Incarna 1.0.1 to be deployed today

Incarna 1.0.1 to be deployed today

The new expansion brought us Captains Quarters, Agent Finder and new turrets, but it has also brought quite a few bugs. This patch is supposed to fix most of them:

  • Overview brackets, and brackets in space, will no longer be missing the for battleships and capital ships.
  • The bracket around the CQ mirror will no longer be incorrectly visible when the camera is at certain angles.
  • Resolved light flickering problem on ATI CrossFire hardware.
  • Fixed shadow rendering in the New Character Creator.
  • Active boosters no longer prevent clone jumping.

Complete patchnotes are already available here.

Psychology of change and gossip

Psychology of change and gossip

What happened to EVE Community in the past week can be quickly summed up with one word: Psychology. It was holidays in Poland last week, so fortunately/unfortunately I was away and only read some ragequit posts on twitter and forums. This break is what let me look at this whole thing from a cool perspective.

To understand what happened

We need to know a few things about how humans react to change:

Step 1. Disbelief/passive denial
Step 2. Opposition/active denial
Step 3. Testing
Step 4. Accepting change

We should also know, that in environment with not enough information, people are going to fill in the gaps themselves by making up gossip information, which contains lots of not-necessarily-true conclusions. This information will further support and reinforce their behavior. Eventually it will be repeated and distributed as certain/confirmed information. It is said, that gossip repeated enough times becomes truth.

How it all started

The negative response started, when CCP released a dev-blog about licensing third party applications, which caused lots of negative replies from players (including mine here). Another issue was raised about introducing paid non-vanity items, which according to a very good dev-blog by CCP Zulu was just a gossip. A gossip created from limited information, which allegedly leaked from CCP. I do agree with the EVE community, that introducing Pay2win will kill EVE Online as we know it. Microtransactions is a modern model for charging players and many companies successfully do it, but most of them only sell vanity items, that have no impact on the gameplay. World of Warcraft offers some paid non-combat pets and mounts (mounts scale with the character, so they give no advantage over the other mounts). Delay and lack of official comment from developers created a crisis stiuation, where almost entire EVE community jumped straight into Step 2: Active denial.

Active denial is a normal human response, which is very easy to provoke, even easier to reinforce and requires much caution when dealing with. In this case, the uproar in playerbase was further reinforced by a dev-blog, which says nothing at all, and then an e-mail supposedly sent by the CEO of CCP, Hilmar Veigar. In return, players created #evenge channel on twitter and Julianus Soter formed a first ever player union to oppose said changes. Fortunately, CCP has finally reacted to the issue, calling an extraordinary CSM meeting, and releasing a statement, that there were none, and there is no plans of introducing paid non-vanity items to EVE.

Results

Some people believed that last blog by CCP Zulu, and calmed down (@eclipticrift). Some people still actively resist (@HelicityBoson) and they have the right to do so.  Some people have unsubscribed, so this uproar will surely have some financial impact. Some experienced players have unsubscribed from the game, so it is possible that there might be also some impact on EVE economy itself (mainly on T2/T3 production). But one thing I’ve learned in EVE is that people can adapt rapidly. The remaining players will adapt and fill in the gaps left by those who unsubscribed. It will never be the same though, and a mark is going to stay. On twitter, on player blogs, and in our minds (like the infamous  ‘t20 incident’).

HOW TO: prevent shit from hitting the fan

Dear CCP: Please communicate. Cut speculation. Is DUST 514 PS3 only because Sony is buying CCP? No – XBOX 360 is a closed platform, much like the Apple App Store. Why there is no dev-blog about this? Why are players left to speculate? If You value the trust that Your community gives You, You have to act in a way that lets them trust You. What caused this current crisis was lack of official information and delay in response. Dear CCP, your community loves Your product. Care for both, and You will have a growing playerbase, like You had for the past 8 years.

PS. Good job to CCP Zulu for his dev blog – this situation was not just another ordinary brushfire.

PS 2. Who to blame for the last week trust crisis? I say human nature.

Set a long skill! Because Incarna is almost here.

Set a long skill! Because Incarna is almost here.

Because at this time tomorrow CCP will be deploying EVE Online: Incarna to Tranquility. Scheduled downtime will last 14 hours, beginning at 5:00 UTC (evetime) and should finish at 19:00. The list of new features is quite extensive, some of which have been awaited by the community for a long time:

  • Full body avatars will now walk out of the ship (just like in STO),
  • Captain’s Quarters – first room for said avatars to explore,
    • Strategic Data Feeds – sov information, incursions, pricechecks, etc.
    • News Feeds
    • Agents – Agent Finder panel installed in quarters
    • Planetary Interaction Panel – One-click access to PI Management
    • Walkway/Balcony – for those who don’t like CQ at all – just stay on the balcony
  • Animated and overhauled turrets – for pew pew pleasure,
  • Noble Exchange – micropayment based shop with avatar related items,
  • Improved New Player Experience,
  • Aura (the computer voice in EVE Online) has returned
  • Updated Maller model (affects Sacrilege, Maller and Devoter)

My question to you is: What do you plan to do during the extended downtime?

