Jester’s Trek: Proven in the field



Sunday, 29 January 2012 01:22
[[Visit blog to check out this spoiler]] Jester’s Trek: Proven in the field So, a week or so back, I argued that Titan tracking against much smaller targets is broken. This is one of those things that I say that — despite being controversial — I really believe. It’s not a troll. It’s my opinion, [...]
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Aggressive Tendencies: Curb Stomped.



Sunday, 29 January 2012 01:22
Perseus Kallistratos is a contributing writer for Eve News24, you can read more about him at the Aggressive Tendencies blog Aggressive Tendencies: Curb Stomped. The last day and half has seen RA get pounded several times. first was by Nulli and -A-, which saws some carriers die (and some get out). I FC’d this at [...]
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*UPDATED* Prime Intel: Black Legion. Erebus Down in Geminate by TEST Alliance.



Sunday, 29 January 2012 01:22
A Black Legion. just lost a Titan to TEST Alliance Please Ignore in the BWF-ZZ solar system in Geminate. The Solar System is the entry system for the region from The Forge. TEST Alliance is currently deployed on the surrounding low-sec solar systems of The Forge region. The downed Erebus belonged to pilot Elo spam [...]
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All our webs are belong to you



Friday, 27 January 2012 01:52
Hi, CCP Alice here with the latest and greatest from web.
Last year we began a strategic journey of improving our web presence by launching a brand new Account Management website and new Forums. I’m here with the first dev blog in a series to come throughout 2012 that will detail important changes and updates to our websites over the course of this year.
Currently, the EVE website is a mixed bag. It's split between trying to offer an explanation of the game without really doing so, and trying to cater for our community's needs. Further, important information is distributed across many other websites, from EVE Gate to EVElopedia. We can do better.
Changes on large scale require a large amount of in-depth planning and development effort, so rather than taking on the whole web at once, we are going to do this in stages.
Stage 1 - EVEOnline.com
The first part of these changes is taking the aspects of the current website that explain what the game is and creating a better front facing website for EVE Online. This means we will have a website that has information about the various elements of the universe, the rich gameplay, visuals and how passionate our players are. A website we will be proud to share with our friends, fellow gamers and potential customers.
The details
Some of the cool features that will be on the site include:
-
Interactive star map with different view states where you learn about features of the universe
-
Interactive 3D spaceship gallery showing a selection of spaceships ranging from capsule to titan
-
Popular gameplay styles like Pirate, Explorer, Fleet Commander, etc. represented as career paths
-
A short Personality Analysis quiz to help you determine what career paths may suit you
-
Screenshots showcasing all aspects of in-game visuals
-
Revised versions of popular EVE Chronicles downloadable in eBook format
-
Community spotlights highlighting the passion and commitment of EVE players
-
A Getting Started page where you can sign-up for a trial account and download the game without leaving the site
Here are sneak peeks of a screenshots page, starmap showing ship kills, an Absolution and the pirate gameplay style below:

This is ready and should go live next week.
Stage 2 - Building for the future
Having moved the information valuable for potential customers and for all of us to show off the game to its own home, we can now focus on information needed by our current players and how we can improve your experience on our websites. We will be making changes that will bring together all the community related pages and functionality on the other sites under the umbrella of one EVE Community website. The long term goal here is for you as a current player to be able to go to the community website and from there access all the content, information and functionality relevant and useful to you.
The details
We are going to make changes to the now obsolete eveonline.com to re-brand it as the EVE Community website, allowing us to have a foundation to build on. This coincides with the launch of the new eveonline.com discussed above. It will live at community.eveonline.com, with the following tweaks:
-
Replacing the header area with a Community branded logo and menu
-
Adding the Login widget currently on Account Management to the top right of the site as a central place to login, go between eve websites and change language where applicable
-
Re-organizing and simplifying the menu into a more logical structure where it's easier to find content without expanding and collapsing for an eternity
-
Placing pages we don’t necessarily wish to remove yet from the old site into an archive section to be dealt with later
The site will be structured around these categories to start with:
|
Communication |
Player/Community |
EVE Information |
Support |
Archive |
News channels,
Patch Notes,
Dev Blogs,
Newsletters,
RSS Feeds, |
Fansites & toolkits,
CSM,
Volunteers,
Alliance Tournament |
Past Expansions,
Awards |
Client downloads,
Patches,
Policies |
Old screenshots, backstory, videos, music, forum archive, Fanfest history, etc. |
Still tweaking these, so what you see above is subject to change before release.
We are finishing up these tweaks to be ready for next week as well.
What comes next for EVE Community
-
Upgrade the hamster wheels behind the scenes (classic asp is not cool any more according to our hamsters)
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Where it makes sense, we will merge content from other websites like Support, EVElopedia, EVE Gate, etc. into EVE Community in various phases
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Make site-wide UI and presentation changes so it looks and behaves like a modern, well designed website
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Add new content and features
More will be revealed in further dev blogs as we are working on the next stages.
We are really excited about these updates and looking forward to getting them live, teams Bitmap, Charlie Sheen and GForce have done a fantastic job over the past months (go team!). We will keep you posted with exact release dates and where you can give feedback as soon as we can.
Fly safe!
CCP Alice / Anne Walsh
Web Architect
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Community events at Fanfest 2012



Friday, 27 January 2012 01:52
The Community team have prepared a blog about some of the cool community events happening in the Harpa Center during Fanfest. Click here to read all about it!
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EVElopedia outage on Monday, January 30



Friday, 27 January 2012 01:52
We are upgrading the infrastructure EVElopedia is hosted on and we expect it to be down on Monday, January 30 between 14:00 and 16:00 UCT while we make the necessary changes. Apologies for any inconvenience this causes you all and rest assured, my love for you remains as true as it ever was.
CCP Ginger.
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EVE Online: Crucible 1.1.1 successfully deployed



Friday, 27 January 2012 01:52
EVE Online: Crucible 1.1.1 was successfully deployed during a regular downtime on Thursday, January 26, 2012.
Several small fixes to the Neocom were released together with corrections to localization and various texts throughout the game. The patch notes are available here.
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Z-K495 Welped



Friday, 27 January 2012 01:52
On the 26, around 20:30, Goons began forming up a welpcane fleet to go mess with Raiden. They began by engaging a fleet in 92D. Raiden was there with their Pulse Baddons. There was some lag, but nothing terrible. After a a few brief fleet engagements over the span of about 20 minutes, very little [...]
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Leak: Meet the “DongCats” – a RZR new doctrine.



