Tag Archives: EVE Updates

Character Log Off Comes to EVE Online at Long Last

Players can now log out to the Character Selection screen instead of exiting the game when changing characters.

June 23 Patch Notes Update

Hallelujah the day has finally come!   If you have two characters on your account you can now swap between them without exiting the game and logging back in.  Now when you hit escape to get the settings and options window, there is a new choice down in the lower right, “Log Off.”

The middle one

When you click that for the first time you get a dialog asking if you want to return to the character select screen.

Why yes, please!

It is like a new day has dawned.  People have been asking for this for years.

Okay, I have to admit that logging out and exiting and logging back in are probably not that far apart when you look at the time it takes.  But it feels better at some level to just be able to log out.

And I am not sure how much of the EVE Online audience this will really affect.  The way skill training works, with one character training at a time (unless you buy multi-character training), there was a long stretch where this feature would have meant nothing to me.  I had the most basic of alts and never used them for anything.  Everything  was focused on my main, so swapping characters wasn’t something I did ever.

I had a second account… and a third… long before this would have ever been all that meaningful to me.

But nearly 14 years into playing this game, my two main accounts have alts with 50-70 million skill points on them that I often use for side tasks or high sec things.  I contract them things, or swap the training over to them now and then, and those actions always felt burdensome due to having to log out then click the launcher to log back in.

So now we have it.  I honestly didn’t think the day would come.

EVE Online Gets New Ships and COVID-19 Research with the June Update

CCP continued on with the Quadrant 2 of 2020 plan with a content filled patch today.

That somehow translates to June 2020

The big items from this update are three new ships being introduced to the game.  These are three EDENCOM ships.  EDENCOM is a military command setup by CONCORD and the four empires to combat the Triglavian invasion. (See the video from The Scope for the tale.)

Sourced from Upwell, the new ships also feature a new weapon system, the Vorton Projector, similar to the Arcing Vorton Projector that Keepstars can mount, which reaches out to hit multiple targets.

A Keepstar reaching out with its lightning

The first ship is the Skybreaker Frigate.

EDENCOM Skybreaker

Its stats are:

EDENCOM Frigate bonuses (per skill level):

  • 6% bonus to all shield resistances
  • 5% bonus to Small Vorton Projector damage

Slot layout:

  • 1 High Slot
  • 4 Mid Slots
  • 3 Low Slots
  • 1 Turret Hardpoint
  • 0 Launcher Hardpoints
  • 3 Rig Slots
  • 400 Calibration

Fittings:

  • 44 PWG, 235 CPU
  • Defense (Shield / Armor / Structure) : 800 / 210 / 320
  • Base shield resistances (EM/Thermal/Kinetic/Explosive): 20% / 20% / 50% / 50%
  • Base armor resistances (EM/Thermal/Kinetic/Explosive): 50% / 45% / 25% / 10%
  • Base structure resistances (EM/Thermal/Kinetic/Explosive): 33% / 33% / 33% / 33%
  • Capacitor (amount / recharge rate) : 425/ 157.50s
  • Mobility (max velocity / agility / mass): 330 / 3.6 / 967,090
  • Warp Speed: 5 AU/s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 609 / 5
  • Sensor strength: 12 Gravimetric
  • Signature radius: 37m
  • Cargo capacity: 158m3

The second is the Stormbringer Cruiser.

EDENCOM Stormbringer

Its stats are:

EDENCOM Cruiser bonuses (per skill level):

  • 6% bonus to all shield resistances
  • 5% bonus to Medium Vorton Projector optimal range

Slot layout:

  • 1 High Slot
  • 6 Mid Slots
  • 3 Low Slots
  • 1 Turret Hardpoint
  • 0 Launcher Hardpoints
  • 3 Rig Slots
  • 400 Calibration

Fittings:

  • 970 PWG, 390 CPU
  • Defense (Shield / Armor / Structure) : 4,000 / 600 / 1,200
  • Base shield resistances (EM/Thermal/Kinetic/Explosive): 20% / 20% / 50% / 50%
  • Base armor resistances (EM/Thermal/Kinetic/Explosive): 50% / 45% / 25% / 10%
  • Base structure resistances (EM/Thermal/Kinetic/Explosive): 33% / 33% / 33% / 33%
  • Capacitor (amount / recharge rate) : 1,860 / 441s
  • Mobility (max velocity / agility / mass): 200 / 0.52 / 11,640,000
  • Warp Speed: 4 AU/s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 273 / 7
  • Sensor strength: 19 Gravimetric
  • Signature radius: 130m
  • Cargo capacity: 473m3

And, finally, there is the Thunderchild Battleship.

EDENCOM Thunderchild

Its stats are:

EDENCOM Battleship bonuses (per skill level):

  • 5% bonus to Large Vorton Projector damage
  • 5% bonus to Large Vorton Projector rate of fire

Slot layout:

  • 2 High Slots
  • 7 Mid Slots
  • 5 Low Slots
  • 1 Turret Hardpoint
  • 0 Launcher Hardpoints
  • 3 Rig Slots
  • 400 Calibration

Fittings:

  • 16,500 PWG, 880 CPU
  • Defense (Shield / Armor / Structure) : 13,500 / 4,620 / 6,600
  • Base shield resistances (EM/Thermal/Kinetic/Explosive): 20% / 20% / 50% / 50%
  • Base armor resistances (EM/Thermal/Kinetic/Explosive): 50% / 45% / 25% / 10%
  • Base structure resistances (EM/Thermal/Kinetic/Explosive): 33% / 33% / 33% / 33%
  • Capacitor (amount / recharge rate) : 7200 / 1125s
  • Mobility (max velocity / agility / mass): 95 / 0.136 / 102,141,000
  • Warp Speed: 3 AU/s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 118km / 103 / 7
  • Sensor strength: 26 Gravimetric
  • Signature radius: 485m
  • Cargo capacity: 861m3
  • Frigate Escape Bay: 1 Unit

As with all battleships now, the Thunderchild has a frigate escape bay, so you can put a Skybreaker frigate in there if you want to keep to the theme.

