Easter Egg change in Retribution 1.1

CCP has changed an existing easter egg in Retribution 1.1. It was seeded as a gift for capsuleers during the holiday season:

Key Pass to Open The Door
Name:
Key Pass to Open the Door
Description:
A very special and valuable key pass that uses some of the rarest elements known to humankind in order to create the most secure access card possible.

These passes are so rare and valuable, they are only ever used by capsuleers, to protect their quarters on board stations where they are docked. Without one of these keys one would likely not have a chance of getting in, or out, of a capsuleer’s private quarters.

The description now reads:

Key Pass to Open The Door
Name:
Deactivated Station Key Pass
Description:
At the end of YC114, station managers across New Eden were surprised and shocked by the accidental delivery of station key passes to large numbers of pilots due to an inventory error in the InterBus central database. With recall next to impossible, the recommendation of veteran station manager Scotty, now consulting with the SCC, was to simply send out a general deactivation order and replace the master key passes used by station staff. The mistakenly delivered passes are now nothing more than souvenirs of an odd but ultimately harmless incident.

So, all my rambling in this post about possible opening of the door was… Well… Pure, baseless, unfounded speculation. By the way, it seems that our Docking Manager friend Scotty has got himself a new job.

Changes: theme facelift and more

Torchwood Archives isn’t dead – actually far from it. Being involved in a couple of projects has a side effect of not having enough time to write new posts 🙁 . As most of said projects are closer to finish now, the lack of time thing is bound to change soon. First off, I’ve given my theme a much-needed facelift, namely a new background (chosen out of over a hundred screenshots) and some CSS shadow under the content frame. Additionally, background is now scaled to fit the browser resolution (CSS 3 background-size: contain)

Here you can see, how the site used to look like before, and what other backgrounds I have tested before finally settling with the one you can see on Torchwood’s front page now:

This is how it used to look like First Second
Third
Fourth Fifth
The images used as backgrounds can be great EVE themed wallpapers, so I’m posting them here.

I am also testing a script, which can load specific backgrounds for specific pages, but it isn’t quite ready yet. I am also thinking about changing the front page. While the news list looks like a typical blog should, modern sites use multiple columns layout, short news excerpts, and featured sliders.

Fear not, the most important thing – new content – is also coming this way.

Stay tuned!

– Lukas

Retribution 1.1 Point Release status post

Expansion name: Retribution 1.1 Point Release
Release date: February 19th, 2013
Expansion theme: Battlecruiser rebalancing, Black Ops boost, Cloaking Device boost, Ancillary Armor Repairer, Armor Plate boost, in-space route map
Last update of this post: 19.02.2013
Patch notes: available
SQLite Database dump: build 473478

Battlecruiser rebalancing

The Spaceship Command skill tree will not be changed until the new Summer Expansion Source: Fozzie’s forum post. Battlecruisers will however get their tiericide treatment very soon. Some ships are getting boosted (former tier one), some are getting nerfed (former tier two) and some are getting adjusted (vide: Myrmidon). Source: yet another Fozzie’s forum post.

PROPHECY:

5% bonus to all Armor Resistances

10% bonus to drone damage and hitpoints

Can fit Warfare Link modules

Slot layout: 5/4/7,
4 turrets, 4 launchers
Fittings: 1100MW, 415tf
Shields: 3000
Armor: 5500
Hull: 4000
Capacitor: 2850
Cap Recharge: 750s
Max Velocity: 150 m/s
Drone bandwidth: 75
Drone bay: 225
Targeting range: 50km
Scan Resolution: 210
Max Locked targets: 6
Sensor strength: 17
Signature radius: 270
Cargo capacity: 400

FEROX:

5% bonus to all Shield Resistances

10% bonus to Medium Hybrid Turret optimal range

Can fit Warfare Link modules

Slot layout: 8/5/4,
7 turrets
Fittings: 1250MW, 510tf
Shields: 5000
Armor: 3500
Hull: 4000
Capacitor: 2750
Cap Recharge: 723s
Max Velocity: 140 m/s
Drone bandwidth: 25
Drone bay: 25
Targeting range: 65km
Scan Resolution: 195
Max Locked targets: 8
Sensor strength: 19
Signature radius: 295
Cargo capacity: 475

BRUTIX:

10% bonus to Medium Hybrid Turret damage

7.5% bonus to Armor Repairer effectiveness

Can fit Warfare Link modules

Slot layout: 7/4/6,
6 turrets
Fittings: 1125MW, 435tf
Shields: 3500
Armor: 4500
Hull: 4750
Capacitor: 3000
Cap Recharge: 789s
Max Velocity: 155 m/s
Drone bandwidth: 50
Drone bay: 50
Targeting range: 55km
Scan Resolution: 200
Max Locked targets: 7
Sensor strength: 18
Signature radius: 305
Cargo capacity: 475