Friday, 27 January 2012 01:52
Razor Alliance might be the ninth alliance in game member-wise but when you take a look at the map you figure them places at No. 70 Sov-Wise. Still they have been pretty active lately, showing up not only as GoonSwarm shock-troops but also running their own roams. Here is a nerd-leak regarding their new “philosophy”, [...]
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“A fool and his money are soon parted.” – Tusser



Friday, 27 January 2012 01:52
Just another day in a worm hole. Two pilots were hanging out in a worm hole. Doing their thing. Apparently, a buzzard jumped into the worm hole. They quickly pounced on it and popped the buzzard and finished off the pod for good measure. Thanks for coming, bu-bye! They didn’t think much of it at [...]
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Price Indices - November 2011



Tuesday, 24 January 2012 22:02
The four price indices of New Eden have been calculated for November 2011. My apologies for failing to deliver the index blog for October. For more detail on the indices, please refer to the Market Indices page on Evelopedia.
Prices of PI made products rise considerably in November and started doing so mid October, with another spike at the end of November. The first spike coincides with a blog announcing player-owned customs offices and changes to import and export tax, while the other spike happens at the launch of Crucible. Despite increased capacity of planetary links, these changes are bound to lead to higher production costs, which might in turn affect supply to some degree, at least in the short run. The development of these prices should prove interesting to watch in the coming months.
The last price index blog mentioned a suicide ganking initiative undertaken by the Goons, aimed at reducing the supply of ice mined in Gallente high security space. The average price of Blue Ice rose by 152% from September to November, while the price of Oxygen Isotopes rose by 124% in the same period. The initial effect on traded volume was quite different, as Blue Ice quantity dropped by a whopping 80% from September to October while Oxygen Isotopes only fell by 22%. Although high-sec suppliers of Blue Ice were largely driven out for the time being, Oxygen Isotopes were still being supplied from outside of high security space. However, traded volume of Oxygen Isotopes fell by a further 46% from October to November, probably due to reduced demand as more starbase operators lost patience with the high prices and switched to starbase types that require different fuel.


PLEX prices rise by 13% from October to November, having risen by 7.9% the month before. At its peak on November 15, the daily average reached 498 million ISK, which is an all-time high. The spike may have been driven by speculation, with the rising price convincing more and more people to keep their stock or add to it. In the end, the Crucible expansion burst the bubble as many sought to fund their purchases of newly introduced items through PLEX sales, thus significantly increasing PLEX supply. This dropped the price by 10% from November 28 to December 1.

The index values for November are:
|
|
November 2011
|
1 Month Change
|
12 Month Change
|
|
Mineral Price Index
|
77.5
|
2.1%
|
17.4%
|
|
Primary Producer Price Index
|
82.4
|
2.7%
|
32.9%
|
|
Secondary Producer Price Index
|
114.6
|
3.1%
|
5.3%
|
|
Consumer Price Index
|
71.4
|
5.0%
|
13.5%
|
The following graph shows the development of the indices since October 2003.

Full series of the four main price indices in Excel format
Full series of the four main price indices in CSV format

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New Dev Blog: DUST 514 Closed Beta Signup Now Live



Tuesday, 24 January 2012 22:02
For months we have observed as fans asked for a Beta date on DUST 514, our PlayStation® 3 exclusive persistent shooter. During that time the DUST 514 team has worked busily on the game, preparing for the moment when the first inhabitants of New Eden descend from the skies to the planets below.
That time is now.
It is with great joy that I can now officially announce that registration for DUST 514: Mordu’s Private Trials, our gated access beta test, has finally begun!
For now, registration is available exclusively to active subscribers of EVE Online who will join the pool of participants that we will be using to allow entry into early testing and special events for DUST 514. Registration for Mordu’s Private Trials does not guarantee entry, but as an active EVE subscriber, you are the first to have access to sign up for the closed beta.
We’re hugely excited to be able to extend this exclusive opportunity to our player community.
Don’t miss out on your chance to take part in this historic moment, sign up now! I will see you on the battlefields of New Eden soon.
CCP_CmdrWang
And the DUST 514 Team
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The First Rule of Target Calling



