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Topic: Status of EVE (Read 29223 times)
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Junkogen
Terracotta Army
Posts: 11
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Seems like a lot of you guys have been around EVE for a long time. As a new player, I have no idea what's going on. So what's the status of EVE right now? Is it dying? Do you guys still have fun playing? Is it way passed it's glory days? Is there still a future for it?
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ajax34i
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Posts: 2527
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The game has been around for 10 years, and it's had about the current amount of subscriptions, since the beginning. You can check eve-offline.net for graphs of how the player base varied over the years (the graphs show currently logged-on players, but multiply by 5x and you should get a rough estimate of subscribed players). The devs have fucked up a few times in the past, and have delayed any sort of expansion for 18 months at one time. They've focused on their other games and mostly ignored EVE before. The game was set up from the start to require minimal work from the devs (they created a bunch of solar systems, a bunch of ships, a bunch of gear, and then left the players to their own devices, mostly - they don't have to create "content" like other MMO's where very expansion has to bring in a continuation of the lore, new higher level raid and PVP zones to experience, etc etc). So, keeping that in mind, the last thing they did before their (nice) summer vacation was to rebalance a whole bunch of the ships and some of the combat mechanics to where they're arguably better now. Then they stopped for vacation and are now coming back from it, but plans for the "winter expansion" haven't really been announced, and we don't know what they plan as far as releasing something to keep the interest going. They've been focusing on their Dust514 game for the past year or so, and now that it's released and looking like it's going to flop, we're interested to see if the devs renew their efforts with EVE, with Dust, with other games, or what. However, EVE gameplay fun depends A LOT on what the players are doing, namely if there are major alliance wars in 0.0 space, Hulkaggeddon or other initiatives in high-sec space, and general wars going on between your buddies and other people. This is pretty much independent of the devs, really, so if you manage to find a good corp or group to do pvp with, it doesn't matter what the devs do or have done. EDIT: Also, as a new player, you'll be busy with figuring out the game and training your skills and figuring out PVP and making friends, and EVE is a slow paced game compared to other MMOs. Just figuring everything out will probably provide enough entertainment and gameplay for a few months at the very least. By which time they'll probably announce their expansions and patches and short/long term plans for the game.
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« Last Edit: September 20, 2013, 07:29:54 AM by ajax34i »
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luckton
Terracotta Army
Posts: 5947
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Query: Would bringing Dust514 to other consoles and/or the PC help make it better, or is the problem deeper than an exclusive contract?
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"Those lights, combined with the polygamous Nazi mushrooms, will mess you up."
"Tuning me out doesn't magically change the design or implementation of said design. Though, that'd be neat if it did." -schild
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Pezzle
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Posts: 1618
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The problem is larger. CCP turned off further development of EVE in favor of a console shooter. Even that does not cover the issues. They have nearly a googel sized laundry list of announced projects, promises and broken features that were announced. These are the people who would admit to running server 'experiments' on your live fights and tell you to go fuck yourself when you complained about outside influence. These are the people who would spawn ships and loot for friends, use dev assets to spy on enemies and give benefits (like stations, asset moving, region enhancement leaks) to the favored. They leave bugs in place as features until someone does it to them. It is like watching a drunk stagger around a cymbal shop.
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ajax34i
Terracotta Army
Posts: 2527
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Besides the "it's CCP, what do you expect" issue, in my opinion Dust 514 is also an FPS with character and gear progression (the EVE kind) tacked on, that is trying to focus on these "features" to compete in a genre that is very full of really good and fun FPS games that focus on first person shooting.
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Gets
Terracotta Army
Posts: 1147
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Pezzle, it's not 2007 anymore. Let it go, man.
Eve is doing fine, still making money and holding up Iceland's economy while still being a subscription based MMO, partly thanks to other spaceship MMOs not understanding what makes Eve click and failing miserably, partly thanks to CCP being good at bullshitting everyone into believing the best thing since seat warmers is right around the corner. Then when the expansion hits you get a seat warmer, but it only works for one seat and only one buttcheek. I think for the most part Eve is great thanks to the people who make it an interesting game to be a part of, because there are real communities, subcultures and ideologies in Eve that have near unrestricted means of expressing all that in many "political" ways. Also, and primarily maybe, there really is nothing like it. A lot of Eve happens outside the gameclient, on forums, chatrooms, VoiP servers and third party software.
If you ask whether Eve is a complex game, then it really depends on how well you can grasp all the aspects that are holistically interconnected with each other. If you just know about missions and all you seem to do is missions for the sole purpose of getting better gear so you could do even more missions, then that will be the game for you. But if you decide to try and influence the market for your own personal gain or the people playing it can come out with really unique outcomes, for better or for worse, with no real limits. You can be the guy who destroys some other random guys 10 years of effort pretending to be a spaceship captain. Happens more often than you might imagine. All sorts of people have made use of their professional skills to gain an advantage in the game, e.g. programmers, artists, accountants, webdesigners, private investigators, crooks, etc.
I've had people in real life telling me how they don't get Eve, or how they don't get why their co-workers play it. At the same time though it's easier for me to talk to people who do play Eve, because a lot of likeminded individuals coalesce in the game due to all the different social dynamics involved.
Is Eve a good spaceship simulator? No. Fuck no. So many things are completely different from what you'd expect it just takes straightforward learning to understand how things work and why. If Neil deGrasse Tyson saw Eve he would flip his desk and bite down angrily on his solarsystem themed tie. We call Eve "submarines in space", but even that isn't doing Isaac Newton any justice, since it's more akin to "submarines in oil", oh and the submarines are dickheads.
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apocrypha
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Posts: 6711
Planes? Shit, I'm terrified to get in my car now!
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We call Eve "submarines in space", but even that isn't doing Isaac Newton any justice, since it's more akin to "submarines in oil", oh and the submarines are dickheads.
Sig'd.
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"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
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Junkogen
Terracotta Army
Posts: 11
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For the most part, in the beginning, the game is just a grind like any other MMORPG: run missions, wait for your skill points to go up, then get involved in PvP. The big difference, it seems, is that if you get blown up, you can't just go to your corpse and resurrect.
I don't know. We'll see how it goes. So far I find myself too busy with real world stuff to invest a lot of time into it.
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« Last Edit: September 21, 2013, 07:14:10 AM by Junkogen »
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Junkogen
Terracotta Army
Posts: 11
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So do you guys play Eve much anymore, or you guys all pretty burned out on the whole thing?
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Sir T
Terracotta Army
Posts: 14223
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RISE!!! The various enemies in EVE have put out a joint statement. This pretty much qualifies as news I guess. I only found out as I was looking at Mittani-s site for something else... http://themittani.com/news/null-deal-statement-sovereign-00(Editor's Note: In the history of Eve Online, there has never once been a joint statement agreed upon by the leadership of sovereign nullsec. These entities who have signed this document are historically the most bitter of foes, and between them control more than 90% of conquerable space in the game.) The Null Deal: A Statement from Sovereign 0.0 We, the undersigned alliance leaders of conquerable nullsec, are deeply concerned by the risk of another Dominion-style expansion making the existing mechanics of sovereignty even worse than they are today. We have put aside our many differences and brutal rivalries to advocate for the following three touchstones of a prospective sovereignty revamp. We hope that announcing the following united proclamation gives game developers at CCP the freedom they need to make the following drastic yet necessary changes. Occupancy-Based Sovereignty We believe that ownership of territory should be reflected by alliance occupancy. Players should live in and utilize their space, and player infrastructure and activity should be reflected in an occupancy index. We believe this will significantly shrink the footprints of the current absentee empires, free up large sections of sov 0.0 for smaller entities, and remove the current need for vast coalitions. NPC 0.0 in Every Sov Region We believe that regions which contain several unconquerable NPC systems and stations generate platforms for small-scale PVP content and launching points for smaller alliances. We believe that Fountain provides superior gameplay for both sovholders and guerillas than Omist. We wish to see small footprints of NPC 0.0 seeded in every conquerable region which lacks them, from Tenal to Omist. (This map illustrates the inaccessibility of sov 0.0 from subcapital insurgent forces due to lack of NPC stations) Increased Player Density We believe that vast swathes of conquerable nullsec are essentially worthless to our line members and can only support the activity of a handful of players in each system. We would like to see the value of individual systems increased to support a dense ecosystem of players undocked and interacting within single system. Leadership Signatories The Mittani (CSM), Goonswarm Federation Vince Draken, Northern Coalition. Gorga, Nulli Secunda Grath Telkin, Pandemic Legion Lychton Kondur, Brave Collective SkierX, Test Alliance Please Ignore Tarkinius, Fidelas Constans Carneros, The Bastion Sister Bliss, The Initiative. Wibla, Tactical Narcotics Team The Troika, RAZOR Alliance Da Winci, Circle-Of-Two Mo'Chuisle, Executive Outcomes Loquitur, Fatal Ascension Rina Kondur, I Whip My Slaves Back and Forth Basil Vulpine, Get Off My Lawn Ex River, SpaceMonkey's Alliance Ltd SpacePig, The Kadeshi Sort Dragon (CSM), DARKNESS. Capqu, Pasta Syndicate Securitas Protector, Spaceship Samurai UAxDeath (CSM), Legion of xXDEATHXx Lahari, Against ALL Authorities June Ting, Of Sound Mind Xeovar Stoner, C0VEN Ronan Teisdari, Forged of Fire Azmodeus Valar, Eve University Jayne Fillon, Spectre Fleet FallenTitan, Red vs Blue CSM Signatories: Sion Kumitomo Mynnna Corbexx Kesper North Major JSilva Xander Phoena Progodlegend FunkyBacon OmberZombie Mangala Solaris corebloodbrothers Opinion Leader Signatories: Endie, Goonswarm Federation Manfred Sidious, Pandemic Legion Lazarus Telraven, Goonswarm Federation Bobmon, Editor in Chief & CEO, EveNews24 Considering that the sov mechanics of eve have all the fun and excitement of stirring your own eye socket with a fork, I can see how everyone can agree with this.
