the Encounter Addressed issue preventing Mutated Modules from being linked in chat Text & Descriptions: Various text, punctuation and grammar fixes in several different places. Moon ore descriptions now correctly link to the minerals listed in their descriptions. Moon ores are now correctly listed as a source of obtaining each of their respective minerals. Improved the pop-up message when trying to create a corporation, while in space. Fixed a missing string in the notification mail reporting when a sovereignty structure has been transferred to a different owner. User Interface: Wars: Fixed a longstanding problem, where the icon for being a war target was not updated correctly in the member list of chat channels when joining or leaving a corporation. Fixed a text alignment problem in the fleet window for clients with Russian language. Fixed the objectives displayed in the mission info panel for Your Undivided Attention (3 of 10). Gesamten Artikel anzeigen
  21. Patch Notes For June 2019 Release - 2019-07-25.1 Released On Thursday, July 25th 2019 Features & Changes: Balancing: The Vexor Navy Issue has recieved a complete rework, re-imagining it as a ship with great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI is as follows: Gallente Cruiser bonuses (per skill level): 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) 10% bonus to Medium Hybrid Turret damage and tracking speed (new) 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 Skills: A targeted set of changes have been made to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts. These changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III Defect Fixes: Graphics: Updated the Background at the Character Selection Screen in celebration of the Season of Skills. Patch Notes For June 2019 Release - 2019-07-16.1 Released On Tuesday, July 16th 2019 Features & Changes: Technical: Fixed potential issue with Triglavian Invasion progression. User Interface: Added the ability to trash unclaimed items from the Redemtion Queue window. Added a select/deselect all checkbox to the Redemtion Queue window. Fixed Invasion effect level labeling in the Agency. Patch Notes For June 2019 Release - 2019-07-05.1 Released On Friday, July 5th 2019 Defect Fixes: Technical: Corrected an issue that could cause the client to become unresponsive during character creation or customization. Patch Notes For June 2019 Release - 2019-07-04.1 Released On Thursday, July 4th 2019 Features & Changes: User Interface: Improvements to the readability of Aura conversation windows. Defect Fixes: _User Interface: Fixed an issue where the planetary production filter in the Agency was not updating. Patch Notes For June 2019 Release - 2019-07-03.1 Released On Wednesday, July 3rd 2019 Features & Changes: Miscellaneous: To commemorate the history of all the great conflicts that took place in this system, a monument has been placed in C-J6MT, near the 78-0R6 gate, so all who pass through can now visit and pay their respects! User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Tutorial: Unified the tutorials that takes you to a Career Agents to a single tutorial Updated the tutorial so that the new Career Agents objectives are unlocked by the previous tutorial. Defect Fixes: User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Patch Notes For June 2019 Release Released On Thursday, June 27th 2019 Defect Fixes: Graphics: Fixed an Issue whereby the Music played during combat in TriGlavian invaded systems would not loop correctly Patch Notes For June 2019 Release - 2019-06-26.1 Released On Tuesday, June 25th 2019 Features & Changes: Graphics: Refactored Character shadows to make them more performant. Refactored the character animation system, and added in new idle animations which make the characters seem more lifelike. Miscellaneous: Repair Services will now be available at all high sec stations. Outpost monument descriptions have been updated to include the specific history of outposts in 5P-AIP, KDF-GY, J-LPX7, Y-CWQY, 0OYZ-G, X-R3NM, 6VDT-H, JZV-F4, 0-G8NO, 4-EFLU, and P7-45V. User Interface: An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal. Added the ability to navigate Solar Systems and sites in the Agency by using the keyboard arrow keys. Wars: It is now possible to see your ally offer after you sent it and it is also possible to retract it. Defect Fixes: Gameplay: Fixed an issue where the Agency Probe Scanner button would not reopen a docked Probe Scanner window after closing it from the Solar System Map. Fixed an issue where the Set Destination button in the Agency behaved inconsistently. Fixed an issue where the Agent Finder in the Agency did not contain Epic Arc or Storyline agents. Fixed an issue where the Add Bookmark button would remain disabled even after the player no longer had the maximum number of bookmarks. Fixed an issue where the Set Destination button in the 'Factional Warfare Nearest Station' feature would not change to Dock when in the system of the destination station. Improved Probe Scanner button tooltip in the Agency. Fixed another rare timing-related bug, where wormholes collapsed incorrectly, in this case if they were being used while the destination system was still loading. Graphics: Fixed missing glowing lines on the Caldari Battleship Golem's Vitalshift EGO SKIN. Removed Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN. Fixed the killmark display on the Minmatar Battleship Vargur when the Chainbreaker Khumaak SKIN is applied. Fixed icon image for the snake shape asteroid in the Guristas Extravaganza. Clicking the "Clean Ship" button in the fitting window will now immediately clean your ship while docked. Eliminated a spurious white flash when changing ships after pod death. Technical: Addressed an issue that could lead to Abyssal Timer remaining after completing Abyssal Deadspace if the player disconnected while in the Encounter Addressed issue preventing Mutated Modules from being linked in chat Text & Descriptions: Various text, punctuation and grammar fixes in several different places. Moon ore descriptions now correctly link to the minerals listed in their descriptions. Moon ores are now correctly listed as a source of obtaining each of their respective minerals. Improved the pop-up message when trying to create a corporation, while in space. Fixed a missing string in the notification mail reporting when a sovereignty structure has been transferred to a different owner. User Interface: Wars: Fixed a longstanding problem, where the icon for being a war target was not updated correctly in the member list of chat channels when joining or leaving a corporation. Fixed a text alignment problem in the fleet window for clients with Russian language. Fixed the objectives displayed in the mission info panel for Your Undivided Attention (3 of 10). Gesamten Artikel anzeigen