CYCLONE:

5% to Heavy and Heavy Assault Missile rate of fire

7.5% bonus to shield boosting amount

Can fit Warfare Link modules

Slot layout: 7/5/5,
2 turrets, 5 launchers
Fittings: 1100MW, 525tf
Shields: 5000
Armor: 3750
Hull: 3750
Capacitor: 2850
Cap Recharge: 750s
Max Velocity: 165 m/s
Drone bandwidth: 50
Drone bay: 50
Targeting range: 45km
Scan Resolution: 220
Max Locked targets: 6
Sensor strength: 17
Signature radius: 250
Cargo capacity: 450

HARBINGER:

10% bonus to Medium Energy Turret Damage

10% bonus Medium Energy Turret capacitor use

Can fit Warfare Link modules

Slot layout: 7/4/6,
6 turrets
Fittings: 1425MW, 375tf
Shields: 3000
Armor: 5000
Hull: 4500
Capacitor: 3125
Cap Recharge: 822s
Max Velocity: 150 m/s
Drone bandwidth: 50
Drone bay: 75
Targeting range: 55km
Scan Resolution: 210
Max Locked targets: 6
Sensor strength: 17
Signature radius: 270
Cargo capacity: 375

DRAKE:

5% bonus to all Shield Resistances

10% bonus to heavy and heavy assault missile kinetic damage

Can fit Warfare Link modules

Slot layout: 7/6/4,
6 launchers
Fittings: 800MW, 500tf
Shields: 5250
Armor: 3250
Hull: 3750
Capacitor: 2500
Cap Recharge: 658s
Max Velocity: 140 m/s
Drone bandwidth: 25
Drone bay: 25
Targeting range: 60km
Scan Resolution: 195
Max Locked targets: 8
Sensor strength: 19
Signature radius: 295
Cargo capacity: 450

MYRMIDON:

7.5% bonus to Armor Repairer effectiveness

10% bonus to drone damage and hitpoints

Can fit Warfare Link modules

Slot layout: 5/5/6,
5 turrets
Fittings: 1050MW, 400tf
Shields: 3500
Armor: 4500
Hull: 4750
Capacitor: 2850
Cap Recharge: 750s
Max Velocity: 145 m/s
Drone bandwidth: 100
Drone bay: 200
Targeting range: 55km
Scan Resolution: 200
Max Locked targets: 7
Sensor strength: 18
Signature radius: 305
Cargo capacity: 400

HURRICANE:

5% bonus to Medium Projectile Turret damage

5% bonus to Medium Projectile Turret rate of fire

Can fit Warfare Link modules

Slot layout: 7/4/6,
6 turrets, 3 launchers
Fittings: 1125MW, 400tf
Shields: 4250
Armor: 4500
Hull: 3500
Capacitor: 2250
Cap Recharge: 592s
Max Velocity: 165 m/s
Drone bandwidth: 30
Drone bay: 30
Targeting range: 50km
Scan Resolution: 220
Max Locked targets: 6
Sensor strength: 16
Signature radius: 250
Cargo capacity: 425

From patch notes: “As a part of these changes, extra materials have been added to the build requirements of several Battlecruisers. These extra materials do not return when the ships are reprocessed.”

Similar change hit Mining Barges during their rebalancing. Minerals are simply added as “additional materials”. This is CCPs prefered solution to combat possible speculation as covered in this post about barges. If CCP added the minerals as normal materials, people would simply buy off entire supply of battlecruisers from market now, and then reprocess them post patch to multiply the minerals. Yes, dear players, this is because we are a bunch of smartass opportunists 😉

Black ops boost

Source: Fozzie’s forum post.

All Black Ops battleships will get a boost to jump range, which base will be 3.5 ly (+75% range boost to current 2.0 ly). Fuel bay has been increased to 1250m3 (+25% increase), whereas Jump Portal fuel need has been reduced by 25%. These changes will certainly make Black Ops quite a bit more useful (I was however arguing that black ops were useful already – in this post).

Cloaking device boost

  • CPU need of Covops cloak have been reduced to 100, while coverts, recons and blockade runners get their bonus adjusted to “-20% CPU needed for cloaks per level”.
  • Covert Cynosural Field can now be fitted to any ship that can fit Covert Ops Cloaking Device

Armor tanking changes

Source: Fozzie’s forum post.

