Inferno ship models makeover

As I have said earlier in my post about changes coming in the newest EVE Online expansion, Inferno will bring graphical overhaul for many ships, including a full re-model of cloaked bombers.

A player nicknamed ‘sarmatiko’ has released an unofficial preview of the new models. The video is available on youtube:

[youtube=http://www.youtube.com/watch?v=lajHzl9OQrk]

I am also not surprised, that CCP will release new V3 skins for Amarr ships, to match the Gallente and Caldari skins released in Crucible. CCP has released an official preview:

[youtube=http://www.youtube.com/watch?v=6rpOfEGFPU8]

I am however a bit concerned, that we will probably still have to wait for the Minmatar ships to receive the V3 love. I just hope that the delay means they will look even more awesome.

“Item” and 22 other items could not be purchased

“EVE: Templar One” and 22 other items could not be purchased at this time. Please try again later.

If you own an iDevice running iOS 5 or 5.1 you might have seen this window when trying to update or download an app from the App Store:

And if you’ve seen it, you’ve probably seen it more than once. So what does this error message really mean?

It means that you have a corrupted sqlite db file. Who would have thought? Unfortunately this is a known bug and has been happening to users all over the world. So far Apple did not fix the issue, but thanks to the internet, some clever folks have found & shared the solution on apple.com community forum.

EDIT:Apple has adressed this bug in IOS 5.1.1

If you are experiencing the problem above, just go to Settings -> General -> Software Update to update your device to iOS 5.1.1

If for whatever reason you can not/don’t want to update your device, follow the tutorial below.

The tutorial is based on the forum info, but has some screenshots, which should make it even easier.

Pre-requisites

iOS version <= 5.1 (bug has been fixed by Apple in iOS 5.1.1 and above) – but jailbreak is not required!

The guide

1. Download iExplorer from their creator’s website: http://www.macroplant.com/iexplorer/

2. Install iExplorer to your PC or Mac

3. Run iExplorer

4. Connect your iPhone or iPod Touch or iPad to your computer

5. Close iTunes if it starts automatically

6. Click “Mount iDevice” in the iExplorer window. You should now see list of files in the sandbox part of the device storage:

7. Browse to “Media” ->; “Downloads

8. Find the file “downloads.*.sqlitedb

9. Delete the file mentioned in 8.

10. Close iExplorer

11. Disconnect the device

12. Press the top “On/off” button and keep it pressed until “Slide to power-off” appears. Once it does, move the slider.

13. Wait for the device to shut down

14. Press the “On/off” button and wait for the device to boot up.

Done! The bug should be gone.

.

Credits

Writing this guide was possible thanks to just_jeepin and ya1950 posts on Apple Support Communities forum.

 

 

We are interrupting this program…

…because real life comes first. I will be inactive for some time; this includes playing games (EVE Online, Diablo III) and writing new posts on my blog. Sometimes one needs to focus on things more important than online presence, and pulling the plug from time to time is necessary.

This is not my first break, and probably not the last. It also means I will be getting back at some point, possibly around Inferno release or shortly after.

Until then, fly safe o/

PS. Aideron Robotics is a great corp – they understand that RL comes first. Looking for a new corp? Apply now 😉

Escalation to Inferno is now live on Singularity!

The new login screen is simply gorgeous. Big kudos to the Art Departament @CCP!

Let’s see which items from the list are already available in the current beta:

  • Ship re-balancing and changes to ship skill tree (racial battlecruisers and destroyers)

As you can see, there is no changes here yet.

  • Drone iterations

During the mass test I was unable to visit Drone Regions, but as you can see on the map, true sec has already been adjusted:

  • Incursion iterations

Vanguards ISK payout in high sec has been slightly adjusted (-10%). Additionally, blitzing is no longer possible; all ships need to be destroyed before next wave spawns. The waves themselves have been randomized, so they are not easily predictable anymore.

