A few months ago I looked at the Ore Value chart in LMeve and found out their value was something quite different from what was designed by the CCP, namely medium value ores were on the top, while the ones supposed to be the best were actually somewhere in the middle.
- CCP doubled Zydrine and Megacyte consumption in manufacturing
- Devs changed the mineral content of the Null and Lowsec focused ores
- Devs rebalanced the ore content of the mining anomalies generated by the Ore Prospecting Array
Ore value chart looks much healthier now:
Mercoxite holds the first place, Bistot is next, with Arkonor and Crokite just behind. In short: ABC ores are again a thing!
Speaking of high sec ores, there were some changes there. The first place these days belongs to Scordite, with Omber - again - closing the table.
Can I check the value of ores myself?
Sure! If you would like to check the ore values yourself, feel free to do so using LMeve Database. Just remember to sort by the last column.
PS. If you are interested in the current shape of the New Eden economy, a friend from Aideron Robotics, Lockefox is running a weekly show, EVE Prosper Market Show which is really cool and I really recommend it!
That's it for today! Fly safe o7
This months Banter was suggested by Jakob Anedalle - "I liked the discussion on The Neocom's recent "Tinfoil Factory" on the future of attributes in Eve. Perhaps piggyback on that and invite those folks into the banter as well?
Attributes and Skills
Does Eve need attributes? It's been discussed a lot recently. Unlike other MMO's your characters attributes don't make a difference in day-to-day gameplay. They simply set how fast you train a skill. Is it time to remove attributes from the game or totally revamp their purpose? Do they add a level of complexity to the game that is not needed? If you really need to use a 3rd party application to get the most from it should it be in the game? Should they be repurposed with each attribute adding a modifier to your ship? Are attributes a relic from the past or are they an important part of Eve - You make your decision and deal with the consequences? Banter on!
It's been a while since the last time I took part in one of the blog banters, but it's the high time I get back on track, so... here we go!
If not Attributes, then what?
I'm not a professional game designer, but I could name myself an armchair/amateur one. I did design a few progression systems for games that I've never had time to finish, and I love analyzing games that I play from game design perspective. So I will try to get into CCP Fozzie's shoes and attempt to reblance the current Attributes system.
The current state of equlibrium
Right now the Attribute system touches two main gameplay elements:
- skills (each skill has primary and secondary attribute)
- implants (slot 1-5 implants affect attributes, ranging from +1 to +5)
There used to be a third element - learning skills - but they didn't add meaningful gameplay and have been removed from the game.
The training time is governed by this formula:
Points per hour = 60 * (primary attribute + secondary attribute/2)
- Base attributes can range between 17 and 27
- Best implants add 5 on top of that to an attribute
- Player can map up to 14 attribute points (a maximum of 10 for one attribute) above the default 17
Assuming the above it gives us the current maximum training speed:
60 * ((27 + 5) + (21 + 5) / 2) = 2700
The same way we can calculate the minimum training speed:
60 * ((17 + 5) + (17 + 5) / 2) = 1980
These will be my reference values for the new system:
- 1530 with worst remap and no implants
- 1980 with worst remap and max implants
- 2250 with top remap but no implants
- 2700 with top remap and max implants
Now let's have a look at primary and secondary attributes for skill groups:
As you can see, some skill groups have multiple primary/secondary attributes pair. We will have to
dumb down simplify that in our new system!
Armchair game designer extravaganza!
Here's my core assumptions for the task:
- I don't want character attributes in the new skill training system
- I want to preserve training times similar to the current training times
- I want to preserve the existence of learning implants
- I want to preserve exisiting, or create new ISK sinks if possible
- Flexibility comes secondary
In the new system we will get rid of attributes completely. Everything will now be up to implants!
- The base training speed will be 1500
- Implants will give a percentage bonus to training time of specific skill groups.
- There will be new Slot 11 implant, which will significantly boost training time for a specific skill group - this will function like attribute remap works currently
First, let's simplify that skill group table:
The new implant tiers will have the following bonuses:
|Implant tier||Primary skill bonus||Secondary skill bonus|
In our example we will look at Spaceship Command, which uses the following implants:
Neural Boost - Improved
This is a data processing unit implanted in the Parietal lobe.
15% bonus to training times of the following skill groups: Subsystems
5% bonus to training times of the following skill groups: Gunnery, Leadership, Missiles, Spaceship Command
Ocular Filter - Improved
This image processor is implanted in the occipital lobe.