  22. Patch Notes For EVE Online: Invasion - 2019-06-19.1 Released On Wednesday, June 19th 2019 Features & Changes: User Interface: The progress of the Triglavian Invasion, for specific systems can now be observed in the Agency. Patch Notes For EVE Online: Invasion - 2019-06-18.1 Released On Tuesday, June 18th 2019 Features & Changes: Missions & NPCs: The Triglavian Invasion continues to escalate. Defect Fixes: PvE: Major Conduits spawning as part of the Triglavian Invasion should now be resolving correctly and no longer end up spawning endless amount of waves. Patch Notes For EVE Online: Invasion - 2019-06-13.1 Released On Thursday, June 13th 2019 Defect Fixes: PvE: Fixed a state in the Major Conduit site that made it un-completeable. Patch Notes For EVE Online: Invasion - 2019-06-12.1 Released On Wednesday, June 12th 2019 Features & Changes: Balancing: Further updates to specific Triglavian Invasion NPCs for behavior consistency. Missions & NPCs: Added a chance of Zorya NPCs appearing in Minor Conduits Distributed the next phase of the Triglavian Invasion. Defect Fixes: Gameplay: Fixed a case where jumping through a stargate while reloading a weapon could cause the weapon to not appear correctly when jumping back into the original system. Patch Notes For EVE Online: Invasion - 2019-06-11.1 Released On Tuesday, June 11th 2019 __Features & Changes: Missions & NPCs: Invading Triglavian forces in empire space appear to have adapted their ship technology and adjusted their tactics. Military experts are warning that they may be preparing for the next stage of their invasion. Patch Notes For EVE Online: Invasion - 2019-06-06.1 Released On Thursday, June 6th 2019 Defect Fixes: Gameplay: Fixed an issue that would cause the placing of remote buy/sell orders in Factional Warfare systems to fail. The broker fee is now correctly calculated using the bonus from the system upgrade level of the system, where the item is located (and no longer where the character is located). Patch Notes For EVE Online: Invasion - 2019-06-05.1 Released On Wednesday, June 5th 2019 Features & Changes: Missions & NPCs: The Triglavian Collective have escalated their presence within the Hi-Security regions of New Eden. Reports about Abyssal conduits have recently surfaced. The time to fight back is now. Defect Fixes: Gameplay: Fixed an issue when war bills wouldn't be retracted if the war was invalidated and the attacker was an alliance. User Interface: Fixed the orientation of the Clock and Calendar UI pointer. Added the missing names of two War notifications. Fixed multiple cases where the names of war allies would not be correctly displayed. Patch Notes For EVE Online: Invasion - 2019-06-03.1 Released On Monday, June 3rd 2019 Features & Changes: Gameplay: Non Player Entities (Fighters and NPCs) were previously invulnerable for up to 10 seconds after arriving via warp-in (whilst still being able to move/lock/attack). This has been removed, and they will now become lockable as soon as their warp completes. User Interface: The character selection screen is now showing again an icon with a tooltip, if a character is involved in a war. Defect Fixes: Gameplay: Fixed an issue where using Board my Corvette button in station from stacks larger than 1 would cause errors. Graphics: Fixed an error thrown by the character Creation System when moving the aging slider PvE: Improvements to the distribution schedule for the Triglavian Invasion. Science & Industry: Corrected the reprocessing output for the Ikitursa. The reprocessing output quantities have been corrected for all standard Exotic Plasma Charges. User Interface: Added a missing icon to the Declare War notification. Fixed an issue where the War Icon in the Character Sheet would be misaligned when the top section was minimized. Tweaks to improve visibility of information on the Triglavian Invasion page in the Agency. Patch Notes For EVE Online: Invasion - 2019-05-29.1 Released On Wednesday, May 29th 2019 Features & Changes: Missions & NPCs: Triglavian invasion NPCs now drop fewer metal scraps. Defect Fixes: Gameplay: It is no longer possible to create an alliance while being involved in a mutual war or while being ally in a war. Fixed a problem where leaving an alliance with wars sometimes took a long time and caused wars to be inherited incorrectly. User Interface: Updated the text of the war introduction notification to make it clear that only the attacking side pays war bills. Clarified the warning message text given when leaving a corp or kicking a corp member during wartime. Fixed a typo on the "War Info" tab of the corporation window. Patch Notes For EVE Online: Invasion 1.0 Released On Tuesday, May 28th 2019 Features & Changes: General: The 64-bit client will be released on both Windows & MacOS as an opt-in beta (Option found in the EVE Launcher). Check out more details here! Balance: DAMAVIK: Optimal Range Bonus has been replaced with a 4% Armor resistance bonus Powergrid has been increased to 55 (from 52) KIKIMORA: Removed Kikimora drone bay / bandwith Reduced Powergrid to 55 (from 58) AMMUNITION: All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations Reduced Tracking Speed multiplied for Mystic ammo to .5 (from .75) ELECTRONIC WARFARE DRONES: Reduced jam duration on Hornet EC-300, Vespa EC-600, and Wasp EC-900 to 5 seconds (was 20 seconds) Abyssal Deadspace: Faction Disintegrator variations will now drop as blueprints (was previously dropping as a module) Graphics: Improved the decal LOD system to make it more efficient, and reduce the draw calls in the medium and far zoom levels, thereby increasing performance on the GPU. Modules: Introduced Decayed, Gravid, and Unstable Mutaplasmids for the following module groups: - Damage Controls - Assault Damage Controls Added Unstable Mutaplasmids for the following module groups: - Medium Ancillary Shield Booster - Large Ancillary Shield Booster - X-Large Ancillary Shield Booster - Small Ancillary Armor Repairer - Medium Ancillary Armor Repairer - Large Ancillary Armor Repairer Missions & NPCs: The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself. Science & Industry: New Datacores – A new Datacore will be added: Triglavian Quantum Engineering datacore has been added, which will be used for Invention of tech II Triglavian ships and Entropic Disintegrators. New Components – We will be adding 5 new tech II component types for use in Tech II Triglavian ship production. Radiation Absorption Thruster Singularity