Tag Archives: EVE Updates

Quantum Cores Now Required in Upwell Structures

Today is the day that Quantum Cores are required for all Upwell structures that provide tethering.

There is 100 billion ISK in cores

Quantum Cores were introduced in a Dev Blog back in September of 2020 and the cores themselves were seeded into the game as part of a patch that month.

The schedule for their deployment to the game was

  • Seeding – September 8, 2020
  • Required for new structures – October 13, 2020
  • Required for existing structures – January 12, 2021

Now that the final date has passed, any currently deployed Upwell structure without a Quantum Core will face the following restrictions:

  • The structure will not provide any tethering support to nearby ships.
  • The ship fitting service will be unavailable to any ships docked within the structure.
  • The ship/module repair service will be unavailable to any ships docked within the structure.

In addition, any NEW structure that is deployed as of this date without a Quantum Core installed will remain in the onlining vulnerable stage where the hull HP layer is exposed and the structure is vulnerable to destruction.

So structures already out there will still require the usual pass through the armor and hull timers.  My mention of a possible new “happy time” of destruction yesterday was incorrect.

The idea behind Quantum Cores was to curtail some of the structure spam in New Eden… again… by making Upwell structures more expensive and awkward to deploy as well as providing an incentive for people to blow them up.

The first two come with the price and size of the cores, which have to be purchased and transported to the structure being deployed.

The Quantum Core Menu

Those prices inflate the cost of deploying structures significantly.  An Astrahus can be had for about 800 million ISK in Jita and a Raitaru just under 400 million.  And the high end, a Sotiyo is about 22 billion ISK in Jita (nobody sells Keepstars it seems) and the core adds another 10 billion on top of that.

The need to buy cores was part of the reason why the Imperium issued war bonds at the end of last year; there was a spike in our liquid ISK requirements.  Likewise, I mentioned that TEST was pulling down some structures in order to avoid having to spend the ISK to core them.  So they are having an impact of sorts.

As for the incentive, when you kill a structure the core drops 100% of the time and can be sold back to the NPC vendor for the full price it cost to buy, so there is a 600 million ISK incentive to blow up an Astrahus and 30 billion ISK incentive for a Keepstar.

A tidy sum if you can collect.

As for whether things will go as CCP plans, we shall see.  I am pretty sure people blow up structures already just for the joy and the kill mail.  And I know that making deploying a structure more expensive and awkward to deploy will keep some people from bothering.

But when I looked out on the array of structures in 1DQ1-A this morning on the main Keepstar grid and didn’t see a single one with the “CORE ABSENT” status, so if somebody was hoping the Imperium would be unanchoring structures they might be a bit disappointed.

CCP Reverts EVE Online Drone Aggression Nerf and Other Items

CCP Paradox announced in the forums yesterday that CCP would be rolling back the change to drone behavior that was introduced with Tuesday’s game update based on feedback they received… and because the change totally broke drone assist.

The statement says drone assist breaks in “certain scenarios,” but so far as I can tell, having  experimented with it a bit, the main scenario is “player is logged in and trying to assist drones to another player.”  You can make the call as to whether you believe feedback or dysfunction was the prime motivator for the roll back.

The statement in the forums said CCP would update us today with timing for the change, but the patch notes update for December 11th say:

  • The change to drone behavior made on 8 December has been reverted. This means that drone functionality will be exactly the same as before the patch with ‘Aggressive’ setting once again automatically attacking NPCs. More information can be found on EVE Online forums.

So you may once again let your drones fly free to attack any aggressive NPCs that come your way as you mine or rat or whatever while AFK.

Drones will once again sort out this mess on their own

Also in the patch notes was a change to the Winter Nexus Wightstorm event sites which were inadvertently dropping Nightmare Blueprint Originals rather than single use Blueprint Copies.  The former would be game breaking and extremely valuable.  That has been corrected.

  • The Wightstorm data sites from the Winter Nexus event are now properly dropping single-use Nightmare BPCs.

CCP asked players not to copy or try to sell the Nightmare BPOs, which should have all been reverted to BPCs with the update as well.

And, since we’re on the topic of things CCP has been fixing, yesterday they fixed the issue that was preventing people from setting stations without clone services as their home station (or death clone location in game parlance, the place where you come back when you have been podded) .  When this broke it was noticed almost immediately because Jita 4-4, the main trade hub and most popular NPC station in the game does not have clone services, so suddenly nobody could set their death clone there.  This led me to ask on Twitter:

Now that CCP has reverted the medical clone issue, my question is why didn’t Jita 4-4 get clone services with the big renovation? They had budget for a space elevator but not some clone bays?

Seriously, why doesn’t this station have clone services?  The mysteries of New Eden.

Drone Aggression Nerf and Tech II Salvage Drones Arrive in EVE Online

It is patch day in New Eden again and the big item is the drone behavior change CCP mentioned in the forums two weeks back.  From the Patch Notes:

  • The ‘Aggressive’ behavior setting of drones will now only cause drones to respond to direct offensive actions taken by another Capsuleer (player) or their controlled drones. Drones will no longer automatically attack NPCs when their behavior is set to aggressive.