Armor Rigs

  • Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.

Plates

  • New skill: Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm)
  • All 800mm, 200mm and 50mm plates mass penalty is reduced by 20%

Armor Reps:

  • Reduce the PG need of all Medium Armor Repair units by 20%
  • Reduce the PG need of all Large Armor Repair units by 10%

Ancillary Armor Repairer

  • When not loaded with Nanite Repair Paste, has 75% repair amount as a T1 Armor Repairer
  • When loaded with Nanite Repair Paste triples rep amount (so reps for a total of  225% a T1 repairer when loaded)
  • Same cycle time and fittings as T1 reps
  • Always uses the same cap as a normal (T1/T2/Named) Armor Repper
  • Small reps use 1 paste per cycle, mediums 5, larges 10. Each holds 8 cycles of paste. Reload time is 1 minute just like an ASB
  • Can only fit one such mod per ship
  • Incursus gets its rep bonus reduced from 10% to 7.5%

Crimewatch 2.1

With the introduction of the new Crimewatch it is now impossible to start a consentful 1 vs 1 by stealing from each others containers. Doing so after the release of Retribution will result in a global Suspect flag, so anyone in the system can legally attack you. To rememdy this, Team Five O has introduced a way to start a consentful duel in high security space by giving you a limited engagement flag against each other. Source: dev-blog.

New limited edition ships

A bunch of new ship makes their way to New Eden. First of them is Society’s of Conscious Thought (Jovian) Gnosissee this post for more details about it.

gnosis gnosis-fitting

Ship stats are available in Data Dump Explorer:

Pirate rookie ships & Faction Destroyers

Ship collectors and market speculators get another set of new toys to play with: pirate rookie ships. It seems that all the ship skins which art departament made during the V3 process will eventually make their way to the game.

violator echo hematos immolator
taipan nefantar-thrasher

Ship stats are available in Data Dump Explorer:

UI changes

  • New Information Panels now show all the system information in a consistent way. Source: dev blog.
    Each panel has three modes: normal, compact and collapsed. Normal mode is the one we are used to and is the most verbose one. Compact mode shows the most important information and the collapsed mode hides the panel completely. Information is still accessible by hovering the mouse cursor above the top row of icons. It is also possible to re-arrange the panels by dragging the icons in the top row.
    It is worth noting, that a Notification Panel will join the existing ones in a further release. It will work in a similar way to Notification Center in Android and iOS, by aggregating all notifications into one configurable list.
    info panels
  • Route displayed on the background stars.
    There is a new autopilot setting “Show route path in space”. When enabled, it will draw the route in space, connecting the stars in the space scene nebula. When you click the screen below you will also notice that the stargate actually connects the system you’re in to the rest of the path.
    heaven-map
  • You can now click Alliance logos to zoom in on them.
  • Skill Points will now be displayed in Medical Window, so you no longer have to open the Character Sheet to know which clone upgrade to buy.
  • Corporation Recruitment process has been further streamlined (source: dev-blog)
  • Applying character has to confirm that they still want to join once their application has been accepted
  • Welcome mail can now be customized, for example to contain TeamSpeak and Corp Wiki addresses.

War changes

  • War history in Corporations and Alliances will be divided into groups
    • Active Wars
    • Factional Wars (active)
    • Pending Wars
    • Finished Wars
  • Allies will not have to wait 24 hours before joining the war – this cooldown will be reduced to 4 hours.
  • Inactive characters are not taken into account when calculating war cost – remember to log on all alts when you get a war dec!
  • Peace after surrender – when one entity surrenders to another, both corporations are forced into 14 days of peace, when no war can be started against each other.

Source: dev-blog by Punkturis

PS. If you find any information inaccurate or out of date, feel free to contact me. This post is meant to be a “by players – for players” source of information.

 

Old Jovian ship makes its way to New Eden space lanes

GnosisOur story begins about six years ago people have been speculating if Jove space or Jove ships will ever be unlocked by the CCP:

http://www.eve-search.com/thread/457817-0/page/all#48

As you can see, the ship on the right is as old as EVE itself. Only NPCs have been flying it until now (vide Sister Alitura Epic Arc). Players from the thread above were not far from the truth, actually. One year later CCP has released a Jovian Shuttle, the Apotheosis for the fifth anniversary of EVE Online. Back in the day CCP seeded the gifts directly to hangars of each active character, so I have immediately collected 5 of these little buggers (had 5 chars at the time).

fozzie_on_gnosisThis year marks the tenth anniversary of EVE and guess what – Nicholas Barker and Gogela will be happy (granted Nicholas is still playing; by the way, an excellent Crystal Ball speculation there, Gogela!). CCP is looking to release the ship that used to be called “Generic SOCT Cruiser”, possibly as the Tenth Anniversary gift. The new name has also changed: it is now known as Gnosis.

