Showing posts with label Eve Online. Show all posts
Showing posts with label Eve Online. Show all posts

Friday, November 30, 2012

Retribution to be Deployed on Tuesday, December 4

EVE Online: Retribution is scheduled for deployment during an extended downtime on Tuesday, December 4. Downtime will begin at 09:00 UTC and is expected to be completed at 11:20 UTC.

In the world of EVE Online justice is a valuable commodity. When a pilot is wronged they demand justice, they demand retribution. EVE Online: Retribution delivers new tools to let pilots seek their own justice. New Bounty Hunting and Crimewatch systems will ensure that criminals are punished for their actions. 40 Rebalanced Ships and 5 New Ships give pilots new ways to destroy those they hate most or to better protect their friends. As well as, new UI Upgrades and Inventory Changes that will ensure that your path to revenge is even smoother. This is an era of new immortals, greater opportunity, and lucrative retribution.
For more information about the latest EVE Online expansion, please visit the Retribution Feature Page.

The full patch notes are available here.

If you want to discuss the deployment process, please use this thread.

Wednesday, June 22, 2011

EVE Online Incarna goes live

CRITICAL
Jump Bridges
  • It is now only possible for one jump bridge to be online in a system at any given time. If two jump bridges are online in the same system when the patch is deployed, one of them will be taken offline. If you try to anchor a jump bridge in a system that already has one jump bridge or more anchored, it will not anchor. No jump bridges will be unanchored by the patch. Players will be able to unanchor their jump bridges that are offlined by the patch.
  • Jump bridges will have their storage capacity increased from 10,000m3 to 30,000m3. This is to aid with logistics.
Character Creation
  • All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
FEATURES
Ships
  • The Maller, an Amarr cruiser, has had a dramatic makeover and looks fantastic. Go buy one tomorrow and be the envy of all your friends.
Captain's Quarters
  • A new 3D user interface has been built to support interaction with Captain's Quarters features.
  • The station hangar has been replaced with Captain's Quarters. Capsuleers can now, for the first time, step out of their pod and stretch their legs in their personal quarters. Please check out this dev blog by CCP Zulu for more information.
  • Captain's Quarters include the hangar balcony, where one can enjoy a gorgeous view of one's active ship in the hangar.
  • The main screen provides information about things happening in the EVE universe, including sovereignty changes, the Interstellar Correspondents News Feed, incursions and more - stay tuned.
  • The Captain's Quarters have tools that will make life for the capsuleer much easier, including the agent finder, corporation recruitment, planetary interaction, character re-customization and ship fitting.
  • A new camera system was built from the ground up to support avatar movement and various state transitions.
  • An extensive avatar movement scheme using Natural Motion's Morpheme has been developed to control your character. This includes an eight directional movement scheme accessible via keyboard controls, click-to-move and mouse movement.
  • Separate keyboard shortcuts for Captain's Quarters and flying-in–space, as well as a number of options for customizing the walking-in-station camera, have been added to the ESC menu.
Character Creation and New Player Experience
  • New characters now start out in the Captain´s Quarters rather than in space.
  • All players are required to customize their characters using the character customization tool. If you have not yet customized your character, you will be prompted to do so prior to entering the game.
  • Initial missions and tutorials have been re-designed significantly, both to encompass Incarna gameplay and to make the first few hours in the EVE universe more accessible and instructive.
  • Aura has returned! Tutorials include new Aura voice overs and images (in all supported languages) to help pilots get familiar with the basic of EVE gameplay and the EVE Online interface.
  • The main screen in one's Captain's Quarters provides relevant information for new and experienced players. You will be able to learn about on career agents, epic arcs, skill training and clones, all while sitting on your Internet space sofa.
  • Aura is now an agent, and will be in charge of the new player experience and early tutorials. The previous agents who gave players their first crash course missions have been...retired.
  • Various optimizations have been made to the categorization and presentation of tutorials, making it easier for you to find specific lessons.
  • Partially completed tutorials can be restarted by accessing the tutorials tab of the help menu (F12).
  • Many of the piercings now deform and stretch one's face more naturally.
  • The male body shape has been re-sculpted to look more natural. But not too natural...
  • Character recustomization is no longer accessible from the character selection screen. The pop-up message offering the option to resculpt a character will now only appear when you enter character customization from in-station.
New turrets
  • EVE's turret system has been completely redesigned. Turrets now have more intricate animations, and are animated in both the hangar and fitting window. You can now preview turrets with the "Show Info" window, even on turrets you don't have the skills to fit or operate.
  • The following turret types have been updated: energy weapons, hybrid weapons, projectile weapons, mining lasers (standard, strip, ice and deep core) and gas cloud harvesters.
  • Turrets can be previewed in 3-D by clicking on its icon.
  • Turret graphics represent the the onlined state of the turret.
Virtual store
  • Our new virtual store, the Noble Exchange is now accessible through the Station Services. Goods can be purchased from the Noble Exchange using the new currency called Aurum, and you can sell those goods again on the market for ISK. Please check out this dev blog from CCP Zulu for more information.
    • A fashionable collection of classic military clothing has been supplied to the marketplace for both male and female characters.