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Hic sunt dracones.
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Comstar
Terracotta Army
Posts: 1952
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Well they announced changes to capital jump range, and maybe in 6 months we might see some nullsec changes to allow players to live in systems in large numbers. I'm not hopeful it will happen, or make coming back worthwhile.
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Defending the Galaxy, from the Scum of the Universe, with nothing but a flashlight and a tshirt. We need tanks Boo, lots of tanks!
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Sir T
Terracotta Army
Posts: 14223
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I guess this is the appropriate titled thread for PATCH NOTES!! http://community.eveonline.com/news/patch-notes/patch-notes-for-rheaPatch Notes Patch Notes For Rhea 2014-12-05 17:53
Patch notes for Rhea 1.0 Release on Tuesday December 9, 2014
FEATURES & CHANGES :
Audio:
New Rhea theme song at start up Sound environment for a cloaked structure Sound environments for Thera: System Entry, Station exterior, Hangar, Shattered Planets Sounds for Confessor animations (the new Amarr destroyer) Sounds for new sleeper scout drone and Bowhead Sounds for new 3D map Support for multiple sound emitters for a single sound
Balancing:
The fee for changing your home station has been raised to 100.000 ISK (from 5.600 ISK)
Corps and Alliances:
A character with the Personnel Management role in a player corp can now invite players directly to the corporation, without the recruit having to put in an application himself. Invites may be sent by using the "Send Corporation Invitation" option when right-clicking on a character name/portrait.
Standard application flow (this process is unchanged): 1) Recruit applies to corporation 2) Personnel Manager accepts the application and sends an offer to the recruit 3) Recruit accepts the offer and becomes a member of the corporation
New invitation flow (effectively skips step 1 above): 1) Personnel Manager sends an invitation to the recruit 2) Recruit accepts the invitation and becomes a member of the corporation
A recruit can only have a single in-progress application/invitation with a particular corp at any time. Both parties are notified via the notification system when an application is created/updated. These notifications may be configured or suppressed like any other. The rate at which a character can send out invites is throttled to prevent excessive spam. Changes to the mechanics about when a character may join/leave a corporation: A character can create a new application to join a corporation from anywhere. (Previously could applications could only be submitted whilst docked in a station) A character cannot choose to leave a corporation unless he is either docked or in a capsule. (Previously he quit from a corp at any time) A character cannot accept a completed corporation invitation unless he is docked or in a capsule. (Previously he could accept a completed invite at any time) Note that changing corporations will continue to trigger a 10 second session-change timer
Exploration:
Scanners are now detecting Unidentified Sites throughout New Eden; we have nothing on record about the contents within The Standard Sleeper Cache is now waiting to be explored in New Eden. A distance indicator has been added in to the hacking mechanic which displays how many nodes you are away from something beneficial
Gameplay:
One hundred and one new wormhole systems can now be accessed by players. These systems were recently shattered by a mysterious event. Among these new systems is the unique hub system of Thera. All the details about Thera and the Shattered Wormhole Systems can be found in this Dev Blog. Users now have the option to opt into keyboard controls for their ship. This feature is currently in beta and disabled by default. In order to opt in; assign keyboard shortcuts to the actions "direction down", "direction left", "direction right", "direction up" in the ESC menu, via the "Navigation" tab under "Shortcuts" The skill point loss incurred on clone death has been removed (exception being T3 cruiser death penalty) along with the requirement to keep your clone up to date with a relevant clone grade The default clone that you are issued after death is free and sufficient to protect your skills on death You no longer have the option of purchasing higher clone grades Consequently the clone upgrade discount for upgraded Factional Warfare systems has been removed Assembled ships in a Ship Maintenance Bay will now appear in the wreck if the container ship is destroyed (following the normal loot dropped/destroyed probability). These surviving ships can then be manually ejected in to space to be piloted away.
Graphics:
Redesigned hulls for the Onyx, Eagle, Incursus, Enyo, Ishkur, Blackbird, Rook and Falcon. New Guristas, Sansha and Blood Raiders pirate apparel sets. New Christmas jacket variant. First pass of Physical Based Rendering for all ships (except T3 cruisers) and turrets/launchers.
Localization:
New content is localized into German, French and Russian.
Market:
Setting up a single sell order will now show a larger entry. Dragging items over the sell window will now show enhanced visual feedback.
Modules:
The base optimal range of all Pulse Lasers has been increased by 5%. The falloff range of all Pulse Lasers has been increased. Small Focused Pulses, Heavy Pulses, Mega Pulses: +25% Dual Light Pulses, Focused Medium Pulses, Dual Heavy Pulses: +33.3% Gatling Pulses, Giga Pulses: +100% The optimal range bonus provided by Scorch ammo has been reduced from 50% to 40%. Small Beam Lasers have been rebalanced: +50% Damage Multiplier -20% Rate of Fire +25% Capacitor Need -10% Tracking +10% Optimal Range Decreased Falloff: -33.3% for Dual Light Beams, -37.5% for Small Focused Beams ~17% decrease in CPU use for Dual Light Beams, ~5% decrease in CPU use for Small Focused Beams
Missions & NPCs:
New sleeper scout drone, the Circadian Seeker, can be found roaming known space The Circadian Seeker NPC has multiple action states, based upon an improved AI. Fixed an issue where the dungeon for the NPE mission "The Academy" could expire before the pilot has received the relevant mission item.
New Eden Store:
Added 4 new Dreadnought Ship Skins - Revelation Sarum Edition, Naglfar Justice Edition, Phoenix Wiyrkomi Edition, Moros Interbus Edition Added 5 new Female 'Eternity' Suit bundles - White, Yellow, Olive, Black/Gold, Black/Red Added 6 new 'Outlaw' Faction bundles (3 Male, 3 Female) - Blood Raiders, Guristas, Sansha Nation
Ships:
Added new ORE ship freighter ship: Bowhead
Ore Freighter Skill Bonus per level:
5% bonus to ship maintenance array capacity per level 5% bonus to inertia modifier per level
Role Bonus:
90% reduction in jump fatigue generation Slot Layout: 3M, 3L, 3R Fitting: 1350 PWG, 215 CPU Defense (shields / armor / hull): 21000 / 11000 / 39500 Capacitor (amount / recharge): 3900 / 235s Mobility (max velocity / agility / mass): 65 / .0675 / 640.000.000 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 51.5km / 45 / 3 Sensor strength: 12 Signature radius: 3200 Cargo Bay: 4000m3 Ship Maintenance Bay: 1.300.000m3
Added the first of the new Tech 3 Tactical Destroyers, the Confessor. All the details can be found in this forum thread.
Amarr Tactical Destroyer Bonuses Per Level:
10% bonus to Small Energy Turret damage 10% reduction in Small Energy Turret capacitor usage 5% reduction in heat damage generated by modules
Role Bonus:
95% reduction in Scan Probe Launcher CPU requirements Additional bonuses are available when one of three Tactical Destroyer Modes are active. Modes may be changed no more than once every 10 seconds.
Defense Mode:
33.3% bonus to all armor resistances whole Defense Mode is active 33.3% reduction in ship signature radius while Defense Mode is active
Propulsion Mode:
66.6% bonus to maximum velocity while Propulsion Mode is active 33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
66.6% bonus to Small Energy Turret optimal range while Sharpshooter Mode is active 100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active
Slot layout: 7 H, 3 M, 5 L, 6 turrets , 0 launchers 3 Rig Slots, 400 Calibration Fittings: 80 PWG, 190 CPU Defense (shields / armor / hull) : 600 / 800 / 750 Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60 Capacitor (amount / recharge rate / average cap per second): 800 / 300s / 2.667 Mobility (max velocity / agility / mass / warp speed / align time): 280 / 2.15 / 2,400,000 / 4.5 / 7.15s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 350 / 7 Sensor strength: 13 Radar Signature radius: 60 Cargo capacity: 400
Skills:
Added new skill to pilot the Bowhead: ORE Freighter Added a new skill to pilot the Confessor: Amarr Tactical Destroyer
Structures & Deployables:
Users can no longer divide a stack inside a fuel bay
User Interface:
The station medical service window has been significantly re-vamped following the skill point death penalty removal and is now called Clone Bay A button has been added to kill mail list entries in the character sheet and corporation window to copy the kill mail CREST URL The first in a series of updates as part of the EVE UI modernization project have been made live, these include: A new Transparency slider has been added under for Windows in the General Settings tab of the ESC Menu The color sliders have been removed and replaced by a series of preset color themes under Color Theme in the General Settings tab In addition a new setting "Match theme to active ship" has been include, this option is disabled by default All icons in the game have been updated with an emphasis on iconic readability, the colors have been removed to help focus on shape identification. This includes Station Service icons, Selected Items window icons, The Neocom and Window Icons. This does not include any item icons. Window transparency now reacts to which layer of the scene the user is focusing on with the mouse The blink and highlight effect on tabs has been improved A new 3D map has been added as an opt-in beta feature. This feature can be activated via the ESC menu, under General Settings Kill Reports and Contracts have been added to the New Notifications system Health bars are now visible for drones in drone bay Added a new background to character selection screen Added clickable focus icon (find group in browse tab) to market Kill reports that include items contained inside other items (modules fitted to a ship that is inside a maintenance bay, items inside a cargo container inside a ship's cargo hold etc) will now be indented under their parent container when displayed in the kill report UI JOB RUNS and RUNS PER COPY fields have had their widths increased in the industry window
FIXES :
Gameplay:
All the unnecessary asteroids in the mission Cash Flow for Capsuleers 6 of 10 have been removed The Ancient Tomb Dig Site container can now only be accessed with the Relic Analyzer The Gate to Residential Areas acceleration gate in the Nation Consolidation Network Incursion site now allows Command ships to use it Multiple minor content defects have been fixed Heavy Assault Missile Launchers now accept Heavy Defender missiles rather than Light Defender missiles When a ship is destroyed with ships inside its Ship Maintenance Bay or cargo containers in its fleet hangar, items contained within those ships/containers will be properly included in kill reports. Additionally the kill report UI will indent items within their parents containers, to make the item hierarchy easier to understand.