New Guns

UPDATE:

Downtime have been shortened from 7:00 UTC to 17:00 UTC. Additionally, Incarna 1.0 patch notes are already available.

Client update #3 for Incursion 1.6 released

Client update #3 for Incursion 1.6 released

During an extended downtime today, CCP has released a Client update, which fixes most of the problems introduced in the recent patch:

  • The Capacitor Stability Indicator on the fitting screen will now deplete in the correct direction.
  • The session change timer no longer blinks.
  • Combat shortcuts can once again be triggered by selecting objects in the overview and pressing the desired key.
  • The mailing list management window is operational once again.
  • The missing Jump Clone buttons have reappeared.
  • Job quotes from the Repair Shop will once again be displayed in the Repair Shop window.
  • The current Asset window tab will now retain focus when changing ship.
  • The number of outstanding contracts message will now display correctly.
  • Players will no longer experience missing entries in the market buy and sell order windows.
  • The Capacitor display has returned to the center of the HUD.

Server side fixes for Incursion 1.6, released June 3, 2011

  • Planetary Resources and the predicted Extractor Head output have been returned to their previous equilibrium, no more output inconsistencies should be experienced.
  • Please ensure that the latest client update is downloaded to avoid any further strangeness with Planetary Interaction.

Incursion 1.6 patch brings Carbon UI and… lots of problems

Incursion 1.6 patch brings Carbon UI and… lots of problems

New Carbon UIMost seasoned EVE players have already got used to a rough ride after a patch day. CCP has commited to make this experience less painful, and over the years, patches have became smoother and situations where a new patch introduced new bugs are not as common now as they used to be in the past. Unfortunately the latest Incursion 1.6 patch, which replaced the old GUI with a brand new Carbon UI, brought lots of quite severe bugs. Patch notes were rather short, so no one expected trouble, such as:

  • When running two clients on some machines, the client in the background crashes during jumping through the gate on the active client.
  • Hotkeys are currently working incorrectly – you have to press the hotkey before clicking on the object you want to interact with.
  • Planetary resources showing as 0. This can be fixed by clearing your cache.
  • Anti-Aliasing is causing “ghost” windows to appear after dragging a window. Workaround is to turn off Anti-Aliasing.

This forum thread contains a full list of problems introduced by the last patch. Good luck to CCP, so they fix this soon!

The closer it gets, the better it looks

The closer it gets, the better it looks

EVE Incarna is only three weeks away from now, and another public beta was just deployed to Duality.

What’s coming?

On fanfest 2011, the Devs have announced a long-awaited overhaul for gun turrets. Hee they are! All turret models have been remodeled, have their animations updated, and their icons are actually pretty renders now (just like ships). You can easily tell the difference between Tech I, Tech II and Faction just by the look at it – their models and textures look different. Turret animation has also received an upgrade: most guns will now hide, when the ship starts aligning for warp. Fear not, they will pop back out the instant you begin to target something. If you switch targets, turrets will smoothly move on to it, as if they were really there. Once a target has been popped, guns will smoothly return to their resting position.

* small side note: gun icons are not being cached in the current Duality build, so every time you open a hangar full of guns, it will take a while to load all icons (the game is rendering them one-by-one).

Players asked and CCP listened.

The initial feedback about Incarna was that there is no obvious connection between the avatar and the ship – the missing link in the chain is what makes pod pilots different from other mortals – the capsule. Now every time you dock you will have it just behind your back, so you know where you came from.

The ship placement inside ship hangar has been changed, and now depends on the ship size. Frigates are parked just next to “the balcony”, while battleships have their place much further away.

Performance still isn’t perfect.

An old GTS 8800 does just fine in Full-HD scenes in space (up to 90 fps all the time, 60 with 4x FSAA), but Incarna pulls it down by three nothches – down to 27 fps (22 with 4x FSAA). Personally I feel no problem with Incarna mode being slower than in-space, because it has no impact on the main gameplay. Loading times, however, are not much longer than currently existing station environment. Mainly because there is a placeholder texture which is displayed just after docking, and before the station environment fully loads. Dear CCP: please change the “Docking…” window from modal to a normal window, so players can immediately start interacting with the client, without the need to wait until avatar and CQ completely loads.

The animation on the logon screen is just perfect. A ship exits out of warp into the lower left part of the screen, slowly prowls before the camera, when suddenly its turrets pop out like claws and start melting something in the upper left corner. Great job, Devs!

Incarna Wallpaper #4 (c) 2011 CCP h.f.
Incarna Wallpaper #4 (c) 2011 CCP h.f.

*) did you notice the ship on the wallpaper is unlike any known Amarr ship? Looks a bit like a redesigned Sacrilege, but fires lasers. Curious, isn’t it?