Tuesday, 24 January 2012 22:02
The First Rule of Target Calling(Advice for the Uninitiated) By Penelope Star, co-authored by Flashfresh with contributions by Kil2
The first rule of target calling is that there is NO immutable rules for target calling in small gang roam engagements, which is the focus of this report. These are, at best, highly recommended guidelines but if there
had to be only two "rules" they would be:
1) Know Your Ships;
2) Call it Close, Call it Light and Call it SLOW. (explanation by Flashfresh )
Without recognizing and understanding the potential strengths, weaknesses and roles of at least some of the typical PvP ships you will encounter, you may as well put a blanket over your head and call random targets on a whim. Every encounter will most likely be a dazed and confused mess of panic and mayhem resulting in the destruction of your fleet.
The reason for the statement "no rules in small gang roam target-calling" is as follows: each engagement is situational and dependent on many variables, some of which you can control, many of which you cannot. Here's an idea of what I mean:
- Numbers in fleet, yours and theirs
- Position on the field
- Literal player skill (not just skill points) and their ability to follow orders while thinking for themselves
- Who brought ECM and how much?
- Who brought logistics ships, how many?
- Heavy hitters (DPS)
- Tanking ability
- Tacklers
- Mobility (speed and agility)
- High sec/ low sec/ null sec?
This gives you an idea of the multitude of variables that may come into play.
Before we go any further I must emphasize that I'm very new to PvP and have never experienced first-hand what it is to be responsible for a fleet. But what I
do know is at least two pro FC's who'll gladly pass on their techniques and tips.
My plan was to take this information and try to apply their advice and share my novice target-calling stories with you. Almost immediately it became obvious that even that modest goal was too ambitious at this point. I'd have to go right back to basics: step up my game from "la-la-la-having-a-fun-time in fleet" to putting in some hard graft [
Editor: British Slang for work; labor], getting to know EVE's typical PvP ships and understand what threat they tend to pose in fleet combat.
So instead, I'll hand you over to two people who have FC'd countless successful engagements.
Kil2 shared these thoughts on the subject: (Paraphrased from a conversation over Skype. Kil2 would like to add the disclaimer that solo PvP is his true area of expertise, but I think he ' s being too modest)
Trying to advise fledgling F.C.'s on target calling can be confusing. On the one hand, once you've gained enough experience, it is simple and intuitive. On the other hand if you're starting out it's incredibly difficult to try and explain an uncomplicated way to pick targets.
Damage to Tank Ratio:
There's a relationship between damage and tank that you can use to help figure out how to take the most damage off the field at the cost of shooting the least tank. This is the most important ratio to consider, in fact, the foundation of target calling. The hard part of this is that you have to actually know how much damage a ship deals out and how much damage a ship can tank. It is advisable to refine this knowledge as much as possible over time, but it doesn't have to be perfect before you begin. A lot (but not all) of the calculation can be based on ship class e.g. battle cruisers are easier to kill than battleships.
A simple scenario would be
Your small fleet of battle cruisers encounters a small gang of 3 targets; Hurricane (battle cruiser), Hyperion (battleship) and Rifter (frigate). Using the principle of first taking off the field the ship that does the most damage, we could choose the Hyperion as our primary target. It's going to do the most damage at about 800dps. The problem with that is the Hyperion has a tough tank and is going to take a really long time to kill.
We could then reverse that system and take off the field the ship with the least tank i.e. the Rifter. The problem with that is that it doesn't do a lot of damage. So the actual target we choose is the Hurricane because it does a lot of damage relative to their tank.
Another scenario would be
Your small fleet of battle cruisers encounters a fleet of Hurricanes and Drakes. Though these ships do similar damage, the Drake is very tanky and takes a long time to kill, so it's easy to know you have to pick the Hurricanes first.
Determining Threat:
Theoretically, if you knew very little about ships' damage to tank ratio, you could base your target selection on class. But in a lot of situations that generalization will betray you. The problem is that it ignores the next stage, which is trying to figure out where a ship fits in if it neither deals damage nor is able to take damage. An example of this is the Falcon (Force Recon Ship). By taking this ship down you neither lighten the damage being dealt to your fleet nor waste time trying to get through its tank as it doesn't have much. Nevertheless, it is a huge threat and in reality you usually have to kill them pretty early. Now another thing to consider is what you and your fleet are flying. This can determine whether that e-war ship is actually a big threat in your current situation. For example, if there's a hostile Curse (Combat Recon Ship) on the field and you are leading a Drake fleet (likely to be firing missiles) then that Curse doesn't matter so much. On the other hand if your fleet is flying Hurricanes you really need to kill that Curse as a matter of priority because it's going to be causing a lot of trouble with its bonuses for tracking disruptors.
This is possibly the hardest part of FC'ing. You have to develop an ability to evaluate a hierarchy of threat in the best way you can and then remove it in the order of most threatening to least threatening. In a lot of situations the most threatening thing is damage, but as situations get more complicated it becomes things other than damage. E.g. Falcons are threatening because they will make it difficult (via jamming) for your fleet to do damage; Curses are threatening because they will prevent turret-based ships from doing damage; interceptors are threatening against nano fleets as they prevent them from being fast.
Enemy Logistics:
It's great to kill logistics early on and if you have a chance to put some damage on logistics you must do it. However you don't always have that chance. For example if the enemy fleet is at the gate with your fleet and their logistics is positioned 70k away, he can rep easily from that range. You don't really have an easy chance to shoot at him. This can put your fleet in a tough spot, so what you can try is test the tank of the hostile fleet. If you can break their tank while they're being repped, you can ignore the logistics ship, but if not, you have to go for the logistics at all costs. You have to burn that 70k and force him off the field otherwise you'll never get anything done. Very generally speaking taking ECM out first is ideal, and taking logistics out next is ideal, and everything else after that. ECM and logistics are in a sort of category of their own and just have to be eliminated first if they pose a serious threat.
Importance of Focusing Fire:
For new inexperienced fleets, where no one is particularly confident about what is happening, it is imperative that everyone shoots the primary if instructed to do so. The most important thing is for hostile ships to get killed as quickly as possible. If someone takes it upon himself to do something different then damage will be too spread out and you'll possibly end up not killing anything at all. However sometimes you can have a situation where you land on grid, say 30k from the primary but there's a Taranis or Rapier right next to you, then it would be right to take the opportunity to kill that ship rather than fire on the primary. But those kinds of situations are not that common and it's generally better for the novice fleet to focus fire on the primary.
Relaying Instructions:
What seems to work well is constantly giving your fleet instructions. What you don't want is to declare your primary then not say anything else for ten seconds. Silence tends to make people wonder if they're not doing the right thing and maybe they'll start doing something else. It's better to keep repeating what you're going to shoot and what you're going to be shooting next and make sure you're constantly communicating instructions about what your fleet needs to be doing. Besides being reassuring this keeps everyone's train of thought focused where you want it to be.
Sticking To Your Guns:
Even if your threat assessment abilities are limited but you want to experience target calling anyway, the one thing you can do to help your fleet is never hesitate. It is better to be very definitive about your decision rather than waver. Whatever you decide stick with it and do not second-guess. You might make a bad decision that causes you to lose but it is worse to waver a lot and change or back off a decision. Stick with the target you've called, gate you're jumping, and direction you're going. Don't try to learn from decision making in the middle of a fight as that will just mess it up even further.
Kil2, Leader of the
motley crew at Club Bear, is a well-known Alliance Tournament expert and commentator. His PvP videos are watched and loved by thousands and he's now added a PvP podcast to the mix.
Flashfresh wrote the following for us about target calling from a pirate's perspective:FC/Target calling is usually one and the same thing though not always. In most cases, to be an effective target caller is to be in the right situation to begin with. Do not engage an enemy fleet without sufficient intelligence! If you have good intel then you can make a balanced call on whether to engage or not. As pirates we're interested in the ISK from the loot drops and/or the ransoms. We're not interested in 'good fights'; we're not knights of old after all! Piracy is what we do to keep our families fed. It is a practical reaction to the monotony of mining and PvE.
However, let me give you some practical advice that has served me well and should be carried out by most Fleet Commanders:
1. Know your fleet - its engagement range, speed and what its weaknesses are. That way, you can recognize when a situation is about to turn to bad and have the option to bail.
2. Know your own limits and do not be afraid to ask for help.
3. Keep calm. Any hint of panic in one's voice and it transmits to the rest of the fleet. Chaos ensues.
4. Enforce voice and comms discipline.
5. Target calling? There's a relative easy rule one can follow, something that I developed over the six odd years. I can't take credit for it but I cannot remember where I heard it.
Call it Close, Call it Light and Call it SLOW.
Call it close
the closest targets to the main fleet usually get called first, simply as the closest target to our fleet has the maximum amount of firepower from our side available to kill it. The Bastards tend to have engagement ranges from 0-50KM. We rarely do sniping attacks. We use MWDs to close the distance. So if there's a target on a gate and no more than 30KM from us it gets pointed and then battered.
Call it light
I always try to choose a target with the highest damage output vs. lightest possible hitpoints. For example, when faced with BS class ships, it would be the Tempest followed by Megathron. I rarely primary Rohks, Abbadons, Maelstroms Geddons or Apocs as they are likely actively tanked; unless I have energy neutralisers in the fleet AND we're close enough to use them. Finally the lowest damage output BS get called last, this would include Ravens (slow due to missile travel time), Phoons and Domis. The final three are only dangerous at close range and so long as we're 60km+ from them they can be ignored until later. Heck, we can't even shoot that far nor can we point them.
Similarly for BCs, we will go for the Brutix, Hurricane, Cyclone, Astarte etc. and leave Drakes and Zealots until the end.
Additionally, any force multipliers (ECM) gets automatically volleyed. I also usually nominate some of my fleet mates to have anti-ECM duty, as soon as a Falcon / Blackbird / Arazu / Rook etc. de-cloaks - they get locked.
Call it slow
the targets with speed on your overview (100m/s for a battleship and it can warp) are likely aligned and ready to warp. Targets with no speed or slow are either bumped or not moving, in any battle seconds means life or death. It can take a fleet battleship without plates around 18-20 seconds to align. This is usually enough time to kill them; especially with the typical Bastards fleet. I always try to primary stationary battleships which fit the above criteria.
Once the above three rules are firmly entrenched into one's FC habits, you can start to make changes as required but you need a firm base before you can do that.
Personal style:
Every FC has one and I am no exception. I tend to repeat all my orders three times: short and concise. I also call more than one target to ensure that we spread our points - but this is more due to preparatory work than anything else. I also like to ensure that my chaps all enjoy themselves, yes sure we all want to win but it is a game and there's no need for people to get bollocked on comms (unless it is required...).
Being an FC is a very dynamic role and no rulebook can encompass everything. The best guide is experience and some common sense.
So I suggest that you start off with the general rulebook, the simple set of rules that are common to most FCs - the 'keep it close, keep it light and keep it slow' rule I mentioned before. Once these rules become second nature, one can then drop some or all of them as the situation requires.
Also, FC work in low sec IS different from null sec. This is due to the mechanics in these environments namely the presence of gate and station guns in low sec and the hated GCC. Null sec has the use of warp disruption bubbles, interdictors, capitals and large fleets.
I have experienced null sec wars and it isn't for me; low sec fleets are my bread and butter and most of what I have told you so far is for low sec space only.
Most of The Bastards fleet setups usually number between 5-30 ships; we fly according to our motto which is 'Overwhelming DPS, then GTFO'. Hence a high DPS platform with speed - battle cruisers, shield-tanked are ideal - so Hurricanes and Drakes mainly. They are cheap also as a pirate being ISK efficient is important so not many pimp ships; our life-style is very feast or famine.
So with this knowledge I hope you are starting to get a picture how The Bastards fly and how I FC.
Something else that I do is allocate primary, secondary and tertiary points to various pilots before we set out - one can have too many points on one target so this pre-planning means that if we encounter three or more ships and we decide to engage then I am quite sure that we will point at least three targets and not lose valuable loot!
This isn't at all strange, any sensible FC (and their fleet) should have pre-planned responses otherwise it is too much for the FC to perform at the time. For example; I will also pre-allocate some of my ships and/or modules (i.e. drones) whenever a Falcon appears on the scene. That way when one of these ECM boats appears I don't need to yell out for someone to take it out as we've already planned for it. Similarly, I pre-allocated targets for those in my fleet who had tracking disruptors as I knew we would be facing battle ships (Eve Uni and Obsidian Front for example) - again, this cuts down un-necessary comms when you're screaming towards the targets.
Finally, my pilots are not 'F1 fleet monkeys' - by keeping them informed and making sure that they know they have an important part to play, it makes for a much more effective unit.
Flashfresh is CEO of The Bastards, a merry collective of bloodthirsty killers and renegades, masquerading under the comparatively respectable mantle of piracy. He is also the author of a long-running much loved blog called
Flashfresh - The Pirate
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CCP's 2012 New Year's Resolutions