  

  • Improved HUD

The new HUD now has e-war indicators above the gauge, but is still a little buggy. Once you dock and undock, the new HUD will be… gone. According to CCP this is a known issue and workaround is to open PI screen and then closing it – HUD will be back.

 

The mass test, as usual, included a fair amount of pew-pew:

 

For the Nation! (EVE Nation, that is)

This post is a reply to the Blog Banter #35.

Now approaching its tenth year, the EVE Online player community has matured into an intricate and multi-faceted society viewed with envy by other game developers, but is frequently regarded with suspicion by the wider gaming community. 

Is this perception deserved? Should “The Nation of EVE” be concerned by its public identity and if so how might that be improved? What influence will the integration of the DUST 514 community have on this culture in the future?

[Unrelated and random bonus question sponsored by EVE News 24: What single button would you recommend be included on an EVE-specific keyboard?]

Social aspects of massive multiplayer games are a very broad topic. It’s actually the foundation, upon which such games are built, so this could easily be a good topic for Ph.d. in Sociology or Psychology.

One Nation

EVE Online player community is a huge pool of personalities, playstyles and individual treats. The whole community can be divided into alliances, power blocs, groups based on different play styles (with PVP dominating over other types of gameplay) or game world geography (high sec, low sec, nullsec, WH). While opinions will most likely vary, based on which groups a given player belongs to, some of them will be the same for the majority:

  • Microtransactions are bad, mkay?
    • This is an aftermatch of the famous monoclegate, which has changed EVE, CCP and the playerbase as well. Players have united to defend the game they play, love and care about (even if they play merciless killers in said game). EVE community often unites when the changes proposed (or already introduced) by the CCP are not good for the game. It seems as if players knew the game better than the devs. No other MMO developer relies so much on player feedback as much as CCP relies on EVE community. Even if sometimes devs seem to ignore player feedback, they will more often listen to it before (sometimes after) introducing some game-breaking features. If CCP did not care about playerbase opinions, there would be no CSM and we would have 256 monocles to choose from right now. Secondly, many game design changes have been revisited if player feedback did not approve them.
  • Boosts are good, nerfs are bad.
    • This does not unite the community as a whole, but rather specific groups who will suffer from a nerf, or from a boost instead. Whining in groups is always better than whining alone.
  • CCP should focus on spaceships
    • Majority of players play EVE for spaceships, not for avatars, and this is the message that constantly reverberates throughout player feedback. CCP  has shifted their priorities accordingly, but also given the avatar gameplay new, meaningful focus.
  • We are not carebears; everyone else is
    • Dominated by males, EVE community has typical features of a testosterone-based group. Players like to boast about their achievements and don’t mention their failures.
  • We are elite PvPers
    • see above;
  • EVE is a hard game but we have mastered it
    • It is not as hard as it seems, but CCP views it as something that can be marketed, and most casual gamers will likely be overwhelmed with the vast world of EVE. And males who play EVE with more or less success can boast about it. See testosterone comment above.

Players are part of the game now

I have focused on feedback and the player-dev relationship, which in many ways is unique for EVE Online. And I have done so because I think it goes deeper than just that. CCP has created a game world. But this is a statement true for 2003 through 2005, where there was not enough players to complete the economy and fill the world. but players slowly replace the NPCs and become… part of that world. No, EVE is not real and we don’t jack in to a Matrix of sorts (although the game indeed feels real at times). What I mean is that New Eden is not complete without its population anymore. CCP could shape this world the way they wanted when they first created it in 2003, but right now the world can (and will) push back on CCP as well, because players are now a part of it.

Relationship status: It’s complicated

The relationship CCP and EVE players have forged overt the years have been a long and a bumpy ride, but it’s also quite unique in the gaming industry as such. The fact that for 10 years straight EVE playerbase has been growing steadily is a telltale sign that the way chosen by the CCP is a good one. This fact also indicates, that Crowd Control Productions has a lot to its name.