Graphics:
Turret position adjusted on Viator hull Front glass panels adjusted on Cyclone Adjusted Nidhoggur fins so they are now present at all angles
Localization:
German:
"Rogue drone" is now consistently translated as "Raubdrohne" Various minor defects and terminology issues were resolved throughout the game
French:
"Cote d'estime" has been removed everywhere and replaced by "rιputation" Overview is now consistently translated as "Ιcran radar"
Russian:
The translation for "exhumers" has been changed to "тяжёлые буровые корабли" All items in ISIS are now translated in Russian
PvE:
Some 4/10 exploration sites have had their gate access corrected to prevent entry by Strategic Cruisers.
User Interface:
When forcefully failing an overdue issued courier contract the confirmation message displayed now has the correct overdue date Sorting by number of bids for item auctions in the contract search results now works correctly Fixed an issue causing slightly damaged ships and structures to show at 100% hit points Radial menu now works properly on Factional Warfare outposts Changed 'veldspare' to 'veldspar' in several career mission texts Added faction tag to basic capacitor flux coil Fixed typo in Cyclone description Fixed typo in Aeon bonus text Capital Navigation certificate has been updated to be in line with Phoebe travel changes Fixed a typo in the "Stem the Flow" mission Fixed exploration career path missions having incorrect references to "relic data analyzer" modules instead of "relic analyzer" Fixed the description being incorrect for "Gas Site Scanning (5 of 5)" Fixed the description being incorrect for "Angel of Mercy (2 of 10)" Warning message for Industry jobs with runs starting too far in the future have been updated for clarity Fixed an issue where the blueprint browser in the Industry window would not update correctly Fixed the use of 'know' instead of 'now' in the briefing for "Stem the Flow" Fixed a text misalignment in the the exchange-tags slider in the Security Office UI
THIRD PARTY DEVELOPERS:
XML API:
Deprecated the cloneTypeID, cloneName, and cloneSkillPoints from char/CharacterSheet. For now they will still return a static value for all characters, but the elements will be deleted early in the new year. Update your applications to support their removal ASAP.
CREST API:
Exposed the Regions, Region, Constellation, SolarSystem, and Planet resources for universe data. These resources are available in public CREST. Exposed the ItemCategories, ItemCategory, ItemGroups, ItemGroup, ItemTypes, and ItemType resources for inventory data. These resources are available in public CREST. Exposed MarketOrdersSell and MarketOrdersBuy resources for market data. These resources are only available in authed CREST.
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Hic sunt dracones.
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Comstar
Terracotta Army
Posts: 1952
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Several Supercarriers and Titans killed in the last few days, and the big groups have withdrawn a bit. I...ordered the collectors edition. For the USB Rifter. But I keep reading r/Eve and the SA thread. The removing of clone death costs has almost made me pull the trigger.
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Defending the Galaxy, from the Scum of the Universe, with nothing but a flashlight and a tshirt. We need tanks Boo, lots of tanks!
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Pennilenko
Terracotta Army
Posts: 3472
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I too am hovering on account reactivation. Three accounts is expensive though.
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"See? All of you are unique. And special. Like fucking snowflakes." -- Signe
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Endie
Terracotta Army
Posts: 6436
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I too am hovering on account reactivation. Three accounts is expensive though.
I run two accounts right now. I'm having fun but I don't need the rest given the Phoebe changes. Frankly I'd be fine with one but :luvtotrain:
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My blog: http://endie.netTwitter - Endieposts "What else would one expect of Scottish sociopaths sipping their single malt Glenlivit [sic]?" Jack Thompson
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Viin
Terracotta Army
Posts: 6159
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Since you can pay to have two characters training on the same account for the same cost as having two subs, I consolidated my characters to a single account. Of course, that costs you for each character transfer and you have to have active subs on both accounts.. probably not worth it, but now I don't have to manage two logins.
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- Viin
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Amarr HM
Terracotta Army
Posts: 3066
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I think you're better off having the two separate accounts. I have cloaky alts on both accounts that I can use to scout for the other.
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I'm going to escape, come back, wipe this place off the face of the Earth, obliterate it and you with it.
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Sir T
Terracotta Army
Posts: 14223
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Eve is certainly designed for 2 accounts at the moment. However I am too poor in RL to justify the cost, really. I certainly felt the loss of it when I was playing. for example, if you have something like a carrier or a jump freighter you really NEED a personal cyno alt to get you from A to B. And there are those "TOTAL PVP FIGHTERS AND TOTALLY NOT CAREBEARS that actually make their money trucking shit all over eve all day or running missions or *horrors* MINING!!!
And frankly you cant really sample everyhing in eve as one account without a really old character.
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Hic sunt dracones.
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Sir T
Terracotta Army
Posts: 14223
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Devblog http://community.eveonline.com/news/dev-blogs/dev-blog-coming-to-eve-online-proteus/Coming to EVE Online in the Proteus Release on January 13th and a Status Update on Sovereignty 2014-12-19 16:15 By CCP Seagull | Comments
Even as most of the EVE Online team is preparing for the holidays, we are still working our with limited bandwidth to get you a few things in our January release. Heres an outline of the features coming to EVE Online in the Proteus release and an update on where we are with our work on changes to sovereignty game play and 0.0 security space.
The events unfolding in the New Eden universe will continue, and we will also continue with not telling you explicitly about everything that is going to happen. So keep paying attention to in-game news, features and events if you want to follow, discover and have an impact on the next steps on our road towards big changes to the EVE universe in 2015.
Here are the features in Proteus: This is my "are you fucking retarded" part Combat Recon Ships Undetectable by Directional Scanning
Combat recon ships will be impossible to detect with directional scans and bonuses and attributes will be looked over for all 8 Force and Combat Recon ships. For more details and to provide feedback, take a look at this thread: Recon Ships Yep, I cant see anything bad happening with that, can you? Jumping in 1 guy in a mission to be met by 30 odd curses will be the shit. And lets not talk about wormholes... Redesigned Exequror Hull
Hull variants for the Oneiros and Navy Issue will follow in coming releases. If you want some ideas for what to do with an Exequror, we can recommend this solo PvP video featuring Jim Jams. new hull looks good. 10 Module Groups Rebalanced
In a substantial package of balance changes that are part of the "Module Tiericide" project, the following modules groups will see changes: Capacitor Rechargers, Capacitor Power Relays, Power Diagnostics Units, Mining Lasers, Mining Laser Upgrades, Expanded Cargoholds, Nanofiber Internal Structures, Reinforced Bulkheads, Inertial Stabilizers and Overdrive Injectors. Threads for feedback will be posted in the Features & Ideas forum.
New Visual Effects in Asteroid Belts
Originally scheduled for Rhea, new dust effects, light rays, and rock fragments will be added to asteroid belts in Proteus to create a more immersive experience. The macrominers will appreciate it New Features for the Beta Starmap The new star map released as an opt-in feature in Rhea will see several updates. Additions likely to make it into the Proteus release are things like a standalone system view, probe scanning support, directional scanning cone visualized in the system view and mouse-over information on stars, planets and moons. Small Scale Mining Anomalies in Starting Systems To make sure there are enough mining opportunities in starter and career agent systems, Proteus will bring a new kind of small scale ore anomalies suitable for young capsuleers. Teams Retiring In Proteus, we will retire the Teams feature that is currently part of Industry. Read more about this change and the reasons behind it in this dev blog: Industry & Teams - The Removal of Teams. A New Voice for Aura in German and Russian A few recordings for Aura were missing from the German and Russian clients, so we decided to redo all of them. For Russian Aura we have used a voice actress, but for the German version several players suggested we contact EVE player Naburi NasNaburi, a popular pirate amongst German-speaking capsuleers. She is well known for her parody songs "EVE. Oh EVE" and "My guns were made for shooting" and is the co-host of DJ Raserball on EVE-Radio. She agreed to record the new version of Aura's lines in German, and with Proteus, this will be the new voice of Aura for clients with German as the language setting. The Proteus Theme Proteus comes with more music from EVE composer CCP RealX. In fact its already available right here. The EVE Online SoundCloud page also has dozens of release themes, EVE trailer music, sound effects, CCP dev rap music, and the rest of EVEs soundtrack. All free to stream and download. A few more things may make it into the release, keep an eye out for the Patch Notes in January for the full set of changes. Events will also continue to unfold in New Eden, so do pay attention to game news and events. For those of you waiting for the Minmatar Tactical Destroyer, I can report that Honorary Fleet Architect Lotrec Emetin is seeing the last details come into place and the ship is scheduled for the Tiamat release on February 17th. A Status Update on our Work on Sovereignty Gameplay In the blog about the long distance travel changes in Phoebe, we outlined 3 phases of work on addressing gameplay in 0.0 security space in New Eden. Phase One was the travel changes, and we have now started work on Phase Two - a set of changes to sovereignty mechanics and related features and systems. Two teams are working on this full time, combining changes to structure gameplay, corporations and alliances and the sovereignty mechanics themselves in order to make impactful changes to EVE that improve gameplay and quality of life. Three things are in motion relating to this where we are seeking your input: We are doing design work on sovereignty mechanics, and we are preparing to present concrete designs to the CSM at the CSM Winter Summit on January 20-23rd. Meeting minutes and dev blogs will follow to let the full community participate in discussing the proposed changes. We are doing design work and preparing for big changes to structures overall in EVE--including structures involved in sovereignty mechanics. As input into that work, we are running a survey on structure related gameplay in EVE, including a number of questions around sovereignty structures and gameplay. Please give your thoughts and perspective by participating here: http://structures.questionpro.com We are taking requests for big and small improvements to the corporation and alliance interface and we will be releasing features continuously in 2015, along with deeper changes such as intra-corporation aggression changes and extended alliance-based functionality such as bookmarks. Please post your interface suggestions in this thread: We want your corp little things! We will evolve these key systems with the ambition of strengthening the unique sandbox gameplay in EVE, making territorial warfare available to both big and small groups, creating more meaningful objectives and gameplay connected to it, and offering quality of life changes to anyone operating in EVE connected to this gameplay. You can also expect the unfolding events in New Eden to make a difference for all areas of the universe. Improving this part of EVE is at the heart of our plans for 2015. We will not just release a single set of changes, but continuously work with these systems all throughout the year and take the time needed to make things work well to provide good times and good fights. We are very excited about this endeavor, and I hope you will be too once you get to see more of the actual plans early next year. Thank You and See You in 2015 With that, I'd like to thank you all for being part of EVE Online in 2014 and I wish you all happy holidays full of good EVE and out-of-EVE times. We hope to have all of you with us for a very exciting EVE 2015. /CCP Seagull Executive Producer, EVE Online
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Hic sunt dracones.