Radiation Converter Zero-Point Field Manipulator Trinary State Processor Lattice Locked Dekaisogen Zarmazd Tech II production has been re-balanced to be consistent with all new Triglavian Tech II ship production. Tech I Exotic Plasma Charge Blueprints now produce 5000 units (increased from 1000 units) Faction Disintegrators now require a Tech II Disintegrator of appropriate size as a build material Faction Disintegrators now require the skill Triglavian Quantum Engineering in their production. Ships: NERGAL Bonuses: Precursor Frigate (per level): - 5% bonus to Light Entropic Disintegrator damage - 4% bonus to all armor resistances Assault Frigate (per level): - 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Light Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 2 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 55 Powergrid - 150 CPU Attributes: - Defense (shields / armor / hull) : 225 / 1120 / 700 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 525 / 212s - Mobility (max velocity / agility / mass): 313 / 2.9 / 1,043,000 - Warp Speed: 5 au/s - Drones (bandwidth / bay): 25 / 25 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 640 / 5 - Sensor strength: 14 Radar - Signature radius: 36m - Cargo capacity: 250m3 IKITURSA Bonuses: Precursor Cruiser (per level): - 5% bonus to Heavy Entropic Disintegrator tracking speed - 5% bonus to Heavy Entropic Disintegrator damage Heavy Assault Cruiser (per level): - 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Heavy Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 4 High Slots - 4 Mid Slots - 6 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 1250 Powergrid - 400 CPU Attributes: - Defense (shields / armor / hull) : 850 / 3450 / 2200 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 1650 / 280s - Mobility (max velocity / agility / mass): 220 / .64 / 11,900,000 - Warp Speed: 3 au/s - Drones (bandwidth / bay): 50 / 75 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 300 / 7 - Sensor strength: 22 Radar - Signature radius: 120m - Cargo capacity: 550m3 DRAUGUR Bonuses: Precursor Destroyer (per level): - 15% bonus to Light Entropic Disintegrator optimal range - 20% bonus to Light Entropic Disintegrator damage Command Destroyer (per level): - 2% bonus to Skirmish Command and Information Command Burst effect strength and duration - 5% reduction in Micro Jump Field Generator spool up time Role: - Can use one Command Burst module - Can fit Micro Jump Field Generators - 50% reduction in reactivation delay for defender Launcher - 95% reduction in powergrid requirements for Command Bursts - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need Slot Layout: - 3 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 70 Powergrid - 220 CPU Attributes: - Defense (shields / armor / hull) : 475 / 1250 / 1010 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 950 / 340s - Mobility (max velocity / agility / mass): 318 / 2.88 / 1,450,000 - Warp Speed: 4.5 au/s - Drones (bandwidth / bay): 10 / 20 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 525 / 7 - Sensor strength: 14 Radar - Signature radius: 62m - Cargo capacity: 360m3 Skills: Introduced two new skills: Triglavian Encryption Methods and Triglavian Quantum Engineering which will be required for invention and manufacturing of Tech II Triglavian Ships. War Declarations: The next stage of the War Declarations revamp has been released, including the introduction of War Headquarters structures, War cost simplification, improved mutual wars, and war UI improvements. More information about these changes and where they fit into the wider design for war declarations in EVE can be found in this dev blog. War Headquarters: In order to declare an aggressive war, the attacking side must now designate a specific Upwell Structure that they own somewhere in highsec space as the "War Headquarters" for that war. If the War Headquarters structure is destroyed, removed from space, or removed from the control of the attacking organization for any reason the war will enter its 24 hour cooldown and then end. If a war ends due to the removal of the War HQ, the former attacking organization will be unable to declare new wars against the former defending organization for two weeks. The identity of the War HQ structure is included in war notifications for the defender, as well as being visible to all interested parties through the war report window. Wars that are active during the Invasion expansion downtime will continue without needing a headquarters structure during a transition period that is scheduled to end at downtime on July 25th. If a war is active without a War HQ at the end of the transition period it will enter its 24 hour cooldown at that point and end the next day. War Cost Simplification: The cost of aggressive war bills has been set at a flat fee of 100 million isk per week. Mutual Wars: Mutual wars have been revamped to improve quality of life for participating organizations Aggressive wars can no longer be converted into mutual wars. Instead, mutual wars may be started through an invite/acceptance process. Mutual wars may now be started without any isk cost or structure requirements Either side of a mutual war may now decide to end the war at will, triggering the standard 24 hour cooldown before shooting stops Corporations that are allies of the defending side in an ongoing war can no longer join an alliance until the war ends or their ally contract finishes, unless the alliance they are attempting to join is also the only defender they are allied with. User Interface: Added the Board My Corvette button; Corvettes will no longer be made available automatically on docking in a pod, instead the player can choose to be placed inside a corvette using this button. If the character does not currently have a corvette then they will be provided one and then boarded into it. If a corvette is already in the ship hangar the character will board it and the standard modules fitted will be repaired. The styling for the Undock, View Outside and Take Control buttons have been updated. Updated Redeem Queue Notifications so that they now appear in the Neocom and not in the notification widget. Hangars are now visible below the station services by default. Remodeled the Agency! New cleaner and more functional UI, using the Progressive Disclosure approach to funnel the user to their desired content. Bookmarking pages is now possible, allowing you to skip the funnel and get straight to your most used pages. Agent Finder is back! Filters are now more visible and easy to use. Filters will now remember their last settings for each page. Reset all filters button is