There are fifteen variations of the Vorton projector weapons being introduced for these ships, five for each of the hull sizes.  So there will be small, medium, and large versions in Tech I, Compact, Scoped, Tech II, and Faction flavors.  The ammunition varies in range and emphasis on kinetic or electromagnetic damage, with tech II versions available as well.

There are also modules to improve rate of fire and damage for the new weapon systems.  They are:

  • Vorton Tuning System I
  • Compact Vorton Tuning System I
  • Vorton Tuning System II

And there are, naturally enough, skills to go with all of this.  The new skill list is:

  • EDENCOM Frigate
  • EDENCOM Cruiser
  • EDENCOM Battleship
  • Vorton Projector Operation
  • Small Vorton Projector
  • Medium Vorton Projector
  • Large Vorton Projector
  • Small Vorton Specialization
  • Medium Vorton Specialization
  • Large Vorton Specialization
  • Vorton Power Amplification
  • Vorton Arc Guidance
  • Upwell Encryption Methods

We got a few of those skills with last week’s Gathering Storm login campaign.  A new event, the Lighning Strikes event, has now gone live.

Lightning Strikes is live

Running from now until June 29th, it allows players to find Upwell Covert Research Facilities in the Anomaly Scanner in Low-Sec and Upwell Connected Null-Sec.  Running those sites will reward players with Skillbooks and Materials for the new EDENCOM ships.

All of which would make for a pretty big patch day, but that is not all we get.

Also coming today is Project Discover Phase 3.

More Project Discover

The new focus for Project Discovery is the coronavirus.

In collaboration with scientists from McGill University, BC Cancer and front-line COVID-19 clinicians including Dr Andrea Cossarizza, a Professor of Immunology at the University of Modena and Reggio Emilia School of Medicine in Italy, players will be able to contribute to the fight against COVID-19 by analyzing data produced by flow cytometers. Flow cytometry is a technique used to detect and measure physical and chemical characteristics of cells, especially those of the immune system that are important in the body’s response to infection with SARS-CoV-2, the strain of coronavirus that causes COVID-19

That looks huge and there will be an intro stream on Twitch at 19:00 today to help launch the project.

And, in addition to all of that, another round of module tiericide has hit with this patch.  CCP even did a new dev blog about tiericide, just to remind us all what the intent was and how to interpret what they are doing.

This time the pass is for Shield Resistance Amplifiers, the passive shield resist modules.  The list of module changes is quite lengthy.  However, at its roots there is a normalization of names following these rules:

  • EM Ward Amplifier to EM Shield Amplifier
  • Explosive Deflection Amplifier to Explosive Shield Amplifier
  • Kinetic Deflection Amplifier to Kinetic Shield Amplifier
  • Thermal Dissipation Amplifier to Thermal Shield Amplifier

All of which appears to me to be the core of the patch.  There are still the usual fixes and updates, but the above are the big bits.

CCP has announced that the patch has gone live.  The extended downtime was barely that long at all.

For all the details CCP cared to share you can read the patch notes.  In addition there are the usual General Feeback and Known Issue threads in the forums related to the release.

The Forsaken Fortress Update comes to EVE Online

CCP announced the Forsaken Fortress update a almost a month ago, which is a long lead time for them these days.  We got that and some more today.

Forsaken Fortress Day

The plan here was, once more, to reduce structure spam in New Eden by making unattended Upwell structures easier to blow up.  This adds on to the Kicking over Castles changes that we got back in December. (Along with the odious HyperNet Relay spam and scam platform.)

The idea is that if an Upwell structure has not consumed any fuel for seven days, it will enter a new “abandoned” state.  Once a structure enters this new state, the following will be true:

  • It will skip the Hull Reinforcement phase. This means it has no reinforcement cycles at all, and can be destroyed in a single attack session. (Damage caps will continue to apply as normal. Normal war-dec/CONCORD rules continue to apply)
  • It does not have any tethering capability at all.
  • If it explodes, an abandoned structure will not push any items into asset safety whatsoever. All assets located the structure are eligible to drop as loot. (This will be the same behaviour as a current wormhole structure)
    • Note that as long as the structure is still in space, you can still manually push your assets into asset safety as normal.
    • When a structure is close to becoming abandoned, all characters/corporations with assets in the structure will receive a notification that their assets are potentially at risk.
    • Unanchoring an abandoned structure will push all assets into asset safety as normal. The loot drop only applies to exploding abandoned structures.

This also applies to normal and flex structures, each of which apparently now requires a flow chart to figure out what happens under which set of circumstances.

Life cycle of the standard Upwell structure – Click to view full size

Life cycle of an Upwell Flex structure – Click to view full size

The following changes have also been made around this update.

  • The five faction citadels introduced as replacements for Outposts and Conquerable Stations (Moreau, Draccous, Horizon, Marginis, and Prometheus fortizars) are exempt from the asset safety penalty, because they have a special bonus meaning that they will never transition to Abandoned. These citadels can remain in a Low Power state indefinitely.
  • The Structure Browser window lists a corporation’s own structures. This will now include an indication of which structures are Low Power and which are Abandoned.
  • The Asset Browser window will highlight any structures containing your personal assets which are currently Low Power or Abandoned. You are advised to consider pushing your assets in Abandoned structures into asset safety, as otherwise they are at risk of sudden loss.
  • When a structure is forced into Low Power mode as a result of entering a Hull Repair/Reinforcement cycle, it will now internally remember which service modules were online at the time. If it survives and returns to full health, it will automatically make an attempt to re-online those service modules (provided that it has sufficient fuel to cover the onlining cost).
  • All these changes apply equally to FLEX structures as well as regular structures. So for example, Jump Bridges and Cyno Jammer/Beacon structures will automatically re-online their service modules, and thus re-enable their specific functionalities, after surviving an attack.
  • Structures that are Low Power on patch day will begin their 7-8 day countdown as soon as the server is restarted.