This means you can no longer belt rat, rub Abyssal pockets, defend your mining ship, run missions, or clear null sec anomalies by setting your drones to “aggressive” and letting them do their thing.  Drones will still attack live players, but you will have to target NPCs and send your drones to attack them one by one.  Learn to unironically press F.

That last, null sec anomalies, is the obvious target of the change and is the latest is a long round of nerfs to sov null space. The stated objective is to make ratting a game play style that requires attention.  But that seems to miss the point people have made in the past, which was that if it were interesting game play people would pay attention in the first place.

Players who just ran anomalies while AFK will stop while botting scripts will get updated to target and carry on.  In the end this cunning plan will likely allow CCP to ban anybody caught running anomalies because they will almost assuredly be bots.

Meanwhile, the joy of last month’s Dynamic Bounty System has now spread:

  • The Dynamic Bounty System (DBS) is now active across all Low Security solar systems.

That might actually be a net benefit to the few people who collect bounties in Low Sec on a regular basis.

There have also been some tweaks to CCP’s mineral starvation plan.

  • Added a guaranteed anomaly containing Arkonor and Bistot to all Null Sec systems.
  • Added an extra guaranteed anomaly containing Arkonor and Bistot for systems with true sec between 0.0 and -0.5.
  • Added guaranteed anomaly containing Jaspet to all Low Sec systems.
  • Updated rules governing the distribution of ice anomalies. After an ice anomaly is cleared it will now be reseeded randomly in any of the systems where ice is known to spawn. More than one ice anomaly may exist in the same system.

So there might be a bit more ore in a system near you.  Low sec still seems like a dubious mining destination as I would expect anomalies, if not camped, to be checked regularly by passing PvP players looking for easy kills.

Then there is the big gimme of the patch, CCP has introduced Tech II salvage drones, much to the joy of Dunk Dinkle who has been asking for them for ages.  I am reasonably certain he ran for CSM previously just so he could lobby CCP for them in person.  And now he has his drones.

Image stolen from his Twitter feed

We actually get TWO new types of salvage drones, Tech II and faction, the latter in obvious recognition of somebody.

  • The Salvage Drone II Blueprint can be invented from the Salvage Drone I Blueprint.
  • ‘The Dunk’ Salvage Drone Blueprint can be purchased from the ORE LP store.

With a Tech II drone that means there is now a Salvage Drone Specialization skill that you will have to train up to go with them.  Fortunately, unlike a lot of such skills, you won’t need to get it via LP, you can buy it straight from the character sheet.

CCP also tweaked the Active Defense Multiplier (ADM) system which dictates vulnerability and entosis duration when you are attacking a system.

  • Increased Activity Defense Multiplier (ADM) Industry modifier to make it easier to increase and sustain high industry ADM.
  • Increased ADM Military modifier to increase the delta between where the ADM drops to level 4 and the value where the Dynamic Bounty System reduces the output of the system.

For years the message from null sec has been that Fozzie Sov favors the attacker and, now, in the middle of a war, they decided to change it.  I’ll be interested to see who each faction thinks this will favor.  Does it favor Goons, who are on the defensive?  Or does it favor PAPI as they now hold so many ihubs in Delve that will more difficult to take back.  I’ll let them fight that out on /r/eve and the forums.

The Patch Notes also indicate that full Japanese localization is now live in the client.  I wish I could read enough Japanese to follow the forum thread that will point out the unfortunate errors.

Finally, the award for most cryptic entry in the Patch Notes goes to:

  • Updated Daily Login Rewards to make getting Skillpoints more visceral and understandable.

I don’t know what it means, but I guess I’ll find out when I hit the 30 day login reward.  But my gut says that giving people something for just logging in is never going to be “visceral” in any sense of the word.

Otherwise, there are the usual range of fixes that go into any update.  That patch has gone live and the information is at the usual locations below:

The Explosive Velocity Update Lands in EVE Online

Here in the shadow of the Shadowlands launch CCP dropped an update of their own.  The Explosive Velocity update takes aim at torpedoes and a few neglected hulls.

Is this the work of Team Talos?

Torpedoes will see the following changes that will make them more effective.

  • All XL Torpedoes:
    • Explosion Velocity increased by 20%
    • Missile Velocity increased by 20%
    • Damage increased by 10%
  • All Torpedoes:
    • Explosion Radius reduced by 10%
    • Explosion Velocity increased by 10%
    • Missile Velocity increased by 20%
    • Maximum Flight Time increased by 20%
  • Torpedo Launcher:
    • CPU usage and Powergrid usage reduced by 7%

That will make ships that can use torpedoes a little more effective and give them a little more power grid to play with when launchers are mounted.

One set of torpedo using hulls did get a bit of a nerf.  Stealth bombers were already pretty powerful out in the wild and remain quite popular, so they took a hit to keep them from being too OP.