available. Search for specific planet types in the Planetary Production Agency page to establish your colony on, and if they are within range of your Remote Sensing skill, see their available resources without opening the PP window of each planet. The amount of Anomalies and Signatures in a K-Space system is now visible from anywhere. Combat Anomalies, Ore Anomalies, and Ice Belts show the exact type of site from within 1 jump away. At 2 jumps or further, only the existence of the site is shown. Storyline Missions and Escalations will guide the player to their respective pages by displaying the NEW! label. Contested level of Factional Warfare system and available FW complexes are now visible from anywhere in EVE. Incursion locations and incursions types (Scout/Vanguard/Assault/HQ) now shown in the Agency. Amount of accumulated CONCORD LP from completing Incursion sites is now shown in the Agency. Sites shown in the Agency now have the same contextual menu when right clicked as they do when right clicked in space, so you can now fleet warp to a site for example. Tooltips explaining the various features of EVE are present throughout the Agency to teach players about the mechanics of each. Triglavian Invasions are available through the Agency. In-client CSAT (Customer Satisfaction Survey) in system menu The new Help Pointer feature has been added and is available in the Utilities folder of the Neocom. This feature allows players to share links to different UI elements that will highlight that UI element with a label and arrow when clicked. It is expected to be especially valuable for veteran player mentoring their new friends. More information about the Help Pointer feature can be found in this dev blog. War UI Improvements: New “War Info” tab in the Wars tab of the corporation window, which explains the war declaration system and shows you the war status of your corporation at a glance The "Kill Reports" tab for a corporation has been moved from the "Wars" tab to the "Home" tab of the corporation window. New “War History” tab in the corporation window under the Wars tab, which displays previous wars and currently enforced peace periods due to surrenders and War HQ removal. New “Mutual War Invites” tab in the corporation window under the Wars tab, visible to corporation directors and CEO which show all the current incoming or outgoing mutual war invites. Here directors and CEOs can also find a toggle to block incoming mutual war invites if they wish Improved the war history section in the show info window for corporations and alliances Updated and improved the war report, including information about the identity of the War HQ Added a “Wars” tab to the show info window of Upwell structures if they are a War HQ Added an icon + tooltip to structure entries in the structure browser if they are a War HQ Added an icon to the character selection screen that clearly displays when your characters are involved in an active war Added an icon to the top section of the character sheet that clearly displays when your characters are involved in an active war Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war Added suppressible warning popup when undocking in High Sec while involved in an active war. Updated and added numerous war related notifications and warnings. Defect Fixes: Gameplay: Addressed Small Disintegrators not having bonus applied from Wolf-Rayet C2 Wormholes Addressed Kikimora not having bonus applied from Wolf-Rayet C2 Wormholes Fixed issue preventing HIC Scram from preventing Micro Jump Field warps Updated Triglavian T2 ships to have appropriate Warp Speeds Fixed an issue where Sisters of EVE Advanced Combat suits were not appearing in the market. Fixed a rare case where weapons of the same weapon group got loaded with different amounts of charges. Graphics: Fixed cloaking display on Servant Sisters of EVE Cruiser Stratios Fixed Turret placement on the Angel Cartel Battleship Machariel Fixed Turret placement on the Triglavian Command Destroyer Draugur Adjusted Spotlight on the Caldari Tactical Destroyer Jackdaw Fixed Singularity Storm and Hadean Horror skins not behaving correctly at long view distances Corrected ship identifier decals on ORE Industrial Ship Noctis and Ore Industrial Command Ship Porpoise Fixed a shader issue with the Triglavian Assault Frigate Hydra and Society of Conscious Thought Cruiser Tiamat Fixed an edge-case error thrown when rapidly switching ships and SKINs between capital on and non-capital hangars Fixed an error that occurred when changing ships and SKINS at the same time Spotlight placement adjusted in the Amarr Hangar Fixed an issue that caused Fortizar explosions to appear too small Fixed Geometry on some Crystal Asteroids Animations on thunderstorm and lava planets have been toned down When docking, visual cloak effect now runs to completion Certain shadows in the character creator now update more accurately when changing apparel Corrected an issue in which releasing the mouse button would not end sculpting mode while sculpting a character Applying Gray eyeliner now achieves its intended tone Fixed character customization failure when character creation had been started and not completed in the same session Lipstick now applies consistently over facial augmentations that change the color of a lip Updated Heat Sink Mutaplasmids to use correct icons Localization: Removed Tactical Logistics Reconfiguration from Carriers Mastery requirements Technical: Fixed a physics desync issue related to approaching/orbiting ships as they activate cloak. Fixed a client vulnerability, which could lead to client freezes. Text & Descriptions: Corrected the pronouns in the error message received when attempting to rejoin a corporation at war. Various text, punctuation and grammar fixes in many different places. Fixed a variety of small text issues in item descriptions and missions. User Interface: Updated the notification for CEOs when they apply to other corporations to make sure the instructions are up to date. Fixed inconsistencies with dragging character links into the member list of chat channels. This will now always try to invite the character to the chat channel (if possible), no matter where the link was coming from and if the link was dropped into empty space or on top of another character. Hyphens are valid characters for the purpose of searching solar system names. War declarations: Fixed problems with the display of expired war ally contracts. Fixed a loop-hole with re-declaring a war, where former war allies were suddenly dropped out of the war. It is no longer possible to send an ally request for a war, which is not opened up for allies. Several other small fixes to war declarations. Gesamten Artikel anzeigen
