What would happen if empires were divided by low sec?

There is a thread in Features and Ideas Discussion forum by Commander Ted, that suggests that the four high sec empires should be divided by low sec in a similar way Solitude is disconnected from the rest of high-sec.

The original thread is here: https://forums.eveonline.com/default.aspx?g=posts&t=174097

Initially I have ignored that thread, because the idea seemed silly to me. But the more I thought about the idea, it seemed less and less gamebreaking. The majority of EVE players is smart and resourceful. That means, they adapt quickly to big changes (otherwise they wouldn’t be playing EVE at all). So after the initial spike of prices, they would eventually settle back down. Here’s my cause-and-effect thought experiment:

  • one big change: Jita will loose it’s “primary trade hub” status in favour of local hubs in each empire
  • lots of traders want to make quick buck on the change, so initially prices spike up
  • T1 prices settle back quickly, because:
    • local mineral suppliers will handle the demand
    • nullsec minerals will flow from neighboring nullsecs to local trade hubs
  • T2 prices will see a minor inflation
    • currently Jita is the best market for t2 components
    • ships will be moving those across borders, some of them will be lost
    • manufacturers will add these losses to their cost
  • Jump Freighters will become more common, a price spike will happen initially, then the supply is going to flood the market, thus prices will come back to (or below) their current level
  • there will be more Jump Freighters in game
    • thus, there will be more Jump Freighter kills = FUN for PVPers. More work for Manufacturers. More ISK to change hands (which is good).
  • Transport ships able to use cloaking device will see a similar price spike to Jump Freighters, but most likely less pronounced.
  • Red Frog freight will be divided into 4 racial divisions
  • Black Frog freight will earn much more money and recruit even more couriers
  • PVPers will have more targets to shoot = FUN for them. More ships lost = more work for manufacturers. More ISK to move around.
  • it will be a bit harder for missioners to change faction they run missions for. Most likely ppl will be buying one PVE ship for every racial region, andthen use jump clones to move between them
  • less inter-racial migration means some parts of high-sec space might become crowded (Caldari Online anyone?)
  • “Foreign” ice prices will sharply go up
  • in response, POS operators will switch to racial towers based on the empire they reside in
  • Uedama will loose it’s “gank central” status – no one will be flying through that anymore.

I realize that above analysis of the impact is rather superficial, but I think that the 150% inflation or 50% players rage quitting that some people predict is unlikely to happen. What do you think?

“When you go to Jita, you are scammed by humans”

This is not a post about yet-another Jita scam. We are all used to that. Instead, I thought I share a great post I saw recently.

About a year ago, during my 100.000 visits celebration I have asked what keeps you attached to EVE. I’ve got multiple replies, but neither of them were like the one I’ve stumbled upon on Failheap Challenge last night:

2012.07.15.19.09.41When you go to Ogrimmar, the Zeppelin overhead is coded in. The shopkeepers are scripts, and not even smart ones.

When you go to Jita, you sell to humans, you buy from humans, you are scammed by humans. There’s a player flying that mile-long cargoship currently esclipsing the sun, and for that matter [so are] the other 17 giant fucking sci-fi transports dotted around your screen.

It looks like something out of Babylon 5 or a Star Wars ‘crowd shot’, but none of it is staged. Everyone is there for their own reasons, and you might never know what it is.

Also, in EVE, you can claim a moon. I can literally stick my flag in orbit and say “This is mine until one of you cunts takes it”.
A whole fucking moon. With work, you and your buddies can take whole systems, whole constellations, declare yourselves all to be Space Popes. Not much comes up to that elsewhere.

This is one of the best descriptions of EVE Online I’ve seen so far. Unscripted, alive. EVE is real.

It’s one of the reasons I still play the same game after so many years.

Sanctuary Image Contest

CCP Eterne has recently posted a dev-blog about an all new kind of Live Events. It turns out to be a competition organized by the Sisters of EVE: you have to visit three groups of sites (with increasing difficulty of finding them and then reaching them). The guaranteed prizes may look not worth the hassle:

  • Tier 1 – Zephyr exploration ship
  • Tier 2 – Sisters Expanded Probe Launcher and a set of 8 Sisters Core Scanner Probes
  • Tier 3 – Low-Grade ‘Virtue’ Alpha implant

But in my opinion it’s the fun of travelling around New Eden, which is the real prize here. As you can see, EVE Online is more than a space shooter – it also offers a living and breathing world for players to explore. Plus, by entering the competition, you also get a chance to win 10 PLEX and have your name forever engraved on a unique landmark in New Eden.

It’s really fun and I really recommend you enter the contest too!

Read more

Odyssey 1.1 brings back the power of NOS

Odyssey 1.1 will bring back some nice changes to PVP (there is something for industrialists as well). Sadly, it will also increase the minimum hardware requirements for EVE.

While the date of the expansion has not been disclosed yet, dev-blog about HW requirements blog mentions July 10th.

So, what is going to change?

  • Nosferatu modules will use actual cap value instead of percentage to determine if it can leech or not. What does this seemingly simple change mean? Small ships with low base cap will be able to leech bigger ships almost forever. You battleships pilots can expect nasty NOS frig gangs.