 

It is hard to decide which is the biggest change for this new structure state.  The lack of timers makes them quick to kill, the lack of tethering makes them more difficult to defend, and the lack of automatic asset safety makes them irresistible loot pinatas.

I suspect that we will see a surge in kills as people hunt down structures in the new abandoned state in a week.

You will still need a war dec to shoot a structure in high security space, but that seems like a low bar.

In addition to that, we also got an armor hardener tiericide to try and make armor hardener names and stats fit into a regular pattern.  The list of modules that were touched is long, so you’ll have to browse the patch notes for that.

In addition, there were also revisions to the armor repair unit, shield hardener, and shield booster tiericide passes to tweak the values across the various module flavors.  Again, longs lists in the patch notes, but I will note this item, since it will probably confuse people for a while:

  • All Adaptive Invulnerability Shield Hardeners have been renamed to Multispectrum Shield Hardeners

They have also done away with “anti” in the names.

The armor and shield rigs that provide damage bonuses were renamed in order to make it clear exactly what they do.  Their names were also changes to remove the “anti” prefix, so they all look more affirmative and, since there are only eight, I’ll copy and paste that list:

  • Anti-EM Screen Reinforcer → EM Shield Reinforcer
  • Anti-Explosive Screen Reinforcer → Explosive Shield Reinforcer
  • Anti-Kinetic Screen Reinforcer → Kinetic Shield Reinforcer
  • Anti-Thermal Screen Reinforcer → Thermal Shield Reinforcer
  • Anti-EM Pump → EM Armor Reinforcer
  • Anti-Explosive Pump → Explosive Armor Reinforcer
  • Anti-Kinetic Pump → Kinetic Armor Reinforcer
  • Anti-Thermal Pump → Thermal Armor Reinforcer

And then there was this one-liner in the mix:

Removed mining asteroids from non-mining, Null Sec Combat Anomalies.

I guess CCP is serious about closing the door on minerals.  I don’t know how big of an impact that will make, but every little bit hurts.  I’ll get to the April MER later this week.

And, finally, there is the final chapter of the Triglavian saga, which doesn’t get very much mention in the patch notes either, relative to how much CCP has been hyping it up:

The next chapter of the Triglavian Invasion will unfold over the coming months.

Seriously, if you glance at how CCP is pitching this update, you’d think Triglavians were all there were.  The patch notes are officially named after this.

The official logo celebrating the single sentence above

There is a news post announcing it, but details are sparse there as well.  So look for that I guess.

There were the usual series of smaller fixes and tweaks.  You can see them all in the patch notes.  Would it kill CCP to pick a naming scheme for patch notes and stick with it?  The “month year” pattern seemed about right, since they update the patch notes during the month some times.  But now the pattern is “day month” when that title will become inaccurate with the first revision.  Oh well.  It is probably better than the “name every patch” idea that ran for a while.

The updates page is still there, but isn’t all that useful.  It is only sporadically tended these days.

If you want to see what people are complaining about there is the feedback thread in the forums, as well as the known issues thread to see why they might be pushing an update.

CCP Launches a Surgical Strike on New Eden

Today is the day we get the Surgical Strike update for EVE Online.  The real question in my mind is how appropriate that name actually is.

Normally tax day in the US, but this year it is July 15th

A surgeon uses special tools, like a razor sharp scalpel, to make deliberate and precise cuts in order to repair, reshape, or remove aspects of the human body.  I am not sure how that compares, by the analogy the name suggests, with nerfing every damage resistance module in the game by 20% in the hopes.  And doubly so when CCP comes out a day later with a mea culpa that they totally didn’t consider what this would do to PvE or suicide ganking.

The latter makes you wonder if they didn’t run this past the CSM or if 9 out of the 10 CSM members being PvP focused gave them the same blind spot that CCP obviously had.  Or maybe CCP discounted their feedback.  Who knows.  But today the big patch landed and it does at least seem like they got some of the feedback related fixes in with the main patch, so I will give them credit for that at least.

The big hit this time was damage resistance modules.

  • Reduced effectiveness of all resistance modules by 20%
    • Includes all active and passive armor and shield resistance modules.
    • Does not include resistance rigs or damage controls.

This hits PvP, of course, and will cause ships to explode more often as their effective hit points, EHP, drops.  But it also hits every mission runner and miner and high sec hauler.  And the change is noticeable in your fits.  My Apostle, even with a somewhat outdated fit, has about 84% of the EHP it had yesterday.

The Day After

In response there is a lot of refitting theory crafting going on and the Imperium told their pilots to stand down supers and titans for the next week while the fit team comes up with new approved configurations for the big ships.  That is because the big toys also got an additional nerf:

  • Super Carrier and Titan Plate bonus reduced
    • Super carrier bonus to plates and extenders reduced from 400% to 200%
    • Titan bonus to plates and extenders reduced from 500% to 300%

So a lot of EHP was shed today.

And, just to keep things interesting today’s update also included a tiericide run for the active shield defense modules, so a bunch of shield modules have new names and new stats.  Confusion reigns!  The list is long and I’m not going to paste all of that here.  Go read the patch notes.