  23. Patch Notes For EVE Online: Invasion - 2019-06-19.1 Released On Wednesday, June 19th 2019 Features & Changes: User Interface: The progress of the Triglavian Invasion, for specific systems can now be observed in the Agency. Patch Notes For EVE Online: Invasion - 2019-06-18.1 Released On Tuesday, June 18th 2019 Features & Changes: Missions & NPCs: The Triglavian Invasion continues to escalate. Defect Fixes: PvE: Major Conduits spawning as part of the Triglavian Invasion should now be resolving correctly and no longer end up spawning endless amount of waves. Patch Notes For EVE Online: Invasion - 2019-06-13.1 Released On Thursday, June 13th 2019 Defect Fixes: PvE: Fixed a state in the Major Conduit site that made it un-completeable. Patch Notes For EVE Online: Invasion - 2019-06-12.1 Released On Wednesday, June 12th 2019 Features & Changes: Balancing: Further updates to specific Triglavian Invasion NPCs for behavior consistency. Missions & NPCs: Added a chance of Zorya NPCs appearing in Minor Conduits Distributed the next phase of the Triglavian Invasion. Defect Fixes: Gameplay: Fixed a case where jumping through a stargate while reloading a weapon could cause the weapon to not appear correctly when jumping back into the original system. Patch Notes For EVE Online: Invasion - 2019-06-11.1 Released On Tuesday, June 11th 2019 __Features & Changes: Missions & NPCs: Invading Triglavian forces in empire space appear to have adapted their ship technology and adjusted their tactics. Military experts are warning that they may be preparing for the next stage of their invasion. Patch Notes For EVE Online: Invasion - 2019-06-06.1 Released On Thursday, June 6th 2019 Defect Fixes: Gameplay: Fixed an issue that would cause the placing of remote buy/sell orders in Factional Warfare systems to fail. The broker fee is now correctly calculated using the bonus from the system upgrade level of the system, where the item is located (and no longer where the character is located). Patch Notes For EVE Online: Invasion - 2019-06-05.1 Released On Wednesday, June 5th 2019 Features & Changes: Missions & NPCs: The Triglavian Collective have escalated their presence within the Hi-Security regions of New Eden. Reports about Abyssal conduits have recently surfaced. The time to fight back is now. Defect Fixes: Gameplay: Fixed an issue when war bills wouldn't be retracted if the war was invalidated and the attacker was an alliance. User Interface: Fixed the orientation of the Clock and Calendar UI pointer. Added the missing names of two War notifications. Fixed multiple cases where the names of war allies would not be correctly displayed. Patch Notes For EVE Online: Invasion - 2019-06-03.1 Released On Monday, June 3rd 2019 Features & Changes: Gameplay: Non Player Entities (Fighters and NPCs) were previously invulnerable for up to 10 seconds after arriving via warp-in (whilst still being able to move/lock/attack). This has been removed, and they will now become lockable as soon as their warp completes. User Interface: The character selection screen is now showing again an icon with a tooltip, if a character is involved in a war. Defect Fixes: Gameplay: Fixed an issue where using Board my Corvette button in station from stacks larger than 1 would cause errors. Graphics: Fixed an error thrown by the character Creation System when moving the aging slider PvE: Improvements to the distribution schedule for the Triglavian Invasion. Science & Industry: Corrected the reprocessing output for the Ikitursa. The reprocessing output quantities have been corrected for all standard Exotic Plasma Charges. User Interface: Added a missing icon to the Declare War notification. Fixed an issue where the War Icon in the Character Sheet would be misaligned when the top section was minimized. Tweaks to improve visibility of information on the Triglavian Invasion page in the Agency. Patch Notes For EVE Online: Invasion - 2019-05-29.1 Released On Wednesday, May 29th 2019 Features & Changes: Missions & NPCs: Triglavian invasion NPCs now drop fewer metal scraps. Defect Fixes: Gameplay: It is no longer possible to create an alliance while being involved in a mutual war or while being ally in a war. Fixed a problem where leaving an alliance with wars sometimes took a long time and caused wars to be inherited incorrectly. User Interface: Updated the text of the war introduction notification to make it clear that only the attacking side pays war bills. Clarified the warning message text given when leaving a corp or kicking a corp member during wartime. Fixed a typo on the "War Info" tab of the corporation window. Patch Notes For EVE Online: Invasion 1.0 Released On Tuesday, May 28th 2019 Features & Changes: General: The 64-bit client will be released on both Windows & MacOS as an opt-in beta (Option found in the EVE Launcher). Check out more details here! Balance: DAMAVIK: Optimal Range Bonus has been replaced with a 4% Armor resistance bonus Powergrid has been increased to 55 (from 52) KIKIMORA: Removed Kikimora drone bay / bandwith Reduced Powergrid to 55 (from 58) AMMUNITION: All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations Reduced Tracking Speed multiplied for Mystic ammo to .5 (from .75) ELECTRONIC WARFARE DRONES: Reduced jam duration on Hornet EC-300, Vespa EC-600, and Wasp EC-900 to 5 seconds (was 20 seconds) Abyssal Deadspace: Faction Disintegrator variations will now drop as blueprints (was previously dropping as a module) Graphics: Improved the decal LOD system to make it more efficient, and reduce the draw calls in the medium and far zoom levels, thereby increasing performance on the GPU. Modules: Introduced Decayed, Gravid, and Unstable Mutaplasmids for the following module groups: - Damage Controls - Assault Damage Controls Added Unstable Mutaplasmids for the following module groups: - Medium Ancillary Shield Booster - Large Ancillary Shield Booster - X-Large Ancillary Shield Booster - Small Ancillary Armor Repairer - Medium Ancillary Armor Repairer - Large Ancillary Armor Repairer Missions & NPCs: The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself. Science & Industry: New Datacores – A new Datacore will be added: Triglavian Quantum Engineering datacore has been added, which will be used for Invention of tech II Triglavian ships and Entropic Disintegrators. New Components – We will be adding 5 new tech II component types for use in Tech II Triglavian ship production. Radiation Absorption Thruster Singularity Radiation Converter Zero-Point Field Manipulator Trinary State Processor Lattice Locked Dekaisogen Zarmazd Tech II