  • Bonus to Torpedo Maximum Velocity lowered from 20% to 15% per level
  • Racial Frigate Bonus to Explosion Velocity / Explosion Radius was removed

That offsets some of the torpedo buffs, but still leaves them better post-patch.

Two dreadnoughts also got changes today to help them be more competitive.

  • Phoenix:
    • CPU increased from 965 to 990
    • Power Grid increased from 500000 to 550000
  • Moros:
    • Low slots increased from 7 to 8
    • Mid slots decreased from 5 to 4

The Phoenix, the platform for XL torpedoes, also benefits from the above changes, which might help break it out of its very specialized applications.  We shall see if the slot changes helps the currently unloved Moros.

Then there is the Griffin Navy Issue, which is neither a dread nor a torpedo platform.  It just needed some help in its role as a short range ECM drone boat it seems, as CCP made the following changes:

  • Caldari Frigate bonuses (per skill level):
    • 10% bonus to ECM Drone jam duration
    • 20% bonus to Small Hybrid Turret damage
  • Misc. Bonus:
    • 85% penalty to drone damage
    • 50% penalty to drone hitpoints and drone control range
  • Attribute changes:
    • Drone Bandwidth increased from 5 to 25
    • Drone Capacity increased from 5 to 35

It got a bigger drone bay and the ability to launch more drones, but that 85% nerf to drone damage clearly means CCP doesn’t want people running it with combat drones.  ECM only please.  We’ll see if anybody ends up using the hull now.

And, finally, today’s patch slips in what I will call the “YZ9-F6 boson fix.”  Back in October the Imperium set a trap to slaughter PAPI caps and supers, and executed it correctly… only to have CCP’s code fail to deliver the damage it should have.  CCP acknowledged the issue, though there was little they could do after the fact.  But this line in the patch notes seems to indicate they have tried to remedy the issue for future fights.

Improved the stability of damage-over-time superweapons to make them more reliable at applying their full damage under heavy server loads.

Of course, somebody will have to trust CCP enough to try it before we’ll know if the fix was effective.  Who is going to gamble some titans on that?

Anyway, the patch notes are available and the update has been deployed.

The November Update brings Null Sec Nerfs and Supercarrier Clone Bays to EVE Online

The November update for EVE Online dropped this morning, bringing with it the one-two punch of promised null sec nerfs related to NPC bounties.

But first, a screen shot of the newly finished station at Jita 4-4.

The Trade Capital of New Eden

When people refer to “Jita” they usually mean the Caldari Navy Assembly Plant at Jita planet 4 moon 4, the main trade hub of the game.  After 17 years CCP decided to upgrade the long used station model to something befitting its stature in New Eden.

Like any commercial property in a prime location, the station is now plastered with more advertisements that Times Square in New York.  But once in a while it tells you where you are.

The place to be

To celebrate this CCP has launched a new login campaign, because of course they have.  But you’ll have to re-do your insta-dock bookmarks as the new structure has changed all of that.

But back to nerfs.

Dynmaic Bounties

First up is the new Dynamic Bounty System that was announced a couple weeks back in a dev blog.

The plan is to reduce the NPC bounties in null sec systems that see lots of PvE activity, while raising it in systems that see PvP activity.  Bounties will range between 30% and 150% or normal depending on activity.

The stated idea is to drive conflict by forcing alliances to expand and compete over more fertile ratting grounds.  Not only is it unlikely to do that, but that seems to be a reverse tack from the reasons for Fozzie Sov, which sought to end the era of three giant empires controlling most of null sec in order to make people live in their own space.  The whole ADM system encourages ratting at home to build up defenses.

We’ll see if this has any impact or is players will just figure out how to game the system.  The   This certainly won’t have any impact on botting, which will just take the payout nerfs in stride, since ISK obtained with unattended play is all upside.

Encounter Surveillance System

This is a rework of a previously option, and widely rejected mechanic that would boost bounty payout in exchange for putting some of your payout at risk.  These were banned in Imperium space due to the huge amount of drama they brought with them.  A dev blog announced an updated version of the ESS that is now mandatory in all null sec systems.

The new ESS now takes a big percentage of your bounty payouts (I think they said a third in the live stream about it) and holds it in a bank that will pay out in regular three hour intervals.  You can go and collect it yourself, but you have to go through an acceleration gate and motor 75km to the bank.  But anybody else can show up and do the same, stealing your bounties.  There are restrictions to make this a bit of work:

  • Warping is disabled
  • MJDs are disabled
  • MWDs are disabled
  • Cloaking is disabled
  • No cynos may be lit
  • No filaments may be activated

However, somebody in a PvP fit ship is going to have an advantage over anybody rolling in to the bank in a ratting ship.  I expect small gangs will take the gate and just sit at the warp in and kill ratters while taking their bounties.

This will probably have an impact on ratting as it will make it considerably less attractive to people who are not botting.  It also seems likely has the reverse effect of the Dynamic Bounties as it will encourage people to clump up for defense, ratting in fewer systems.  It will also favor groups that can form defense fleets.