15% bonus to training times of the following skill groups: Spaceship Command, Gunnery, Missiles
5% bonus to training times of the following skill groups: Drones, Navigation, Subsystems
And here's the new implant that would be equivalent to Willpower +10 and Perception +4 remap
Neuroplasticity Enhancer: Spaceship Command
This advanced implant bridges specific regions of the brain to improve pilot's cognitive abilities which result in improved training times for Spaceship Command skills.
50% bonus to Spaceship Command skills training time
There would be a total of 11 Neuroplasticity Enhancers introduced to the game:
|Nr||Implant Name||Skill groups affected||Old primary attribute||Old secodnary attribute|
|1||Neuroplasticity Enhancer - Trade||Trade||charisma||memory|
|2||Neuroplasticity Enhancer - Leadership||Leadership||charisma||willpower|
|3||Neuroplasticity Enhancer - Social||Social||charisma||intelligence|
|4||Neuroplasticity Enhancer - Navigation||Navigation||intelligence||perception|
|5||Neuroplasticity Enhancer - Scientific||Armor, Electronic systems, Engineering, Neural Enhancement, Planet Management, Production, Rigging, Scanning, Science, Shields, Targeting||intelligence||memory|
|6||Neuroplasticity Enhancer - Corporation Management||Corporation Management||memory||charisma|
|7||Neuroplasticity Enhancer - Drones||Drones||memory||perception|
|8||Neuroplasticity Enhancer - Resource Processing||Resource Processing||memory||intelligence|
|9||Neuroplasticity Enhancer - Spaceship Command||Missiles, Gunnery, Spaceship Command||perception||willpower|
|10||Neuroplasticity Enhancer - Subsystems||Subsystems||willpower||perception|
|11||Neuroplasticity Enhancer - Balanced|
Each character will start with Neuroplasticity Enhancer chosen at character creation time. It will be already plugged in to prevent character rolling abuse. Additional Neuroplasticity Enhancers will be available from LP Stores for 90.000 LP and 90M ISK (this should be adjusted with how much of ISK sink the economy needs - IMHO 90M might be even a little too low with current PLEX inflation).
Now let's see how the new formula for training times will look like:
when we substitute placeholders with actual values for top implants, it will look like this:
Points per hour = 1500 * 1,50 * 1,15 * 1,05 = 2716
It seems we just got rid of the attributes and reduced complexity of the game, while preserving similar training times (actually, improved it by 0.5%). We have additionally added an ISK sink the economy needs!
Op success! o7
But really? Is this really a simpler solution? In my opinion it is not, because to find which implants affect which skill group, you will now have to dig trough all of them, and read carefully. Does the game really need more careful reading and a more complicated system just to get rid of some old fashioned character attributes? Does EVE need a less flexible remap system? Please mind the new Neuroplasticity Enhancers would not allow to set attributes gradually like remaps do now; it's either maxed out, or no go at all. And do we really need 11 new expensive implants? To make players even more risk averse?
PS. If I ditched Neuroplasticity Enhancers and used 2250 SP/hour as a base learning rate, the above revamp would actually work!
Update: Aegis SDE conversion is now available: https://www.fuzzwork.co.uk/dump/
Most of the players don't realize that almost all third party apps need to be updated every time there is a new release of EVE. This is because of the Static Data - a special database made by CCP and released to the third party developers of EVE. It used to happen two to four times a year, but with the new release cadence it now happens every 5 weeks.
Usually the process is rather simple: CCP releases a MS SQL backup with the static data (plus some tables in YAML files), then Steve Ronuken (rather famous third party developer and a CSM member) combines both MS SQL and YAML files into one databse and converts it to several formats, such as MySQL (by far the most popular one), PostgreSQL and SQLite.
In Aegis release, CCP has changed one of the core tables - invTypes - from MS SQL database table to a YAML file. And unfortunately it caused some trouble:
Forum thread about Aegis 1.0 SDE - Released
What does this mean for a regular EVE Online player? Most of the third party apps will be stuck on Carnyx static database, meaning there will be no Hecate or new missile modules there. We have to wait until CCP rectifies the situation, so Steve can convert the DB for the rest of third party devs.
Maybe it would be a good idea for CCP to consider releasing a complete database in all popular formats (or at least one), instead of data being scattered between MS SQL backup and several YAML files?
Hi space friends!
Today I'm going to talk about how important constructive feedback is and how to show more information in the same amount of space
A few days ago I was contacted by an interpid industrialist who is using LMeve in his daily work. The amount of ideas this pilot sent me was amazing - thank you very much, sir! There were also two bug reports in that single mail. Awesome!