production has been re-balanced to be consistent with all new Triglavian Tech II ship production. Tech I Exotic Plasma Charge Blueprints now produce 5000 units (increased from 1000 units) Faction Disintegrators now require a Tech II Disintegrator of appropriate size as a build material Faction Disintegrators now require the skill Triglavian Quantum Engineering in their production. Ships: NERGAL Bonuses: Precursor Frigate (per level): - 5% bonus to Light Entropic Disintegrator damage - 4% bonus to all armor resistances Assault Frigate (per level): - 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Light Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 2 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 55 Powergrid - 150 CPU Attributes: - Defense (shields / armor / hull) : 225 / 1120 / 700 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 525 / 212s - Mobility (max velocity / agility / mass): 313 / 2.9 / 1,043,000 - Warp Speed: 5 au/s - Drones (bandwidth / bay): 25 / 25 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 640 / 5 - Sensor strength: 14 Radar - Signature radius: 36m - Cargo capacity: 250m3 IKITURSA Bonuses: Precursor Cruiser (per level): - 5% bonus to Heavy Entropic Disintegrator tracking speed - 5% bonus to Heavy Entropic Disintegrator damage Heavy Assault Cruiser (per level): - 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Heavy Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 4 High Slots - 4 Mid Slots - 6 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 1250 Powergrid - 400 CPU Attributes: - Defense (shields / armor / hull) : 850 / 3450 / 2200 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 1650 / 280s - Mobility (max velocity / agility / mass): 220 / .64 / 11,900,000 - Warp Speed: 3 au/s - Drones (bandwidth / bay): 50 / 75 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 300 / 7 - Sensor strength: 22 Radar - Signature radius: 120m - Cargo capacity: 550m3 DRAUGUR Bonuses: Precursor Destroyer (per level): - 15% bonus to Light Entropic Disintegrator optimal range - 20% bonus to Light Entropic Disintegrator damage Command Destroyer (per level): - 2% bonus to Skirmish Command and Information Command Burst effect strength and duration - 5% reduction in Micro Jump Field Generator spool up time Role: - Can use one Command Burst module - Can fit Micro Jump Field Generators - 50% reduction in reactivation delay for defender Launcher - 95% reduction in powergrid requirements for Command Bursts - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need Slot Layout: - 3 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 70 Powergrid - 220 CPU Attributes: - Defense (shields / armor / hull) : 475 / 1250 / 1010 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 950 / 340s - Mobility (max velocity / agility / mass): 318 / 2.88 / 1,450,000 - Warp Speed: 4.5 au/s - Drones (bandwidth / bay): 10 / 20 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 525 / 7 - Sensor strength: 14 Radar - Signature radius: 62m - Cargo capacity: 360m3 Skills: Introduced two new skills: Triglavian Encryption Methods and Triglavian Quantum Engineering which will be required for invention and manufacturing of Tech II Triglavian Ships. War Declarations: The next stage of the War Declarations revamp has been released, including the introduction of War Headquarters structures, War cost simplification, improved mutual wars, and war UI improvements. More information about these changes and where they fit into the wider design for war declarations in EVE can be found in this dev blog. War Headquarters: In order to declare an aggressive war, the attacking side must now designate a specific Upwell Structure that they own somewhere in highsec space as the "War Headquarters" for that war. If the War Headquarters structure is destroyed, removed from space, or removed from the control of the attacking organization for any reason the war will enter its 24 hour cooldown and then end. If a war ends due to the removal of the War HQ, the former attacking organization will be unable to declare new wars against the former defending organization for two weeks. The identity of the War HQ structure is included in war notifications for the defender, as well as being visible to all interested parties through the war report window. Wars that are active during the Invasion expansion downtime will continue without needing a headquarters structure during a transition period that is scheduled to end at downtime on July 25th. If a war is active without a War HQ at the end of the transition period it will enter its 24 hour cooldown at that point and end the next day. War Cost Simplification: The cost of aggressive war bills has been set at a flat fee of 100 million isk per week. Mutual Wars: Mutual wars have been revamped to improve quality of life for participating organizations Aggressive wars can no longer be converted into mutual wars. Instead, mutual wars may be started through an invite/acceptance process. Mutual wars may now be started without any isk cost or structure requirements Either side of a mutual war may now decide to end the war at will, triggering the standard 24 hour cooldown before shooting stops Corporations that are allies of the defending side in an ongoing war can no longer join an alliance until the war ends or their ally contract finishes, unless the alliance they are attempting to join is also the only defender they are allied with. User Interface: Added the Board My Corvette button; Corvettes will no longer be made available automatically on docking in a pod, instead the player can choose to be placed inside a corvette using this button. If the character does not currently have a corvette then they will be provided one and then boarded into it. If a corvette is already in the ship hangar the character will board it and the standard modules fitted will be repaired. The styling for the Undock, View Outside and Take Control buttons have been updated. Updated Redeem Queue Notifications so that they now appear in the Neocom and not in the notification widget. Hangars are now visible below the station services by default. Remodeled the Agency! New cleaner and more functional UI, using the Progressive Disclosure approach to funnel the user to their desired content. Bookmarking pages is now possible, allowing you to skip the funnel and get straight to your most used pages. Agent Finder is back! Filters are now more visible and easy to use. Filters will now remember their last settings for each page. Reset all filters button is available. Search for specific planet types in the Planetary Production Agency page to establish your colony on, and if they