    • All goods purchased from the Noble Exchange will appear as an item in Items Hangar of your current station.
    • All purchased clothing items in your current hangar will appear in the Character Creator when you re-customize your character.
    • All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
  • Players can now convert PLEX into Aurum via the Noble Exchange.
  • 1 PLEX can be converted into 3500 Aurum at a fixed rate through the Noble Exchange interface. (Multiple PLEX can be converted at the same time).
  • Aurum transactions are logged in the wallet journal.
  • We are temporarily prohibiting the transfer of Aurum between characters. This is done for the sake of a slower, more secure implementation of the feature while the initial economic impact is being analyzed.
  • All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
PVE
  • Six new generic missions have been added to bolster the mission selection of non-Empire factions.


CHANGES
Technical and Engineering
  • Dogma, the process that handles attributes on items and how they are modified, was massively re-engineered. This change shouldn’t affect players or change gameplay in any way but is the groundwork for features in following releases.
  • Inventory windows will now re-apply the user's preferred sorting method after executing a "Stack All" command
Graphics
  • Strip miners have an updated beam effect. It is still based on the old effect, only a lot cooler.
  • The following ships have a new thruster glow inside the "cone": Scorpion, Maller and Punisher.
  • The camera angle when undocking has been changed slightly. This makes the undocking process more visually pleasing.
  • SSAO is disabled on all video cards except NVIDIA cards.
  • ILR is disabled on Windows XP machines that use ATI GPU’s.
  • Depth effects on Macs with ATI cards are disabled.
Turret Graphics
  • Tractor beams and salvagers now have their own turret models.
  • Turret icons now correctly represent the look of the turret. Factional variance is also represented.
API
  • MarketOrders - orderID is now a 64-bit integer instead of 32-bit, and typeID is now a 32-bit integer instead of 16-bit.
  • WalletTransactions - transactionID is now a 64-bit integer instead of 32-bit. This applies to both char/ and corp/ pages, .csv and .xml.
  • MarketOrders should now only return a list of active and non-expired orders.
  • If you or your corporation produced more than a certain number of transactions between cache refreshes, the WalletTransactions page will only give you the oldest of those. On the other hand, the API will give you the latest number of transactions and you can page back to get the rest of them.
  • Error Throttling – the API will start to throttle third-party applications that generate a high number of preventable errors in a short period of time. This means better quality of service for everyone using the API.
Scanning
  • It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
  • All probes can now contribute to a scan result, as opposed to the previous limit of four.
Localization
  • Several changes have been made for the sake of consistency and style throughout the game.
Corporations and recruitment
  • The corporation recruitment has been redesigned, making searching for corporations easier and more fun.
  • Searches are now universal rather than by region.
  • Corporation searches are now universal rather than by region as before.
  • The corporation ad duration has been extended.
  • Existing ads must be edited to make use of the new options. Existing ads will not show up in searches until they have been edited.
User Interface
  • You are now able to conveniently report suspected bots by accessing the context menu on a character’s information window. A future dev blog will introduce this feature further.
PVE
  • The number of jamming NPCs in over 75 Caldari and Gurista sites has been re-balanced. Please warp into danger to find out more.
  • Over 100 deadspace and mission sites have been fixed so now they don't complete unless the required item has been successfully removed.
  • Scenery randomization triggers in 50 exploration sites have been fixed so they don't go off more than once in cases where multiple players enter the site.
  • Four mining missions were previously available to some pirate factions. They are now available to all factions of flexible morals. They are: “Oh, the Augumene!,” “Mercium Belt,” “I Don't Ask,” and “Like Drones to a Cloud.”
  • Classic DED complex messages have been updated.
Core Infrastructure
  • The full offline installer will now be presented in the form of three files. Two 2 GB payloads (7 zip archives), and the installer executable file. This is because the total client payload has exceeded 4 GB, which is the limit for self extracting archives for Windows installs.