We shall see what the MER says about these two changes, but the Imperium response has been to promote other ways its members can make ISK.

Those are the two big nerfs hitting null sec.

Supercarrier Upgrades

The Vat out of Hel idea is also being implemented today in an attempt to give supers their own roll.  This comes in three parts.  First there are some changes to the various hull bonuses:

  • Wyvern and Aeon Fighter damage bonus increased from 5% to 7.5%
  • Heavy Fighter Hit Points increased by 10%
  • Light Fighter Speed reduced by 10%
  • Light Fighter Signature increased by 10%
  • Increase Supercarrier Ship Maintenance Bay capacity from 2,500,000 m³ to 5,000,000 m³

The increased bay size is key here, as that is where supers store fitted subcaps.

Then there is a new module, the Tactical Capsuleer Recloner:

  • New module which allows fleet-mates to reclone directly in space in the event of capsule destruction
  • Can be fit to Supercarriers only
  • Requires different fuel types depending on which Supercarrier type fits the module. Each reclone event consumes 10 units of fuel. Fuel will be consumed from the fleet hangar and the cargo bay.
    • Wyvern: Nitrogen Fuel Block
    • Hel: Hydrogen Fuel Block
    • Aeon, Revenant: Helium Fuel Block
    • Nyx, Vendetta: Oxygen Fuel Block
  • Blueprints for the module can be found at the same stations that provide Clone Vat Bay blueprints

And then there is the Nanoheuristic Clone Mapper implant:

  • This new implant must be injected prior to capsule-destruction in order to enable recloning
  • Implant last for 6 hours (with duration further extended by the Biology skill) and will survive across capsule deaths
  • Blueprint sourced from Navy LP stores

All of this adds up to the ability for capsuleers to temporarily set their death clone to a supercarrier with the idea that, if they are podded, they come back at the super where they can grab a fresh ship to rejoin the fight.  The mechanics are:

  • Recloning allows fleet-mates to reclone directly in space in the event of capsule destruction, instead of waking up in a new medical clone at a station.
  • Recloning requires the the capsule pilot have a “Nanoheuristic Clone Mapper” implant injected, and that a fleet-mate Super Carrier pilot provides a recloning site with a active Tactical Capsuleer Recloner module.
  • On Capsule destruction, the Capsuleer will automatically reclone with a new capsule at the fleet’s closest active Tactical Capsuleer Recloner within the same solar system. The new capsule will spawn with 60 seconds of temporary invulnerability.
  • Added a new tab “Active Recloners” to the fleet window that will show all fleet-mates providing recloning facilities

An interesting idea.  CCP has struggled to make clone bays in capital ships useful in any way up until now.  I suspect that this won’t be a feature used in big battles, like the ones we have seen over Keepstars recently.  The level of coordination is high, and under severe tidi it is probably much quicker to death clone out of the battle, reship and fly back with no tidi, and just jump back into the system when you’re ready.  But for a small group operation, like a hot drop fleet deep in hostile space, this could be used to get pilots back in the fight quickly.

Other Items

There are a lot of small fixes and updates as is usual with these patches.  One I want to highlight is:

It is now possible to cancel an in-progress target lock

I am not sure when I would have time for that in combat.  It is generally just easier to wait for the lock and then remove it, except in high tidi situation, in which case another command is just going to sit in the queue for however long it takes, which is probably longer in many cases than it will take the actual lock to happen.  But I am sure somebody wanted this.

Anyway, the update has been successfully deployed.  Posts and other links related to it:

The Howling Interdictors Update comes to EVE Online

Last year Team Talos brought us the Howling Interceptors update around Halloween.  This year we get Howling Interdictors.

Howling for you

Interdictors are a popular ship in null sec, deploying as they do the warp disruption probes with generate a 20km diameter radius warp disruption sphere or bubble.   Bubbles are generally a part of any null sec fight as they can keep a hostile fleet from warping off, keeping them from getting away allowing you to shoot them.  Or sometimes you’re in the bubble.  Either way, they are not an option in empire space.

Bubble, bubbles everywhere

The big change is the addition of a new type of probe that can be used by interdictors, the web stasis probe.

Stasis webification probe

Like the modules of the same name, the stasis webification probe will reduce the maximum velocity of any ships within its sphere.  That sphere is half the size of a warp disruption probe, only 10km in diameter radius, and it has a short warm up duration.

Now to see how it will get used.  I know at least one capsuleer who has wanted this sort of probe, and I guess it might be used as a counter to “kitey bullshit” and other “trash tier tactics,” but we will have to wait an see.

In addition, three of the four interdictor hulls received updates.

The Sabre was passed over, being null sec’s default interdictor.  I know FCs who just call for Sabres rather than interdictors, since that is what you get most of the time anyway.

The Sabre is even endorsed by Permaband

The Eris, a rare sight on the field, received the most changes, most in an effort to make it a bit more nimble.