Did you actually understand the banter’s topic, Rox?

Yes I did 😉 This long introduction had a purpose.

Unfortunately the PVP nature of the game, and the fact that over 90% of players are male also causes some misconception about what EVE Online is about. The recent events of Mittanigate would suggest to the outside world, that EVE Online is a game, which goal is to harass other people to the point they commit a suicide. Whatever the reasons behind Mittani’s behaviour were, and despite the fact that he actually apologized to his “victim”, the image of cruelty sticks. Is EVE online a cruel game? For an unprepared soul, it can be, yes. But for a seasoned player dealing with it is just part of the game. Moreover, CCP is using this image to market their game.

I will always emphasize, that EVE has a white side as well – it offers an unscripted experience of players creating the events and being part of a single open sandbox they inhabit. Most reviews of EVE written by people who only played the game for a little mention this very often. The same can be heard from veterans, so it is close to the truth.

Sorry, no Bonus!

EVE is a unique game, and I don’t think it requires a specific keyboard (or mouse) like some other games do. The multitude of actions to choose from in most MMOs make things such as this:

more than just a weird piece of hardware or some twisted nightmare of a gaming gear designer. This can actually be useful for other MMOs, but not for EVE Online.

But if there ever was an EVE specific keyboard, it would probably look similar to this:

New Corp – Changes!

So I’ve been running this one-man corp of mine for about a year and it was… going nowhere. I did have enough time to log on briefly and do the PI. I could build some stuff (I have been inventing and manufacturing 425mm Railgun II‘s for some time), but most of the time I did not feel like flying to hubs for materials. Any kind of low or null sec ventures would require me to team up with others (and either wait for them, or make them wait for me). Of course I did earn some occasional kills when someone more or less explicitly crossed my path and did something stupid.

But it’s all history now, because after this tweet:

I have applied, been screened, and in the end allowed to join Aideron Robotics, the corp which brings you Aura, an excellent EVE API client for Android. I will be joining an army of industrialists, who fuel the war machine and build ships for those who make things boom. The more ships you guys destroy, the more ISK I make, so keep ’em coming! My inner businessman is looking forward to Hulkageddon V and changes introduced in Escalation to Inferno: both will drive mineral prices crazy (they have become quite high already – market warriors already make profit from the coming changes).

EVE Online meets LEGO

You probably wonder what EVE Online has to do with LEGO. An individual under the nickname “czar” has created a very “lifelike” Rifter model out of LEGO bricks. Model is sized at about 20 inches and looks cool enough, even for grown ups (are EVE players really grown up?).

Czar has received a lot of attention with his model: from Hilmar Veigar, the CEO of CCP, from the LEGO CUUSOO team, Massively, Kotaku and from a variety of players, including CSM representative, Seleene.

If you like the idea, please go support it. Once you did that, spread the word!

PS. I used to be a large LEGO Technic fan when I was a kid, and if this set makes into shops, I’ll just go and buy it.

UPDATE: Not long after Rifter model broke 4k supporters, an individual called Guindel replied with a LEGO model of his own – an Einherji fighter. It seems that Minmatar ships and LEGO bricks go together quite well 😉 It is also one more proof, that EVE Online is one of the most emergent MMO games, letting people with creative talents contribute to the game and its community.


More details about Inferno and The Future of EVE

This is the Inferno “Current status” post.

For Inferno 1.2 information please go to this post: Inferno keeps on burning: Inferno 1.2 (updated)

It will be updated every time new information becomes available.

Feel free to check other posts about EVE Online: Inferno


This post is quite long, so here’s a short summary of what’s ahead:

  • Escalation to Inferno
  • Ship balancing – frigates
  • War mechanic changes
  • New modules
  • New Inventory UI
  • Graphical changes: new models for bombers and V3 skins for Amarr ships
  • EVE – Dust link
  • The future of EVE

The summer expansion will be rolled out in two steps. First step is dubbed ‘Escalation’ and it has already been deployed on 24th of April.