Super carriers also got a nerf to heavy fighter explosion radius, which makes them less effective against sub caps as well as a balance pass so that all the base super carriers now have the same number of fighter tubes.

There were also a lot of other ship changes, listed out below:

  • T1, Faction and Pirate Battleship base hp increased by 10%
  • T1, Faction and Pirate Battleship base scan resolution increased 30%
  • Muninn
    • Damage bonus reduced from 7.5% to 5% per level
    • Optimal range bonus reduced from 7.5% to 5% per level
  • Eagle
    • Max velocity reduced from 202 to 190
    • Powergrid -40
  • Loki
    • Powergrid reduced from 670 to 550
    • Bonus to projectile range and falloff reduced from 10% to 5% per level
    • Loki bonus to projectile tracking reduced from 7.5% to 5% per level
  • Legion
    • Powergrid reduced from 700 to 625
  • Deimos
    • Hybrid damage increased from 5% to 7.5% per level
    • +50 PG
    • +20 CPU
  • Increased Scan Resolution by 30% for Marauders and Black Ops
    • Redeemer increased from 170mm to 220mm
    • Paladin increased from 120mm to 160mm
    • Golem increased from 105mm to 140mm
    • Widow increased from 115mm to 150mm
    • Kronos increased from 120mm to 160mm
    • Sin increased from 140mm to 185mm
    • Vargur increased from 145mm to 180mm
    • Panther increased from 155mm to 200mm
    • Marshall increased from 180mm to 235mm
  • Increasing Freighter Hit Points by 20%:
    • Providence Hull increased from 100K to 120K
    • Providence Armor increased from 46K to 55.2K
    • Providence Shield increased from 10K to 12K
    • Charon Hull increased from 77.5K to 93K
    • Charon Armor increased from 15K to 18K
    • Charon Shield increased from 50K to 60K
    • Obelisk Hull increased from 110K to 132K
    • Obelisk Armor increased from 40K to 48K
    • Obelisk Shield increased from 14K to 16.8K
    • Fenrir Hull increased from 65K to 78K
    • Fenrir Armor increased from 22K to 26.4K
    • Fenrir Shield increased from 48K to 57.6K
    • Bowhead Hull increased from 50K to 60K
    • Bowhead Armor increased from 15K to 18K
    • Bowhead Shield increased from 22K to 26K
  • Force Auxiliaries are now limited to on-lining 1 (one) Capacitor Booster

The nerfs to Eagles and Munnins are attempts to reign in null sec’s current fleet darlings.  Likewise, Lokis have been the T3 of choice for a long stretch.  And that last item… well, faxes won’t be repping so hard now that they’ll run out of cap sooner.  Death to supers.

And then there is the attempt to make brawling great again.

  • Increased damage of Void, Conflagration, Hail, and Rage ammunition (Small, Medium, Large and X-Large) by 15%

We’ll see how that plays out, though I suspect if you can’t get those who favor kiting in range that damage boost won’t help much.

And the new Avatar model, which I tried out on the test server, is now live in game.

The new Avatar model in the hangar

And then there are a whole bunch of the usual tweaks and fixes.  This is a pretty substantial update and will lead to a bunch of fitting and doctrine changes.  As usual, I tend to be a fatalist on this sort of thing.  I just go out on fleets to blow things up, so more things blowing up might be great… but then I might blow up more as well.  We shall see.

Anyway, the patch has been reported up and live.  The patch notes are here.  There are also feedback and known issues threads live in the forums.

Time will tell as to whether this update becomes one of legend or one we forget and whether these are changes we curse or bless as we move forward.

Other coverage:

The Hunt Goes Live in New Eden with New Implants

As announced last week, the Guristas focused holiday event The Hunt went live after downtime yesterday.

The Hunt is Live

One of the founders of the Guristas was known as The Rabbit while pods look something like eggs, so you can build an Easter theme around that I suppose.

But the event announcement made reference to new implant sets without spelling anything out.  It wasn’t until INN posted about an update to the patch notes that I saw there was more information to be had.

The March patch notes.  It is April, but CCP appended the update to the March patch notes.  I’m already a bit sour on CCP habit of appending things to the patch notes and then not mentioning it anywhere, but at least they used to be able to adhere to the standard date structure.  Not so much anymore I guess.

First up is information about the actual event.

  • Mysterious brightly colored Guristas Capsules are appearing all over New Eden! These capsules can be found at planets, moons, asteroid belts, and stargates. They are detectable through directional scanners and probe scanners.
    • When destroyed, each of these capsules will drop a Guristas Hunt Acceleration Gate Key required to pass to the final section of the Hunt and Huntmaster Outpost sites.
  • The new Guristas Hunt Outpost and Guristas Huntmaster Outpost sites are also appearing. These sites only allow access for T1 and T2 Frigates and Destroyers, and reaching the final room of these sites requires an acceleration gate key obtained from the mysterious capsules.
  • The Guristas Hunt Outpost sites can be found all over New Eden (Highsec, Lowsec, Nullsec, and W-Space).
    • Destroy the advanced fighter in the final area for a chance at valuable loot including implants, skins, clothing, modules, and blueprints for the powerful Gecko drone!
  • The Guristas Huntmaster Outpost sites are appearing in large numbers within Caldari Lowsec space and in lower numbers within the Venal region.
    • These more difficult sites also contain more valuable rewards including blueprints for the new Hydra implant set.

So that clarifies the event a bit.  I especially like this bit, so much so that I wanted to give it its own line:

  • During the Hunt event, capsuleer capsules will have a 50% chance of dropping as loot each of the implants that normally would have been destroyed by the capsule destruction.

So pod everybody, they might drop implants!