Tuesday, 24 January 2012 22:02
CCP's 2012 New Year's ResolutionsBy Kirith Kodachi
I bet a lot of people in the offices of CCP would like to forget most of 2011. Hell, I know a lot of players want to. It often felt like we were all crowded onto a tour bus with a pack of rabid hyenas careening down a cliff top road with no guard rail and no brakes, while the whole thing is on fire. Not pleasant.
But the last few months of the year saw a turnaround so dramatic and stark that it left a community so infused with Bittervetitis with very little to fuel its rage and fury. Hope sparkled in the typed words and the discussions turned back to internet spaceships and pretend politic drama.
So in the spirit of cooperation we want to provide some resolution we feel that CCP should adopt to keep them on the straight and narrow path of Eve Online Success.
#1 - Let the Devs Speak: One of the great things about the Crucible Turnaround was the deluge of information from the developers on a variety of topics, both in official dev blogs and forum posts. This flow of information allowed the playerbase to understand what was going to happen in Crucible and provide valuable feedback to avoid any potential pitfalls.
#2 - Let the Devs play: Some players were opposed to the CCP Dev fleets that hit Tama, Great Wildlands, and Syndicate but the overwhelming opinion was that these three events were a blast and a boon to developer-player interaction. At the very least it gets developers familiar with in game mechanics that they perhaps have never seen in action due to limits in their ability to participate due to internal restrictions placed on them for being devs in the first place. I think CCP should resolve to periodically do these fleets with various different themes to explorer flavour of the month setups and tactics so that when someone complains about setup ABC as being overpowered the devs can respond from a place of experience rather than just theory.
#3 - Let the players lead: While I realize that players don't necessarily make the best businessmen and corporate planners, in aggregate they definitely know the weak points of the game where it should be shored up and areas where expansion would be the most beneficial to the whole system.
#4 - Make realistic plans: Incarna failed not because it was a flawed concept, but because its implementation and introduction was flawed. A single captain's quarters for half a year? Seventy dollar monocles? No shared spaces? So for future big plans we want you to be realistic in your planning; recognize what you can deliver in a 6 month time frame, and plan to iterate in the next release, and make every release work; that is to say, not just functional but also fun.
#5 - Keep sweating the small stuff: Crucible did not have any big features but the players loved it. You know why? Because small annoyances and inconveniences add up in a game you want people playing for years. The amount of effort it takes to add corporate bookmarks is nothing compared to the amount of good will it generates in a playerbase. Keep fixing and adding the small (and medium) stuff because...
#6 - Remember, we are your best tool for increasing subscribers: The best way to get a person into Eve and to stay with Eve is to make sure they have someone to mentor them over the learning cliff. Veteran Eve players are the best resource for wooing new players into the intimidation new world of New Eden and guiding them through the pitfalls. Vets are also the ones that suffer the most from mismanaged tools and abortive releases. Without the core Eve Veterans to keep the engines rolling this game dies. So while things like poor corporate control interfaces, POS management, and overpowered supercaps may not affect 75% of the playerbase, the 25% it does piss off is the part of the playerbase that makes the game run and be worth playing.
Happy New Year, CCP. If you need help sticking to your resolutions don't be afraid to give us a call.
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Assault Ships Proposed Changes