Escalation to Inferno

Escalation is going to be a precursor patch for Inferno, and it will only contain a handful of new features:

The devs did not reveal any specific details about what will be changed in the forementioned areas, but knowing CCP we will have an opportunity to learn more from dev-blogs, which are sure to come soon.

Ship balancing

CCP Ytterbium has been working hard on ship rebalancing and more details about the changes to Frigates, that will hit in Inferno are available in this forum post: Combat frigate changes for Inferno.

  • Tech I frigates will now be split into four roles: Combat, Attack, Bombardment and Support
  • This means mining frigates will have to go (Industry tutorial missions will need to be modified, too)
  • Rookie frigates will be made better and more flexible, but less powerful than other Tech I frigates.
  • As for effectiveness, tech 1 frigates should be worse than faction and Tech 2, but more flexible and easier to fit

TORMENTOR:

  • New bonuses: 10% to small energy turret range and 10% bonus to small energy capacitor use per level
  • Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launchers
  • Fittings: 60 PWG, 140 CPU
  • Defense (shields / armor / hull) : 350 / 450 / 400
  • Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.55
  • Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
  • Sensor strength: 9 Radar
  • Signature radius: 35

PUNISHER:

  • New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level
  • Slot layout: 4 H, 2 M, 4 L, 3 turrets, no launchers
  • Fittings: 55 PWG, 124 CPU
  • Defense (shields / armor / hull) : 350 / 500 / 450
  • Capacitor (amount / recharge rate / cap per second): 300 / 180 s / 1.66
  • Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
  • Sensor strength: 9 Radar
  • Signature radius: 37

MERLIN:

  • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% to small hybrid turret range per level
  • Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launchers
  • Fittings: 40 PWG, 180 CPU
  • Defense (shields / armor / hull) : 500 / 350 / 350
  • Capacitor (amount / recharge rate / cap per second): 260 / 180 s / 1.44
  • Mobility (max velocity / agility / mass / align time): 310 / 3.7 / 997000 / 3.45 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
  • Sensor strength: 11 Gravimetric
  • Signature radius: 39

INCURSUS:

  • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level
  • Slot layout: 3 H, 3 M, 4 L, 3 turrets, no launchers
  • Fittings: 45 PWG, 135 CPU
  • Defense (shields / armor / hull) : 400 / 450 / 500
  • Capacitor (amount / recharge rate / cap per second): 280 / 180 s / 1.55
  • Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
  • Sensor strength: 9 Magnetometric
  • Signature radius: 42

RIFTER:

  • Unchanged bonuses
  • Unchanged Slot layout: 4 H, 3 M, 3 L, 3 turrets, 2 launchers
  • Unchanged fittings: 37 PWG, 125 CPU
  • Defense (shields / armor / hull) : 450 / 400 / 400
  • Capacitor (amount / recharge rate / cap per second): 240 / 180 s / 1.33
  • Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
  • Sensor strength: 8 Ladar
  • Signature radius: 35

As for the already famous Battlecruiser and Destroyers rebalancing mentioned in this dev-blog: “Rebalancing eve, one ship at a time“. The plan for new skill trees including racial Destroyers and Battlecruisers has been postponed.

Sources: CCP has postponed the skill tree changes plan, at least temporarily.