Monday, May 16, 2011

Agent Changes

Agent Division Changes

Up till now, each corporation in the game had up to 21 divisions within it - Legal, Security, Distribution, etc. - each with its own agents. The missions given out by the various divisions were similar, coming from the same pool of missions available to that corporation; the difference between divisions was the relative amount of encounter, mining, trade, and courier missions given out. Yet the chance of getting one of those types of missions, by division, was quite arbitrary each time you visited an agent: For example, an Administration agent had a 75% chance of giving out encounter missions, while a Personnel agent had a 64% chance of doing the same. No rhyme, some reason.

In general, these divisions and values did little other than adding complexity to an already complex game.

So now, we've taken these divisions and amalgamated them into four simple divisions, each of which now gives out only one type of mission, meaning you won't have to decline that occasional mining or courier mission when all you want to do is blow up some Angels.

The four new divisions are as follows, along with the former divisions that have now been folded up within each:

New Division* Old Divisions (Amalgamated)
Distribution (100% courier) Accounting, Advisory, Archives, Distribution, Financial, Marketing, Personnel, Production, Public Relations, Storage
Mining (100% mining) Astrosurveying, Manufacturing, Mining
Security (100% encounter) Administration, Command, Intelligence, Internal Security, Legal, Security, Surveillance
Research (100% research) R&D (no change)
 * As a result of the division changes, a few newly made Distribution agents didn't have a destination station for courier missions within the range parameters authored for their missions, so we were forced to make those agents Security agents instead. 


Connections Skills

We had to change a few other things to suit the division overhaul, all having to do with the seven "Connections" skills from the Social skill set (i.e., Financial Connections, Political Connections, etc.). These skills each granted a +5% yield per skill level to Loyalty Point payout for each of 5 or 6 divisions; in total, it was possible, with all seven skills maxed out, to gain a 10% LP boost for every division.

We have removed those seven skills from the game and will refund those skill points to you, just as we did with the old Learning skills a little while back.

So now we have three new skills in place of the former seven, these ones aptly named "Distribution Connections," "Mining Connections," and "Security Connections"; each grants a 10% bonus to LP gain per level for its namesake division. These new skills are all rank 2, as opposed to the old rank 1 skills (meaning these new ones take twice as long to train), since there are roughly half as many to train now.

Finally, if you had any of the old Connections skills or skillbooks, then they will be replaced with new skillbooks, as shown on the following table:

Old Connection Skills
Skillbook Given
Distribution Connections Mining Connections Security Connections
Bureaucratic Connections
X
  
  
Financial Connections
X
  
  
High Tech Connections
  
  
X
Labor Connections
  
X
  
Military Connections
  
  
X
Political Connections
  
  
X
Trade Connections
  
X
  

Agent Locations

Be warned that we'll be monitoring this change closely, along with the player activity it produces, and we will very likely move or retire a number of redundant agents as time goes on: There will now be many stations with multiple agents of the same level and division. 

