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EVETV: Training 'Expert' to Level 5 (Rank 12 Skill)
January 3, 2008
As CCP Mindstar has already blogged about, the time for the Fifth Tournament is upon us, and with it, we're planning to bring EVE TV back to your screens. Streaming free coverage of the entire event from CCP's headquarters in Iceland, we'll show every match, as well as analyze, discuss, pick apart and congratulate the various teams.

A few familiar faces will be returning to your screens, and the idea is to bolster their ranks by adding some new experts to the EVE TV team. To this end, we're opening the application process for experts. There are a few requirements, which will be listed below, but first, a small request:

I'd love to get a roleplaying representative on. Some feel they've been given short shrift on previous shows, so here's our invitation: If you know your PvP, and you're really into the RP side of the game, you should apply (we promise you'll be treated as well as anyone else).

So, you want to be an expert, but unsure of what you need? The list is here:

  • You need to know combat. We don't despise industrialists, mission-runners, miners and macro-haulers, but as this is a PvP tournament, you need…

Start your engines - The Fifth Alliance Tournament is just around the corner
December 20, 2007

Greetings fellow pod pilots!

After the recent months of hard work to bring you the Trinity expansion, we have finally had a bit of time to start putting our heads together and get the wheels of the Fifth Alliance Tournament moving.

Under the watchful eye of GM Nova, the tournament committee of GM Xamother, CCP Fendahl, and CCP Mindstar (that?s me!) will be working to bring you the best tournament yet! Over the next few weeks we will be looking over the rules and points used in the last tournament, and working out what (if anything) we think could be better.

What I can tell you is that overall we felt the last tournament was a great success. As such, it will be quite similar to last time with a few tweaks here and there. If you have any suggestions or comments, there is a discussion thread in the PVP Tournament forum, where feedback would be very much appreciated.

In the interest of keeping you informed, there are a few bits of information we do know!

  • Dates - We are planning to hold it over the first two weekends of March 2008 (Starting 29th Feb. Yes, it?s a leap year!).

Forum and Community Changes and Improvements
December 18, 2007
In my last dev blog concerning the ISD team, I mentioned the internalization of the volunteer forum moderation team into the newly created Community Group, a team tasked with increased responsibilities. One of the primary responsibilities of the Community Group is the management of the forums.

During the creation of the Community Group, the forum policies were reviewed. As part of an ongoing streamlining process, the manner in which forum warnings and bans are issued have been changed to the following:

The number of warnings issued before forum bans are levied will be reduced and the duration of the bans increased-

  • 1st Warning ? No action
  • 2nd Warning ? 2 week forum ban
  • 3rd Warning ? 1 month forum ban
  • 4th Warning ? 3 month forum ban
  • 5th Warning ? 6 month forum ban
  • 6th and subsequent Warnings ? 6 month forum ban

Permanent bans will be issued under special circumstances, such as threats of physical harm to a player or developer, posting of pornography, racial slurs and epithets, etc. Existing forum permanent bans will be reviewed on a case-by-case basis, please e-mail community@ccpgames.comto request a review. Depending on our findings in the review, posting privileges will be reinstated…

Live Dev Blog - Trinity, is it holy?
December 17, 2007
Trinity, is it holy?

New this time was that we had a dedicated person asking the questions. This honor fell on Mindstar, but as usual the questions asked came from the players.

Speakers
Hammerhead - Lead Game Designer
Zulupark - Game Designer

You can either listen to the recording in the flash player just below, or download it from here and listen to it in your own mp3 player.

EVE Voice Feedback
December 13, 2007
Now that Trinity has been released we've been monitoring the usage numbers of EVE Voice. We have to say that we're pleasantly surprised with the large number of players that have embraced this latest addition to EVE.

We're now moving into a second development cycle with the new tools and we want to get your input on what we should focus our energy on. We've already decided that channel prioritization, where if someone speaks in the fleet channel he will sound louder than people speaking in squad channel, will be implemented Q1 2008, but we have to set a course for what more to do. Therefore we're looking at you, the day-to-day users of EVE Voice, to tell us what it is that you want to see implemented.

A few things that we've been looking into doing:

  • Channel Positioning – set your fleet commanders to sound through the right speaker and the rest of the fleet to sound through the left one. If you have surround setup, you have lots of options.
  • Client side recording – record your alliance council meeting, fleet ops (for fraps) or drunken Saturday night singing sessions.
  • Rolling buffer – Missed what the fleet commander said?…

About the boot.ini issue
December 11, 2007

My name is Dr. Erlendur S. Thorsteinsson and I have been directing the EVE Online Software Group for the better part of this year. From my previous work experiences in the antivirus industry and following CCP for quite some time now, I have come to appreciate the need for full disclosure when things don't go according to plan.