  • CPU increased to 250 tf (was 210)
  • Power Grid increased to 71 MW (was 64)
  • Max velocity to 316 m/s (was 305)
  • Signature radius to 78 m (was 85)
  • Mass reduced to 1,100,000 t (was 1,200,000)
  • Gallente Destroyer bonus changed to “5% bonus to small hybrid turret rate of fire per level” (was 10% bonus to small hybrid turret optimal range)
  • Interdictor bonus changed to “15% reduced mass penalty from armor plates per level” (was 5% bonus to small hybrid turret rate of fire)

The Flycatcher, which you do see out now and again, got a little more CPU and a little more tank, but stays with its damage bonus locked to kinetic.

  • CPU increased to 290 tf (was 280)
  • Caldari Destroyer bonus changes to “10% bonus to missile kinetic damage” (was 10% bonus to missile explosion radius)
  • Interdictors bonus changed to “10% increased shield HP per level” (was 10% bonus to missile kinetic damage)

And the Heretic, which can be a feature on armor fleets, though you still get Sabres because Sabres, got a little more CPU, Power Grid, and tank.

  • CPU increased to 270 tf (was 240)
  • PG increased to 70 MW (was 60)
  • Amarr Destroyer bonus changed to “10% increased armor HP per level” (was 10% bonus to light missile and rocket max velocity)

In addition to all of that combat interceptors, which were part of the Howling Interceptors changes, were revisited againthis year, getting a 100% boost to the effects of overheating on afterbruners and microwarp drives.  They will go very fast.  CCP is even holding a contest to see how fast people can make them go.

Also along for the ride with this patch are some fixes to improve the viability of the new Triglavian region in New Eden:

  • Significantly increased the Standings values gained from killing NPCs related to Triglavian Space
  • Corrected Standings incorrectly gained from Rogue Drone content unrelated to Triglavian Space
  • Reworked the Triglavian Wormhole site distribution rules
  • It is now possible to warp to 0 in Triglavian Wormhole sites
  • Increased the time between NPC spawns around Triglavian wormholes
  • Increased the drop availability and variety of Triglavian Space Filaments

There are a few other small fixes, but that is the primary content of today’s update.  They have all been appended to the October patch notes.

 

The EVE Online October Update Changes Space and Commerce

Things were happening and CCP was keeping its cards close to it collective chest for the last couple of days, so I really felt I couldn’t even start writing a post about the update until they released the patch notes and the game was up and live again because there were any number of things that could have potentially been in the update.

And then all of them showed up, so I am just going to go down the list a day later than usual.

New Region of Space

The Triglavian invasion has culminated in an event that has taken the 27 star systems that reached final liminality, detached them from their old stargate connections, and created a new wormhole flavored region called Pochven.

I left a char in Niarja

On the old map you can see the region name.

Just a big name in space

With the new map it will actually show you the gate connections.

The route between the stars in the new region

There have been few maps of the new region circulating.  I like this one I found on Reddit:

The map triangle – click to see bigger

There is also this one I have seen floating around, which is a little clearer, but I am not sure where the original source for it was, otherwise I would link it.

This one has constellations

As for what all this means, CCP says the following in the patch notes:

  • The Triglavian Invasion has come to an end. The Collective now inhabit 27 systems severed from the rest of New Eden, forming the new Nullsec Pochven region which can be accessed via wormholes and filaments. According to reliable sources some Triglavian vessels in the area may carry filaments for escaping this new region. Unconfirmed stories also state that these filaments are available for purchase in the new Triglavian stations. Active Market Orders and HyperNet Offers within Pochven have been cancelled and both goods and escrow have been refunded. In addition to that, Agents within Pochven have been removed and any active missions have been cancelled.
  • There is a lot to discover in these systems as they function completely differently now that the Triglavians have taken them over. More details will be reported by The Scope in the coming days. Until then, Capsuleers that dare to venture into the new Pochven region can discover things on their own. Since Medical Clones within Pochven have been moved to a character’s birth Station, some capsuleers will need to travel to the systems to uncover the mysteries – the lucky (or unlucky) players already within those systems are free to undock – at their own risk.

I think Elise Randolph had a better/more useful summary on Twitter:

  • Wormhole local
  • You can’t JC/clone in
  • No belts
  • Sun status: still spooky
  • New gates! But you need Trig standing to use them.
  • Also the gates spawn 400km so you gotta burn
  • Ore anomalies are phat

Warning on getting Triglavian standings: rogue drone sites are an exploit now.

Meanwhile, back in normal space, the gates to those systems are just gone, vanished, kaput, missing in action, like they were never there in the first place.  I am sure this is going to be a huge pain for Wollari, who runs DOTLAN EVE Maps.

So now the run between Amarr and Jita, which was made more dangerous by the change to Niarja, has been made longer even if you’re willing to take the risky route.

Short route vs. Safe route

I am sure more will come of this.  I hear that stargates around New Eden are still experiencing outages.

Ore Changes

And since Elise mentioned ore, we might as well get to the big mining change.  I hope you refined all your ore before the patch since it will refine less now… except maybe Hedbergite, which is getting a nocxium boost.  That is supposed to get people to go mine in low sec.