    Source:
    Forum post
  • Industrial ships are getting tiericide. As a result, two main roles emerge:
    • speed and tank
    • huge cargo

    Some races (Gallente, Minmatar) had more industrials – these will get specialized cargo bays, for example for PI commodities, ores and gases or ammunition. Battle Badger will now be known as HAM Battle Badger btw.

    Source:
    Forum post
    Updated forum post

  • EVE Online system requirements will be increased: minimum system will be NVIDIA GeForce 8600 or AMD X2600 GPU, and a dual core CPU running at 2.0 GHz

    Source:
    dev-blog

Project Rorqual

bait-rorqual-burningIt all started back in November 2012. Marcel [Aideron Robotics CEO] asked Aideron Technologies if we can build him a Rorqual. While AR is in FW and not into heavy duty industry, Rorqual can be made into a mobile jump clone station, not to mention it makes a great bait. I have always wanted a Rorqual as well, but since my other capitals have been collecting dust for a long time, I never came down to buying a Rorq. Building it ourselves makes it quite a bit cheaper, so I have decided to finally get one as well.

Aideron Technologies had no Capital blueprints back then: neither for the parts, nor for any capital ships. We had to change that quickly. We have agreed to buy one or two personal capital part BPOs each, and then let the corp use them. Of course corp would research those personal BPOs for free.

Another thing was finding a rather quiet low sec system with factory, where we could build the ship. After some research we found a perfect candidate. Few days of 23,5/7 scouting has confirmed the system is not very active and meets our expectations. Capital Part copies have been made, and in March 2013 we have built our very first Rorqual.

I have started building parts for my Rorqual in May, but because of other tasks (and my absence from EVE) I was unable to finish the ship back then.

2013.05.23.08.53.18

In the background you can notice how LMeve makes it easier to track progress of production tasks 😉 It took a few more days of June to make all required capital parts.

And then came this day

2013.06.19.14.20.19

In about 12 days I will become a proud owner of a Mobile Cloning Station (got modules already prepeared, shy of small gallente ninja-tower and the fuel for it).

PS. Sorry for my absence

The last couple of weeks was a rough ride in RL, to the extent where I was not even able to log on to EVE for several days. I’m still a bit more busy than usual, but you can expect new posts to arrive at my regular rate of 1-2 a week.

On the development front – LMeve dev blog #1

Industry Tracker - Login Screen

When I first started this project, I knew it will take more than a day to complete. In fact, I have assumed it will take at least a month (1-2 hours a day) to finish basic features. I was wrong: it took one and a half month. The result however, is better and more functional than the original Specification required.

First I would like to say a big thank you to my corp mates, who are testing LMeve restlessly. Beta test has also raised some excellent improvements and ideas, some of which are implemented already, and some have been added to the drawingboard. Thank you guys!

Features developed since the last post

Tasks is a module, which allows planning and tracking industry jobs over the course of one month. Currently the only person with edit rights is the CEO, so he can plan manufacturing, invention and copying for each corp member. Members can view their own task list, which shows the completion state of their tasks.

LMeve task tracking page
LMeve task tracking page

It looks almost exactly like the Task page on Marcel’s aideronrobotics.com (this was one of the specified requirements). Crysis McNally, one of our members has proposed to add a tooltip over Progress and Success bars, which shows how many jobs have been already done. This way corpies know exactly how many more runs are needed to reach 100%. This is one of the features we’ve missed in the original aideronrobotics.com industry tool.

Database is a module mainly used for planning and reference (and since there is no “Kit Builder” yet, it also tells the amount of materials required for production). It’s also the first module to display price data from eve-central.com (data itself has been downloaded for more than a month). We plan to add a drop-down ME field, which will recalculate required materials, and a setting if we want to get (or stop getting) price data from eve-central.com.

Ah, the beauty of Excel in space ;-)
Ah, the beauty of Excel in space 😉

Wallet has been iterated upon, because previously it would display walletTransactions (market sales) and walletJournal (bounties, contracts, taxes, etc.) separately. Market and contracts are now merged, so we know the actual ISK flow (we are buying minerals from corp members using contracts, and the rest of materials from market).

Tips’n’Tricks for Static Data Dump and EVE API

I have already mentioned it in the first post about LMeve, that EVE API can be tricky at times. So does the Static Data Dump.

As it turns out, telling the correct amount of materials required to build an item is not an easy task, because the data is mixed together: skills and “extra materials” are in the ramtyperequirements table, so you have to tell them apart (hint: join invgroups and use categoryID = 16 to separate skills from materials).

Secondly, the invtypematerials table contains the materials you get when reprocessing the item. It should be the same amount as materials required to build an item, right? Well, it only holds true for Tech 1 items. For Tech II, you have to subtract Tech 1 base item materials from the Tech 2 materials (hint: use recycle column in ramtyperequirements table to find the base item). The weirdest thing however is, that for some items it will give the exact results (for example Improved Cloaking Device II), but for some (like Kronos) you will end up with negative values! Of course the only solution is to hide the negative values from output.