Tuesday, 24 January 2012 22:02
Assault Ships Proposed ChangesOn January 5
th CCP Tallest posted in the Test Server Feedback forum a thread detailing some proposed changes to Tech II Assault Ships to improve their performance and make them more viable in the current Eve battlefield:
All Assault Ships* Added role bonus: 50% reduction in MicroWarpdrive signature radius penalty
Retribution* Added bonus: 5% bonus to Small Energy Turret tracking speed per skill level.
* +1 mid slot
* +15 CPU
* +200 armor hp
Vengance* Added bonus: -5% bonus to Missile Launcher Rate of Fire per level
* +1 high slot
* +10 CPU
Harpy* Added bonus: -5% bonus to shield resistances
* +1 low slot
* +200 shield hp
* +10 CPU
Hawk* Added bonus: -5% bonus to Missile Launcher Rate of Fire per level
* +1 mid slot
* +10 CPU
Enyo* Added bonus: +5% damage changed to 10% bonus to damage (like taranis does)
* +1 mid slot
* +200 armor hp
* +10 CPU
Ishkur* Added bonus: 10% bonus to drone hitpoints per level
* +1 low slot
Jaguar* Added bonus: 7.5% bonus to Small Projectile Turret Tracking per level
* +1 low slot
Wolf* Added bonus: 7.5% bonus to Small Projectile Turret Tracking per level
* +1 low slot
* +200 armor hp
* +10 CPU
The addition of a class role bonus and a long awaited fourth bonus for each ship, as well as an additional low or mid slot and some statistic changes, has sent fitting theorists to the drawing board to analyze the changes.
While the role bonus of a 50% reduction in MWD signature penalty is useful, most players would have preferred a role bonus centered on an increase to afterburner speeds or a defence against stasis webifiers. The MWD's vulnerability to warp scrambler/webber combination will remain an ongoing concern.
However, all players agree that the second mid slot for the Amarr Retribution is long overdue.
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Fuel Blocks and You: What You Need to Know



Tuesday, 24 January 2012 22:02
Fuel Blocks and You: What You Need to KnowBy Morg Braktar
With the releaseš of CCP's latest update to Eve Online, Crucible, we capsuleers are in for quite a few changes. Among the most visible all
Player Owned Stations (referred to as POS) are moving from the use of the different ice products and Planetary Interaction commodities to brand new
Fuel Blocks. What does this mean for you?
Well, first let's look at how much time we have before this change goes live. Beginning on January 24, 2012 POS's will be relying solely on the new
Fuel Blocks for sustenance. For now they will still be using the old fuel. You can begin placing the new blocks in the fuel hangar now and after downtime on the 24
th your POS will start using them. [
EDITOR: CCP is temporarily increasing fuel bay size of all towers to assist this changeover.]
For those that want to make their own
Fuel Blocks, Blueprints Originals (BPO) have been seeded at
Thukker Mix NPC stations. On Crucible's release day, I purchased my
Amarr Fuel Block BPO's for eleven million ISK each. Once I had them back in my home system, I immediately put them under research. I'm not going to go into specifics because we are each trained differently but to reach the recognized "perfect" Material Efficiency of 40 took me between four and five days.
The difference, in my opinion, of that research is miniscule but worth the time since the changeover was not immediate. You may not feel the same as I do, but in Eve any amount of savings adds up over time.
Table 1 - Fuel Block and pre-Crucible fuel component usage of Amarr Control Tower
| | ME 40 "Perfect" | ME 0 | Current Usage |
| Coolant | 8 | 10 | 8 |
| Enriched Uranium | 4 | 5 | 4 |
| Heavy Water | 150 | 180 | Variable |
| Helium Isotopes | 400 | 480 | 452 |
| Liquid Ozone | 150 | 180 | Variable |
| Mechanic Parts | 4 | 5 | 8 |
| Oxygen | 20 | 24 | 28 |
| Robotics | 1 | 1 | 4 |
As you can see the majority of fuel savings comes in with the isotopes and robotics. As it currently stands, the
Heavy Water and
Liquid Ozone vary depending on what you have anchored and online at your tower. With the Fuel Blocks your tower will now consume the two as if at full power grid and CPU usage. The above table is showing for four hours online time which for a small tower is forty blocks with the material values based on my manufacturing skills. Small towers will be consuming 10 blocks per hour, medium at 20, and large using 40 per hour. Each run manufactured produces 40 blocks with a manufacturing time of five minutes per run. Each
Fuel Block has a volume of five cubic meters.
According to CCP Greyscale, this change is to help ease our time doing the not so fun stuff such as having to calculate exactly what fuel we need for each tower we have. I have to agree with him that this will make it easier to keep our towers going but those of us who run a tower by ourselves this change will impact our game play with either increased ice mining times or higher costs in obtaining the
Heavy Water and
Liquid Ozone needed.
There are a few other changes that I will gloss over while I am talking about POS's. Anchoring and online times have been cut drastically; labs, assembly arrays, and most structures now online in five seconds and also unanchor at five seconds.
Overall I applaud the changes that CCP have made to POS's even though I now have to spend much more time mining ice to run my tower. I for one did not like having to sit down and figure out how much
Liquid Ozone and
Heavy Water I needed for each configuration of my tower. I have yet to sit down and figure out if this new way will still be cost effective for me, but that has more to do with Planetary Interaction changes, specifically the increased tax on importing and exporting from my planets.
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Pod Connections: Ways to Stay Plugged In with iOS