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Amarr HM
Terracotta Army
Posts: 3066
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At bloody last they re-balance the Pilgrim. Recons definitely needed some love so I'm happy about that. Thought they might have added in the 'on demand' to this release too.
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I'm going to escape, come back, wipe this place off the face of the Earth, obliterate it and you with it.
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Amarr HM
Terracotta Army
Posts: 3066
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Yep, I cant see anything bad happening with that, can you? Jumping in 1 guy in a mission to be met by 30 odd curses will be the shit. And lets not talk about wormholes...
Yes you're right, this potentially is a bad idea.
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I'm going to escape, come back, wipe this place off the face of the Earth, obliterate it and you with it.
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Sir T
Terracotta Army
Posts: 14223
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Yeah I didn't see anything about Porce Recons like the pilgrim. The no Dscan is a COMBAT Recon thingie.
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Hic sunt dracones.
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Amarr HM
Terracotta Army
Posts: 3066
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I'm going to escape, come back, wipe this place off the face of the Earth, obliterate it and you with it.
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Sir T
Terracotta Army
Posts: 14223
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Nice link. Yeah I kind of agree with a lot of the changes, but giving Recons HAC resists and all the other stuff pretty much makes HACs totally useless. And combat Recons with the D-scan immunity AND hac resists AND the improvements? They are out of their goddam minds.
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Hic sunt dracones.
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Sir T
Terracotta Army
Posts: 14223
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Ok 2 posts by CCP Rise CCP Rise wrote: Just finished reading everything that was posted over night. Here's what I can update with at the moment: Biggest concern at the moment is the added EHP. Making recons a more realistic fleet option next to T3 cruisers is good, making them too tanky in smaller situations where their ewar already gives them a lot of damage evasion may be too much. Not sure if change is needed but will keep looking at this and update again asap.
Dscan immunity is staying. We understand a lot of the concerns raised, but for most of them you guys are doing a great job making strong counter-arguments and I think it will be very interesting to see how this mechanic plays out on TQ. I want to put together a lengthier post soon with more explanation for this mechanic and why we feel comfortable with it, but you will have to wait a bit longer for that.
The Pilgrim. Opinions seem mixed, gaining neut range is obviously nice but many of you still feel that giving up neut strength is too harsh, or that some other added power is needed (more damage for instance). Will get back to you on this as soon as possible but it's possible that we will make adjustments.
RLML for Rook. Sure. Consider it done.
More low slots for Lachesis. Not sure yet on this one, will talk it over here and see what we can do.
Hope that answers some questions. I'm sure many of you would rather have more explanation for the dscan immunity change so I'll try to get that post together as soon as I can.
Thanks for all the feedback. CCP Rise wrote: Quote:
I can tell you what will happen most likely: - Less fights because people are risk averse - A 2nd account with a Prober at all times will be must, not an option.
I think this is a complex debate and I'm sure that none of us understand player behavior completely, but my experience is actually the opposite of what you're saying.
Yes, people are risk averse, they want to make good decisions when they're taking risks and that often leads being conservative. That's exactly why I like this kind of mechanic. People want to do the fun thing and take more engagements, but when they have enough information to know that they aren't the favorite they shy away from fighting. However, when some information is obscured they become optimistic and take more risks. I've seen players so willing to make decisions that are likely too risky simply because they lack perfect information. Jumping into gate camps where positional information isn't guaranteed, engaging on stations with people docked, fighting in systems with more in local than can be accounted for, etc. These mechanics that obscure information give people the excuses needed to take risks. Take the example given somewhere in this thread of a low sec camp with 2 Vexors and 2 Rooks. Before these changes, the gang considering fighting them never would because they know they can't deal with the Rooks. After, they won't see them and so they will probably engage. That's more fights because people are risk averse.
The negative side for me is your other bullet point. Because people don't want to take unnecessary risk they will work very hard, sometimes doing something very boring or difficult, just to get at those last pieces of information. And they should. But we would want to avoid mechanics that obligate people to this kind of behavior too heavily without enough positive side to make the mechanic worthwhile.
I would be more worried with this mechanic that people have to spend a lot of time running probe scans when they really don't want to be than that they are avoiding engagements because of the possibility of Recons. I don't think this will be a problem but we'll have to wait and see. So people will blindly charge into fights they cant win because you have made sure they have wrong information and they are not so risk adverse. Wow Rise, you the man. As people in that thread keep saying, this will kill faction warfare stone dead as people wont be able to run the complexes you need to do FW. I can see myself still doing WH exploration but one or 2 ganks I cant tell there there is someone out there and I'm uninstalling. Thankfully a LOT of WHs I find are basically uninhabited, and its fairly easy to spot when they might have people in them.
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« Last Edit: December 19, 2014, 08:35:52 PM by Sir T »
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Hic sunt dracones.
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Kitsune
Terracotta Army
Posts: 2406
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At the risk of sounding obtuse, how's this different from people lurking in cloaked ships? People have been ambushing other people in Pilgrims since forever, this just extends a similar functionality to combat recons without giving them an actual cloak.
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Sir T
Terracotta Army
Posts: 14223
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Firstly you have to position yourself carefully if you want to cloak yourself as anything coming too close will decloak you, even another cloaked ship. Secondly force recons are by design a hell of a lot weaker than Combat Recons. Thirdly they have just gotten the resistances of a HAC so they are a HELL of a lot tougher, as well as all their lovely ECM bonuses. Fourth when you come out of cloak there is a 5 second delay before you can even begin to lock anything. Combat Recons wont have to worry about that, so they can literally drop out of warp and point you. Fifth you want to keep D-scanning the warp gate into a complex to see if there is anyone coming onto the complex to get you? Sorry no can do as Combat Recons can now use a gate to come into a complex and you wont have a clue till they come on grid with you. I'm pretty sure you have to decloak yourself to use a warp gate in a force recon so people can see you coming in id they keep hitting the Dscanner or have an ap which automatically keeps it scanning.
Now they WILL still show up on combat probe scans, but who the hell wants to drop 220 cpu from your ship for an expanded probe launcher to use them? PLUS in a wormhole its a good idea to pull your probes when you have locked something down as seeing probes on your scan is the no 1 signal that there is someone out there in a wormhole so they will start hunting you. For all you know they might have already bookmarked the signatures so they don't even have to warn you with probes of their own you to get to you.
Conversely Force recons will become the best ship to run anomalies with as no-one can tell you are in the anomaly without probes. Or you can gas mine in them without being detected!
There are a LOT of implications to this that CCP have not thought through, and I'm sure I haven't even thought of them all here.
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« Last Edit: December 19, 2014, 10:05:14 PM by Sir T »
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Hic sunt dracones.
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ajax34i
Terracotta Army
Posts: 2527
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New [Exequror] hull looks good.
New hull has 6 medium turrets shown on the surface of the model. I'm pretty sure that's far beyond what the current Exequror can field. Also, the "alignable warp propulsion engines" note seems to suggest this ship will have 0 warp align time, as it will just initiate warp backwards or sideways and just rotate its body after it warps away.
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Meester
Terracotta Army
Posts: 325
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As an occasional lachesis pilot I fully agree that d-scan immunity for force recons is a bad idea. Lacks foresight.
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Meester
Terracotta Army
Posts: 325
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I can see myself still doing WH exploration but one or 2 ganks I cant tell there there is someone out there I would personally see a cloaked interdictor or a stealth bomber as a more dangerous proposition in wormholes, than combat recon with d-scan immunity, cloaking is pretty easy while orbiting a can [though it can be difficult if there are objects close by] while hacking it. Havn't found a cloaked interdictor in wormhole space yet however, sb's with their 0 cloaking locking delay are more dangerous to a cov ops pilot like myself [though if the sb's have torpedoes then they can be potentially dealt with].
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« Last Edit: December 20, 2014, 09:49:36 PM by Meester »
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Sir T
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Posts: 14223
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Patch notes!!! http://community.eveonline.com/news/patch-notes/patch-notes-for-proteusPatch Notes For Proteus 2015-01-09 14:02
Patch notes for Proteus 1.0 Release on Tuesday January 13, 2015 FEATURES & CHANGES :
Audio:
New theme song. New German and Russian voices for aura, including the voice of Naburi NasNaburi for our German translation!