This was all covered by the Resource Distribution dev blog and the essentials have not changed.  Where ever you live in New Eden you are likely going to find less rocks to mine, the rocks you do find will have a smaller mineral yield, and some minerals you used to find will no longer be around your part of space.

The patch notes spell it all out in more detail.  Despite using the word “distribution” in the dev blog, this is more of a drastic reduction.  Even I was out mining a bit to build up a hedge against the future, where I expect the price of everything will climb.  The October MER will should be interesting.

UI Only Mode

As I mentioned in a post a while back, CCP has been working on a way to turn off 3D rendering and only display the UI.  This was available on the test server, but has gone live on Tranquility with this patch.  Those of us running multiple clients in large battles around Keepstars will no doubt avail ourselves of this feature once we have another big fight.  Of course, dropping Keepstars got a little more complicated due to the next item.

Quantum Cores

The second stage of the Quantum Cores plan has come in with this patch.  Initially, the cores were made available for sale and Upwell structures got a bay into which cores would eventually be installed.

With this update any new Upwell structures deployed will require a core to be installed before it will become fully functional.  Until the core is installed services, including tethering, will not be available.  This will make deploying more Keepstars in NPC Delve slightly more awkward as somebody has to haul in that core to install.  If they don’t, they won’t have the tether advantage they had during the second FWST-8 fight.

Existing Upwell structures do not have to have a core installed until January 2021.

ECM Stabilizer Tiericide

Another module group has been normalized in naming and stats.  Honestly, I am not sure I know what an ECM Stabilizer is.  But that is EVE Online.  Lots and lots of ship modules.

Player Bounty & Kill Rights Disabled

You can blame this one on the current war in Null sec because those seem to be gumming up the outstanding calls list when we have those big fights.

Bounty calls piling up

Announced in a forum post, this is temporary while CCP investigates what sort of performance hit these calls may be having.  They pop up every time you target somebody or somebody targets you and tend to dominate the queue.  If this led to CCP revamping the bounty system (again) into something more useful, that would be nice.  Kill rights are also being turned off temporarily because they are connected to bounties aand can similarly gum up the works.

This does not affect NPC bounties.  That limitless ISK faucet will continue to flow freely.  However, if you put a bounty on Brisc Rubal in an attempt to help him achieve his goal of being in the top ten for bounties, you can’t get your ISK back.

Fonts

Apparently there was a change made to how in game fonts are rendered, which some people love, some people hate, and some people, myself included, didn’t notice until they saw somebody going on about it.  I guess they’re fine.  It is hard to tell on the big monitor.  I have to wear my glasses to see them still.

Other Things

There were also a lot of small changes and fixes and the usual stuff that comes along with any update, just more so than usual.  All in all this was a pretty big update that will have a lot of long term impact.  I feel like this update should have been given a name so at least we could curse it later on down the road when all the unintended consequences come home to roost.

Or maybe everything will turn out great.  We’ll have to wait and see.

For those wanting more details, the patch notes have been posted.  There are also the general feedback and known issues threads in the forums.  My favorite known issue is that some hangars outside of the Triglavian region have the Triglavian decor.  Seems like a win, but that might just be me.

Meanwhile, CCP has announced that we have entered the fourth development quadrant for 2020, the Phoenix Quadrant, and has previewed a bit of what we can expect from development as well as launching another pack that sells skill points for cash.

The EVE Online Rolling Thunder Update Attempts to Breath Life into EDENCOM Ships

Last week CCP announced that we would be getting a “balance pass” for EDENCOM ships with an update they are calling Rolling Thunder.  That is an impressive name, even if it got some bad press back in the 60s. But can CCP live up to it?

That is actually lightning, you cannot hear thunder in space

The problem is that EDENCOM ships, introduced with the update back in June, with the splashy vorton projector “hit multiple targets” weapon systems, have failed to catch on in New Eden.

We got a frigate, a cruiser, and a battleship variation, each with its own skill, and the accompanying small, medium, and large weapon system, each again with its own training requirement, along with some subsidiary skills to improve their effect generally, all of which started a mild bit of hype about how cool these new ships were going to be.

And then not much happened.

I mentioned that I trained up all the skills to level IV or V… and some of those skills were freaking expensive, being available only from event drops… because there was some thought about using them for a Reavers doctrine.  But that got dropped because the ships suck and they are difficult to source.

I assume that they do suck because people who know ship fitting better than I, even when being generous about the EDENCOM ships, say that they fill a very niche roll at best.

As for being difficult to source… in short supply and expensive when you can find them… there is an obvious bottle neck there in that you can only buy them with EDENCOM Loyalty Points earned by fighting for the EDECOM side in the current set of Triglavian invasion events.  When you can buy a fully fit Ferox for about the same price as the just the hull of the EDECOM Stormbringer cruiser, why would you bother with that hull unless it is very OP?

So CCP is going to try and fix this.

On the cost/availability front, the fix is pretty straightforward:

  • DED LP Offers for all EDENCOM items have had LP cost reduced by 90%

Make things cheaper to buy and they will be cheaper on the market as more people try to sell them.  We hope.