Tuesday, 24 January 2012 22:02
Pod Connections: Ways to Stay Plugged In with iOSBy Morg Braktar
So, you finally got that shiny new
iPhone! Forget checking the scores to the weekend's games. Grumpy flying creatures, fughedabadit! As a denizen of New Eden the most important apps you can put on your
iOS device help to keep you in the loop with your training queue and wallet. Let's take a look at your options...
Capsuleer by
Roc Wieler and
PyjamaSam For those of you in the know this was the quintessential app for tracking your doings in Eve. Unfortunately shortly after I found this app there was a dust up between the developers and CCP and I'm not going into the specifics on that because it was well documented on the forums. This app was fast, well organized, and at the time, had everything you could ask for. The included Blog list was the icing on the cake for me; it kept my finger on the pulse of New Eden.
Iclone and iClone Lite by Benjamin Scott This is now my standard go to app especially the lite version. I actually found this before Capsuleer but before lite was released. This app has the functionality to track most anything you could want to know about your character or corporation but the standard version was a bit sluggish in updating which is why I went to the lite variety. The jump planner is useful when away from a computer but the included map serves no real functionality for me. Overall, it's a good app but its size and updating times are issues if you are on a cell signal.
Eve Universe by Artem Shimanski In my opinion this is the Cadillac of Eve apps. Not only can you track your training and wallet, but you can check on your POS, industry, market orders, contracts and check fittings. This app even has integration to look at Battleclinic fits through its fitting tool. If you can have personal and corporate versions, like wallet and contracts, you can look in on both if you have the right corp roles too. Eve Universe also has a version for the iPad that is optimized for its screen size but does not add any new tools.
Leaky Capsule by Avall This download has only two real features and as such is very basic; you can track your training queue and keep up on Eve news through the Eve Blog Pack. Updating your characters is quick but the lack of tools means that most other apps are more useful. I do open this quite often for the blogs though, as it has both the player blog pack and listings of the various CCP blogs that go out. This is what I use to stay updated about the happenings of New Eden.
Dusk by Will Stones I'll be honest; with all the other Eve apps I have on my 4S, I'm not sure why I keep most of them around. I know exactly why I keep this one. This is the only app that has the ability to set up a training queue on. No, I'm not talking about changing my skills in the game, just keeping a training list at my fingertips. Functionality is rather limited; if you add a skill that has untrained prerequisites you will have to manually add them to your list. Other than that it is worth downloading.
EveAgent by Ice Tempest This app is well programed but at its heart is very rudimentary. The only use I can find in it is checking what skill you have training. Visually it is good. The only thing that really stands out with EveAgent is that you can see what certificates your characters have earned and claimed in Eve.
IeveStatus by Taigh Slais Consulting Limited This is a newer app that I have just downloaded. My initial impression is that it is not very useful. You cannot see what skill you are currently training, only that you are training and when you queue will end. My opinion is to save your time and get something else.
Fly Safe by Luc Regnault Another pretty low budget app that has limited use and that lacks function. This one does include an RSS feed, a ship gallery to view information on the different ships, and status updates from New Eden. That last one is what makes this app stand apart as it can be used to track how many people are in a given system if you set it up, and it will also show how many jumps have been made in a system. It also has the ability to track ship and pod kills per system.
* * * * *
That fills the list of character tracking apps for the iOS devices. There are a few niche products that help in other areas that I will now tell you about.
Pod Mail by Michael Gillies A mail viewing app for the Eve-mail system, it is very handy for keeping up on your correspondences. Of course I'm an insufferable bastard so I do not get many messages. Personal issues aside, this is a fairly new app to me but I can see it will be used to read all the mail I will be getting now that I am more visible in the Eve spotlight.
Station Trader by Flux Forge Ever wondered exactly how much tax you will be paying on that shiny new officer mod that you need to sell? Look no further, this is the app for you. The only drawback is that you have to enter your standings manually.
Iskies by Simeon Mitev This app has one use but it fulfills that use to its fullest. If you have PLEX to sell then this app has the buy and sell prices in Jita. Prices too low for you to sell now? You can set this up to let you know when the prices are in the range you want to sell or buy at.
Eve Trader by Jorn Stein I'm not a trader. I do not like sitting and staring at a screen waiting to drop a sell price by 0.01 ISK. That is not something I can do but if that is how you like to make your ISK then this app is for you. It will track your orders and let you see where you are making money.
* * * * *
So there you go; if you have an iOS device you now have list of the apps available to you. Some are better than others but I can't tell you what you like. Hell, I can't even tell my family what they like all the time! Head to the app store and free yourself from your keyboard. Trust me, Eve will still be there when you get back but there is no reason you can't stay in touch while you are out enjoying life.
Do you know about EVE apps for the Android platform and want to write about them?
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
.
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It's beginning to look a lot like Christmas