Then there are the new implant sets.  These Hydra sets improve drone and missile range and precision, which is appropriate as the Guristas are all about drones, with some missiles mixed in.  Blueprint copies for these implants will drop in Venal and low sec Caldari space from Huntmaster Outpost event sites.  They come in the usual low, mid, and high grade variations.

Low-grade:

  • Low-grade Hydra Alpha: +2 Perception, 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 2.5% set bonus
  • Low-grade Hydra Beta: +2 Memory, 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocitywith 2.5% set bonus
  • Low-grade Hydra Gamma: +2 Willpower, 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 2.5% set bonus
  • Low-grade Hydra Delta: +2 Intelligence, 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 2.5% set bonus
  • Low-grade Hydra Epsilon: +2 Charisma, 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 2.5% set bonus
  • Low-grade Hydra Omega 10% set bonus

Mid-grade:

  • Mid-grade Hydra Alpha: +3 Perception, 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 10% set bonus
  • Mid-grade Hydra Beta: +3 Memory, 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 10% set bonus
  • Mid-grade Hydra Gamma: +3 Willpower, 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 10% set bonus
  • Mid-grade Hydra Delta: +3 Intelligence, 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 10% set bonus
  • Mid-grade Hydra Epsilon: +3 Charisma, 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 10% set bonus
  • Mid-grade Hydra Omega 25% set bonus

High-grade:

  • High-grade Hydra Alpha: +4 Perception, 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 15% set bonus
  • High-grade Hydra Beta: +4 Memory, 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 15% set bonus
  • High-grade Hydra Gamma: +4 Willpower, 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 15% set bonus
  • High-grade Hydra Delta: +4 Intelligence, 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 15% set bonus
  • High-grade Hydra Epsilon: +4 Charisma, 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity with 15% set bonus
  • High-grade Hydra Omega 50% set bonus

In addition, new Valdimar’ drone and fighter hardwiring implants have also been introduced as part of the event.

  • Black Market ‘Valdimar’ Drone Navigation DN-701: 1% increase in drone and fighter max velocity
  • Black Market ‘Valdimar’ Drone Navigation DN-703: 3% increase in drone and fighter max velocity
  • Black Market ‘Valdimar’ Drone Navigation DN-705: 5% increase in drone and fighter max velocity
  • Black Market ‘Valdimar’ Drone Sharpshooting DS-801: 1% increase in drone and fighter optimal range
  • Black Market ‘Valdimar’ Drone Sharpshooting DS-803: 3% increase in drone and fighter optimal range
  • Black Market ‘Valdimar’ Drone Sharpshooting DS-805: 5% increase in drone and fighter optimal range
  • Black Market ‘Valdimar’ Repair Drone Operation DR-901: 1% increase in drone repair amount
  • Black Market ‘Valdimar’ Repair Drone Operation DR-903: 3% increase in drone repair amount
  • Black Market ‘Valdimar’ Repair Drone Operation DR-905: 5% increase in drone repair amount
  • Black Market ‘Valdimar’ Drone Durability DD-1001: 1% increase in drone and fighter hit points
  • Black Market ‘Valdimar’ Drone Durability DD-1003: 3% increase in drone and fighter hit points
  • Black Market ‘Valdimar’ Drone Durability DD-1005: 5% increase in drone and fighter hit points

I can imaging that both sets will be popular with Abyssal site runners, as the Gila drone boat remains the most popular choice for that activity.  The Valdimar hardwiring might also find a place with those who rat in super carriers.  Certainly velocity and hit points would be welcome.

The event runs through to downtime on April 21st.

CCP Removes Most Basic Ore and Minerals from Moon Mining

CCP finally announced the long awaited/feared/expected Moon Mining update to the New Eden mineral starvation plan.

An Athanor pulling a moon chunk

Back in the middle of February, when Fanfest was still on and the Corona virus was something happening mostly on cruise ships and in other countries, CCP landed a radical hit on mining output.  The asteroid count in mining anomalies was reduced and the ore yield per asteroid was cut dramatically across the board.  The only thing left untouched were moon mining operations, though we were told we should expect the following soon:

  • Complete removal of all basic ore types from all moons
  • Adjustments on ore volume extracted per day, per moon
  • Adjustments on moon ore type yields of basic minerals

And today’s announcement came back with most of that.  I’m not sure about the middle item, but perhaps that gets effectively changed with the other updates, which were:

  • All basic ores (Veldspar, Scordite, Pyroxeres, Plagioclase, Omber, Kernite, Jaspet, Hemprphite, Hedbergite, Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, Arkonor), will be removed from moons. In some cases, they have been replaced with Moon Ore.
  • All basic materials (Tritanium, Pyerite, Mexallon, Isogen, Nocxium, Zydrine, Megacyte) will be removed from moon ore DNA (refining materials output table below) with the following exceptions:
    • R4 moon ores (Bitumens, Coesite, Sylvite, Zeolites) keep their original yield of Pyerite & Mexallon (Tritanium was removed).

I will have a post on Monday about the mineral starvation plan so far via a look at the February monthly economic report, but it looks like the sparks might not really fly until we see what the April numbers are.  Expect the prices of minerals and everything made from them… which is everything… to rise.

The changes went into effect immediately, so that is the way things are now.  Any moon chunk pull that was in progress got to keep the old ore/mineral output, but all new pulls get the new thin soup.

Reactions in the forum thread about this change are about as expected.

EVE Online gets Low Sec Love and the Frigate Escape Bay

A week back CCP announced that today they would unleash a load of changes and updates to help out arguably the most neglected region of New Eden, low security space.

Feeling the low sec love

The premier event of this update is likely the Champions of Low Sec contest that CCP announced this past Friday.