As for making the ships better, they are getting a couple of tweaks:

  • Optimal Range increased for all Small Vorton Projectors by 30% [hit further]
  • Damage reduction factor down for all weapon sizes (this means mitigation from target speed plays a smaller role) [hit harder]:
    • Frig → 0.6 to 0.4
    • Cruiser → 0.65 to 0.5
    • Battleship → 0.82 to 0.7
  • Damage increase to all Small and Medium Condenser Packs for Vorton Projectors. (Tech 1 and Tech 2) [do… something?]
    • Small Condenser Pack damages have been increased by 20%
    • Medium Condenser Pack damages have been increased by 20%

These actually seem like fairly modest changes on the performance side.  We will see if these, combined with the radical price reduction, get more of these ships on the field.  I have yet to see one in the wild myself.

In addition, a new three day login event will coincide with the update, starting after downtime on September 25th, that will hand out SKINs for these ships, boosters that improve their performance, and, of course, skill points.

If they really wanted us to use the ships, maybe they should just give us all one of the hulls.  It would tank prices on the market, but it would get some in space.

In addition to the EDENCOM focus, some other ships are getting a bit of a buff.  The two lesser force auxiliaries, the Lif and Niazu, are getting a bit of a boost.

  • Lif
    • 7.5% bonus to shield booster amount becomes 7.5% bonus to shield booster amount and cap booster amount
  • Ninazu
    • 7.5% bonus to armor repair amount becomes 7.5% bonus to armor repair amount and cap booster amount

And then there are a couple of buffs for black ops battleships.  The first is an easy one.

All Black Ops have had their Fuel Bay capacity increased from 1250 to 2150

Now the blops pilot won’t have to shovel so much fuel from the fuel truck mid-bridge with larger fleets.  This is a happy, quality of life improvement aim at what the ships are mostly used for these days.

In addition, all of the blops are getting a bit of a boost to some of their default shield and armor resist values.  This hearkens back to the days when people would drop on targets in a blops solo.  These days they are mostly used for throwing covert ops capable ships around space, but I am sure there is some freebooter out there still trying for solo blops kills who will be happy to hear about this.

Details about the blops resist values and other information can be found in the updated patch notes.

EVE Online Expands Abyssal Sites with Depths of the Abyss

Abyssal Deadspace was introduced a little over two years ago with the Into The Abyss expansion.  This gave players a new PvE experience with five levels of difficulty, random-ish enemies, and a 20 minute hard timer that meant you had to exit by then or lose your ship and your pod when the pocket collapsed.

There were also blueprint copies for Triglavian ships, weapon systems, and ammo to be found, as well as mutaplasmids, which would mutate modules to change their states, possibly making them better, but sometimes making them much worse.

All of which became very popular very quickly, as CCP explained in a presentation at EVE Down Under just a couple of weeks after the expansion launched.

Abyssal Deadspace has continued to be expanded, with more blueprints showing up, different mutaplasmids becoming available, and even an option to run them as a team in three frigates rather than just solo in a cruiser.  And yesterday saw perhaps the biggest boost yet to Abyssal Deadspace content with the Depths of the Abyss update.

Now Live

The details, straight from the updated patch notes:

  • New Tranquil (Tier 0) Abyssal Deadspace is now available to provide an easier introduction to Abyssal Deadspace. Whether you’re a new player, or an experienced player looking to try out Abyssal Deadspace for the first time, Tranquil runs are a great way to learn the mechanics of Abyssal Deadspace in a low-pressure environment that can be completed by very inexpensive ships. Tranquil Abyssal Filaments can be obtained through the new player gifts, exploration sites, and in Tier 0 and Tier 1 Abyssal Deadspace.
  • New Cataclysmic (Tier 6) Abyssal Deadspace is now available to provide an extreme challenge for elite pilots! Cataclysmic Abyssal Deadspace is perfect for pilots who have mastered all other tiers of the Abyss and are looking for a new challenge to overcome. Cataclysmic Abyssal Deadspace provides even greater rewards than Chaotic Abyssal Deadspace, including being the exclusive source for the new capital module mutaplasmids. Cataclysmic Abyssal Filaments can be obtained from Tier 5 Abyssal Deadspace.
  • A new two pilot Destroyer mode is now available for all tiers of Abyssal Deadspace. This mode allows entry by up to two pilots flying Tech 1, Tech 2, and/or Tech 3 Destroyers and requires two Abyssal Filaments for entry.
  • New groups of enemies can be found in all tiers of Abyssal Deadspace. These new opponents include new varieties of Triglavians, pirate faction expeditions into the Abyss, and even shadowy CONCORD strike teams who will attack any intruders on sight!
  • A new environmental cloud can be found within Abyssal Deadspace: the Tachyon Cloud. This cloud dramatically improves the velocity and maneuverability of ships within its area of effect, but beware the dangers of unexpected high speeds if your ships leaves the cloud pointed in the wrong direction!