This is the kind of feedback is very useful, so if you have ideas for LMeve or found a bug in it, please don't hesitate to contact me.
Okay, now onto the new features
First off, the Industry Statistics got some love, namely, I broken down the amount of jobs started by activity type. So now you see how many of them are manufacturing jobs, and what else did your corp members do. The underlying code has been changed as well, because previously I constructed the JSON data for graph plugin by hand (inefficient!) and now I create a PHP object that gets json_encode()-d instead. In the end, more information is displayed in the same amount of space, and the code is less spaghetti!
The second feature was requested by our new CEO (hi Razeu o7). In short, it allows to aggregate the Timesheet output at player level rather than character level. Some corp members use all of their characters for industry, and paying out monthly wage to each character is very inefficient - plus those players will then have to move the ISK to one pilot afterwards if they want those hard-earned money in one wallet. So now instead of a list of characters and how much they earned, you get a shorter list made of players.
If you wonder if running high sec industry CAN earn you a PLEX monthly, wonder no more. One of our players made 837 million ISK last month. He was only running industry on two characters, and one of the toons made over 600 million! Like that kind of income? <recruiter hat on> Apply to Aideron Technologies right away! </recruiter hat off>
The last new feature is a little thing (now I know how CCP Karkur & CCP Punkturis feel when adding little things), but for some players it will proove very useful: EVE Time is now displayed on the top of LMeve window. It is a client side thing, so your computer clock has to be set right for this to work (enable NTP, set the correct time zone).
Bug hunting is a thing these days
The second part of the last LMeve update is bug fixes. There are three in this release:
- Session timer now correctly counts since LAST ACTION done in the app, rather than since logon time
- Ore Value Chart is now restored (a small bug related to code refactoring prevented it from displaying)
- CREST is now using HTTPS. For some reason I forgot to do this earlier and it was using HTTP. Doh!
As usual, the latest update is available on Github.
Hi space friends!
Team Size Matters at CCP has recently shipped a very cool feature that I've already praised in this post. In short, you can now apply different paintjobs to your ships, and you can even change them mid-flight, in space!
The first time I saw it in game I realized it would be damn cool to use CCP WebGL and have it in LMeve as well - either for reference, or to choose which SKINs you'd like to buy.
Steve Ronuken again proved his place on the CSM is one well deserved. He was so helpful, that he already imported the new SKIN YAML files to his MySQL conversion of EVE Static Data.
All I had to do is bind them to Database module in LMeve. Sounds easy, right?
Well, not so fast. While CCP was generally very helpful by providing all the data I need, they provided this data in a bit inconsistent way. I'm talking about SKIN icons in Image Export Collection. Every typeID in the game, be it a ship, module or even DUST weaponry has two sizes of icons in Types.zip file. It applies to all items, but not SKINs! SKINs have their icons in Icons.zip "because SKINs are not linked to typeIDs" according to CCP FoxFour. Well, I agree to some extent, but then when you look at it, all SKIN Licenses typeIDs have an icon in Types.zip already - they just have this exclamation mark icon instead of the pretty hull colour preview known from the game client.
I didn't realize that these icons were in the other file - as soon as I saw the exclamation mark, instead of digging in more files, I have immediately set out to create a piece of code to draw these icons myself.
Possible? Possible! It does not look *exactly* like SKIN icon in game. First I didn't know how to do gradients of the top of my head, and secondly, by now you've realized the first icon above is for Wiyrkomi SKIN, right? Then it means it is good enough 😉
The second step was to modify the Database view to display a list of available SKINs for selected ship, and modifying code handling CCP WebGL to load the correctly skinned version.
Here's an example page for Caldari Raven, and a fullscreen 3D preview:
Feel free to explore this new feature yourself - the public version of LMeve Database has been updated to show SKINs as well!
I don't usually fly Amarr. When I first began playing EVE ten years ago, I've chosen Gallente for my main character. Gallente felt most European from all the races, and I really didn't like the slavery thing in Amarr background. Caldari reminded me too much about rat race, and I was afraid the Minmatar ships will break itself apart. Let's say I didn't trust in the rust back then.
But now thanks to the new SKIN system I began to fly Amarr. Why? Because Khanid Oracle is simply gorgeous.
Ship skins and customization isn't a new idea. I mused about flying Gurista Raven back in 2012, and T'Amber has been developing his ship painting tools for at least a couple of years. So what makes ship skinning such a spot-on feature? It's microtransactions after all, and players didn't seem to like them back in Incarna.