Shortly after releasing EVE Online: Trinity at 22:04 GMT on Wednesday, 5 December, we started receiving reports that the Classic to Premium graphics content upgrade was causing problems to players by deleting the file C:\boot.ini, which is a Windows system startup file. In some cases the computer was not able to recover on the next startup and would not start until the file had been fixed. In this dev blog I want to tell you how this happened.

In the weeks leading up to the release of Trinity, one of our concerns was how to deliver this update to our players in a very short amount of time and to players that might not all have a good internet connection. Significant effort was therefore put into making the Classic to Premium graphics content upgrade as small as possible at various stages in…

Econ Dev Blog No. 3 - Some statistics on corporations
December 1, 2007
Greetings all EVE pilots,

This third Economic Dev blog presents statistics on corporations in the EVE Universe. The purpose is to give pilots a quick snapshot of the corporate population and some interesting numbers such as average tax rate and the type of ships pilots in NPC corporations vs. player corporations are flying.

Corporations are the foundation of social structure in EVE and it is therefore necessary to have some overview of how the demographics of corporations are and then review that again in about six month time or so, in order to see changes in the corporate environment and to do comparative analysis of the situation.

Total number of corporations and membership

Corporations are either player owned or operated by NPCs. Player characters can become members of NPC corporations but player owned corporations only has other player characters as members. The NPC corporations are assigned to a particular race or are pirate corps that operate in specific parts of the EVE Universe. The table below shows the number of NPC and player operated corporations and the number of members in each type of corporation.




Table1: Number of corporations and member count for NPC and player corporations.

In EVE there…

I want you (to join my corp)!
November 21, 2007
It has been a long time since my last, and first, blog but here we are again. Usually I can type endlessly about something that usually turns out to be nothing. Some would think it is a good quality, I however believe it to be... well I honestly don't care. I am going to try to be short (read "yeah right"), but it might end up a bit longer. So I give you, the "Corporate Registry". Some way to recruit people using game mechanics has been missing for quite some time now. A centralized database where corporations can spill their guts, and more visibly tell the other 200.000 users that they want them to be their next veldspar mining slavegirl is what we're creating.

Up until now, you have relied on the forums and the recruitment channel, a channel that has grown into a monstrosity with an increasing number of players. I have done this before and while it can result in finding a corporation, you usually end up finding a corp through association, or just by stumbling upon it (or you just tried to get into the high profile ones).

If you already have a corporation, you are all…

EVE TV - Season One finale!
November 21, 2007

November 24th will see the end of EVE TV Season One. Admittedly, we started a little shaky and took a few episodes to find our feet. But, we can all agree that the core EVE TV team (Xyliana, Loxyrider, StevieSG, Julian, Mike the Greek and Cynthia) did a wonderful job. Each member deserves a huge pat on the back. We would also like to thank all the guests who have made considerable strides to offer their expert opinions, humorous interviews and interesting debates regarding the EVE-verse.

Unfortunately, there were obstacles early on that we hadn’t expected to encounter. We struggled to select the right distribution model for the EVE community and clearly missed the mark. Learning from our experiences we transitioned to the Brightcove system, which includes advertising to create a revenue stream, thus allowing the viewer to watch for free. Unfortunately our timing was off and our instincts told us to remain cautiously vigilant. After serious consideration, the choice was made to re-evaluate the project and place EVE TV on a temporary break until February.

CCP & MMM Publishing will release a Fanfest compilation DVD. These DVDs will be distributed with every copy of E-ON issue #010, which will…

Attribute Reassignment Modifier Scripts and Bandwidth
November 19, 2007
In addition to a host of other features slated for deployment in our forthcoming expansion, EVE: Trinity also introduces two new features: Attribute Reassignment Modifier Scripts and bandwidth.