Exploration:
A new mining anomaly called "Asteroid Belt Remnants" can now be found in starter and career agent systems. This anomaly will be most attractive to newer players in small mining ships and will ensure that those systems do not run out of ore in times of high activity.
Graphics:
Introduced new asteroid belt environments featuring non-minable rocks, field fog, and crepuscular rays. Created "Light Rays" and "Asteroid Environments" options: Display & Graphics options to activate or deactivate crepuscular rays or the new asteroid belt environments in space. Redesigned the Exequror and Oneiros models with updated geometry and warp animation.
Localization:
Updated the client with new Aura voices for German and Russian.
Module Tiericide:
Round 2 of the module rebalance plan has begun. See this dev blog for more details. Affected module groups have had a general balance pass for all modules in the group. Unneeded module types have been removed and existing modules of those types have been converted to a remaining module type. Several modules have been renamed in an effort to more easily communicate the type of advantage that particular variation offers.
HARVEST EQUIPMENT
Mining Lasers
Civilian Miner
CPU Usage 65 (was 70) Activation Cost 20 (was 10) Miner I Activation Cost 20 (was 10) Single Diode Basic Mining Laser Meta 6 (was 0) CPU Usage 45 (was 63) Optimal Range 11km (was 11.2km) Mining Amount 25m3 (was 22m3)
EP-S Gaussian Excavation Pulse is now EP-S Gaussian Scoped Mining Laser
Powergrid Usage 3 (was 2) CPU Usage 65 (was 51) Activation Cost 20 (was 10) Optimal Range 16km (was 10.6km) Mining Amount 50m3 (was 42m3) Cu Vapor Particle Bore Stream I is now Particle Bore Compact Mining Laser CPU Usage 55 (was 57) Activation Cost 20 (was 10) Optimal Range 11km (was 12.4km) Mining Amount 50m3 (was 49m3)
Miner II
Activation Cost 70 (was 90) ORE Miner Activation Cost 70 (was 90) Optimal Range 16km (was 14km) Mining Amount 65m3 (was 60m3)
Gallente Mining Laser
Powergrid Usage 3 (was 2) CPU Usage 60 (was 59) Mining Amount 45m3 (was 40m3)
EP-R Argon Ion Basic Excavation Pulse is now Single Diode Basic Mining Laser
Xenon Basic Drilling Beam is now Single Diode Basic Mining Laser
Rubin Basic Particle Bore Stream is now Single Diode Basic Mining Laser
Dual Diode Mining Laser I is now EP-S Gaussian Scoped Mining Laser
XeCl Drilling Beam I is now Particle Bore Compact Mining Laser
Mining Laser Upgrades (Ore and Ice)
Elara Mining Laser Upgrade is now Elara Restrained Mining Laser Upgrade
CPU Usage 35 (was 33) CPU Penalty 8% (was 8.5%) Mining Amount Bonus 8% (was 7%)
Carpo Mining Laser Upgrade is now 'Carpo' Mining Laser Upgrade
Meta 6 (was 3) CPU Penalty 6% (was 8%) Mining Amount Bonus 9% (was 8%)
Aoede Mining Laser Upgrade is now 'Aoede' Mining Laser Upgrade
Meta 6 (was 4) CPU Penalty 8% (was 7.5%) Mining Amount Bonus 10% (was 9%)
Frigoris Ice Harvester Upgrade is now Frigoris Restrained Ice Harvester Upgrade
CPU Usage 35 (was 33) CPU Penalty 8% (was 8.5%) Cycle Time Bonus 8% (was 7%)
Anguis Ice Harvester Upgrade is now 'Anguis' Ice Harvester Upgrade
Meta 6 (was 3) CPU Penalty 6% (was 8%) Cycle Time Bonus 9% (was 8%)
Ingenii Ice Harvester Upgrade is now 'Ingenii' Ice Harvester Upgrade
Meta 6 (was 4) CPU Penalty 8% (was 7.5%) Cycle Time Bonus 10% (was 9%)
Erin Ming Laser Upgrade is now Elara Restrained Mining Laser Upgrade
Crisium Ice Harvester Upgrade is now Frigoris Restrained Ice Harvester Upgrade
HULL & ARMOR
Expanded Cargoholds
Civilian Expanded Cargohold
Cargo Capacity Bonus 10 (was 5)
Expanded Cargohold I
Structure Hitpoint Bonus -20% (was -25%)
Basic Expanded Cargohold is now 'Basic' Expanded Cargohold
Meta 6 (was 0) Structure Hitpoint Bonus -5% (was -10%) Cargo Capacity Bonus 17.5% (was 15%)
Type-D Altered SS Expanded Cargo is now Type-D Restrained Expanded Cargo
Structure Hitpoint Bonus -15% (was -23%) Limited Expanded 'Archiver' Cargo Structure Hitpoint Bonus -15% (was -20%) Velocity Modifier -10% (was -9%)
ORE Expanded Cargohold (NEW Module)
Structure Hitpoint Bonus -20% Cargo Capacity Bonus 29% Velocity Modifier -10%
Alpha Hull Mod Expanded Cargo is now 'Basic' Expanded Cargohold
Marked Modified SS Expanded Cargo is now 'Basic' Expanded Cargohold
Partial Hull Conversion Expanded Cargo is now 'Basic' Expanded Cargohold
Type-E Altered SS Expanded Cargo is now 'Basic' Expanded Cargohold
Mark I Modified SS Expanded Cargo is now Type-D Restrained Expanded Cargo
Beta Hull Mod Expanded Cargo is now Type-D Restrained Expanded Cargo
Local Hull Conversion Expanded Cargo I is now Type-D Restrained Expanded Cargo
Reinforced Bulkheads
Reinforced Bulkheads I
Inertia Modifier 3% (from 1%)
Basic Reinforced Bulkheads are now 'Basic' Reinforced Bulkheads
Meta 6 (was 0) CPU Usage 15 (was 20) Structure Hitpoint Bonus 10% (was 5%) Cargo Capacity Bonus -5% (was -5%) Inertia Modifier 1% (was 5%)
Mark I Modified SS Reinforced Bulkheads are now Mark I Compact Reinforced Bulkheads
CPU Usage 25 (was 34) Structure Hitpoint Bonus 18% (was 16%) Cargo Capacity Bonus -7% (was -9%) Inertia Modifier 3% (was 1%)
Type-D Altered SS Reinforced Bulkheads are now Type-D Restrained Reinforced Bulkheads
CPU Usage 35 (was 33) Structure Hitpoint Bonus 18% (was 17%) Cargo Capacity Bonus -5% (was -8%) Reinforced Bulkheads II Inertia Modifier 5% (was 1%)
Synthetic Hull Conversion Reinforced Bulkheads
CPU Usage 20 (was 40) Inertia Modifier 3% (was 1%)
ORE Reinforced Bulkheads (NEW Module)
CPU Usage 35 Structure Hitpoint Bonus 27% Cargo Capacity Bonus -6% Inertia Modifier 4%
Syndicate Reinforced Bulkheads (NEW Module)
CPU Usage 35 Structure Hitpoint Bonus 27% Cargo Capacity Bonus -10% Inertia Modifier 2%
Alpha Hull Mod Reinforced Bulkheads are now 'Basic' Reinforced Bulkheads
Marked Modified SS Reinforced Bulkheads are now 'Basic' Reinforced Bulkheads
Partial Hull Conversion Reinforced Bulkheads are now 'Basic' Reinforced Bulkheads
Type-E Altered SS Reinforced Bulkheads are now 'Basic' Reinforced Bulkheads
Beta Hull Mod Reinforced Bulkheads are now Mark I Compact Reinforced Bulkheads
Local Hull Conversion Reinforced Bulkheads are now Type-D Restrained Reinforced Bulkheads
Nanofiber Internal Structures
Nanofiber Internal Structure I
Velocity Modifier 7.75% (was 7.85%) Inertia Modifier -13% (was -13.1%)
Basic Nanofiber Internal Structure is now 'Basic' Nanofiber Internal Structure
Meta 6 (was 0) Structure Hitpoint Bonus -5% (was -10%) Velocity Modifier 5.25% (was 5.3%) Inertia Modifier -10.25% (was -10.4%)
Type-D Altered SS Nanofiber Structure is now Type-D Restrained Nanofiber Structure
Structure Hitpoint Bonus -10% (was -15%) Velocity Modifier 8.5% (was 8.35%) Inertia Modifier -14.5% (was -14.4%)
Nanofiber Internal Structure II
Velocity Modifier 9.5% (was 9.4%) Inertia Modifier -15.75% )(was -15.8%
Synthetic Hull Conversion Nanofiber Structure
Velocity Modifier 8.75% (was 8.6%) Inertia Modifier -15.5% (was -15.8%)
Nanofiber Internal Structure I
Velocity Modifier 9.5% (was 9.4%) Inertia Modifier -16 (was -15.8)
Alpha Hull Mod Nanofiber Structure is now 'Basic' Nanofiber Internal Structure
Marked Modified SS Nanofiber Structure is now 'Basic' Nanofiber Internal Structure
Partial Hull Conversion Nanofiber Structure is now 'Basic' Nanofiber Internal Structure
Type-E Altered SS Nanofiber Structure is now 'Basic' Nanofiber Internal Structure
Mark I Modified SS Nanofiber Structure is now Type-D Restrained Nanofiber Structure
Beta Hull Mod Nanofiber Structure is now Type-D Restrained Nanofiber Structure
Local Hull Conversion Nanofiber Structure I is now Type-D Restrained Nanofiber Structure
PROPULSION
Inertial Stabilizers
All Inertial Stabilizer modules are now consistently named Inertial Stabilizers instead of some being Inertia Stabilizers and some Inertial Stabilizers.