There's a couple of reasons. Incarna failed, because avatar customization in a spaceship game was not really meaningful for the players. EVE is a spaceship game, set in space, so SHIP customization feels way more fitting. Other developers understood it earlier. In WoW the main way of transportation are mounts. Thus mounts make an important element of core gameplay. There are premium mounts, which, except for different looks, work exactly the same as their regular counterparts. The core gameplay of World of Tanks is... surprise: tanks. Tanks can have different camo patterns that can be purchased for in game money (time limited) or real money (permanent). Why do people buy them? Because they can customize element of the core gameplay (well camo reduces tank visibility, so it has actual in game function, too). And now EVE has ship skins. Fits just right!
So why do I like Khanid Oracle? As I said earlier, I didn't like Amarr. Khanid Kingdom is part of Amarr Empire, but they are closer to Caldari, and I can live with flying Caldari ships (because Gallente should know their nemesis). That's one of the reasons I really liked flying my brick tanked Damnation Ship skins are not just a way to customize ships, for me it actually opens up a whole race I've been ignoring for the past 10 years.
So my TL;DR feedback for CCP FoxFour and the whole Team Size Matters is: SKINS ARE GREAT, I WANT MORE!
Well, some skins could have an actual in-game meaning or mechanic tied to them. For example pirate ship skins, when activated, would cause NPCs of the same faction to ignore the player's ship. But should the player engage these NPCs, the skin would expire immediately and rats would start shooting. This is of course just one example, but with working skin system, the possibilities are there.
*) The above idea is intended only for 30-day pirate NPC skins which drop as loot.
In the middle of the night last week, Torchwood Archives, LMeve Database, Yearly Stats and Aideron Technologies instance of LMeve vanished from the internet.
But it wasn't a DDOS attack.
It turns out hypervisors (such as VMware) sometimes crash, just like Windows does.
There was connection to neither the Linux system that powers my websites, nor to the VMware running under the hood. So at first it all looked like a good old fashioned hardware fault. It took a good while to restore, because my server is colocated in a different city, and due to real life I couldn't just go there and investigate it locally.
Here's where a remote KVM comes in handy. It's a special device that acts as keyboard, mouse and monitor, but you can access it remotely by visiting a special web page.
KVM which was connected to my server died a week earlier and was sent to RMA...
With connectivity to Linux and VMware gone, and KVM unavailable, the only way was to have a look locally, by connecting keyboard and monitor directly to the server.
What did the datacenter techie see on my box? Bluescreen I hear you say. Close. But on VMware bluescreens are... Pink. So there was a Pinkscreen waiting there. A simple power restart was enough to restore all the services back online.
P.S. My coleague from work says VMware Pinkscreens are not PINK, they are PURPLE.
Hi space friends!
More and more of you have already tried LMeve, which I am incredibly grateful for. This means more people are testing the app and I get more feedback, which is awesome. I also get a lot of questions which I try to answer the best I can and in a timely fashion.
Remember: by trying and using LMeve you help developing it!
Few players also caught some bugs, that I'm happy to announce, have been properly squashed in the 0.1.52 release.
- Bug fix in db.php "Notice: LM_dbhost is not defined" - added $LM_dbhost to global declaration in db.php
- Bug fix in Database - "function eregi() is deprecated" - replaced with preg_match()
- Bug fix in YAML updater - changed 'DROP TABLE' to 'DROP TABLE IF EXISTS' to prevent errors if the table was not created yet.
One bug was found by my trusty Aideron Technologies beta testers:
- Non-recurring Tasks (singleton) bug fix - one-time tasks did not display correctly due to a mistake in SQL query
What's new besides Bugfixes?
- Poller now fetches StarbaseDetails.xml and CREST industry cost indexes
The first API feed is used by POS tracking code to display accurate and up-to-date fuel levels in LMeve Inventory. The second CREST feed provides NPC cost index to the build cost estimation formula (I currently use an average system index, so you might pay more or less than what LMeve uses for price estimates).
In the next release I will add a "Industry home system" field in Settings, where you will choose your home system. LMeve will then use this system's cost index in all it's calculations.