are within range of your Remote Sensing skill, see their available resources without opening the PP window of each planet. The amount of Anomalies and Signatures in a K-Space system is now visible from anywhere. Combat Anomalies, Ore Anomalies, and Ice Belts show the exact type of site from within 1 jump away. At 2 jumps or further, only the existence of the site is shown. Storyline Missions and Escalations will guide the player to their respective pages by displaying the NEW! label. Contested level of Factional Warfare system and available FW complexes are now visible from anywhere in EVE. Incursion locations and incursions types (Scout/Vanguard/Assault/HQ) now shown in the Agency. Amount of accumulated CONCORD LP from completing Incursion sites is now shown in the Agency. Sites shown in the Agency now have the same contextual menu when right clicked as they do when right clicked in space, so you can now fleet warp to a site for example. Tooltips explaining the various features of EVE are present throughout the Agency to teach players about the mechanics of each. Triglavian Invasions are available through the Agency. In-client CSAT (Customer Satisfaction Survey) in system menu The new Help Pointer feature has been added and is available in the Utilities folder of the Neocom. This feature allows players to share links to different UI elements that will highlight that UI element with a label and arrow when clicked. It is expected to be especially valuable for veteran player mentoring their new friends. More information about the Help Pointer feature can be found in this dev blog. War UI Improvements: New “War Info” tab in the Wars tab of the corporation window, which explains the war declaration system and shows you the war status of your corporation at a glance The "Kill Reports" tab for a corporation has been moved from the "Wars" tab to the "Home" tab of the corporation window. New “War History” tab in the corporation window under the Wars tab, which displays previous wars and currently enforced peace periods due to surrenders and War HQ removal. New “Mutual War Invites” tab in the corporation window under the Wars tab, visible to corporation directors and CEO which show all the current incoming or outgoing mutual war invites. Here directors and CEOs can also find a toggle to block incoming mutual war invites if they wish Improved the war history section in the show info window for corporations and alliances Updated and improved the war report, including information about the identity of the War HQ Added a “Wars” tab to the show info window of Upwell structures if they are a War HQ Added an icon + tooltip to structure entries in the structure browser if they are a War HQ Added an icon to the character selection screen that clearly displays when your characters are involved in an active war Added an icon to the top section of the character sheet that clearly displays when your characters are involved in an active war Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war Added suppressible warning popup when undocking in High Sec while involved in an active war. Updated and added numerous war related notifications and warnings. Defect Fixes: Gameplay: Addressed Small Disintegrators not having bonus applied from Wolf-Rayet C2 Wormholes Addressed Kikimora not having bonus applied from Wolf-Rayet C2 Wormholes Fixed issue preventing HIC Scram from preventing Micro Jump Field warps Updated Triglavian T2 ships to have appropriate Warp Speeds Fixed an issue where Sisters of EVE Advanced Combat suits were not appearing in the market. Fixed a rare case where weapons of the same weapon group got loaded with different amounts of charges. Graphics: Fixed cloaking display on Servant Sisters of EVE Cruiser Stratios Fixed Turret placement on the Angel Cartel Battleship Machariel Fixed Turret placement on the Triglavian Command Destroyer Draugur Adjusted Spotlight on the Caldari Tactical Destroyer Jackdaw Fixed Singularity Storm and Hadean Horror skins not behaving correctly at long view distances Corrected ship identifier decals on ORE Industrial Ship Noctis and Ore Industrial Command Ship Porpoise Fixed a shader issue with the Triglavian Assault Frigate Hydra and Society of Conscious Thought Cruiser Tiamat Fixed an edge-case error thrown when rapidly switching ships and SKINs between capital on and non-capital hangars Fixed an error that occurred when changing ships and SKINS at the same time Spotlight placement adjusted in the Amarr Hangar Fixed an issue that caused Fortizar explosions to appear too small Fixed Geometry on some Crystal Asteroids Animations on thunderstorm and lava planets have been toned down When docking, visual cloak effect now runs to completion Certain shadows in the character creator now update more accurately when changing apparel Corrected an issue in which releasing the mouse button would not end sculpting mode while sculpting a character Applying Gray eyeliner now achieves its intended tone Fixed character customization failure when character creation had been started and not completed in the same session Lipstick now applies consistently over facial augmentations that change the color of a lip Updated Heat Sink Mutaplasmids to use correct icons Localization: Removed Tactical Logistics Reconfiguration from Carriers Mastery requirements Technical: Fixed a physics desync issue related to approaching/orbiting ships as they activate cloak. Fixed a client vulnerability, which could lead to client freezes. Text & Descriptions: Corrected the pronouns in the error message received when attempting to rejoin a corporation at war. Various text, punctuation and grammar fixes in many different places. Fixed a variety of small text issues in item descriptions and missions. User Interface: Updated the notification for CEOs when they apply to other corporations to make sure the instructions are up to date. Fixed inconsistencies with dragging character links into the member list of chat channels. This will now always try to invite the character to the chat channel (if possible), no matter where the link was coming from and if the link was dropped into empty space or on top of another character. Hyphens are valid characters for the purpose of searching solar system names. War declarations: Fixed problems with the display of expired war ally contracts. Fixed a loop-hole with re-declaring a war, where former war allies were suddenly dropped out of the war. It is no longer possible to send an ally request for a war, which is not opened up for allies. Several other small fixes to war declarations. Gesamten Artikel anzeigen
  24. RSS Bot

    CSM 14 - All you need to know!