Two new tiers, destroyer mode, new enemies, and new space weather is quite a bit.

In addition, there are new capital sized mutaplasmid drops available from Tier 6 Cataclysmic space:

  • Warp Scramblers
  • Warp Disruptors
  • Afterburners
  • Microwarpdrives
  • Local Armor Repairers
  • Local Shield Boosters
  • Neutralizers
  • Nosferatu
  • Siege Modules

So those will be the next hot thing for cap pilots.  I can foresee many officer mods being wrecked in the hope of getting a big bonus on the right stat.

And, finally, some of the standard drops have been reduced in size so you can fit them all in your cargo hold.

  • Crystalline Isogen-10: Volume reduced from 0.35m3 to 0.3m3
  • Zero-Point Condensate: Volume reduced from 0.25m3 to 0.2m3
  • Triglavian Survey Database: Volume reduced from 0.1m3 to 0.01m3

There we go.  CCP has expanded the Abyssal Deadspace content.  We shall see how many dead ships the new tier will create.

The September EVE Online Update brings Quantum Cores to Upwell Structures

This highlight of this month’s update to EVE Online is more complexity for Upwell structures with the introduction of Quantum Cores.  Announced last week in a Dev Blog, these will make putting up a structure even more expensive.

How are these cores actually “quantum?”

The essence is that anybody deploying a structure will have to buy and install a quantum core in order to finish deploying the structure.  Without the core installed the structure will sit there, unable to online, and able to be destroyed immediately.

There are, of course, many details and a timeline.  While the cores are going into the game today, they won’t be required for a while.  The key dates are:

  • Seeding – September 8, 2020

Beginning with the update on 8 September, Quantum Cores will become available on the market. This will allow you to begin acquiring them and moving them to your existing structures in space, or to prep for deployment of new structures.

All existing structures will have a new bay available to them, the Core Room. During the seeding phase, you will also have the ability to install the core into any existing structure’s Core Room to be fully prepared for the future.

  • Required for new structures – October 13, 2020

The second phase of the rollout will enforce the rule that Quantum Cores will be a required installation to complete the anchoring process for any newly deployed structures. This phase is expected to go live during the October update.

Deploying a structure in space will also include a notice of requirement for the installation of a core through the deployment UI window when choosing a structure name, profile, and reinforcement settings.

  • Required for existing structures – January 12, 2021

The final phase for the rollout of Quantum Cores will see some basic services that all structures offer become disabled until a core is installed. Without a core installed, ship fitting, tethering, and ship/module repair services will be disabled. As soon as the core is installed into the structure, these services will become operational again. This phase is expected to go live in the December update.

Today starts the seeding phase, which will let people begin to purchase cores for their existing and planned structures and get them moved into position.  Buying and moving them come with their own challenges.  CCP has the price list with the core size posted.

Quantum Core Price List – Sep 8, 2020

(The Keepstar and Sotiyo core sizes have been reduced to 95,000 m3 to accommodate the needs of wormholers, a group almost always forgotten when CCP does these sorts of things.  They are the ‘collateral damage’ demographic.)

So you can add that price on top of the price of the structure, plus the need to haul another big thing out to where you have deployed it.

The thoughts I have seen seem to think that this is another step in CCP’s plan to respond to complaints about structure spam.  Previously we got the the who abandoned structure routine with the Forsaken Fortress update, which removed asset safety under some circumstances.  That got people to go out and blow up a lot of structures in search of loot.

Now that the abandoned structure festival has played out, CCP appears to be offering a new incentive to blow up structures.

The thing is, the Quantum Cores are set to drop 100% of the time and some NPC corps will buy them back from you for full price.  So not only will it cost you 600 million ISK more to anchor and Astrahus, but that core is now a 600 million ISK incentive for somebody to blow it up.

I suspect that this will hinder some forms of structure spam in null sec.  I doubt we’ll drop another 70 Athanors in TEST space, as we did back in week six of the war.  But we likely won’t be pulling down any structures either.  As I mentioned yesterday, we put up some new Keepstars to add to the defense of Fortress Delve.  We don’t need to get cores into them, or any of the 60 or so Keepstars in Delve, until January.  We will need 1.8 trillion ISK just for those cores.  Maybe they’ll all be dead by then and save us the cost.

Meanwhile, smaller orgs with structures will likely find themselves targeted by groups looking for a core payout, so the long term result will likely be less orgs bothering with structures.

Others notes about Quantum Cores:

In addition to the Quantum Cores, the update also brings another round of module Tiericide, this time to shield boost amplifiers.  The whole range of modules has had stats and meta levels normalized, though only two modules needed to be renamed for this round:

  • ‘Stalwart’ Particle Field Magnifier is now Stalwart Restrained Shield Boost Amplifier
  • ‘Copasetic’ Particle Field Acceleration is now Copasetic Compact Shield Boost Amplifier

Details on the stat changes are in the patch notes.

Otherwise, the update has the usual range of smaller changes and fixes.

CCP has reported that the update has been deployed successfully.  You can read the patch notes for the details the company has chosen to share.