- New POS management screen - displays fuel amounts and how long it will last
- There is now a notification when any tower has less than 48 hours of fuel left
- Tech III invention added. You can now add Tech III invention tasks and get price estimates for Tech III
- New global setting for the default Relic type for use with Tech III Invention (Intact, Malfunctioning or Wrecked)
Download LMeve here
If you are updating from a previous release, please remember to create new tables included in this release using /data/schema-delta-0.1.51-0.1.52.sql
Well, LMeve is free software, so you don't have to buy it (donations are of course welcome!). But let's get back to business. Installation requires some technical knowledge, so to make it easier for you guys to try it out, I have prepared a pre-installed Virtual Machine with LMeve, which runs on free VMware Player. You can download the image here: https://pozniak.pl/lmeve-vm/
- it contains LMeve 0.1.52
- static data is updated to Scylla
- after booting it shows the IP address to point your web browser to:
Right now in Reykjavik CCP Quant and CCP FoxFour are in the middle of a presentation, and they are showing a new CREST endpoint, which returns aggregate statistic data for your characters. For example, you will now be able to see how much damage your toon dealt last year, and how that compares to a year before! Of course this applies to a range of possible metrics, including, but not limited to:
- number of ships built
- number of BPOs researched
- number of pod kills in wormhole space
- number of characters typed in chat
- number of stargate jumps in high security space
- damage your character dealt with projectile weapons
- number of times your toon was tackled
- many, many more
Ready to see how you did in 2014?
Just open this page and follow instructions: https://pozniak.pl/yearly-stats (by the way this app is mobile device friendly).
Feel free to check Bellatroix and Aaeriele projects as well. They have pretty graphs!
A few weeks before Fanfest 2015, CCP FoxFour asked on forums if there are any third party devs who would be willing to work on a "secret project". Few familiar faces turned up, and after some time three web apps have been built:
Unfortunately due to RL I was only able to work on my prototype app for several hours, but it has the core functionality of showing the most interesting statistics in a readable way 😉
The URL where the data is stored looks like this:
where CREST_API_SERVER is either api-sisi.testeveonline.com or api.eveonline.com,
characterID - is the ID of the character (obtained from SSO process)
year - is either 2013, 2014 or 2015 (only these three years are available)
If everything goes fine, you will get a JSON file like this one:
Once you have the data it's up to you how you want to display them.
This is probably one of the best news for T'Amber and me in a long time: a CCP dev has updated CCP WebGL library to use V4 shaders, and moreover he did a complete model export up to date with EVE Tiamat release. What this means is that third-party projects like LMeve and Jeremy can again display all ships in EVE in full glory with up to date shaders and models!(we don't know his CCP nickname yet)
The new webGL library is a little different from the previous one, because it is using the new SOF mechanism (Space Object Factory) instead of plain .red files.
var ship = scene.loadShip('res:/dx9/model/ship/caldari/Cruiser/CC2/Kaalakiota/CC2_T2a_Kaalakiota.red', undefined);
and new call is a little different:
var ship = scene.loadShip('cc2_t2a:kaalakiota:caldari', undefined);
You probably noticed that instead of a file name we have three "ship DNA" strings now. The mapping between ship's typeID and the corresponding SOF entries are stored in graphicIDs.yaml, which is available in Static Data Export:
|38||Caldari Frigate Bantam||caldaribase||cf1_t1||caldari|
|39||Caldari Frigate Condor||caldaribase||cf2_t1||caldari|
|40||Caldari Frigate Griffin||caldaribase||cf4_t1||caldari|
|41||Caldari Cruiser Osprey||caldaribase||cc1_t1||caldari|
|42||Caldari Cruiser Caracal||caldaribase||cc3_t1||caldari|
|43||Caldari Battleship Raven||caldaribase||cb1_t1||caldari|
|44||Minmatar Frigate Slasher||minmatarbase||mf1_t1||minmatar|
I have already updated LMeve to use the new library, but because of a small issue (more on that below), it currently only works if your LMeve is served using HTTP.
Public LMeve Database has been updated as well. Here's an example page with the Amarr Confessor (please note you must press "3D" button for the WebGL preview to load).
All roses have thorns
Unfortunately the current version of the CCP webGL library has some drawbacks, too:
- there are two model/texture sources now (so a simple reverse proxy like the one I've developed for LMeve won't handle it)
- both sources use HTTP, so modern browsers like Chrome will trigger a security error when trying to load HTTP based resources from HTTPS based website.
The latter is a very simple thing and I'm sure Filipp will be able to correct it. With CORS headers now properly set on CCP CDN we no longer need a proxy to serve models and textures.
New version of Jeremy in the making
With the new webGL library T'Amber sees a lot of potential to improve Jeremy. the new version would be using dynamically generated list of ships (instead of hardcoded list maintained by T'Amber). I will help with all the backend work (for example serving all SOF and invTypes data by JSON API).
Here's a little teaser:
Stay tuned, because we are working hard to deliver you the best possible out of game ship spinning experience