    Greetings, honorable Citizens of New Eden, In the following blog, we are going to provide you with all the important information about the timeline for the CSM 14 election process. Everyone is encouraged to read the blog carefully, especially any candidates. After you have familiarized yourself with the content, please feel free to join the discussion thread on the official EVE Online forums. The Council of Stellar Management consists of 10 members selected democratically once a year in an online election hosted by CCP. This unique institution is a phenomenon in gaming and has gone through a myriad of changes and improvements to better serve its core purpose – to give all players of New Eden a strong and formal voice in the development of EVE Online. TIMELINE 30th April – 12th May: Accepting applications 13th – 17th May: Processing applications 25th May: Announcing candidates at EVE Down Under 25th May – 7th June: Campaign Period 10th – 17th June: Voting 22nd June: Announcing CSM 14 Members at EVE North Once the 14th Council of Stellar Management is established, we will take time to conduct comprehensive onboarding and orientation for the newly elected councilors. We will ensure that each member is properly educated on the most important operational aspects of the CSM and can fulfil their duty towards the pilots of New Eden to the best of their capabilities. Our consultations with elected representatives will cover confidential information and involve close cooperation between CCP and all CSM members, as such all members are expected to adhere to the confidentiality agreement and CSM Code of Conduct. Apart from the weekly meetings and frequent exchange with the internal CCP teams, the candidates will be flown to our headquarters in Reykjavik twice per term for the CSM Summit. There, equipped with topics and questions from the community, they will be able to discuss them with the development teams and collaborate on creating the best future for the EVE Online players. We are currently looking at hosting the first CSM summit in September or October and second in February next year. The exact dates will be announced later. APPLICATION REQUIREMENTS Important disclaimer: We will be strict about incorrectly filed or incomplete submissions and reject applications that don’t meet our standards. The rules are very clear, but if you are unsure about anything regarding the process, we are happy to answer any questions. However, once the submission is sent there is no turning back, so it is imperative to get it right. To be eligible for the CSM, applicants must meet the following requirements: - Your account must be older than 60 days at the time candidacy applications close. - Characters on both Alpha and Omega accounts are eligible to run. - You must have a history of honoring the EULA and the Terms of Service. We will screen every applicant thoroughly and EULA/TOS violations on your record can result in a rejected application. - Your account must have updated and correct information at the time of your application. This includes; your real-life name, correct date of birth and the same email you use to submit your application. To view and edit this information go to the account management website. - Candidates must have reached 18 years of age. If the legal adult age in your home country (the age at which you have the legal capacity to enter into a contract) is higher than 18, that number applies instead. - As an applicant, you must consent to provide your personal details to CCP, including your real name and a copy of your passport. CCP needs to affirm your real-life identity for NDA contract purposes and the ability to travel to summits in Iceland is a key function of the CSM. - If you do not currently have a valid passport, we will accept a picture/scan of a valid and approved passport application accompanied by a picture of your driver’s license. - You must consent to share your country of origin with the EVE Community and having it displayed on the EVE Online website. You will not be required to share any other personal information with the EVE community. - If you are running as an “alt” and you control a character that has a reputation in the EVE universe, CCP may require you to run under that identity at its full discretion. *All personal data will be handled in accordance with European data protection and processing laws. HOW TO APPLY There are two steps to applying: - Fill in the application form between 30th April – 12th May. The form will return a confirmation if the application goes through. Beware session time-outs and make sure to save your text in a document. If you don’t get a confirmation, re-enter the information and try again. If your application already went through, the website will inform you of that. - Submit your document scans/pictures to csm-contact@ccpgames.com in high-quality with the subject “CSM 14 application”. Both these steps need to be completed within the submission window. Applications filed outside this window or without valid documents will be rejected. - Remember that applications cannot be edited after you submit them to make sure your information is correct! Once your application has been submitted, you are encouraged to create a campaign thread in this forum section. We look forward to receiving your applications and following all campaigns. At CCP, we feel we are stronger and do a better job at developing and maintaining EVE with the CSM by our side. By banding together with our players in common purpose and resolve, and by communicating with each other in a straight forward manner, we can realise our shared ambitions for the intrepid future of EVE Online. Big thanks to everyone who supports the CSM project and vote for their favorite candidates every year! Gesamten Artikel anzeigen
  25. Dear Citizens of New Eden, Following on from our statement on April 17, we have completed our review of the Brisc Rubal investigation and determined that our initial findings were incorrect. Neither Brisc Rubal nor the other players implicated in this incident breached CCP’s confidentiality, the terms of the Non-Disclosure Agreement, or used privileged information to obtain an in-game advantage. We made a mistake here and we offer our formal apologies. First, to Brisc Rubal and the two other players involved, both for making the allegations and for the disturbance and stress caused by the way in which we handled this situation. Second, for not collaborating with due care with the members of CSM 13, who have acted responsibly throughout. Lastly, we owe our sincere apology to the EVE community for this error. We take full responsibility for any confusion and mistrust caused by our initial assessment of the situation. After reviewing our assessment of the information on which these allegations were based and having spoken repeatedly with everyone involved, it’s now clear that our initial actions were based on unsubstantiated assumptions. While we were motivated by a desire to protect the working relationship between the CSM and the EVE Development Team with all due speed, had we taken the time to review the information with greater scrutiny, this incident could have been resolved without the disruption that has since occurred. We aim to make it up to all concerned. Right now, we are in the process of restoring access to the EVE Online accounts of all three affected players, returning any confiscated assets and providing rectification as appropriate. We will work to set this right and will be making changes to our procedures and policies to ensure this kind of situation does not reoccur. Thank you for your understanding. If you'd like to discuss this devblog, please feel free to do so in this forum thread. Gesamten Artikel anzeigen
  26. Last week, on April 8 2019, we announced the permanent banning of Brisc Rubal and their ejection from the Council of Stellar Management. We also issued one-year bans to two other players involved in this incident and confiscated their associated in-game assets and ISK. Following this statement, we have held further discussions with the affected parties. We have also been conducting an internal review to substantiate the evidence available to us and evaluate our handling of the situation. We intend to share a full follow-up statement next week. Transparency, fairness and trust is of utmost importance to us, which is why we’re issuing this brief update while also taking the time to ensure that we conduct a thorough investigation. We understand that there are many questions lingering over the incident, and we want to assure you that we take this matter very seriously. Both the sanctity of the CSM and the relationship we have with our players is of paramount importance to CCP. As should be expected, we will issue a full and frank apology for any mistakes for which we are responsible, as well as provide appropriate reparations to those affected by any erroneous actions we’ve taken. If you'd like to discuss this statement, please feel free to do so in this forum thread. Gesamten Artikel anzeigen
  1. Load more activity