Who will be the banner bearer

The event runs for five days, starting as of downtime today and running until downtime on the 31st.  The rules are:

  • The winner will be the alliance or independent corporation that accrues the highest ISK value of ship & pod kills during that period. Structure kills will not be counted.
  • The alliance or independent corporation of whoever receives the final blow on the killmail will be credited with the full value of the kill.
  • The ISK value credited will be equivalent to value of the hull and items destroyed on the killmail. Dropped items won’t be counted.
  • Only kills made in low security space (0.1 to 0.4 systems) will count.
  • Only kills of other players will count. NPC, CCP, ISD or GM kills will not be counted.
  • All kills which adhere to these guidelines will count, regardless of the circumstances surrounding them.

The winning corporation or alliance will be declared the Champions of Lows Sec and   There will be medals and a tribute video to play on the in-game billboards and the alliance’s logo flag will be displayed at CCP’s new HQ. (CCP will help a winning group without a logo create one.)

So that is off and running.  I know nobody will try to cheese through to win.  That would never happen in New Eden.

In order to help that along and make things go in low sec, warp speed for all ships in Low Security system by 2AU/s through April 6th.  So your travel ‘ceptors will really zip through low.  Also, the Loot drop chance has been increased to 90% in Low Security space until April 6th as well, so wrecks will be a bounty.

More substantial are the changes to the long neglected Faction Warfare aspect of the game.  These include:

  • Faction Warfare complex Acceleration Gate will give a Suspect Flag if activated by non-Faction Warfare Capsuleer.
    • In such cases, the Safety setting must be to Partial or No Safety (orange or red) to activate the gate. When safety is Full (green) the gate cannot be activated.
    • FW participants will be able to activate the acceleration gates without penalty.
  • Faction Warfare Acceleration Gates have an increased activation range allowing for activation at 90km radius
  • Adding a new 5th tier of Faction Warfare sites, and renaming the ‘Large’ tier:
    • Large Compounds are now (Faction) Open Compounds
    • Large Strongholds are now (Faction) Open Strongholds
    • Added a new tier of sites. These sites have gate restrictions that allow only Battleship sized and smaller ships
    • The new Battleship Complexes are named (Faction) Large Outpost
    • The progression in tiers is now:
      • Novice (unchanged)
      • Small (unchanged)
      • Medium (unchanged)
      • Large (new Battleship tier)
      • Open (formerly “Large”)
  • Loyalty Point payouts for Faction Warfare PVP kills have been given a fixed increase, and no longer linked to the warzone tier multiplier. The LP payout rate is now fixed at approximately the same level as it previously was when the attacker held tier 5 warzone control.
  • Loyalty Point payouts for Faction Warfare missions have been reduced by approximately 30%

I am sure all of this means something… good or ill… but I haven’t touched Faction Warfare since it launched, so couldn’t tell you what.

Closer to home… for me at least… CCP is also launching the frigate escape bay feature.  This allows you to put a frigate of any time in a bay in your battleship, so if your battleship explodes, you will be ejected in the frigate rather than your pod.

I tinkered with this a bit on Singularity, the test server, and you do indeed get a bay with the capacity of one unit of frigate.  Size of frigate does not matter.

One frigate will fit nicely

Some experimentation showed that if you simply eject from your battleship you will end up in your frigate.  You do not even need to get all blown up.

Leaving the battleship behind

However, I couldn’t recommend that as once it is ejected you cannot stuff the frigate back in the battleship.  I wonder if we can get a “scoop frigate to frigate bay” option?  I am sure that would never be abused.

I am interested to see how doctrines out in null sec will evolve around this feature.

Also on the list were a couple of war dec changes:

  • If a war ends because the attacking Corporation/Alliance fails to pay their War Declaration bill, a forced peace treaty for 14 days is triggered. This will prevent the attackers from re-declaring another war against the same target.
  • Hull Reinforcement Duration for War Headquarters structures reduced to 24 hours (down from 4.5 days). This is intended to give defenders a realistic chance of taking down the HQ within 7 days.

Those seem non-controversial.

Anyway, the word is that the update has been deployed.  The March patch notes have been updated to include the new changes.  The servers are up and it is time to start blowing people up.

The March Update Brings Market and Moon Changes to EVE Online

But perhaps not the moon changes one expected, among other things.

First though, what did downtime bring us?

There were the market changes, which I went over in detail in a previous post.

It is ADVANCED Broker Relations… I didn’t go to Advanced Broker school to be called Mister

Aimed at undercutters and market bots, updating orders now comes with a more significant charge that escalates the more times you change.  The skill Margin Trading has been changed to Advanced Broker Relations and will mitigate this change somewhat, but it still will sting if you update a listing a few times.

Also on the list for this month is module tiericide again, this time for capacitor boosters.  As in the past, these modules have be reworked to make more sense to somebody and fit into the pattern of module changes that have gone before.  Some day all the modules will be named and sized in a way that seems logical, though I doubt that day is today.

And, as mentioned in a recent EVE Pulse video, Moons will are getting a graphical upgrade, getting higher resolution textures and upgraded shaders.  They will look less like giant space potatoes close up.

Then there are a few things that did not come with the update that have been discussed recently.

First, there were the needlejack filaments, but we got those at the end of February, so they are covered.  People are able to yeet their fleets again.

Then there were the frigate escape bays, a feature set to be added to battleships.  But that was slated for the end of March, so it was only the rosiest of optimist that expected to see them today.

Finally, there was the change up to moon mining yields, the next stage of the mineral starvation plan to “fix” the New Eden economy.  With the February updates we got a radical reduction in asteroid density and the mineral contents of those remaining rocks.  Shortly after that hit, we got a warning in a dev blog that moon mining was next on the hit list.

I fully expected that change to hit today.  The moons of Delve, and in the off-Delve colonies, have been running on seven day fracking cycles to maximize the mineral takes before this change hit… and it didn’t hit.