Inertial Stabilizers I
Inertia Modifier -16.75% (was -16.7%)
Basic Inertial Stabilizers are now 'Basic' Inertial Stabilizers
Meta 6 (was 0) Signature Radius Bonus 5% (was 10%) Inertia Modifier -14% (was -13.3%)
Type-D Altered SS Inertial Stabilizers are now Type-D Restrained Inertial Stabilizers
Signature Radius Bonus 8% (was 9%) Inertia Modifier -18.5% (was -18.3%)
Synthetic Hull Conversion Inertia Stabilizers
Signature Radius Bonus 6% (was 5.5%)
Domination Inertial Stabilizers (NEW Module)
Signature Radius Bonus 7% Inertia Modifier -20.5%
Shadow Serpentis Inertial Stabilizers (NEW Module)
Signature Radius Bonus 10% Inertia Modifier -21.5%
Partial Hull Conversion Inertial Stabilizers are now 'Basic' Inertial Stabilizers
Alpha Hull Mod Inertial Stabilizers are now 'Basic' Inertial Stabilizers
Type-E Altered SS Inertial Stabilizers are now 'Basic' Inertial Stabilizers
Marked Modified SS Inertial Stabilizers are now Type-D Restrained Inertial Stabilizers
Mark I Modified SS Inertial Stabilizers are now Type-D Restrained Inertial Stabilizers
Beta Hull Mod Inertial Stabilizers are now Type-D Restrained Inertial Stabilizers
Local Hull Conversion Inertial Stabilizers I are now Type-D Restrained Inertial Stabilizers
Overdrive Injectors
Overdrive Injector System I
Velocity Modifier 10.5% (was 10.4%)
Basic Overdrive Injector System is now 'Basic' Overdrive Injector System
Meta 6 (was 0) Cargo capacity Bonus -1% (was -10%) Velocity Modifier 6% (was 6.9%)
Type-D Altered SS Overdrive Injector is now Type-D Restrained Overdrive Injector
Cargo capacity Bonus -10% (was -15%) Velocity Modifier 11.75% (was 11.1%) Synthetic Hull Conversion Overdrive Injector Cargo capacity Bonus -3% (was -10%) Velocity Modifier 12% (was 11.4%)
Alpha Hull Mod Overdrive Injector is now 'Basic' Overdrive Injector System
Marked Modified SS Overdrive Injector is now 'Basic' Overdrive Injector System
Partial Hull Conversion Overdrive Injector is now 'Basic' Overdrive Injector System
Type-E Altered SS Overdrive Injector is now 'Basic' Overdrive Injector System
Mark I Modified SS Overdrive Injector is now Type-D Restrained Overdrive Injector
Beta Hull Mod Overdrive Injector is now Type-D Restrained Overdrive Injector
Local Hull Conversion Overdrive Injector I is now Type-D Restrained Overdrive Injector
ENGINEERING UPGRADES
Power Diagnostic Systems
Mark I Generator Refitting: Diagnostic System is now Mark I Compact Power Diagnostic System
Meta 1 (was 3) CPU Usage 8 (was 10) Powergrid Bonus 5.5% (was 5%) Capacitor Capacity Bonus 4.5% (was 4.6%) Capacitor Recharge Rate Bonus 8% (was 8.1%) Shield Capacity Bonus 4.5% (was 4.6%) Shield Recharge Rate Bonus 8% (was 8.1%)
Power Diagnostic System II
CPU Usage 22 (was 20) Powergrid Bonus 6% (was 5%)
Basic Power Diagnostic System is now 'Basic' Power Diagnostic System
Meta 6 (was 0) CPU Usage 8 (was 10)
'Cartel' Power Diagnostic System I
CPU Usage 10 (was 16) Powergrid Bonus 5.5% (was 5%)
Thukker Power Diagnostic System
Meta 8 (was 7) CPU Usage 16 (was 25) Shield Capacity Bonus 6% (was 5%) Shield Recharge Rate Bonus 8.8% (was 8.5%)
Caldari Navy Power Diagnostic System
Meta 8 (was 6) CPU Usage 16 (was 25) Powergrid Bonus 7.5% (was 6.5%) Shield Recharge Rate Bonus 8.8% (was 8.5%)
Shadow Serpentis Power Diagnostic System
Meta 8 (was 7) CPU Usage 16 (was 25) Capacitor Capacity Bonus 6% (was 5%) Capacitor Recharge Rate Bonus 8.8% (was 8.5%)
True Sansha Power Diagnostic System
Capacitor Capacity Bonus 6% (was 5%) Capacitor Recharge Rate Bonus 8.8% (was 8.5%)
Dark Blood Power Diagnostic System
Capacitor Capacity Bonus 6% (was 5%) Capacitor Recharge Rate Bonus 8.8% (was 8.5%)
Ammatar Navy Power Diagnostic System
Capacitor Capacity Bonus 6% (was 5%) Capacitor Recharge Rate Bonus 8.8% (was 8.5%)
Tairei's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.25% (was 5.25%) Shield Capacity Bonus 6.25% (was 5%) Shield Recharge Rate Bonus 10.7875% (was 8.5%)
Brokara's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.25% (was 5.25%) Shield Capacity Bonus 6.25% (was 5%) Shield Recharge Rate Bonus 10.7875% (was 8.5%)
Brynn's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.25% (was 5.25%) Shield Capacity Bonus 6.25% (was 5%) Shield Recharge Rate Bonus 10.7875% (was 8.5%)
Selynne's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.5% (was 5.5%) Shield Capacity Bonus 6.5% (was 5%) Shield Recharge Rate Bonus 13.075% (was 8.5%)
Raysere's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.5% (was 5.5%) Shield Capacity Bonus 6.5% (was 5%) Shield Recharge Rate Bonus 13.075% (was 8.5%)
Tuvan's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.5% (was 5.5%) Shield Capacity Bonus 6.5% (was 5%) Shield Recharge Rate Bonus 13.075% (was 8.5%)
Setele's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.75% (was 5.75%) Shield Capacity Bonus 6.75% (was 5%) Shield Recharge Rate Bonus 15.3625% (was 8.5%)
Ahremen's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.75% (was 5.75%) Shield Capacity Bonus 6.75% (was 5%) Shield Recharge Rate Bonus 15.3625% (was 8.5%)
Vizan's Modified Power Diagnostic System
Capacitor Capacity Bonus 6.75% (was 5.75%) Shield Capacity Bonus 6.75% (was 5%) Shield Recharge Rate Bonus 15.3625% (was 8.5%)
Chelm's Modified Power Diagnostic System
Capacitor Capacity Bonus 7% (was 6%) Shield Capacity Bonus 7% (was 5%) Shield Recharge Rate Bonus 17.65% (was 8.5%)
Cormack's Modified Power Diagnostic System
Capacitor Capacity Bonus 7% (was 6%) Shield Capacity Bonus 7% (was 5%) Shield Recharge Rate Bonus 17.65% (was 8.5%)
Draclira's Modified Power Diagnostic System
Capacitor Capacity Bonus 7% (was 6%) Shield Capacity Bonus 7% (was 5%) Shield Recharge Rate Bonus 17.65% (was 8.5%)
Type-E Power Core Modification: Reaction Control is now 'Basic' Power Diagnostic System
Alpha Reactor Control: Diagnostic System is now 'Basic' Power Diagnostic System
Partial Power Plant Manager: Diagnostic System is now 'Basic' Power Diagnostic System
Type-E Power Core Modification: Diagnostic System is now 'Basic' Power Diagnostic System
Marked Generator Refitting: Diagnostic System is now 'Basic' Power Diagnostic System
Type-D Power Core Modification: Diagnostic System is now Mark I Compact Power Diagnostic System
Local Power Plant Manager: Diagnostic System I is now Mark I Compact Power Diagnostic System
Beta Reactor Control: Diagnostic System I is now Mark I Compact Power Diagnostic System
Capacitor Rechargers
Eutectic Capacitor Charge Array is now Eutectic Compact Cap Recharger
Meta 1 (was 4) CPU Usage 4 (was 5) Capacitor Recharge Rate Bonus 17.5% (was 18%)
Basic Capacitor Recharger is now 'Basic' Capacitor Recharger
Meta 6 (was 0) CPU Usage 4 (was 5) Capacitor Recharge Rate Bonus 12% (was 10%)
Ammatar Navy Cap Recharger
Capacitor Recharge Rate Bonus 21% (was 20%)
Dark Blood Cap Recharger
Capacitor Recharge Rate Bonus 21% (was 20%)
Imperial Navy Cap Recharger
Capacitor Recharge Rate Bonus 21% (was 20%)
Khanid Navy Cap Recharger
Capacitor Recharge Rate Bonus 21% (was 20%)
True Sansha Cap Recharger
Capacitor Recharge Rate Bonus 21% (was 20%)
Industrial Capacitor Recharger is now 'Basic' Capacitor Recharger
Secondary Parallel Link-Capacitor is now 'Basic' Capacitor Recharger
F-a10 Buffer Capacitor Regenerator is now 'Basic' Capacitor Recharger
AGM Capacitor Charge Array is now 'Basic' Capacitor Recharger
Barton Reactor Capacitor Recharger I is now Eutectic Compact Cap Recharger
Fixed Parallel Link-Capacitor I is now Eutectic Compact Cap Recharger
F-b10 Nominal Capacitor Regenerator is now Eutectic Compact Cap Recharger
Capacitor Power Relays
Mark I Generator Refitting: Capacitor Power Relay is now Mark I Compact Capacitor Power Relay
Meta 1 (was 3) CPU Usage 2 (was 3) Capacitor Recharge Rate Bonus 22% (was 23%)
Type-D Power Core Modification: Capacitor Power Relay is now Type-D Restrained Capacitor Power Relay
CPU Usage 4 (was 3) Capacitor Recharge Rate Bonus 22% (was 21%) Shield Boost Penalty -8% (was -10%)
Basic Capacitor Power Relay is now 'Basic' Capacitor Power Relay
Meta 6 (was 0) CPU Usage 1 (was 2)
'Motte' Capacitor Power Relay
CPU Usage 2 (was 3) Shield Boost Penalty -7% (was -12.5%)
Ammatar Navy Capacitor Power Relay
Shield Boost Penalty -8% (was -10%)
Dark Blood Capacitor Power Relay
Shield Boost Penalty -8% (was -10%) Imperial Navy Capacitor Power Relay Shield Boost Penalty -8% (was -10%)
Khanid Navy Capacitor Power Relay
Shield Boost Penalty -8% (was -10%) True Sansha Capacitor Power Relay Shield Boost Penalty -8% (was -10%)
Alpha Reactor Control: Capacitor Power Relay is now 'Basic' Capacitor Power Relay
Marked Generator Refitting: Capacitor Power Relay is now 'Basic' Capacitor Power Relay
Partial Power Plant Manager: Capacity Power Relay is now 'Basic' Capacitor Power Relay
Type-E Power Core Modification: Capacitor Power Relay is now 'Basic' Capacitor Power Relay
Local Power Plant Manager: Capacity Power Relay I is now Type-D Restrained Capacitor Power Relay
Beta Reactor Control: Capacitor Power Relay I is now Mark I Compact Capacitor Power Relay
The following modules are being retired from the game. Any items currently in possession will be morphed into other modules. See the list below for more details.
