Tag Archives: EVE Updates

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 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.

The December Update Brings Gambling and Structure Changes to EVE Online

The December update for EVE Online has gone live after an extended downtime and brings with it an array of changes for New Eden.

Called the “Free Market” release, the headline item for the update is the HyperNet Relay gambling interface that will allow player to pay CCP to allow them to run raffles in the game.

The New Face of Gambling in New Eden

I covered this return to gambling in New Eden in a previous post.  CCP received a lot of feedback on this feature, responded to none of it, and shipped it as announced.  We shall see how it plays out.

There is also a new wallet UI being added with the update.

The New Wallet UI

My enthusiasm for this is fairly small as well.  As usual, being used to one awkward UI makes the next one seem difficult.  I suppose they are trying to get rid of yet another rows and columns grid that helps keep the “spreadsheets in space” theme alive, but I still think they need to fill that senior UX designer position sooner rather than later.

There are also some changes to the player trading interface that is supposed to make what is being traded more obvious by, for example, displaying the type of ship being traded rather than the name the other player has given the item, closing a loophole for some scams.

Also coming with today’s update is another of the Team Talos projects, Kicking over Castles.

Team Talos strikes again

This project has its own dev blog, but in short it is an attempt to address some of the ways that people have been using the mechanics of Upwell Structures to the detriment of the game.  The changes are:

  • Defenders can no longer choose a day of the week for exiting the hull reinforcement cycle. Structures will exit reinforcement at the next available hour of the defenders choosing (+/- 3 hours) after the following durations:
    • Wormhole space: 1.5 days
    • Low and Null security space: 2.5 days
    • High security space: 4.5 days
  • Updated vulnerability windows now takes 30 days to take effect (instead of 7).
  • In a solar system where the Activity Defense Multiplier is above 4.0 and where an Infrastructure Hub is held by an alliance, pilots that are NOT members of that alliance will be unable to deploy medium Upwell structures (Astrahus, Athanor and Raitaru).
  • The random jitter range on reinforcement exit times is increased from +/- 2 hours to +/- 3 hours.

These changes will give attackers a chance to get a timer that isn’t both mid-week and 180 degrees off their own on time zone as well as keeping down the ability for hostiles to drop staging structures in your home system.

But the biggest change coming as part of this, to my mind at least, is related to Faction Warfare, where the ability to ignore the NPC stations by bringing your own structures has been somewhat game breaking.

New FW Tethering Rules

Basically, if you’re in FW space held by the other faction, you can no longer happily tether up and feel safe on any old structure you come across.

While that falls short of simply not allowing Upwell structures in FW space, which probably should have been the default mode back when they were introduced, it at least makes attackers in FW a little less safe.

Also, the time limit is up on Ansiblex Jump Gate and Tenebrex Cyno Jammer structures that are anchored within 500km of a structure.  Any that have not been moved out of that range will now be offline until they are moved.

Finally, in another blow to fans of Player Owned Starbases, blueprints for many POS modules have been converted to be blueprints for Upwell structure modules.  They are not gone yet, but there isn’t much left of the once mighty POS.

There are also the usual array of minor fixes and adjustments.  These are covered in the patch notes for the December update.  The release has been reported as successfully deployed, so all the changes are there waiting for people to log in.

EVE Online Gets Rapid Fire and Triglavians in its Third November Update

I thought EVE Online going to updates every five weeks was a bit of a fast pace, but now we’re into our third update for November.  We had the new player login campaign update first, a tiny update yes, but it got its own release notes, so I covered it.  Then we got the Beat Around the Boosh update two weeks back.  And now we’re getting an update to the Triglavian event and the Team Talos Rapid Fire update, which was mentioned back at EVE Vegas.

The invasion continues

On the Triglavian front, the event has been updated, with CONCORD observatories being deployed around New Eden to study the Triglavian stellar accelerators.  But, as always, CONCORD needs your help.  In this case, they want you to defend these observatories from Triglavian attack.

Also coming with this update is the Triglavian dreadnought, the Zirnitra, which was previewed at EVE Vegas.

Very big Triglavian ships arrive

With it comes a new capital ship class entropic disintigrator weapon along with the X-large ammo to go with it and the skills you’ll need to train up in order to use the ship and its weapons.  And, of course, there are BPCs out there.  This dreadnought is supposed to be less expensive to build than past faction dreads have been.  CCP wants people flying this beast.

Then there is the Team Talos project, the Rapid Fire update, which brings good news to a number of Minmatar hulls and auto cannons.

Stabber Fleet Issue, Tempest Fleet Issue, Typhoon, Bellicose and Rifter are all getting a bit of a buff, while medium autocannons are getting a bit of stat increase as well.

On the flip side, the over-used Muninn is getting a bit of a nerf (no wonder Elo Knight is taking a break now) as are Angel Cartel ships.

Then there is Team Five-0 and the shareable bookmarks update.  This brings the long sought after Alliance Bookmarks feature by creating a way that bookmarks can be shared via the Access Control List interface.  There is a cost however, in that there are limits to the number of bookmarks than can be saved.  There are 102 individuals that currently exceed the 20,000 bookmark hard cap that the system will enforce, but with 248 million saved locations in New Eden, some effort to keep system performance viable had to be made.

There is a dev blog that covers this in detail and the forum thread where problems with the change are brought up.  No matter what CCP does at this point, somebody will be unhappy.  Of course, I only have a few hundred bookmarks, so I am nowhere close to the problem zone.  And I know people who are very happy with the change as well.  I’ll personally be glad to have wormhole bookmarks that can be set to expire and go away on their own.

Then there is the Black Friday login campaign which will reward capsuleers who login daily between Nov 27th (tomorrow) and Dec 3rd.

Further details for these changes are in the updated November patch notes, with some additional information on the updates page. The update has been reported live, so it is our reality now.

In addition, as part of EVE London CCP released a new trailer for items coming to the game this winter.

However, a good portion of them are available as part of today’s update, which is dropping nearly a month ahead of the calendar maker determined first day of winter in the northern hemisphere.  But I’ve always maintained that seasons are more a state of mind… though November still feels like autumn in my book.

Addendum: Probes are now optional in Thera thanks to the bookmarks change.