Q&A regarding ship balancing and skill tree are available in this post by CCP Ytterbium:

EVE Online: Inferno

The Inferno itself will ignite a month later, on 22nd of May, just a week after Diablo III release. Coincidence? 😉

We already know what to expect, as most of the features have been discussed in detail on Fanfest:

War mechanic changes

War mechanic changes will surely bring a lot more conflict to high sec and include the following:

  • War dec cost formula changed: the cost is modified by amount of people in target corp
  • Corp cannot join an alliance until war is finished – no more alliance hopping
  • CEO/Director can war dec without voting.
  • Wars will no longer be automatically retracted. A surrender option has been improved and can now involve a transfer of ISK. It is also a kind of peace treaty, because it will not be possible to war dec again for a specific period of time.
  • Wars have a weekly cycle, at which time the aggressor can choose to prolong (at ISK cost) for another week or end the war. As long as there is ISK in agressor’s coffer, the war can last forever.
  • Killmails received love – they look more like killboards now. Wars also received a War Report window which tracks kills and statistics (ships lost by type, ISK lost, etc.)
  • If you leave your corporation while it is engaged in a non-mutual war, then you will not be able to rejoin the corporation until that war ends, or until 7 days pass, whichever comes first.
  • Neutral RR will now give a suspect flag – check this blog post for details on how new PVP flags work.

More details about war mechanic have already been provided in a recent dev-blog.

Revamped Faction Warfare:

  • LP for kills
  • Bunkers are now infrastructure hubs
  • LP for all FW actions (capturing complexes, capturing infrastructures hubs, etc)
  • New FW front page
  • Consequences for capturing systems/regions (benefits for you, grief for your enemy)
  • Capturing FW system affect SOV ownership
  • FW LP stores will now sell Datacores
  • Datacores from R&D agents will have a new flat price of 100 RP plus 10k ISK
    more info is available here: http://community.eveonline.com/devblog.asp?a=blog&nbid=28659

New Modules

  • Drone Damage module (Extrinsic Damage Amplifier): +9% (t1) or +12% (t2) to your drone friends dmg output
  • CPU Rigs (Small/Medium/Large Processor Overclocking Unit)
  • Fueled Shield booster (Small/Medium/Large Ancillary Shield Booster), using Cap Boosters as charges, and when the charges run out, the new booster switches to draining the capacitor instead.
  • Light and Medium Web drones – small, fast, but with huge sig radius and very low HP.
  • Adaptive Armor Hardener – it shifts its resistance according to incoming damage. You can only fit 1 such mod. Overheating will reduce the adaptation cycle.
  • MagSheath Target Breaker – it has a chance to break all target locks on your ship based on how many other ships are targeting it. The more incoming locks, the better the chance of activation.

CCP has explained what they intended the modules to be: like cards in Magic The Gatheringchanging every expansion. For many reasons this was not the best approach and CCP gave up on the idea. Our devs want to freshen our experience, so they will be bringing some new modules that allow new tactics in combat. One of the ideas is Tactical Warp Drive also known as Micro Jump Drive – a module that instantly catapults your ship 110 km forward. Normal warp jammers and bubbles will stop it, of course. In addition to that, a new warp bubble would be introduced, 48km in diameter, which would only disrupt the Tactical Warp. Unfortunately this mod will not make it to the initial version of Inferno, so we will probably see it in a subsequent release.

By the way, I have the “Salvage Drones” skill trained on Tranquility for some time now (see screenie below). CCP has seeded it by mistake at some point in the past, but it was a rather useless skill. CCP is going to fix that by introducing the Salvage Drones to the game:

 

Unfortunately, they do not work automatically as you might have thought: you need to manually send each drone after a specific wreck. It is still a way to free high slots on dedicated drone boats. Dear CCP, will Noctis get a drone bay now?  Salvage drones will not make it to the intitial Inferno release as well. We can expect Salvage Drones in a subsequent release.

New features don’t end on the first slide though.

I have covered the list of features in my first post about Inferno here. Also, some more details about Crime and Punishment system (which is missing on the slide above) have been covered here. I have also written about the information about missile launchers in this post.

