“Traffic Advisory”: Datacore changes in Inferno

Ardent Defender advised #tweetfleet today to cash out their RP, because these RP will be worth much less once Inferno has been deployed on Tranquility:

Of course our friend above is correct, at least partly. Why?

Because if you read the dev-blog about Factional Warfare overhaul carefully, you would have known which datacores to cash out BEFORE Inferno, and which are better to be left until AFTER Inferno.

All Science fields in EVE used to have a multiplier on them until now, which means how fast the RP are generated by the R&D agents, and how much RP Datacores cost. The fields with multiplier of 3x would stockpile three times as fast as  fields with multiplier of one, but one Datacore from the 3x field would cost 3*50 RP (150), while the 1x field Datacore would only cost 50 RP.

Once Inferno will be deployed however, all Datacores will have a flat price of 100 RP + 10k ISK. This means that science fields with 1x and 2x multiplier are better to be cashed out before Inferno, but 150RP ones are better to be cashed out after the patch (you will get 50% more datacores at a small 10k ISK fee apiece, which is still much less than half the price of most Datacores).

CCP has promised in the Inferno patch notes, that they will not touch the amount of RP you already have in any way, so this is really the best approach.

I have shamelessly stolen the table from the dev blog mentioned above, but have highlighted which Datacores to cash out ASAP, and what to leave until after Inferno (orange: buckle up and go to your agent now! green: hold until tomorrow)

Datacores Amarr Caldari Gallente Minmatar Old field multiplier Old RP cost New field multiplier New RP cost
Amarrian Starship Engineering X 3 150 1 100
Caldari Starhip Engineering X 3 150 1 100
Electromagnetic Physics X 1 50 1 100
Electronic Engineering X 1 50 1 100
Gallentean Starship Engineering x 3 150 1 100
Graviton Physics X 2 100 1 100
High Energy Physics X 1 50 1 100
Hydromagnetic Physics X 1 50 1 100
Laser Physics X 2 100 1 100
Mechanical Engineering X 1 50 1 100
Minmatar Starship Engineering X 3 150 1 100
Molecular Engineering X 1 50 1 100
Nanite Engineering X 1 50 1 100
Nuclear Physics X 2 100 1 100
Plasma Physics X 2 100 1 100
Quantum Physics X 1 50 1 100
Rocket Science X 1 50 1 100

PS.Remember to set a long skill tonight!

Inferno introduces new mods, and… new seeding method

With Diablo III just around the corner, CCP counter-attacks and fuels their playerbase with new information regarding the new Inferno expansion, which is now just a week away (Inferno will be deployed on 22nd of May).

Team Super Friends has published a dev-blog about the new War mechanics and new modules, which I will cover in more detail below. Since I have recently joined an industrial corp, Aideron Robotics, which is focused on making things (making things go BOOM is in our portfolio as well), I will try to focus on the crafting side of EVE Online in the next couple of posts. I also think that the EVE blogging scene is dominated by PVP related blogs, so it seems to be a good idea to write about something else 😉

Armor Adaptive Hardener I – Low slot. You can use only one such mod at a time, and only Tech I version will become available in Inferno. This hardener will adapt to the incoming damage received in each cycle. Overheating will make the mod adapt faster. this kind of technology reminds me of the Borg 😉 More meta versions will follow if this becomes successful. IMHO a must have mod for armor fleets – just like the Damage Control mod.

Extrinsic Damage Amplifier I & II – Low slot. Works for all drones, but will not work for fighters or fighter bombers. I don’t know why, but the icon suggests drone recycling. Stack penalties apply, so mixing this one with a bunch of Sentry Damage Augmentors rigs is probably not the best idea. Tech 2 version will be inventable from Tech 1 BPCs. Can’t wait to lay my hands on the BPO of this!

Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a better boost than its normal counterpart, and can also use Cap Charges as fuel. When you run out of cap charges, it will automatically switch to eating your capacitor, just like normal shield booster does.

MagSheath Target Breaker I – Mid slot. A must have for fleet engagements. Has a chance to break all incoming target locks based on the overall number of the number of players targeting your ship. The greater this number, the better the chance of activation. The new module has two penalties: considerable sensor resolution debuff and it breaks your own target locks as well upon successful activation. This module cannot be fitted to capital ships.

Small/Medium/Large Overclocking Processor Unit I & II – A rig that increases the CPU, ’nuff said. Hits shield regen rate as a side effect.

Light & Medium Web Drones –  what name says. These drones have huge sginature radius and are paper thin.

Capacitor Battery update – Capacitor Batteries now have an anti-vampire effect that will deflect part of the Energy Neutralizer and Nosferatu effects back to the agressor.

How to get the new shineys?