Last but not least, EVE API is having hiccups now and then, throwing 1001: cache is invalid error for wallet transactions, wallet journal and message feeds. The main functionality of LMeve does not depend on these feeds (apart from the Wallet module), but for some people, like Somerset Mahm (and his excellent Blink service) it can be quite a pain. Good luck fixing it @CCP!

Story continues

This is not a formal project, so keeping the scope from growing is not much of an issue (the only budget I have here is time), but there is still plenty of features waiting on the drawing board:

  • Industry Goals (similar to Tasks, but at the corp level). Ideally I would like to draw pretty production lines for Tech II and Capital items with all the intermediate products.
  • Inventory (Material Stocks, Buy Calculator for buying minerals from corp members)
  • Market (Monitoring buy/sell orders, Monitoring market prices for materials and products)
  • Settings (Some values are still not editable without phpMyAdmin right now)
  • EVE API monitoring (to gather API statistics and errors over time, currently I only keep the last value)
  • Linking characters to accounts using EVE API (currently admin has to link characters to account manually)

Want to help us test LMeve?

Would you like to join a friendly group of mature players and get paid for cycling corp manufacturing and invention tasks?

Well, now you have a chance! Apply to Aideron Technologies today! Simply contact our recruiter – Razeu – in game.

PS. Please specify AT in the application form, because we still share forum with Aideron Robotics.

Pay twice – train twice

The recent dev-blog by CCP Quant almost made me jump! I have been playing EVE for nearly 8 years now, and had two accounts for about 6. Alternate characters are damn useful (especially for industry and cynoing around), so there is never enough of them little buggers. Unfortunately, only one char can train per account, which means that you would have to cut the training time from your main at some point to create another alt. Everyone knows that the main should have as many SP as possible (you know, for show off purposes!). This is what makes most people open a second account: so training alts doesn’t stop the main from training.

Guess what? CCP will allow you to train a second character on the same account

Of course it costs PLEX a month, but it is almost exactly as if you had a second account. You can still log only one character per account, so this change won’t help multiboxers.

This is still a very welcome change, because it allows:

  • to keep training your main character at all times
  • train more useful alts on the main account
  • no need to move characters between accounts in order to train

How to enable it?

Simply right click a PLEX and select “Activate Dual Character Training”. The change will come to Tranquility with Odyssey expansion.

What it will not do?

  • Dual Character Training does not affect the game time on account
    • If your sub runs out, the Dual Character Training pauses until your sub is renewed
  • Once Dual character Training runs out, the character with less SP will stop training
  • Dual Character Training does not allow you to login to game with two characters from the same account
  • Dual Character Training does not auto-renew and cannot be stacked
    • You can pay for another term 7 days before the current one expires

Odyssey now deployed on Singularity

In the late evening of May 8th CCP has deployed first true Odyssey build (531040) on the Singularity test server. My Twitter stream has quickly become flooded with screens and videos from Odyssey, so here is a quick summary of which features are already on Singularity, and can be tested by the community. Screenshots included.

  • New EVE Launcher:
    new-singularity-launcher-properly-installed
  • Ship skill tree has been updated, but old Destroyer and Battlecruiser skills still remain in the tree with 0 SP
    • Before logging in old amount of SP was displayed
    • After login skills got updated – about 6 million SP has been added
      odyssey-ship-skills

    Read more

Retribution Point Release brings new V3 shaders

As predicted in my Odyssey Status Post, the brand new V3 shaders are coming earlier, than expected:

PS. It often happens that changes visible on Singularity make it earlier to the game than in the big new expansion (for example they could be included in Retribution 1.5 Point Release).

What I didn’t guess is the Point Release number, which is 1.2. Full patch notes can be found here.

Station Interiors, Drones and Capital ship V3

As always, I’m impressed with CCP Art Departament’s work. You will be, too, because the station interiors are fully animated (force fields, lights), and you will see random ships floating in the distance. I only miss the old Gallente station interior with holographic Quafe ad inside 😉
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Mineral composition changes in Odyssey

I have run a quick analysis on the numbers posted by CCP Fozzie in his dev-blog about industry changes in Odyssey. While the changes do affect mining for profit to some degree, they make manufacturing in nullsec much easier. When I was in nullsec, the budding industrialists would only mine the most expensive ore, strictly for profit. Mining anything else – like Veld for industry purposes – was considered waste of time. “You can do it in high-sec mate, so why bother?” or so I was told at the time. With the considerable increase in production lines amount at outposts, this mineral composition change will help null industrialists to do more production locally and without the need to import minerals from high sec (which in the end isn’t that hard if you own a jump freighter).

Ok, let’s have a look at the numbers now, shall we?

Ore composition changes in Odyssey
Ore composition changes in Odyssey

Spodumain has received most of the love, which brings it from half Veldspar value to about 130% of Veldspar value. Gneiss will now be worth about 140% of Veldspar value, which is very nice, considering the fact, that low-sec grav sites often contain considerable amounts of it.