 

Walking in stations finally in EVE!

Walking in stations finally in EVE!
EVE Online: An Introduction to the Captain's Quarters
EVE Online: An Introduction to the Captain's Quarters

That’s it, no more talking, no more promising, no more whetting appetite: Walking in stations will come to EVE Online in less than a month! On 21st of June CCP is planning to deploy EVE: Incarna, which offers the first room for your character to explore: the Captain’s Quarters (I have written about the last work-in-progress preview here).

By the end of 2011 the devs will roll out more content, more rooms and more functionality. Yes, it will be possible to run your own bar in EVE!

Personally I feel that EVE is a game set in space, and walking-in-stations is not the most important thing in it, but on the other hand I was waiting for this for the past 6 years (watching EVE evolve is one of the main reasons, which kept me hooked to EVE for so long). For example, ST:O is rather dull compared to EVE Online, but offers the ability to get out of the ship and do some stuff in person.

Update on Captain’s Quarters

Update on Captain’s Quarters

EVE Online: Incarna is closer than one might expect. CCP released a statement, that Incarna will be deployed in June 2011, so there is about a month until the final build is going to be deployed on a server near you. It seems that the developers took the croudsourcing ideas very seriously, because most of the features mentioned in the forums after the first public Incarna test made it to the current build.

Proposed GUI for Incarna (C) CCP, hf. 2011
Proposed GUI for Incarna (C) CCP, hf. 2011
  • Movement: left+right button makes your character walk
  • Ship fitting: there is now a holo of your ship in the CQ and on the balcony console
  • Gfx: lighting has been adjusted, most of the textures is already there
  • Protein Delicacies + Quafe!! Dear CCP: Please make it possible to eat and drink those 😀 Quafe would have some meaning other than just trading commodity
  • The big three monitors got some overhaul, they don’t look so useless now and display some useful information
  • Animations are much smoother and the collision models have been updated – character doesn’t get stuck anymore
  • Whole performance (FPS) is much better than the previous build. Loading times are still longer than the current station environment.
  • Micropayment interface has been added – it will be possible to convert PLEX to a special currency

The GUIs are still incomplete. Developers have posted a screenshot with the proposed solution in a recent dev blog – you can see it on the right (current Duality build requires you to right click an object and select options from menu).

As usual, I have posted a couple of screenshots from the current work-in-progress version:

EVE Online simplified – Incursion 1.5 on the way

EVE Online simplified – Incursion 1.5 on the way

A while ago CCP has switched from regular huge updates  into a more agile development cycle, making the releases smaller (and supposedly, more polished). A crowd-sourcing poll was run, and the results are now being implemented one by one. This initiative has been dubbed the “little things” – small improvements, which make the game easier and more usable. There were a few dev-blogs about this, most notably Little things are still little and recent LittleThings4Lyfe.

Most players actually enjoy the improvements, as some GUI elements were really too complex (or too cumbersome in some instances), and needed improvement. Things already implemented include:

  • Remote jump clone removal
  • Drag and drop on container to move items into it
  • Deadspace, faction, officer, and storyline items now have an overlay icon like the Tech II and III items.
  • Probes can now be added to the overview.
  • Players with Starbase Defense Operator roles will now receive notifications about control towers under attack.
  • You can now rename ships in your hangar without making them active.

Little things initiatives continue, and the coming Incursion 1.5 update (to be deployed tomorrow, 19th of May 2011; remember to set long skill) will bring some good changes:

  • BPO and BPC finally receive different icons, in order to make them visually different. Copies will now have lighter icons.
  • On-board scanner (the one which can be used to probe for anomalies) range have been increased from 5AU to 64AU. Cycle time was reduced from 30 seconds to just 10.
  • single history tab in the fleet finder
  • show info page won’t show another players standing to all agents and corporations; from now on, it will only display standings relevant to player who clicked the show info.
  • When starting a manufacturing job without all the ingredients, it will now be possible to add (buy, move, etc.) the materials to input location (such as a hangar) without the need to restart the whole job from scratch.
  • Ships with jump drives will not be able to use jump bridges with the exception of the Black Ops group.
  • Agent quality will be removed. All agents will have -20 in terms of accessibility and +20 in terms of rewards.
  • Agent divisions will be simplified:
  • New Division Old Divisions
    Distribution (100% courier) Accounting, Advisory, Archives, Distribution, Financial, Marketing, Personnel, Production, Public Relations, Storage
    Mining (100% mining) Astrosurveying, Manufacturing, Mining
    Security (100% combat) Administration, Command, Intelligence, Internal Security, Legal, Security, Surveillance
    Research (100% research) R&D (no change)
  • Connection Skills will be updated as well, removed skills will yield free SP that can be applied to other skills (it will work the same way as in Learning Skills removal)

BPCs new icons
BPCs new icons

EDIT: The skillbooks for the new set of connection skills are reimbursed to your clone station – so you might not find it in your hangar.