Only the drone damage mod will be seeded as Tech I BPO. Everything else will spawn as BPCs in exploration sites around the k-space. BPCs will vary from 3 to 50 runs and will also drop from officer and commander spawns. This is to prevent flooding the market by greedy industrial pilots such as myself. This gives exploration a bit more sense.

Developers also consider moving some of the new modules to LP stores, which would bring some fresh perspective into how modules come into the game. I like the idea, but if the diversification becomes too great, CCP might end up having to dumb-down the game again at some point, seeding all the items as blueprints from NPCs.

Wait, where is my Micro Jump Drive?

It is just around the corner. According to the dev-blog, CCP has a working prototype, but they were unable to get it working well enough for a production release. The same applies to Salvage Drones, although the graphics assets for both are ready. This means we will probably see them in the Inferno 1.1 or whatever CCP calls the next update.

CCP’s art department never ceases to amaze

You will probably agree once you see this:

Just a month ago we were stunned with the beautiful login screen of Escalation to Inferno, and this afternoon CCP has pushed yet another patch to Singularity, bringing this burning vista. Great job guys!

If you are interested in giving Inferno a go before it’s released, feel free to read this very short and handy guide to Singularity (at the bottom of this post).

New Inferno build on Sisi available for your testing pleasure

Since yesterday evening CCP has deployed two big patches to Singularity (EVE Test Server), that collectively include the following Inferno features:

Revamped Inventory:

  • 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

This is a big change: inventory is now hierarhic. The top node is your active ship (with all bays as subfolders). The next two nodes are Items and Ships. The right part of the window is the usual icon grid that we are used to. To move items, simply drag them to the appropriate tree node on the left.

The new Inventory window will show the spinning pinwheel when loading items from the server. Good news is that it is also possible to filter the assets easily. The built in filters work great, but don’t trust the “valuable” filter too much – it doesn’t show faction items for example. You can of course build your own filters, so this should not be a problem.

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

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

Graphical changes:

  • New missile launchers and launch effects
  • New missiles, trails and explosions
  • New Stealth Bombers
    • Manticore
    • Nemesis
    • Purifier
    • Hound
  • Amarr V3
    • All sub capital Amarr ships, excluding T3 cruisers.
  • 14 different skintypes have been added to the Character Creator. This allows all bloodlines to have a wide range of skincolors.

Inferno version of Hound Inferno version of Nemesis Inferno version of Manticore Inferno version of Purifier v3 skin for Abaddon New missile effects on Drake New missile effects on Drake 2 v3 skin for Damnation v3 skin for Navy Slicer v3 skin for Navy Slicer - 2 v3 skin for Cruor Missile launchers on Hawk Missile Launchers on Tengu Missile Launchers on Gila Missile Launchers on Onyx Manticore with Siege Launchers and Bomb Launcher in deployed mode Manticore new model Scourge Torpedo goes boom

I really like the way the V-threed Damnation looks now. Missile effects in few words are simply kick-ass. Good job art departament!!

Also by the look at the remodelled Cloaked Bombers you can finally tell where all these t2 materials go 😉 This change and the Deimos model change back in Crucible add a lot to the immersion factor of EVE. I hope that other t2 ships are going to get some distinctive features as well.

Did I mention that new missile effects are gorgeous?

War changes

  • Updated Kill Reports (aka Kill Mails)
  • New war cost
  • Corp CEO/Director declares wars, no voting required
  • Alliance wars transfer to corps leaving
  • No automatic war retraction by aggressor
  • Wars last for week by default
  • Either side can offer surrender in a war
  • The defending side can get allies to help
  • There is a place for people to find prospective allies/clients
  • Players can now more easily track the war in the War Report
  • All corps have publicly viewable war history

New modules & drones

  • Drone Damage module (Extrinsic Damage Amplifier)
  • CPU Rigs (Small/Medium/Large Processor Overclocking Unit)
  • Fueled Shield booster (Small/Medium/Large Ancillary Shield Booster), using Cap Boosters as charges
  • Light and Medium Web drones
  • Adaptive Armor Hardener

    

The Adaptive Armor Hardener is a very curious mod, because it is different from shield Invulnerability Field:

  1. You can only fit one such mod
  2. It adapts to the incoming damage each cycle
  3. Overheating shortens the cycle, thus making it quicker to adapt

It’s giving the armor tankers an interesting twist, both for PvE activities (less hardener swapping) and PvP activities (strong omni tank which is able to adapt to specific damage type). This hardener will quickly become a “must have” mod just like Damage Control.

How do I test these goodies myself?

A very short guide to Singularity

  • Just make a copy of your main EVE folder, name it “EVE Test” or something that lets you know it’s SiSi client
  • Make a link to eve.exe on your desktop
  • Right click that link, choose Preferences
  • Add /server:singularity after eve.exe, make sure there is a space between .exe and /

This allows you to play with the new content, but also allows participation in mass tests scheduled by the CCP every few weeks.