EP-R Argon Ion Basic Excavation Pulse will become Single Diode Basic Mining Laser Xenon Basic Drilling Beam will become Single Diode Basic Mining Laser Rubin Basic Particle Bore Stream will become Single Diode Basic Mining Laser Dual Diode Mining Laser I will become EP-S Gaussian Scoped Mining Laser XeCl Drilling Beam I will become Particle Bore Compact Mining Laser Erin Ming Laser Upgrade will become Elara Restrained Mining Laser Upgrade Crisium Ice Harvester Upgrade will become Frigoris Restrained Ice Harvester Upgrade Alpha Hull Mod Reinforced Bulkheads will become 'Basic' Reinforced Bulkheads Marked Modified SS Reinforced Bulkheads will become 'Basic' Reinforced Bulkheads Partial Hull Conversion Reinforced Bulkheads will become will become 'Basic' Reinforced Bulkheads Type-E Altered SS Reinforced Bulkheads will become 'Basic' Reinforced Bulkheads Beta Hull Mod Reinforced Bulkheads will become Mark I Compact Reinforced Bulkheads Local Hull Conversion Reinforced Bulkheads will become Type-D Restrained Reinforced Bulkheads Alpha Hull Mod Nanofiber Structure will become 'Basic' Nanofiber Internal Structure Marked Modified SS Nanofiber Structure will become 'Basic' Nanofiber Internal Structure Partial Hull Conversion Nanofiber Structure will become 'Basic' Nanofiber Internal Structure Type-E Altered SS Nanofiber Structure will become 'Basic' Nanofiber Internal Structure Mark I Modified SS Nanofiber Structure will become Type-D Restrained Nanofiber Structure Beta Hull Mod Nanofiber Structure will become Type-D Restrained Nanofiber Structure Local Hull Conversion Nanofiber Structure I will become Type-D Restrained Nanofiber Structure Partial Hull Conversion Inertial Stabilizers will become 'Basic' Inertial Stabilizers Alpha Hull Mod Inertial Stabilizers will become 'Basic' Inertial Stabilizers Type-E Altered SS Inertial Stabilizers will become 'Basic' Inertial Stabilizers Marked Modified SS Inertial Stabilizers will become Type-D Restrained Inertial Stabilizers Mark I Modified SS Inertial Stabilizers will become Type-D Restrained Inertial Stabilizers Beta Hull Mod Inertial Stabilizers will become Type-D Restrained Inertial Stabilizers Local Hull Conversion Inertial Stabilizers will become Type-D Restrained Inertial Stabilizers Alpha Hull Mod Overdrive Injector will become 'Basic' Overdrive Injector System Marked Modified SS Overdrive Injector will become 'Basic' Overdrive Injector System Partial Hull Conversion Overdrive Injector will become 'Basic' Overdrive Injector System Type-E Altered SS Overdrive Injector will become 'Basic' Overdrive Injector System Mark I Modified SS Overdrive Injector will become Type-D Restrained Overdrive Injector Beta Hull Mod Overdrive Injector will become Type-D Restrained Overdrive Injector Local Hull Conversion Overdrive Injector I will become Type-D Restrained Overdrive Injector Type-E Power Core Modification: Reaction Control will become 'Basic' Power Diagnostic System Alpha Reactor Control: Diagnostic System will become will become 'Basic' Power Diagnostic System Partial Power Plant Manager: Diagnostic System will become 'Basic' Power Diagnostic System Type-E Power Core Modification: Diagnostic System will become 'Basic' Power Diagnostic System Marked Generator Refitting: Diagnostic System will become 'Basic' Power Diagnostic System Type-D Power Core Modification: Diagnostic System will become Mark I Compact Power Diagnostic System Local Power Plant Manager: Diagnostic System I will become Mark I Compact Power Diagnostic System Beta Reactor Control: Diagnostic System I will become Mark I Compact Power Diagnostic System Industrial Capacitor Recharger will become will become 'Basic' Capacitor Recharger Secondary Parallel Link-Capacitor will become 'Basic' Capacitor Recharger F-a10 Buffer Capacitor Regenerator will become 'Basic' Capacitor Recharger AGM Capacitor Charge Array will become 'Basic' Capacitor Recharger Barton Reactor Capacitor Recharger I will become Eutectic Compact Cap Recharger Fixed Parallel Link-Capacitor I will become Eutectic Compact Cap Recharger F-b10 Nominal Capacitor Regenerator will become Eutectic Compact Cap Recharger Alpha Reactor Control: Capacitor Power Relay will become 'Basic' Capacitor Power Relay Marked Generator Refitting: Capacitor Power Relay will become 'Basic' Capacitor Power Relay Partial Power Plant Manager: Capacity Power Relay will become 'Basic' Capacitor Power Relay Type-E Power Core Modification: Capacitor Power Relay will become 'Basic' Capacitor Power Relay Local Power Plant Manager: Capacity Power Relay I will become Type-D Restrained Capacitor Power Relay Beta Reactor Control: Capacitor Power Relay I will become Mark I Compact Capacitor Power Relay
Ships:
Recon ships have been rebalanced Combat Recon ships will now be undetectable by directional scanners
Exact changes described below. Numbers in parenthesis (+/-) reflect changes next to previous Tranquility values for quick comparison
Pilgrim
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption 50% reduction in Cynosural Field Generator duration Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator Cloak reactivation delay reduced to 5 seconds
Amarr Cruiser Bonuses:
7.5% bonus to strength of tracking disruptors 10% bonus to drone damage and hp
Recon Ships Bonuses:
20% bonus to Energy Vampire and Energy Neutralizer transfer range and 10% bonus to Energy Vampire and Energy Neutralizer strength(was 20% nos/neut strength) 20% reduction in Cloaking Devices CPU requirement
Slot layout: 4H, 5M, 5L; 3 turrets, 0 launchers Fittings: 1000 PWG(+50), 370 CPU(+20) Defense (shields / armor / hull) : 850(+62) / 1800 / 1050(+178) Capacitor (amount / capacitor per second) : 1450(+190) / 4.39/s (+.75) Mobility (max velocity / agility / align time): 198(+34) / .61(-.1) / 9.61s(-1.57s) Drones (bandwidth / bay): 50 / 150 Targeting (max targeting range / Scan Resolution / Max Locked targets): 104km / 237 / 8(+1) Sensor strength: 26(+2) Radar Signature radius: 150(-6)
Curse
Role Bonus:
Cannot be detected by directional scanners
Amarr Cruiser Bonuses:
7.5% bonus to Tracking Disruptor effectiveness 10% bonus to Drone hit points and damage
Recon Ships Bonuses:
40% bonus to Energy Vampire and Energy Neutralizer transfer range 20% bonus to Energy Vampire and Energy Neutralizer transfer amount
Slot layout: 5H, 6M, 4L; 2 turrets, 4 launchers Fittings: 900 PWG, 380 CPU Defense (shields / armor / hull) : 1210(-187) / 1650 / 1075(+203) Capacitor (amount / capacitor per second) : 1470(+220) / 4.46/s (+.83) Mobility (max velocity / agility / align time): 205(+30) / .61(-.04) / 9.99s(-.66s) Drones (bandwidth / bay): 50 / 150 Targeting (max targeting range / Scan Resolution / Max Locked targets): 130km / 281 / 10 Sensor strength: 28 Radar Signature radius: 145(-5)
Falcon
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption 50% reduction in Cynosural Field Generator duration Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator Cloak reactivation delay reduced to 5 seconds
Caldari Cruiser Bonuses:
5% bonus to Medium Hybrid Turret damage 10% reduction in ECM Target Jammer activation cost
Recon Ships Bonuses:
30% bonus to ECM Target Jammer strength 20% reduction in Cloaking Devices CPU requirement
Slot layout: 4H, 7M, 3L; 3 turrets, 1 launchers Fittings: 700 PWG, 500 CPU Defense (shields / armor / hull) : 1750(+147) / 940(-16) / 945(+204) Capacitor (amount / capacitor per second) : 1190(+96.25) / 3.7/s (+.52) Mobility (max velocity / agility / align time): 192(+23) / .64(+.09) / 10.85s(+1.67s) Drones (bandwidth / bay): 10 / 10 Targeting (max targeting range / Scan Resolution / Max Locked targets): 120km / 220 / 8(+1) Sensor strength: 28 Gravimetric Signature radius: 180
Rook
Role Bonus:
Cannot be detected by directional scanners
Caldari Cruiser Bonuses:
7.5% bonus to kinetic missile damage (was 5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire) 10% reduction in ECM Target Jammer activation cost
Recon Ships Bonuses:
30% bonus to ECM Target Jammer strength 10% bonus to Heavy Missile and Heavy Assault Missile max velocity
Slot layout: 5H, 7M, 3L; 2 turrets, 5 launchers Fittings: 680 PWG(+80), 600 CPU Defense (shields / armor / hull) : 2050(+262) / 965(+9) / 960(+359) Capacitor (amount / capacitor per second) : 1250(+187) / 3.93/s(+.83) Mobility (max velocity / agility / align time): 194(+24) / .61 / 10.76s(-.04s) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 150km / 259 / 10 Sensor strength: 32 Gravimetric Signature radius: 170(-3)
Arazu
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption 50% reduction in Cynosural Field Generator duration Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator Cloak reactivation delay reduced to 5 seconds
Gallente Cruiser Bonuses:
5% bonus to Medium Hybrid Turret damage 7.5% bonus to Remote Sensor Dampener effectiveness
Recon Ships Bonuses:
20% bonus to Warp Scrambler and Warp Disruptor optimal range 20% reduction in Cloaking Devices CPU requirement