Agent Quality Change

In addition to the division changes, we've also implemented a pretty huge change to how agent quality works. Previously, an agent's quality, ranging from -20 to +20, factored into both how difficult it was to gain access to that agent and how much that agent paid out for missions. Yet the system by which these values affected agent access and rewards was pretty opaque, even to most devs, and the effects were not particularly meaningful.

Now, all agents in the game will have an effective quality of both -20 and +20: That is, in terms of calculating access to an agent based on your standings with his or her corporation, the system will assume that all agents are quality -20, making them (in some cases, considerably) easier to access; and at the same time, every agent will pay out rewards as if he or she had a quality of +20, meaning all agents of the same level within the same system security level (e.g., 0.6) will pay out the same amount for similar missions - and in most cases, they will pay out somewhat more than they used to.

Just be aware that these two changes, to divisions and to quality, may have some unforeseeable ramifications, and we're going to be watching carefully to see how they impact the game. Expect further tweaking, and as always, please voice your concerns and observations on our forums so we can benefit from your opinions.

Wednesday, May 11, 2011

0.0 Tweaks

In the latest Devblog:

We’re going to delve back into 0.0 development in the near future and I’d like to keep you guys in the loop of what we’re doing. There are going to be a few immediate changes coming out very soon and some changes over the long run.

Short term:
We’ve been looking into players interacting and how that ties into movement and security. Jump bridges have become a bit too much of a crutch in terms of getting around, so we’re going to apply a three changes. Basically, it’s become a very easy, convenient and safe way to travel, with little or no downside. That’s not to say you’re invincible when using jumpbridges, but if you’re in an alliance with an intel channel and a semi-decent jumpbridge network, you have a pretty overwhelming degree of safety. That safety is detrimental to interaction, both in terms of meeting friendly and unfriendly players, which is the base of our change. If it’s difficult catching people moving around, roaming/open world pvp becomes more sidelined, which we’re against. On the other hand, we don't want to take jumpbridges out, since they provide a great way of reaching whatever content you’re using quickly. Anyway, this is what’s happening:

The first change is the removal of ships with jumpdrives from the jumpbridge eligibility list. This isn’t very dramatic and long overdue. Basically if your ship has a jumpdrive, it can’t use the jumpbridge (Black Ops ships are exempt from this rule). This change will go in on the 17th of this month.

The second and third changes will go in next month, with the main patch. We will be limiting the number of jumpbridges you can have in a system to one, while upping the fuelbay to 30.000 (3x) to avoid suicide among players who do logistics. We would suggest you start reconfiguring your jumpbridge network as soon as possible.

Hopefully, this will better balance the rewards of fast travel with the risk of getting caught on the way. So you’ll still be able to use jumpbridges, but every jumpbridge link adds a normal gate jump too. Anyway, that’s short term.

Long term:
We’re currently looking into a long term plan for 0.0. I say long term, not because it’s planned for 2014, but because the work will begin this winter and hopefully go on for a while. I think the community as well as CCP feels that 0.0 is in need of a bit of an overhaul, so that’s what we’ll do. The starting point for that is identifying 0.0s weaknesses, and developing guidelines for what 0.0 “should” be. Luckily, the CSM will be joining us this month so the players are adequately represented. We’ll have several sessions with them and hopefully they will be able to contribute to our goal. To give you a quick peek at the type of topics we’re looking at when doing this evaluation (in no particular order):

  • Is 0.0 industry currently geared to support the population living there?
  • Is the relationship between 0.0 and empire balanced well enough?
  • Does the current sovereignty system meet our goals?
  • Are there enough incentives for conflict/pvp outside sov?
  • Are we happy with movement/player interaction?

We will then start implementing changes that will hopefully end up making 0.0 a better place to live than it is today. This particular area of space should offer a lot more opportunities than it does today, and that’s what we’ll put in. Good things will come. Anyway, that’ all for now. We’ll keep you updated after the CSM visit.