Why participation in mass tests is good for you?

  • Because you help CCP develop better EVE.
  • Because for each test you get free 2M SP on Singularity for your testing pleasure.
  • Because it’s a win-win secnario.

 

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.

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:

 

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!

 

PVP flag changes in EVE Inferno unveiled at Fanfest

As usual, CCP releases a lot of information regarding the next expansion for EVE Online at Fanfest: the big annual event in Iceland, where players can meet devs in person.

Those of you who actually managed to go to the Fanfest, know the information below already. Those who are not so lucky (including myself) might want to read this post about changes to criminal mechanics. Bear in mind that nothing is “set in stone” and is subject to change. To sum up the proposed flag changes:

  • Players will see all aggro timers and will know when it’s safe to log off
  • Remote assisting will now give 60 second no jump/no dock timer. It will keep resetting until assist is stopped.
  • Reduce performance issues

New “suspect” flag

  • Minor crimes. Anyone can shoot you without penalty.
  • Flipping a can for example
  • Anyone assisting a suspect becomes a suspect

Criminal Flag

  •  Just like current GCC
  • Killing someone makes you a criminal
  • Concord will now instantly destroy your ship instead of spawning multiple CONCORD vessels
  • CCP has not yet considered delays of CONCORD response in high sec related to security status
  • CCP is considering warp scrambling the offender first, then instant destruction of the ship after X seconds

Sec Status

  • Security status for ship killing will only bring character to -5
  • Pod killing will bring ss further down to -10
  • Killing someone with positive ss will decrease your ss
  • Killing someone with a negative ss will give bonus to your ss
  • Possible to trade in criminal tags to CONCORD for ss increase.
  • It will be possible to kill a -5 character without penalty in low sec

Killmails

  • Adding more information to battle reports including remote assistance
  • More data in the EVE API
  • Killmails for self destructing
  • Killmails for reinforcing structures

DUST – EVE link

Yesterday CCP has also presented a keynote about DUST 514. One of the important things is the ability to make orbital strikes by EVE Online players, which will affect DUST players. DUST bunnies are not defenseless though, there will be surface batteries capable of blowing up ships in orbit as well.

Feel free to visit the forum thread about DUST 514 keynote, which has been started by CCP Navigator. Before you do, however, I really recommend you these two videos:

[youtube=http://www.youtube.com/watch?v=rF4diq-KlXI]

and here you can watch the keynote itself:

[youtube=http://www.youtube.com/watch?v=dDW-HrzBo7s]

PS. Real time SD stream from Fanfest is available here: http://fanfest.eveonline.com/en/stream/free. You can also buy a HD stream access for as much as 1 PLEX. This will grant you two Quafe 2012 t-shirts for your avatars and a limited edition ship: Iteron Mark IV Quafe Edition.

EVE: Inferno announced

Make sure to check these posts about EVE Online: Inferno


I have been speculating about the content and features of the incoming summer expansion in this post. CCP has changed their approach a little bit, announcing their next expansion name way before its release. CCP Unifex covers most of the high level focuses of the new EVE Online expansion in this dev-blog here.

EVE Online: Inferno (c) CCP hf. 2012
EVE Online: Inferno (c) CCP hf. 2012

Of course, you can count on my reports once the new expansion shows up on SiSi. Until then, the list of features in EVE Online: Inferno is rather short and lacks details:

  • Rookie ships makeover – details can be found in this dev-blog. You can also watch your favourite CCP Guard in the first episode of new “In development” series. You will find the video just below this post. This change will be pushed as part of Crucible 1.5
  • Faction Warfare – more fun and more reasons to fight for your nation
  • Corp vs Corp/Alliance Warfare (CONCORD sanctioned wars) – new things which will mix up all forms of combat,
  • Dust514 link – bringing collaboration between console and PC players to a new level
  • Improvements and usability fixes
  • Hopefully, Amarr and Minmatar ships are going to get the V3 overhaul
  • Focus is back on spaceships, but CCP does not forget about avatars. New forms of bipedal gameplay will be released as soon as they are ready. Ever wanted your character to have a sleeve tattoo? Then read this dev-blog for details.
  • Module and implant re-naming to make them easier to remember for new players – see details in this post
  • New EVE Online Launchersee my post here

It’s worth mentioning, that there will be hands-on demo of DUST514 on Fanfest. Dust bunnies hope that beta follows soon.

PS. Yes, I know I have been writing much less than usual lately: RL is to blame.

[youtube:http://www.youtube.com/watch?feature=player_embedded&v=IhIFrWBTuww]