Tuesday, 24 January 2012 22:02
It's beginning to look a lot like ChristmasBy Penelope Star
Every December EVE players can look forward to a surprise holiday gift and this year CCP have surpassed themselves. Not only did we receive a set of Genolution Core Augmentation implants (the first available after the Crucible release, the 2nd arriving in the second week of December) but in addition we've been given the option, between December 12
th and December 21
st, to choose another single gift from a selection of 23 packages. There was a small fracas on the EVE Online forums when the remap option had to be temporarily withdrawn for some fine-tuning, but within 24 hours it was available again and calm was restored.
There are 6 groups of options: "
I am the Destroyer" - Destroyer packages; "
Outliers" - gift ships from previous years; "
Fear and Loathing in Cyberspace" - implants/remap/performance boosting substances; "
Blockheads" - fuel blocks/blueprint originals; "
Survival Rations" - crystal/ammo packs; and "
Passion for Fashion" - 2000 Aurum to spend on froufrou's in the NeX store.
Jester of Jester's Trek blog has made a few calculations based on market values gleaned from Eve Central and come up with an interesting ISK value comparison on the choices. During the second week in December, Destroyer packs (3 destroyers, skill book plus small crystals/ammo) come out top at around 59 million ISK, while the Echelon with its single medium slot designed for the Purloined Sansha Codebreaker, comes bottom of the list with its current market value of 2.9 million ISK.
All you need do to claim this bounty is log onto the account management website
https://secure.eveonline.com/ , click on the blue gift image on the right and make your choice. Your holiday gift will then be made available for redemption from December 22
nd.
I asked a few EVE-famous players about their favoured selection and in return received some interesting replies..
Laedy, PVPer extraordinaire and Last Combatant Standing in Alliance Tournament IX: "I've chosen the neural remap. To me it wasn't a difficult decision to make, since any of the other gifts are so easily available in game for sale if I wish to buy them at any time. A remap however, is priceless. Especially when thinking ahead for the next Alliance tournament (if I participate again), a neural remap can be very useful if I need to train certain skills very quickly at the last moment." Wensley, legendary solo pvp'er and author of the ultimate Rifter bible, "Wensley's Rifter Guide": "On Wensley I am going for the Amarr destroyer package simply because it has the highest ISK value. I have an attribute remap coming in the New Year already and Wensley's plan for the next 12 months consists entirely of ship and weapon skills so the same attributes will do the trick all year.
On my alt, Baltasar, I will probably go for the remap because at the moment he is training up frigate skills for RvB. For now he's good to train gunnery and ship skills but as he'll be flying Gallente mostly he needs drone skills." Verone, Gurista loyalist, pirate, prolific EVE fiction author, and CEO and Executor of Veto Corp.: "I'll be choosing the neural remap for all my accounts, purely because it's the only thing on the list that can't be bought with ISK. I'm currently training capital skills on most of my characters, and once I'm done there I intend to switch attributes to focus elsewhere. Having the extra re-map should help out, as some of my characters have to wait up to 8 months before I can remap when the timer runs out.
There are some awesome gifts out there, but the majority mainly cater toward new and upcoming pilots, or those who are still learning the game. The destroyers, ammunition and suchlike aren't really useful to a 100+ skillpoint player, however stuff like the pre-built fuel blocks will give the highest monetary value if people are just going to sell the gifts." Azual Skoll, aka The Altruist, Director of Agony Unleashed and head of its PVP University: "The remap is the obvious choice for most people - the other gifts all have a material value (even the unique items can be bought off contracts for a moderate sum) whereas currently there's no other way to receive an extra remap. If there was, I'm fairly sure the value would be more than 45 mil (the highest isk cost among the other options). That said, at 70m skill points I have most of the skills I desperately want and the ability to remap more frequently is less appealing than it used to be. Immateriality also gives it the downside that you can't sell it unlike the other choices, so it's only actually worth whatever it's worth to you.
In terms of use to me, ammo would be the logical decision. Which ammo though is an interesting question; With hybrids or crystals you really get a raw deal, since only the close range variants of each type (antimatter and multifrequency respectively) are commonly used. Projectile ammo is significantly better value, with the three close range variants all being heavily used and the mid-range versions getting some occasional use too. However in terms of best value and least wastage, the best choice by far is the missiles - while some get more use than others, every variant you receive with this option is regularly used in at least some situations.
Of course in when it comes to isk value for those who are simply looking to sell, the +3 implant set has the highest value at roughly 45 mil (the two missile options come close though). If you're willing to spend some time in jita you could simply sell the implants and buy any of the other options with isk left over (including for example, buying your 40k hybrid ammo all as antimatter)!" Alekseyev Karrde, CEO of Noir., brutally efficient soldiers of fortune in business suits: "I picked the implant set, because i haven't had a training clone in a long time. I could have afforded to set one up for a while but I dont have much motivation to spend ISK outside of buying PVP stuff and PLEX so i never got around to it." Flashfresh, roguish tea-drinking pirate, drunken roam expert and CEO of The Bastards:"You know? I missed the first gift of the CA-1 implant when incursion hit the scene; much to my annoyance! I decided, that I would take the Core Augmentation implant. The price will drop as loads of other people no doubt picked this option too but what the hell. My reason for picking it?
It will be worth something, eventually. Should have picked the fuel blocks for immediate resale." Chribba, EVE's most notorious "carebear" rumoured to be wealthier than Croesus: "PASSION FOR FASHION!
Just bc I don't need anything else, and me and all my accounts are stocking up on AUR for the time when I can send it to pilots.
I like the idea but would rather have had snowballs - way more fun - tbh if that had been a gift - that's what I would have claimed on all my accounts :D" Spicy Frog, CEO of Red Frog Freight, one of EVE's longest running high sec courier services: "I have chosen the "In the heat of the Moment" Quafe Zero gift. I will add it to the collection in my cellar, as I heard it improves with age. I would never dream of drinking it." The PitBoss, Alliance Executor of The 0rphanage notorious Empire War Dec Mercs : "Honestly ... 'Passion For Fashion' -or- 'The Neural Remap' ... are the only gifts that can't be taken away with a well-timed ALPHA
Those would be my top choices ... with the recent gift of remap still fresh ... I'd probably go with the 'Passion for Fashion' 2000 aurum...
1) An Alliance Executor has got to look good
2) I'll be damned if I spend my hard earned RL money to buy Time code ... turn them into plex then turn the plex into aurum ... this game is a hobby for me ... not a vending machine."
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To Return?



Tuesday, 24 January 2012 22:02
To Return?To return, or not to return, that is the question:
Whether 'tis Nobler in the mind to suffer
The Slings and Arrows of outrageous Fortune,
Or to take Arms against an Eve of troubles,
And by opposing end them: to die, to sleep
No more; and by a sleep, to say we end
The heart-ache, and the thousand Natural shocks
Wrecks of ships floating in space? 'Tis a consummation
Devoutly to be wished. To die to sleep,
To sleep, perchance to Dream; Ay, there's the rub,
For in that sleep of death, what dreams may come,
When we have shuffled off this mortal coil,
Do we activate our clones? the respect
That makes Calamity of so long life.
(-With apologies to Shakespeare)
Good evening boys and girls; it's me, your old buddy Zarch AlDain.
"Who?!?" I hear you crying from the back of the room.
Well I'm one of those old "bitter vets" who stopped playing Eve three quadrillion years ago (well ok, I stopped three or four years ago, played for about 6 months two years ago). And I didn't really get bitter, just suffering from a shortage of time combined with rising GTC prices which meant my ISK wasn't buying as much game time as it used to.
Every now and then I have a quick browse of the dev blogs though, and I keep up with the good old Eve Tribune. I used to be a regular writer and editor here after all, although I notice that with the number of writers and editors who have joined me in Eve retirement homes even the Tribune has had occasional lapses in publication.
So Wormholes seemed nice, and T3 plus wormholes brought me back for a bit; although ironically I hardly spent any time inside wormholes or T3 ships. I ended up flying with GK Inc in Panda Team and having a good old pew-pew in regular 0.0. That was the sort of corp I liked - where I could disappear off to real life for a week and when I reappeared it wasn't "Where have you been?!?! You missed 7.4 mandatory ops and haven't prepared a mining barge!" it was "Ah, cool. You are online. We have a hostile gang 3 jumps out, wanna come join the party?".
This is the corp where I mentioned to the CEO that by my math 200 bombs would be enough to fully disable one of the two clusters of ridiculously over-anchored modules on a hostile POS (they had two clusters, each containing around 80 POS guns/ewar/etc - something like 10 times as many as they could online. I think they were tired of us harassing the POS by taking out the mods). I logged on the next day to find they had shipped in 500 bombs (just to be sure) and there were already around 20 people out doing bombing runs. For the record - it worked. All the POS mods were incapacitated by 20 people in a few hours.
But the GTC prices kept rising, and my time kept shrinking, then GK joined PL and I realised that realistically I just wasn't going to be able to give either the corp or the alliance that time that it deserved...so I went back to my hibernation.
A few more releases have gone by, none seemed to offer me anything interesting, nothing to draw me back. But now we have a new patch with new battlecruisers and lots of annoying little things fixed.... and so my question to you is: What is there new in Eve in the last year or two that makes it worth me coming back? Should I return or is this not the patch for me?
Answers in the comments :)
Zarch AlDain
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Mass test on Thursday, January 26