The devil is in the details, so let’s have a peek:

gnosis-descriptionFirst off, this ship actually looks to be a useful one to fly. While the Apotheosis or Primae look cool, their stats make them pretty much useless hangar spinning toys. Gnosis is different.

Many players will immediately voice their concerns about this ship being almost too versatile, giving bonus to every weapon type. And probes, too. And Gang Links as well.

I will however remain a sceptical: while the list of damage bonuses indeed looks nice, they don’t make the Gnosis king of the hill immediately. While the slot layout of 6H/6M/6L makes it extremely versatile, the firepower will be reduced by only 6 high slots, which divide into 5 turrets and 5 launchers.

To make a lethal weapon, Railguns need a tracking or optimal range bonus to be really useful, while Blasters and ACs would benefit from a falloff bonus. Lasers on the other hand would be much easier on the capacitor with a reduced  capacitor need bonus. As you can see, that means the Gnosis will be useful, but it won’t make other BCs obsolete. It also does not sport any tank bonus, while many other ships of this class do (even after the proposed battlecruiser rebalancing).

Gnosis will primarily be useful as a PVE toy for high and low sec exploration. Limited edition of the ship will affect the price no doubt, so only players with tons of ISK will be flying this for PVP.

It could potentially be useful for PVP because the exploration bonus will work on combat probes as well. Unfortunately the high CPU requirement of the Expanded Probe Lanucher counts as a limiting factor, so we are unlikely to see such fittings in use.

gnosis gnosis-fitting

What ain’t broken, can’t be fixed.

This post is a reply to the Blog Banter #44.

Is There Anybody Out There?

“The local chat channel provides EVE players with an instant source of intel of who is in the system. With a quick glance you can tell who is in system and what your standings are to them. War targets, hated enemies, friends and corp mates all stand out clearly. Is this right? Should we have access to this intel for free with no work or effort? Should the Local chat channel even exist? Should normal space be more like wormhole space where the Local channel appears empty until someone speaks?”

Local works just fine.

localPeople wanted EVE with system-wide effects. Players wanted EVE without local. Guess what? CCP listened and gave us 2000+ such systems in Apocrypha. It’s called wormhole space. I’ve heard hundreds of “remove local” voices since I’ve started playing EVE. It’s not going to happen, and here is why.

First off, “me” is me, and “you” is all those people who want to get rid of local. Everyone else read on as if this was a chat log or meeting minutes 😉

EVE is not just a game of shooting spaceships. As long as an average Joe is simply shooting spaceships, that average Joe is flying under an FC. And those FC’s are playing a different game, called EVE RTS (have you ever been playing as FC? You think it’s simply about target calling?). When roaming, FCs need eyes. Not only one system ahead. The more systems around FC has eyes on, the better. Some of that is achieved by creating intel chat channels, where information about spotted neutrals/reds in an area of space (constellation, region) is exchanged, some of that is achieved by having scouts ahead, and some by reading map stats. Now, let’s assume local has been removed (or changed to a delayed mode like in WH space) and either an improved d-scan or new probing mechanism has been introduced. Of course map statistics about number of pilots docked, in space and number of ships recently destroyed is still available. Now, let’s have a look at the effects of this change: Besides creating a new mini-profession (“eyes”), you are only giving players a new burden to bear. The end result will be the same: FCs will have eyes, the more, the merrier. This will not stop gangs from dropping on top of you. This will not stop people from finding fights when they really want to. This will not stop people from sitting cloaked in your system, opening a cyno and calling a fleet in when they spot a target.

The unintended result will be however killing solo roamers. Since they work solo, they don’t have dedicated eyes in every system along the path of their roam. With local removed, finding a fight will be much harder (whereas sometimes it will be even too easy, when solo hunter becomes the hunted). Yes, with all the blob warfare going around in EVE, solo PVPers still exist.

Hence my question, why change something that works just fine?

One of the ideas from other Banterers that I liked somehow was introducing a delayed local in nullsec and adding a system upgrade or anchorable module that grants the owning alliance the ability to see local in immediate mode. This would give players yet another reason to claim and hold space, which is good and can be a potential driver for conflict.

In closing

I am against changing local, but not because I am afraid of the new. I see the mechanic of local well balanced and working as intended. In case you don’t like local, do yourself a favour and go to WH space, where it works the way you want.