I don’t know if that means that CCP has changed their mind or just wasn’t ready to implement that today.  Or maybe they did and they just didn’t put it in the patch notes.  Has anybody checked their moons today?

Anyway, it seems like a light update.  But CCP will do what it does, and there is always that Team Talos stuff on its own two week schedule.  Today’s extended downtime is over, the update is live, and the patch notes are available for you to read.  The general feedback thread still seems more interested in the red dot feature… or, more specifically, the ability to opt out of it… but that is EVE Online.

EVE Online Gets Wormhole Fun, New Implants, and More

It is time for the February update in New Eden and the headline item this month is a celebration of wormhole space, which is coming up on the 11th anniversary of its addition to the game.

Wormhole Fun

Announce previously, from the end of downtime today, February 11, through to downtime on February 18, the chance of connections appearing between larger wormholes is going to “increase greatly.”  Wormholers are going to be able to go roaming to visit their neighbors, or null sec, much more easily it seems.  From the patch notes:

  • Wandering wormhole connections (excluding to Thera and Shattered) have had their presence increased
  • Wandering C5 and C6 connections to null sec have had their presence increased
  • New wandering connections between C4, C5 and C6 wormhole systems have been introduced

In addition to that event, the annual Guardian’s Gala event will kick off on February 13 after downtime, running through until downtime on February 24.  One of the possible rewards for running Guardian VIP sites will be the new Savior implant sets.

So there is also that new Savior implant set, which is aimed at sub-cap logi.  There are probably those who feel that the last thing logi needs is a boots, being as powerful a fleet component as they are, but CCP has new implants all the same.

Low Grade:

  • Low-grade Savior Alpha +2 Perception 1% reduction in subcap remote rep cycle time with 2.5% set bonus
  • Low-grade Savior Beta +2 Memory 1.5% reduction in subcap remote rep cycle timewith 2.5% set bonus
  • Low-grade Savior Gamma +2 Willpower 2% reduction in subcap remote rep cycle time with 2.5% set bonus
  • Low-grade Savior Delta +2 Intelligence 2.5% reduction in subcap remote rep cycle time with 2.5% set bonus
  • Low-grade Savior Epsilon +2 Charisma 3% reduction in subcap remote rep cycle time with 2.5% set bonus
  • Low-grade Savior Omega 10% set bonus

Mid-Grade

  • Mid-grade Savior Alpha +3 Perception 1% reduction in subcap remote rep cycle time with 10% set bonus
  • Mid-grade Savior Beta +3 Memory 1.5% reduction in subcap remote rep cycle time with 10% set bonus
  • Mid-grade Savior Gamma +3 Willpower 2% reduction in subcap remote rep cycle time with 10% set bonus
  • Mid-grade Savior Delta +3 Intelligence 2.5% reduction in subcap remote rep cycle time with 10% set bonus
  • Mid-grade Savior Epsilon +3 Charisma 3% reduction in subcap remote rep cycle time with 10% set bonus
  • Mid-grade Savior Omega 25% set bonus

High Grade

  • High-grade Savior Alpha +4 Perception 1% reduction in subcap remote rep cycle time with 15% set bonus
  • High-grade Savior Beta +4 Memory 1.5% reduction in subcap remote rep cycle time with 15% set bonus
  • High-grade Savior Gamma +4 Willpower 2% reduction in subcap remote rep cycle time with 15% set bonus
  • High-grade Savior Delta +4 Intelligence 2.5% reduction in subcap remote rep cycle time with 15% set bonus
  • High-grade Savior Epsilon +4 Charisma 3% reduction in subcap remote rep cycle time with 15% set bonus
  • High-grade Savior Omega 50% set bonus

As noted, the initial availability of this set will be via Guardian’s Gala VIP sites.  The previous new sets have now been added to their respective LP stores and loot tables:

  • Nirvana Implant Blueprints added to Sansha Loyalty Store and loot tables
  • Amulet Implants moved to Blood Raider Loyalty Store and loot tables

On the economy front, there is a big change for miners as CCP put in a nerf for asteroid spawns with the update that hits across most areas of space:

  • High Sec Asteroids:
    • Pyroxeres, Omber & Kernite quantities reduced.
  • Low Sec Asteroids:
    • Veldspar, Scordite, Pyroxeres, Plagioclase, Jaspet, Hemorphite & Hedbergite quantities reduced.
  • Null Sec Asteroids:
    • Scordite, Omber, Kernite, Jaspet, Hemorphite, Hedbergite, Gneiss, Dark Ochre, Crokite & Arkonor quantities reduced.
    • Bistot quantity increased.
  • Ore Anomalies spawned from Sovereignty Industry Index upgrades:
    • Level 1, 2 & 3 respawn times adjusted.
    • All variations of Crokite in all levels replaced with the equivalent yield variation of Kernite.
    • Gneiss, Dark Ochre & Spodumain quantities reduced.

I am pretty sure when CCP says they have “adjusted” the respawn time they mean they have made them spawn less frequently.  I suppose we will have to check the February MER to see if this has an impact on mining output.  There is a dev blog up describing the plan for this, including potential future changes.

There was also some ongoing tiericide, this time hitting capacitor transfer modules, those miracles of thermodynamics that produce more energy than the consume.  They have been reworked and renamed, so you will probably need to check your Guardian or Basilisk to make sure that the new modules still have enough CPU to be put online.

There are a lot more fixes, including more than a few for the HyperNet Relay lottery interface, which was only the second worst thing about the whole idea to my mind.  You can find the patch notes here to see what else CCP has been up to for this month’s updat.