Tuesday, 24 January 2012 22:02
The next mass test on our test-server Singularity will be on Thursday, January 26 at 17:00 UTC. In this mass-test we will have a look at client performance and server code improvements. The SisiLauncher tool is available for the Windows client, otherwise please follow the instructions on the Singularity page in Evelopedia.
Testing should last 60 minutes. All participants will receive two million skillpoints on Singularity.
Please refer to this thread for more information about how you participate in the test, and this EVElopedia article for more information on mass testing.
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Client update and forum/API outage during downtime on Wednesday, January 25



Tuesday, 24 January 2012 22:02
EVE Online: Crucible 1.1 Client Update #2 will be released during a standard downtime tomorrow. Patch notes for this release are still being compiled but will be added to the main patch notes page before downtime begins.
In addition there will be a 30 minute outage of the EVE Gate forums and EVE API to facilitate migration of web databases. In an effort to keep API downtime to a minimum, we will be truncating the player access logs which keep the last seven days history of locations and IP's.
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EVE Online: Crucible 1.1 has been deployed



Tuesday, 24 January 2012 22:02
EVE Online: Crucible 1.1 has been deployed. This patch brings a number of improvements into EVE Online, including the new Neocom panel, rebalanced assault ships, ability for alliances to join Factional Warfare and numerous UI enhancements. For more information on these changes, please refer to CCP Soundwave's recent dev blog or visit the Crucible feature page. Patch notes are available here.
Please report any issues with Crucible 1.1 in this thread and a thread for general feedback is available here.
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PayPal no longer a valid payment option for the Buddy Program



Tuesday, 24 January 2012 22:02
As of Monday, January 23 we have removed PayPal as a payment option for the buddy program due to an exploit discovered with this payment method. The terms and conditions of the program have been updated.
Players, who from now on, select PayPal as a payment option for their buddy account will have to contact customer support as the reward will not be given out.
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EVE Online: Crucible 1.1 deployment information



Tuesday, 24 January 2012 22:02
EVE Online: Crucible 1.1 is scheduled for deployment during an extended downtime on Tuesday, January 24. Downtime will begin at 11:00 UTC and is expected to be completed by 12:00 UTC.
Crucible 1.1 brings a number of improvements into EVE Online, including the new Neocom panel, rebalanced assault ships, ability for alliances to join Factional Warfare and numerous UI enhancements. For more information on these changes, please refer to CCP Soundwave's recent dev blog or visit the Crucible feature page. Patch notes are available in English, German and Russian.
Please note that in December we have temporarily doubled the size of POS fuel bays to reduce the impact of the delay to fuel block switch-over. In Crucible 1.1, these changes will be reverted and the fuel block consumption enabled. Towers left with their fuel bays in an "overloaded" state as a result of this change should continue to function as normal.
A discussion thread is available here.
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7th Greek Annual Meeting on January 28



Tuesday, 24 January 2012 22:02
On Saturday, January 28, 2012, the 7th annual Greek EVE Gathering will take part in Athens and Thessaloniki, Greece. The event will include traditional pie cutting and a lottery, as well as video greetings from the CCP HQ in Reykjavik, Iceland. More information are available in this thread.
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Last chance to get your Fanfest Early Bird tickets!



Tuesday, 24 January 2012 22:02
EVE Fanfest is drawing closer by the day, and we would like to remind you that there is just over one week left to get your Early Bird tickets. Until January 31st you can get them at the EVE Account Management page, along with tickets for various Fanfest activities, including the Dev Pub Crawl and the Charity Poker Tournament.
If you still haven't made your travel arrangements, you can book your flight and hotel room in one go with the package deal provided by Icelandair, or use the offer provided by our hotel partner, Center Hotels.
See you at Fanfest 2012!
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EVE Online wins MMORPG's Player Choice Award for Game of the Year 2011



Tuesday, 24 January 2012 22:02
Thank you thank you! We'll take this as a big hint that EVE Online: Crucible was the proper way to end 2011. We'll also take this tremendous show of support as a clear message that 2012 should bring more internet spaceships to you in a similar fashion. Check out the awards site here for all the winners (including EVE!).
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Crucible 1.1 dev blog lists content



Tuesday, 24 January 2012 22:02
CCP Soundwave, Lead Game Designer for EVE, has a new blog out where he talks about the things his teams have been busy making for Crucible 1.1 which will hit TQ on January 24th.
Please read the blog here, and join the discussion here.
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Tranquility emergency reboot on Thursday, January 19



Tuesday, 24 January 2012 22:02
Tranquility will be taken down for a reboot on Thursday, January 19 at 01:20 UTC to resolve issues with fleets on the server. We apologize for any inconvenience and we estimate that the server will be up at 02:00 UTC.
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PLEX issues on Wednesday, January 18



Tuesday, 24 January 2012 22:02
We have been experiencing issues with PLEX not redeeming correctly for some players. After an investigaion, this issue can only be rectified by doing a complete reboot of Tranquility. In order to minimize the disruption to all players we will monitor the situation but we expect the next reboot will be during downtime tomorrow.
In the meantime, should a PLEX not redeem correctly for you, please see this article on reverse redeeming a PLEX. Should that option not work, please submit a petition under ‘Billing and Account' and a GM will handle the issue for you.
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