Attribute Reassignment Modifier Scripts

Attribute Reassignment Modifier (ARM) Scripts are non-consumable charges that modify the attributes of modules they are installed in. They are installed or uninstalled just like loading and unloading ammo. The modules that can be scripted are listed below followed by the script names in brackets.
  • Sensor boosters (Targeting Range and Scan Resolution)
  • Remote sensor boosters (uses the same ARM scripts as sensor boosters)
  • Remote sensor dampeners (Targeting Range Dampening and Scan Resolution Dampening)
  • Tracking computers (Optimal Range and Tracking Speed)
  • Tracking links (uses the same ARM scripts as tracking computers)
  • Tracking disruptors (Optimal Range Disruption and Tracking Speed Disruption)
  • Warp Disruption Field Generators (Focused Warp Disruption)
Scriptable modules have also been modified to accommodate the ARM scripts. For instance, a Sensor Booster II now has a 30% bonus to targeting range and a 30% bonus to scan resolution. The sensor booster can still be used without any ARM scripts, but with reduced effectiveness compared to the 60% bonuses it had before. The ARM scripts can then be used…
Getting the message across
November 18, 2007

We may have looked like teachers, or scientists, or perhaps a team of lawn bowlers who had gotten lost and had to ask directions, but the E-ON "Pub Team" at least managed to get our collective asses in gear and get some shirts made up for this year's Fanfest. And a good thing we did too, as it turned out that there were a few people who didn't realise that E-ON even existed, and, of a few who did, some never even knew it was an actual magazine, made of paper, ink and trace elements of sweat, blood and tears. We put them right, of course, and thanks to our high-tech E-ON lounge area, we managed to get some feedback as to what people liked about the magazine and what they didn't, in order that we can make things better and lovelier.

There were people who liked having player guides in the magazine, as it allowed them to not have to alt-tab between websites. Others had been enjoying the Chronicles (look out for an E-ON Chronicle Special in the future). Some even, for some inexplicable reason, liked reading the profiles and interviews with the various CCPers we've featured over the…

More Changes with Invention in Trinity
November 16, 2007

Fanfest is now over, and it was awesome experience. Being able to sit down face to face and focus on many issues and future aspirations we both have for Eve was much more productive than feedback on the forums. Today, I have been shuffling through over seven pages of notes from a single round table, notes that will be turned into planned fixes, balancing, improvements and new features for future patches. I truly hope Fanfest was as enjoyable for you as it was for us!

There is a lot of stuff to be excited about in Trinity, the chaos of change and anticipation of Eve that entering another chapter brings with it. Here I want to introduce some more of the improvements happening with invention in Trinity coming at the same time as those we announced in my previous Dev Blog.

Ship Invention boosted in Trinity

The chance of inventing Tech II frigate, destroyer and cruiser class ships has been increased. The reason for this is we feel inventing the smaller class ships should be easier than the larger ships which are inherently more complex in design. This also impacts other decisions such as which decryptor to use, which…

The Council of Stellar Management
November 14, 2007
Ever since our CEO, Hilmar Pétursson, announced the re-emergence of the Council of Stellar Management (CSM) last spring we have been working feverishly at trying to make it bigger and better than the earlier version. When it was implemented last time players could volunteer for the CSM and they were then handpicked by us.

What we wish to do is to take this to a new level and let you the players elect representatives to the CSM. The CSM will then act as an official conduit for your comments and requests, as a community, enhancing greatly your ability to express your concerns and prioritize the matters you believe are most important at the time. The white paper presented here is by no means a finished paper, changes and updates will be made to it when more feedback gets in. We have already changed our ideas on some key fronts based on the feedback we got at Fanfest this year, the biggest change being that this is no longer considered an implementation of ?Democracy?, as that word has so many and different meanings to different people that it would be the cause of a lot of misunderstandings.

You can download the…

Quarterly Economic Newsletter, 3rd Quarter 2007
November 11, 2007
The first Quarterly Economic Newsletter for EVE online is now available for download as a pdf document. Indeed this is the first economic newsletter of any online universe and it is your enthusiasm for the economics of the game that has made this possible. So big thanks to all of you EVE fans.

There is a lot of information in the new QEN so in order for us to communicate well through the forums I would greatly appreciate if you could state clearly in your message which information from the QEN you are referring too. I'm looking forward to seeing your comments and participating in the discussion that will follow.

Dr. EyjoG

Penguins in Space
November 5, 2007
With the release of the new Mac and Linux clients today we thought it best to put together a list of common questions and answers. Some of the answers will be links to Knowledge Base articles that have the correct information, others will be direct answers. Ready? So here we go.

Q. Is this a native client?
Yes and No. Both Mac and Linux versions use the same underlying portability technology from TransGaming to give direct access to both the native graphics and cpu features of the host platform when running on non-Windows operating systems. In addition, ALL of the game logic is in the Python code which is common across all platforms. So the actual logic is being run exactly the same on Mac and Linux as it would be on Windows. This provides you with a seamless in-game experience regardless of your platform of choice.