Battlecruiser changes proposed by CCP Fozzie

As stated in the previous year, CCP is continuing their rebalancing efforts and is now looking into Battlecruiser rebalancing (see frigate and cruiser changes in this post). Namely devs are going to remove Tiers and bring much-needed love to some underutilized BC hulls. The rebalanced battlecruisers will have their EHP levelled, former Tier 1 versions receiving a slight boost, while Tier 2 are going to get a slight nerf.

It’s worth mentioning, that the changes to Prophecy and Cyclone are giving them a new role. Prophecy is now becoming a drone boat, while keeping it’s tanking potential. The Cyclone is getting a missile launcher RoF bonus, resulting in a bonus to all damage types.

The original post by Fozzie is here on the forums, and all the changes have been summed up in the tables below:

Up to date tables are available in Retribution Point Release post.

PS. One more thing. Hans Jagerblitzen has replied to Fozzie’s original post in a way that suggests possible changes to active armor tanking:

Hans Jagerblitzen
But Fozzie, 7.5% bonus to armor repair amount on both Gallente Battlecruisers?? But we all know how much active armor tanking sucks!! Whatever will you do about this dilemma…..

I wouldn’t say my triple-armor-rep Myrmidon sucks. I haven’t lost it even once yet 😉

Resistance is futile. Prepare for enlightenment.

ingress-enlightened-mashupA sound woke me up. My room was dark, except for a dim light near the desk. I got up, rubbing sleep out of my eyes. “Who the hell is texting me in the middle of the night?!” I thought to myself.
But it was not a text message. The whole screen was dark, except for a few blue letters:

“ADA: I need your help” – the letters said.

“Who the hell is ADA?” I thought.

I’ve picked the phone, and when I did, another line appeared:

“ADA: A failed CERN experiment introduced Exotic Matter to the world, and we have a reason to believe XM is sentient”

“What the… I have probably spent too much time playing games last night”

“ADA: Your phone will be modified to a scanner device able to detect XM, and will allow manipulating it”

“ADA: We need your help in protecting humanity from the XM ingress”

Then the phone flickered briefly and went off for a moment. When it came back on, the screen was green and a bit fuzzy.

“Jarvis: Don’t listen to that brainless machine. If the XM were to harm humanity, everyone would already be dead. XM will bring powerful enlightenment to our race. Join me, and I will show you how deep the rabbit hole goes.”

***

I woke up the next morning thinking  about the weird dream I had. I’ve picked my phone to see what time is it. Something was very wrong. A tiny icon, which should not be there, sent shivers down my spine. So it was not a dream.

***

I am an agent now, fighting for the enlightenment of the humankind. Soon after that night I’ve been contacted by another agent, who helped me capture my first portals.

What is Ingress?

Ingress is a location based MMO game by Google’s Niantic Labs. The game map is basically overlaid upon the real world. Game mechanic is centeread around portals: two factions vie for control of portals, which are usually connected to real world places like sculptures or buildings of interesting architecture. Players have to harvest a resource known as exotic matter, which is seeping to our reality through the portals (but can be found nearly everywhere). You can use XM to hack and capture portals for your faction. Hacking gives you random items, which can later be used to gain control and hold portals, or to attack portals captured by the enemy faction.

Sounds simple?

But it’s getting more complicated when you dig deeper in. Players can only interact with objects inside their “action zone” which extends 50m in every direction from the player’s device. Most actions grant experience, which in Ingress is called “action points” (AP). You can only use items of the same level you’re currently at. The level is currently capped at 8, but fear not; getting there takes quite an amount of time.

Artwork: Palace of Science and Culture, WarsawTo capture a portal, one must deploy a resonator next to it. Each portal can have up to eight of them, and the portal level depends on the level of resonators used to capture it. Resonators can hold some XM charge, which dissipates slowly (about 10% a day). The charge is also drained by attacks from enemy faction. To attack a portal, player has to discharge an XMP (exotic matter pulse), which drains XM from the resonators. When all resonators run out of XM, the portal becomes neutral and is ready for capture. To prevent capture, you can equip the portal with portal shields, which make it harder for XMP to drain your resonators.

The last step is to link portals together. Two portals create a link, and three links (a triangle) create a control field. Control fields grant each faction points called mind units. The faction with highest MU is the one winning the struggle. To link portals you need portal keys, which randomly drop from portals when you hack them.

Users can also submit new portal locations – one can do so by sharing a geo-tagged photo to NIA Super Ops directly from Android “Camera” app. Details about submitting portals can be found on Ingress support page. It is also possible to simply send the photo by mail to [email protected]. Remember to put the proposed portal name in mail subject field.