EVE Online Gets Heavy Missile Buffs, Shield Slaves, and a New Event

CCP was keeping us in the dark.  They announced a new “Quadrants” plan, which sounded like quarterly releases, and which was said to start with something called “Fight or Flight,” but then did not go into much detail.  They even took the test server down to keep people from being able to see what was coming.  This did not pass without comment after the “Chaos Era” summer of “surprises.”

This image was not without information

It turns out that there were some hints… like what is the Drake spewing in that picture?  Yeah, Heavy missiles.  So today the update is live and the top item on the list is:

  • +5% to damage and explosion velocity of all Heavy Missiles

This is to encourage the use of heavy missiles, especially in PvP.  Heavy missiles ruled the roost for a while, early in the last decade, with the Drake being the platform of choice, before firewall tactics and nerfs combined to put the Drake and its weapon system on the shelf for fleet doctrines.

But that is not all.

Once again there is a Drake up front

In addition, the long asked for “shield slaves” implant sets have finally been added to the game.  I mean, the requests/demands for “shield slaves” have been a meme for years now. Naturally, they are not actually called “shield slaves,” but the set the armor versions are no longer called “slaves” either, but once something gets a name it tends to stick.

So we have the new Nirvana implant set, and I must admit that is a pretty good name choice.  Shield super pilots are no doubt soon to be in Nirvana.

The mid grade set looks like this:

  • Mid-grade Nirvana Alpha +3 Perception 1% Bonus to shield hitpoints with 10% set bonus
  • Mid-grade Nirvana Beta +3 Memory 2% Bonus to shield hitpoints with 10% set bonus
  • Mid-grade Nirvana Gamma +3 Willpower 3% Bonus to shield hitpoints with 10% set bonus
  • Mid-grade Nirvana Delta +3 Intelligence 4% Bonus to shield hitpoints with 10% set bonus
  • Mid-grade Nirvana Epsilon +3 Charisma 5% Bonus to shield hitpoints with 10% set bonus
  • Mid-grade Nirvana Omega 25% set bonus

And the high grade set looks like this:

  • High-grade Nirvana Alpha +4 Perception 1% Bonus to shield hitpoints with 15% set bonus
  • High-grade Nirvana Beta +4 Memory 2% Bonus to shield hitpoints with 15% set bonus
  • High-grade Nirvana Gamma +4 Willpower 3% Bonus to shield hitpoints with 15% set bonus
  • High-grade Nirvana Delta +4 Intelligence 4% Bonus to shield hitpoints with 15% set bonus
  • High-grade Nirvana Epsilon +4 Charisma 5% Bonus to shield hitpoints with 15% set bonus
  • High-grade Nirvana Omega 50% set bonus

A low grade set is promised for the future, but for now it is just those two.

The next question is, naturally enough, how do we get these new implants?

There is an event for that.

Dragonaur Blitz Event

Between now and January 27th there will be sites in low sec that will drop blueprint copies for the various Nirvana implants.

The catch is that the site are only accessible in ships that have a bonus to heavy missiles, so you have to be flying one of the ships from this list.

  • Bellicose
  • Caracal
  • Caracal Navy Issue
  • Gila
  • Orthrus
  • Osprey Navy Issue
  • Scythe Fleet Issue
  • Cerberus
  • Sacrilege
  • Vangel
  • Enforcer
  • Rapier
  • Chameleon
  • Rook
  • Onyx
  • Cyclone
  • Drake
  • Drake Navy Issue
  • Gnosis
  • Claymore
  • Nighthawk
  • Damnation
  • Barghest
  • Praxis
  • Rattlesnake
  • Raven
  • Raven State Issue
  • Scorpion Navy Issue
  • Typhoon
  • Typhoon Fleet Issue
  • Marshal
  • Widow
  • Golem

That gives you 33 choices… mostly Caldari… to pick from.  But if you plan to use one of the remaining Raven State Issue ships, be sure let us all know!  I want to be on that kill mail.

Those are the big items on the list for the update, though there are some lesser items of note.

The first is a tiericide pass… color me surprised that they’re still working on this as I had thought CCP gave up ages ago… on shield boosters.  This means that shield boosters everywhere will have new names and such.  Be aware.  The patch notes have a list.

And the filaments from the Yoiul Holiday Festival have all been converted to calm abyssal filaments.  No more jumping fleets into random null sec locations for fun.  The conversions were:

  • DSHR-01 Filament migrated to Calm Dark Filament
  • DNCR-02 Filament migrated to Calm Dark Filament
  • PRNCR-03 Filament migrated to Calm Gamma Filament
  • VXN-04 Filament migrated to Calm Firestorm Filament
  • CMT-05 Filament migrated to Calm Gamma Filament
  • CPD-06 Filament migrated to Calm Electrical Filament
  • DNNR-07 Filament migrated to Calm Electrical Filament
  • BLTZN-08 Filament migrated to Calm Electrical Filament
  • RDLF-09 Filament migrated to Calm Exotic Filament

If you hadn’t even opened up the appropriate Yoiul crates, you will find that they now contain abyssal filaments.

And, in an ongoing series of nerfs for carriers, Siren fighters have had their microwarp drives replaced with afterburners, so their new speed boosts are:

  • Tech I Siren now has 200% speed bonus from Afterburner
  • Tech II Siren now has 250% speed bonus from Afterburner

There are, of course, a bunch of other changes and fixes, most of which are detailed in the patch notes for the January 2020 release.

The January update has been reported as successfully deployed.

Also, as a reminder, CCP also has a limited time PLEX For Good event running to raise funds to help victims of the wildfires in Australia.

PLEX for Good

The event runs through January 26th.  The cash value of PLEX submitted by players (instructions at the link) will be donated to Icelandic Red Cross for distribution to the Australian Red Cross.