New Inventory UI

  • Managing corporation items in a station
  • All item management from POS structures done in space on grid
  • All Inventory management in space (wrecks, opening other ship locations, etc)
  • All Inventory management in stations (items, ships)
  • This change does NOT affect the ASSETS window itself

Inventory is loading... Ships tree in new Inventory Items tree in new Inventory

Graphical changes: V3 and ship re-modeling

CCP did not disappoint my predictions about V3 skins for sub-capital Ammar hulls, so EVE ships are becoming even more pretty! Unfortunately devs did not say much about V3 skins for Minmatar ships. I hope that we are still going to see them in Inferno, but it remains unconfirmed so far. In the official patch notes for Inferno devs have confirmed that Minmatar V3 process is near its end, and we will see new skins in the near future, but not in the initial release of Inferno.

v3 skin for Abaddon   v3 skin for Damnation v3 skin for Navy Slicer v3 skin for Navy Slicer - 2 v3 skin for Cruor

Graphic changes won’t end here, because many ships will receive re-designs similar to that of the Maller and rookie ships.

Stealth bombers will receive a facelift to accomodate oversized Torpedo Launchers and one Bomb Launcher hardpoint (compare the new Tristan and Nemesis models below)

New Tristan Model New Nemesis Model

Another V3-ed ship mentioned in the official patch notes for Inferno was the Echelon, which in its current state has some broken decals on its hull.

EDIT: More details is now available in this post about ships makeover in Inferno.

As for the improved effects, CCP has also mentioned visible shield hits and visible hull damage, not to mention revamped multi-stage explosions.

EVE – DUST link

BASED ON THE DEV-BLOGS AND OFFICIAL SOURCES, EVE-DUST LINK REMAINS UNCONFIRMED.

One of the most important features is the EVE – DUST 514 link, which has been unveiled at the Fanfest. Of course planetary bombardment is not the only place where these two games will overlap:

Devs have mentioned a shared chat and eve-mail system and also hinted a possibility that EVE and DUST players will be able to craft items for each other.

A DUST 514 companion app called the ‘DUST 514: Neocom’ was also mentioned in the keynote, initally for the PS Vita (limited gameplay included):

As for the beta of DUST 514 we have been shown the following schedule:

Now for the future of EVE

Crucible and Inferno concentrate on one of the three pillars of a persistant game world: Destruction. That’s the favourite one for the most of EVE Online players. But for a game to be successfull, it has to include two more foundations: Harvesting and Crafting.

The future of EVE will concentrate on these two parts of the game. Concepts include:

  • Ring mining: possible moon minerals mineable from planetary rings, CCP mentioned task for a group of people, most likely profitable but also dangerous.
  • Implant Manufacturing and Derelict Stations Exploration: a Star Trek like avatar gameplay, will be a source of materials for advanced implants and might include PVP features.
  • More POS structures, meaningful upgrades etc. Possibility to create own research an manufacturing station for solo players and small groups of players.
  • CCP will be giving more control to players – possibly station ownership in high and low sec. This trend could be seen for a while, as New Eden population have been growing steadily over the years: less and less materials are being sold by NPCs, shuttles are not seeded by the NPCs anymore, most of the trade goods are now part of Planetary Interaction and are no longer sold by the NPCs, and players can now own Customs offices above planets.

Pics or it didn’t happen? Sure, why not:

The original keynote

The original keynote is over two hours long and is available on YouTube:

[youtube=http://www.youtube.com/watch?v=j9Ozvef7CvQ]

All the keynotes from Fanfest 2012 have been already uploaded by the CCP, so even more details about Inferno will be coming soon!

 

Webbing ships to deny docking is now bannable

GM Grimmi has recently published an announcement about webifying Jump Freighters to prevent them from cancelling warp and docking. Broken code in the game disallows cancelling warp when webified, and players used it to some extent in low sec to catch and kill Jump Freighters at stations, effectively denying them ability to dock back to safety. This is now considered an exploit and perma-bannable offense.

Webifying freighters to make them warp faster is not an exploit though! Many players voiced their concerns that using an alt to web a Freighter is bannable too, but this is fortunately not true.

It is also worth mentioning, that pilots who lost their Jump Freighters in this manner are likely eligible for a reimbursement.