The first impressions

The idea is great. And it plays great. You have to actually move your three-letter-body-part around, and unless you’re living on top of a portal, you can’t play it at home. It’s like “geocaching on steroids“. After 3 days of playing I have learned of several places I have never knew to exist. Since the game locations are based upon real world sculptures and buildings with interesting architecture, the game presents a great opportunity for sightseeing. The conspiracy theory behind the game storyline, which slowly unveils at www.nianticproject.com is also what makes it interesting. Surprisingly, even though the game mechanic is pretty simple, it is very immersive.

It has also potential to go bad at some point. So far the game is invitation based and the playerbase is pretty limited, but when the game opens, I can imagine players, who will break the Google EULA and might eventually try to use the geolocation data to stalk and chase away enemy faction players IRL (or simply physically guard their portal). The gameplay of Ingress is emergent, and the potential for metagaming is there. So far I’ve noticed that people from both sides are rather friendly to each other (but not necessarily to each other portals ;-)). I’m quite sure one will stumble upon other players now and then, especially around areas with high concentration of portals.

Google has created a considerable amount of IP (see www.nianticproject.com), but it is a bit surprising that there is no reference to that content from the app itself. As such, the game feels a bit disconnected from the storyline.

Ingress is for Android only at this time (iOS version is said to follow in Q1 2013), and unfortunately for me, my Android phone (Samsung Galaxy Ace) is pretty old and can barely handle the game. Small screen causes the UI elements overlap, which makes it hard to play. Slow, single core CPU on the other hand makes the game slow and jerky. Ideal smartphone for playing Ingress should:

  • run Android 2.3 or higher
  • have at least 800 x 480 resolution (or more)
  • have a fast OpenGL ES2 capable GPU
  • have dual core CPU
  • have good 3,5G/LTE coverage where you play

Other players in my faction report that Ingress works very well on Samsung Galaxy Note & Note 2, but also on a Nexus 7 tablet. No one plays on HTC, but I’m pretty sure both HTC One S and One X should run the game well. Of course once the game enters Apple AppStore, I won’t have any problem running it on either of my iOS devices. Until then… I think I have to get a better Android phone 😉

Oh, by the way, below you can see a screenshot of Ingress Intel page, which displays portals, their location and faction they belong to, all layered upon the map of Warsaw.

ingress-intel

Already have an invitation and don’t know how to start? Want to know more? Ingress Field Guide is the place to go.

Review of Crafting (industry) in EVE Online

This post is a reply to the Blog Banter #42.

The 2012 Community Review of EVE Online

“A gaming universe as vast and unique as EVE Online is constantly evolving and the experience is different for every participant. Conventional games review techniques cannot possibly hope to provide an accurate measure of every aspect of EVE’s gameplay. However, with a community initiative like the Blog Banters, we have the resources to deliver the most thorough and up-to-date review ever.

By combining the experiences of contributors from across the EVE metasphere, we get a wealth of opinions from veterans and rookies alike. We’ll be able to combine input from faction warfare specialists, wormhole residents, null-sec warriors, missioners, pirates, industrialists, roleplayers, politicians and more to paint a complete picture of the health and progress of EVE Online in its current Retribution incarnation.

Who better to review EVE Online, than those who know it best?”

Last year The Blogging Community of EVE Online attempted a crowdsourced review of EVE Online. I have taken part as well, and you can read my contribution here. This year we will be changing the way the Community Review is done, by focusing on a single area of the game.

As a member of Aideron Technologies I can do no different, but focus on item crafting, which in EVE is better known as industry.

This review is up-to-date for Retribution expansion.

Item Crafting in EVE Online

Science and Industry in EVE Online is just as important as its famous, unforgiving PVP. While many players call industrialists carebears and consider them inferior type of players, industry and pvp are like yin and yang: one cannot exist without the other and they are not mutually exclusive: combat results in ship destruction, so it’s creating a demand – demand for ships, modules, drones and munitions. Nearly all items (with the exception of blueprints, meta 1-4 items, officer & deadspace drops and implants) are manufactured by players. An open, player-driven market completes the picture, allowing manufacturers to sell their goods to combatants (or just re-sell them for profit).

Different classes of items require different materials and the manufacturing cycle is different. Many items require multi-staged production, so crafting in EVE is far from simple and requires considerable amount of planning. On the other hand, completing big endavours like building a supercapital ship or manufacturing and anchoring a player-owned Outpost in null space rewards a lot of satisfaction.