Q. Is there a performance decrease?
A. Some. Our goal for the project was no more than a 15% decrease in performance on the new platforms. That being said there are configurations that are seeing no performance decrease and a couple of instances that have better performance.

Q. Can I run in windowed…

User interface and EVE Voice changes - Fun (and free) stuff inside!
October 29, 2007
So Trinity is rolling up, bearing with it a new graphics engine and freshly baked models for you to go "oooh" and "aah" over. But what else is there? Could it be that the user interface is getting a face lift? Could it be that we now offer excellent voice communication which functionality is fully integrated into that spiffy new interface? Why yes!

Back up here a bit! UI in EVE?

This all started out a few months ago when we set out to improve on the EVE Voice groundwork we had laid with our partners from Vivox. We tried to get as much community feedback from our player base as we could and came up with a few pointers we needed to work on. The user interface was both clunky and ill-accessible and the delay for voice activation wasn?t really competitive for PvP situations.

We did fix both the voice quality (it really is crystal clear) and activation delays (near instant) in the Revelations 2.2 release mid-summer. We didn?t however have time to work on the user interface as much as we had wanted and what we have been doing now is therefore a continuation of efforts started months…

Meanwhile, back in the Exploration bunker...
October 25, 2007

My secret objective for the Trinity expansion has been to add as many new features as possible, including some nifty Exploration-related mechanics, then write one huge dev blog about all of it and take credit for everyone else's work. So far, so good... (cue evil laugh track)

New Complexes

Here's a nice easy place to start us off ? some of the Content guys have found the huge gaps in the list of DED complexes are disturbing their Feng Shui. Our goal with the Trinity release is to have all five pirate factions own a 6/10 complex, most will have a 9/10 complex. Some of these will also use the Escalating Paths mechanic to spread the action out across two or more systems. The distribution is through exploration, so into my blog it goes and with almost no work on my part ? it's a win-win situation!

Drone Hacking Sites

One of the unresolved problems with the Drone Regions is the lack of miniprofession sites, driven in no small part by the fact that most of the miniprofession content is tied to one of the four Empires, none of which have any business in the Drone Regions. Given this, there…

Carriers, the Swiss Army Knife of EVE???
October 23, 2007
Hello,

Most of you have probably read Zulupark's blog about the Carrier and Mothership changes we've been discussing here at the office, the feedback and next steps.

We expected such a drastic change to result in a lot of feedback. We did not expect the requests to prematurely end dear Zulupark's existence in this universe, some of which were *very* imaginative and in more ways than we thought possible. We'd like to point out all design matters are ratified in groups, so in the future, please include at least Hammerhead, Oveur and our janitor in any ill thoughts you may have as a result of EVE's direction.

Let's take a look at what Carriers and Motherships are currently capable of:

  • Fighting off any kind of foe, small or big. Most have a set of fighters and a lot of normal drones in their drone bay. This means they can choose drones / fighters based on their enemy's size, choose their damage type and even be quite effective jammers using ewar drones.
  • Great logistics ships - They've got plenty of capacitor to be very effective logistics ships using capital sized logistic modules. Triage mode can be very effective in small scale…

New Tech 2 Ships for Trinity
October 22, 2007
Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).

Electronic Attack Ships

The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.

Sentinel

  • Hull: Crucifier / Viziam
  • Slots: 3/4/3, 2 turrets
  • Fitting: 195tf, 40mw
  • Drones: 20Mbit/s bandwidth, 60m3 drone bay
  • Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
  • Propulsion: 374m/s, 1,525,000kg
Capital ships in EVE, what's up doc?
October 20, 2007
Hi, I?m Zulupark and recently transferred from the Quality Assurance department to the Game Design team. I?ve been with CCP for just under two years now and don?t plan on going anywhere. Say hello to your newest balancer (I still haven't received a nerfbat though).

I?m posting here now because the last few days we?ve been looking at the way capital and supercapital ships are functioning on Tranquility, and to be honest we?re a little concerned with the direction it?s taking.

What we want is pretty basic: We want to make fighter wielding capital ships more reliant on their support fleet and less of a direct über deathbringer.

How are we going to do it?

Well, we have an idea, and before you go ballistic remember that this is an idea and we?re still working on it:

We plan on changing the way fighters work, and have it so that you can still launch all the fighters you want (within limits of your ship/skills) but you can only directly control 5 of them at a time. That means that a carrier/mothership can launch 5 fighters, assign them to a gang mate, launch 5 more, assign them to another gang mate…

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