Slot layout: 4H, 6M, 4L; 3 turrets, 1 launchers Fittings: 750 PWG, 420 CPU Defense (shields / armor / hull) : 1180(+55) / 1430(+136) / 1080(+208) Capacitor (amount / capacitor per second) : 1290(+133) / 3.98/s(+.61) Mobility (max velocity / agility / align time): 207(+27) / .59(-.04) / 9.53s(-.74) Drones (bandwidth / bay): 40 / 40 Targeting (max targeting range / Scan Resolution / Max Locked targets): 112km / 231 / 8(+1) Sensor strength: 26 Magnetometric Signature radius: 155(-7)
Lachesis
Role Bonus:
Cannot be detected by directional scanners
Gallente Cruiser Bonuses:
10% bonus to Medium Hybrid Turret Tracking (was medium hybrid turret damage) 7.5% bonus to Remote Sensor Dampener effectiveness
Recon Ships Bonuses:
20% bonus to Warp Scrambler and Warp Disruptor optimal range 10% bonus to Medium Hybrid Turret optimal range (was missile rate of fire)
Slot layout: 4H(-1), 7M, 4L(+1); 4 turrets(+1), 1 launchers Fittings: 850(+50) PWG, 450 CPU Defense (shields / armor / hull) : 1350(+225) / 1500(+94) / 1120(+248) Capacitor (amount / capacitor per second) : 1315(+190) / 4.07/s(+.79) Mobility (max velocity / agility / align time): 220(+29) / .56(-.04) / 9.37s(-.74) Drones (bandwidth / bay): 50(+10) / 50(+10) Targeting (max targeting range / Scan Resolution / Max Locked targets): 140km / 270 / 10 Sensor strength: 30 Magnetometric Signature radius: 150(-5)
Rapier
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption 50% reduction in Cynosural Field Generator duration Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator Cloak reactivation delay reduced to 5 seconds
Minmatar Cruiser Bonuses:
10% bonus to Missile damage (was medium projectile turret rate of fire) 10% bonus to Target Painter effectiveness
Recon Ships Bonuses:
60% bonus to Stasis Webifier optimal range 20% reduction in Cloaking Devices CPU requirement
Slot layout: 4H, 6M, 4L; 1 turrets, 3 launchers(+2) Fittings: 750 PWG, 450 CPU(+30) Defense (shields / armor / hull) : 1480(+158) / 1075(+6) / 850(-22) Capacitor (amount / capacitor per second) : 1180(+86) / 3.56/s(+.38) Mobility (max velocity / agility / align time): 230(+38) / .59 / 9.03s Drones (bandwidth / bay): 40 / 40 Targeting (max targeting range / Scan Resolution / Max Locked targets): 100km / 242 / 8(+1) Sensor strength: 24 Ladar Signature radius: 125(-7)
Huginn
Role Bonus:
Cannot be detected by directional scanners
Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire 10% bonus to Target Painter effectiveness
Recon Ships Bonuses:
60% bonus to Stasis Webifier optimal range 5% bonus to Medium Projectile Turret damage (was 5% missile rate of fire)
Slot layout: 5H(-1), 6M, 4L(+1); 4 turrets(+1), 1 launchers(-2) Fittings: 750 PWG, 400 CPU Defense (shields / armor / hull) : 1550(+228) / 1250(+69) / 875(+3) Capacitor (amount / capacitor per second) : 1210(+147) / 3.66/s(+.57) Mobility (max velocity / agility / align time): 240(+31) / .57 / 9.13s Drones (bandwidth / bay): 40 / 40 Targeting (max targeting range / Scan Resolution / Max Locked targets): 125km / 303 / 10 Sensor strength: 28 Ladar Signature radius: 120(-7)
Structures & Deployables:
Increased storage capacity of Experimental Laboratory from 8850m3 to 25000m3 Mobile Tractor Units and Mobile Depots now have a loot all option.
User Interface:
The Esc button now closes the following full screen view states by default rather than opening menu: Map, ISIS, NES, and planet view. Notifications: Kill reports can now be linked by drag-dropping from notification history or pop ups into text fields New Map: Added standalone solar system view for Wormhole systems New Map: Changed panel header to be full-width except while in full screen New Map: Added search functionality New Map: Added focus current location button New Map: Changed appearance of autopilot jump route New Map: Added mouse over info on stars New Map: Animated group mode change New Map: Right mouse button no longer pans the map. For now, players must click on different systems to center on them, effectively panning the map.
FIXES :
Gameplay:
Mobile Scan Inhibitor and Mobile Micro Jump Unit deployables will now only trigger a Suspect penalty rather than a Criminal penalty for illegal aggression in high-security space. The scan resolution of Fighter Bombers and Fighters has been reduced to ensure that pilots can not gain an advantage by rapidly scooping and relaunching them.
Graphics:
Fixed a seam on the low LODs for the Navy Apocalypse. Replaced missing animation for Naga hull. Modified 'Asteroid Factory' dungeon asset to display the correct model. Adjusted engine effect location on Leviathan. Fixed ship invisibility issue caused by collapsing wormholes.
Localization:
DE
The German translation for "Overdrive" was changed to "Turbolader". "Analyzer" is now consistently translated as "Analysator" throughout the game. Various minor defects and terminology issues were resolved.
JA
Updated a number of missing and incorrect Japanese translations
RU
Various minor defects were resolved.
PvE:
Many structures in missions have had their names changed. In the mission 'A Wolf In the Fold' the force field will now be removed when the Starbase Main Reactor is blown up. Various grammar and spelling errors have been fixed in missions. Unauthorized Military Presence now refers to the correct pickup item in the mission description.
User Interface:
Added fade to lengthy medal texts in character sheet Case fixed for Sisters Epic Arc mission NPC names Fixed alignment of broadcast recipient icon in fleet window Fixed alphabetical drone group sorting issue Fixed an issue causing station service icons to appear incorrectly Fixed an issue where importing fittings from clipboard would cause the fitting window to create nonexistent module slots Fixed kill rights not scrolling or appearing correctly in character sheet Fixed numerical sorting issue in compare tool Fixed overlapping text in Training Queue window Fixed placement of Search button in courier contract destination column Fixed radial menu for Black Drone Container Fixed text clipping in "Latest Updates" in calendar Fixed text sometimes reaching outside of kill report window Fixed unresponsive radial menu right after warping Inconsistency in text style of Erebus description reconciled Moved units from entries to header for velocity overview column to fix aligning issues "Skills Required" tooltip is no longer obscured by other window elements in the industry window Fixed an issue causing overview to not correctly display icons for pilots with available kill rights or bounties Notifications: fixed text incorrectly appearing when expanding history view Notifications: settings are now properly alphabetized New Map: fixed abstract layout showing "You Are Here" and home system markers incorrectly New Map: fixed an issue occurring when resizing the map during a session change New Map: fixed some camera issues when new map is docked New Map: fixed some systems' names being obscured by region labels New Map: fixed color coding dropdown menu not being large enough to read all options Pasting scan results into a saved location's name now saves the full details instead of only the signature ID. Fixed an issue with removing or editing an action that could be applied to a corp member Saved fittings now don't show that you need skills for fitting rigs You no longer see the start conversation button when searching for retired agents through P&P Fixed the tooltip on the expand/collapse button in the fitting window Fixed the wording on the progress bar when cancelling a ship re-insurance
THIRD PARTY DEVELOPERS:
CREST API:
Added id, location[id], type[id], and volumeEntered to the market order resources.
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Hic sunt dracones.
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Viin
Terracotta Army
Posts: 6159
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They sure don't believe in small incremental changes do they?
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- Viin
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ajax34i
Terracotta Army
Posts: 2527
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The majority of that wall of text is detailed stats of each item that's modified. Sir T could have reduced it to a few lines saying that they're changing Hull Upgrades modules by 5-20% and compressing the variety down to their stupid new naming schema ("scoped", "ample", etc.). Oh, and Meta 0 items are suddenly Meta 6, same stats just called Meta 6.
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Amarr HM
Terracotta Army
Posts: 3066
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The only significant change there is to Recons as far as I can see, but feel free to enlighten me.
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I'm going to escape, come back, wipe this place off the face of the Earth, obliterate it and you with it.
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