Item classes and material groups

Items in EVE are divided into several groups, which require different approach to craft and different types of materials.

To manufacture an item, one needs its blueprint and appropriate materials. Obtaining blueprints may be as easy as buying them from NPC, but some advanced blueprints have to be invented or reverse engineered.

  • Tech I is the simplest one, because one only needs an appropriate Blueprint (sold by NPCs) and the right amount of Minerals. Minerals can be obtained from a gathering profession (Mining).
  • Tech II is a more advanced one. Blueprints have to be Invented first, some materials are obtained by Moon Mining and have to be transformed at a player-owned-starbase. One has to build components from these materials. In the last stage, components, minerals, Planetary Interaction products and the base Tech I item are combined to create a Tech II item.
  • Capital Construction is very similar to Tech I in terms of materials, but has two stages: an enteprising player needs to build capital parts first, and then combine them together to make the ship itself. Both parts and ships blueprints are rather expensive, so the barrier of entry is rather high.
  • Tech III is similar to Tech II, but the differences are in details. Activity to obtain the Tech III blueprint is known as Reverse Engineering, and materials are harvested from specific NPCs (sleepers) and specific regions of game (wormhole space).
  • Planetary Interaction has been added as part of the Tyrannis expansion and allows players to extract and produce materials on planets. These materials are later used for making in-space structures, commonly called player owned starbases (prior to this expansion POSs have been sold by the NPCs).
  • Rig manufacturing – allows players to use materials obtained from ship wrecks to make useful jury rigs for ships.
  • Outpost Construction is similar to Capital Construction, but uses both minerals and materials obtained from Planetary Interaction.

Of course as every other activity in EVE, one needs to have an appropriate skillset to make an efficient manufacturer. Four groups of skills are used for manufacturing:

  • Industry
  • Mechanics
  • Planet Management
  • Science

Crafting system design score: 90/100. Crafting in EVE Online is great, but at times seems a bit overcomplicated, especially when looking at Tech II and III production chains, which are quite long and require several stages. On the other hand, finishing a complicated task like this can be considered an accomplishment, and will be a source of  satisfaction for the player.

Science and Industry user interface

Unfortunately S&I GUI have not changed much over the years. CCP has added new activities over the years, but the interface is built with a very small scale industry in mind. Large scale operations in corporations like Aideron Technologies is basically a clickfest, because one need to set the activity and production line for each job separately. Each job requires at least 8 mouse clicks and entering some numbers from keyboard. Setting up 10 manufacturing jobs twice a day and 10 invention jobs four times a day will not prolong the life of your computer’s mouse. It also makes setting up jobs hard on laptops with a touchpad only. Setting up Planetary Interaction and production chains at player-owned-starbase also takes a lot of clicking, but this fortunately has to be done only once. Maintenance of planetary colonies has already been streamlined by the CCP, so the amount of mouse clicks in PI has been substantially reduced.

Science and Industry GUI requires a serious rework to reduce the amount of clicks substantially. Optimizations, which would improve player experience include:

  • Grouping jobs – ability to start several identical jobs with just one set of clicks, instead of setting each job separately.
  • Material quota screen should be optional if all materials are available and should only show if anything is missing.
  • Linking structures in POS should be done in a graphical manner, similar to Planetary Interaction. Both interfaces should be made very similar, so players only have to learn once.
  • Planning screen should be added to avoid the use of third party apps and trackers. Such screen would allow player to plan the production of any item, getting a material quota (even for sub-components). A saved plan could be tracked (daily, weekly or monthly), to let the CEO know how much work has already been done.
  • Invention and Reverse Engineering are currently chance based. Random chance is quite easy to include in plans, but has two serious downsides:
    • unsuccessful jobs result in some tedious clicking to be completely fruitless,
    • it requires corporations to keep an extra stock (of blueprint copies, datacores and sometimes decryptors), Deterministic approach would allow more precise resource planning
  • Possible solution: making invention jobs 60% longer, require higher skills and 60% more datacores, but they would always succeed.

Crafting system implementation score: 65/100. Industry in EVE is a clickfest and requires considerable amount of out-of-game tools for larger operations. There is plenty of room for improvement in that regard.

Wrapping up

Total score: 77,5/100. Industry in EVE is rather complicated but also a very rewarding profession. It fuels the war machine of EVE and the player-driven economy would have failed without it. Unfortunately the UI is old and needs a serious rework. It should also be possible to conduct larger operations without the need to use Excel and third party tools, which are currently essential.

Other contributions:

Speculation post! What if…?

When Retribution was still in beta, I’ve noticed that there are new easter eggs in the game: items that exist in the db, but are not necessarily existing on Tranquility.

Later in one of the dev-blogs, CCP has admitted that we will be getting these items as a Christmas Gift on 20th of December:

So what are we giving you above and beyond Snowballs? Well honestly, some completely random stuff. I am not going to say what we are giving you here as there are those of you who look forward to the surprise; if you wanted to know though I am pretty sure with a little looking around you could figure it out… well part of the gift anyways. 😉

“Part of the gift”? So the Easter Egg items are not the whole gift?

While talking to my corp mates we’ve came to a conclusion, that CCP might have added more features to Retribution, than the patch notes say, kind of a hidden surprise feature. I’m pretty sure you will guess it yourself, once you read the description of one of the easter egg items:

Key Pass to Open The Door

Name: Key Pass to Open the Door
Description:
A very special and valuable key pass that uses some of the rarest elements known to humankind in order to create the most secure access card possible.

These passes are so rare and valuable, they are only ever used by capsuleers, to protect their quarters on board stations where they are docked. Without one of these keys one would likely not have a chance of getting in, or out, of a capsuleer’s private quarters.

I wouldn’t be surprised if tomorrow the big red button will not be stopping you anymore from having a walk on the station promenade. It wouldn’t use much coding to create a bigger in-station environments, really: the “building blocks” for station environments have been created for Incarna and then subsequently for Crucible, when three more CQs have been added to the game. It’s just matter of making bigger maps from the existing building blocks.

Of course all the above is just pure speculation; I’ve been using ship spinning hangar view for years and only visit the CQ once in a while. But since Retribution is CCPs third expansion to make up for the Incarna blunder, I wouldn’t be surprised if CCP finally gave players some meaningful “walking in stations” which they have promised us so long ago.

To know if the above is true (or not), we will have to wait until tomorrow gifts have been seeded!

What keeps us attached to EVE?

In my recent ship giveaway I have asked players of EVE why do they keep playing our Favourite Game. MMOs are special in that regard, because players get bored with games eventually, and developers need to find a way to keep existing players entertained, so they won’t churn. One of the ways is introducing new content and giving existing feature more polish. But is it the only one?

Let’s find out by reviewing all the answers I got to our initial question: “What keeps you attached to EVE?” Answers varied, but the first two (three?)  have dominated the rest:

  • the EVE Online Community (8)

  • in game friends, corp mates (7)

  • diversity, ability to do something else entirely if you wish (5)
  • open world game, any path through the game (3)
  • single server, one game world (3)
  • unapologetic PVP, rush of combat (2)
  • a working economy (2)
  • offline training (2)
  • great visuals (1)
  • live events (1)
  • out of game content: twitter, blogs (1)

There were also individual answers, for example Bucky O’Hair is happy when he can kill some Amarr (“If you’re happy and you know it, kill Amarr”). Alstevar Eastern, who won Dominix Navy Issue, has a “Star Trek feeling which can’t be found in other games”. Man, if people play EVE and not ST:O for that “Star Trek” feeling, this means that New Eden must offer a better sci-fi experience than an iconic franchise of movies and TV series does. Good job, CCP! Now let’s move away from the game itself for a moment, and have a look at the social side of things. I have met several of my corpmates in real life, so I fully understand what Whistlerbean meant by saying: “As one of the co-hosts of a RL meet up group, it made me see the people who share the same hobby as I do. Whether you are a humanitarian or a tyrant in game, we all share the same universe (both the real one and the virtual one)”. Like everyone else playing EVE I had my ups and downs too, but every time I felt like leaving, the same thing that brough Druur Monakh pulled me back in: “At the same time, it is this challenge, which keeps me coming back. And the people which I managed to meet despite my mostly-covert lifestyle”. There was one last answer, that I would like to mention: did you know, that Zakee met his current wife in New Eden? I know of at least two more couples who met the same way or in similar circumstances. Good for you! (I should say here that I really admire my wife for the level of acceptance she offers towards my EVE Online addiction hobby. Thank you, honey!)

And what keeps me playing?

Man, it’s been 7 years already. What keeps me playing? I enjoy watching EVE grow: see it change from expansion to expansion.  It’s as if you were really exploring an evolving world. Even if it’s as simple as building a new ship, which was just introduced in the last expansion, or flying around an unfamiliar pocket of low sec space, without any blues who would be able to help. And of course the community: people whom I met in (and then out of) game over all these years. EVE Online is a continuous gaming and social experience: just like its persistent world of New Eden.

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