EVE Online

EVE Online Dev Tracker




22 Mar

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The Photon UI project aims to create a unified style for EVE Online’s user interface, improve consistency, create a better onboarding experience for new players, and reduce cognitive load for all players. We are focusing on quality-of-life updates like improved interaction feedback, unified functionality, and an updated sci-fi look.

Topics in these categories should be narrowly focused on on a single change or package of closely related changes. Creation of new topics will be highly moderated:

  • New topics should relate to a single change or a single package of related changes
  • Topic titles should clearly state the feature being discussed and may be updated by moderators for clarity
  • Opening new topics when a post on a subject already exists may be merged or removed
  • Discussions are expected to be related to the features being discussed. We want to hear your thoughts about the features and what you think could be improved. Off topic discussi...
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21 Mar

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Hello everyone!

With the latest Road to Fanfest pt2 blog that went out today, we announced some tweaks to the Proteus. We’re trying out separate discussion topics for various announced changes to make it easier for our teams to find topical feedback, so this thread is for this particular balance change.

The Proteus has been under-performing compared to its other T3C brethren. In particular, it suffers largely from very tight fitting stats as well as well as slow speed, as it’s often trying to fly around with heavy armor plates. These changes should help to give it a little boost and hopefully bring it up to a similar level as the other ships in its class.

Changes

  • Hybrid Encoding Platform Subsystem: 430 PG from 330 PG
  • Augmented Plating Subsystem: 25% reduction in Armor Plate Mass Penalty

New Additions based on feedback:

  • Drone Synthesis Projector Subsystem CPU 60 from 40
  • Drone Synthesis Pro...
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I’m sorry, but there are indeed no plans for a new mirror at this time.

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Greetings Capsuleers!

As you may have read in today’s blog post - we’re making a slew of changes to the combat power of structures with the goal of allowing for more variety of fleet compositions in structure contests. This is just the opening salvo of a larger overhaul of how structures fit into the ecosystem of New Eden - and I look forward to talking to you all more about the next steps in the process at fanfest!

Here are the specifics for the changes you can find now on Singularity:

Standup Point Defense Battery

  • Now requires ammunition to fire. You can find this new ammunition under the name of “Standup Flak Rounds I” on Singularity (name may be subject to change)
    • Damage per cycle reduced by 50% (250 damage of each type from 500)
    • Requires 200 rounds per cycle to fire
    • Reload time of 180s (new)
  • T1 has a capacity of 3000m3 (3 cycles before reloading). T2 has a capacity of 5000m3 (5 cy...
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This category is specifically for discussion surrounding new features and updates that impact general gameplay, such as balance changes, new features or changes to core mechanics.

Only developers can create threads in this section of the forum, however everyone can see and reply to them.

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Share your feedback on upcoming features!

This is where you’ll find threads from our developers with details of proposed changes or additions to EVE Online. Including details of changes as they appear on the public test server and in the Features Preview system which appears on Tranquility.

For Feature Preview categories you are able to create your own threads and topics in these categories should be narrowly focused on a single change or package of closely related changes.

For other upcoming changes only developers can create threads in those sections of the forums, however everyone can see and reply to them.

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UPDATE 11:15 UTC: Tranquility is online and accepting connections.

There will be an extended downtime on Tuesday, March 22 while we conduct some routine tests on Tranquility before bringing the cluster back online. We anticipate work will be completed no later than 11:30 UTC and TQ will be back online earlier if work is completed ahead of schedule.

We don’t anticipate any side effects or other issues like we experienced last week.

Updates will be posted here and on the EVE Status Twitter account.

Comment

Conduit jumps are a flat fee by design at the moment, which is already quite low. Originally this was to make the conduit jump for blackops particularly attractive over the portal to encourage the ships to get on field - and we just decided to stick with that paradigm here as well, rather than adding in new complexities to it.


20 Mar

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We did make graphical changes in a recent patch which has caused some people in very rare occasions to be having issues on their systems. This has primarily been on MAC but not exclusively.

As to what exactly is causing it, I unfortunately can’t take a guess without getting some more information.

I would recommend to put in a technical support ticket so they can go through the whole shabang with the diagnostics.

Hope that helps o7


19 Mar

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Thanks for the feedback, I’ll have another look at the Strontium consumption this coming week.


18 Mar

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Capsuleers,
We hear your concerns about the Prospector Pack.

As all EVE players know and remember, being a new pilot in New Eden has many challenges. Some players are lucky enough to make their way into player corporations quickly, where they are shown the ropes and supported by our veterans. For others, however, this path can be hard to find or feel intimidating, so they go it alone. We’ve spent much of 2020 and 2021 devoting resources to researching these players and trying to find ways to help them through early content barriers. Recently, we added a whole new chapter dedicated to mining in New Eden to the New Player Experience (NPE), as well as a new tutorial on Invention and T2 Production to our regularly updated EVE Academy.

Part of our experimentation in the new player journey has included the introduction of various packs and sales that give new players strong but limited options to jump forward and catch up with their peers. The destroyer-themed starter p...

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Please use English in this forum.

We are aware of problems with scanning. Feel free to check 3/17/22 - Singularity Updated - Rorqual Conduit Jump for further details about the current Singularity build.

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This fix has been released to TQ today.


17 Mar

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I’m not sure what the plans are for them, but I wouldn’t rely on Singularity as a total guide for features such as that.

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Changing the name of the JPG and the Cyno are both under consideration. Very likely for the JPG, quite possible for the Cyno.

It’s also starting to feel like “Industrial” has long been an unfortunate name for EVE’s light cargo carriers as a holdover from ancient times.

We’ll see though.

DZ

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This was considered but left out because we didn’t want to include the Orca (just due to concerns about this being too strong a tool for material transport). I know that may sound like an odd reason, but they’re related ships in a sense. I’ll think on it.

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These things have all been considerations.

Competing with PANIC as a defensive action

The conduit jump cannot be used while the the Indycore is active - this limits the chance that they just instantly blink a fleet out to safety and should allow for tackle / dictors to get into place in most cases. If players take to sitting non-indycore rorqs in belts as an extra means of escape, that too would be a risky move as there’s a potential to zone out and be too slow (and the risk of being caught by a blue scout is high). I think in this case we’re still happy to have the rorqs out in space and capable of being caught.

Battle Rorqual Drops

Given that rorquals are more vulnerable outside of asteroid belts and FAX aren’t able to follow them through it may simply be okay to open room up for this to be a possibility (they could have done it already with recons, this is just a cheaper cyno option). A group that becomes know for doin...

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It can take up to 30 ships - only Exhumers, Barges, and the mining frigates (Venture, Prospect, and Endurance)

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Hello Fellow Capsuleers,

Some time ago you saw a glimpse of plans for the Rorqual to get the ability to conduit jump with other mining ships, to help it get mining fleets into position with ease. These changes are now on singularity and we’d love for your assistance in testing them.

Along with these changes we’ve done some large scale refactoring of how the jump harmonics code works with the goal of allowing us to add and change jump functionality with ease in the future (what can portal/conduit, what ships can use which beacons, what ships can take the conduits and all such things relating to jump mechanics). Everything should continue to work as it did before, with the exception of the new Rorqual changes in this build.

As of today those changes are now on Singularity to test! You can find the new Rorqual module under the name of “Industrial Jump Portal Generator”. This module functions similarly to the Black Ops module in that it allows for the Rorqual to bot...

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I’m not on the community team anymore but you can still feel free to include me :smile:

We completely agree that T’amber’s work is awesome - it gets shared around internally at CCP too!

A community skin project with profit sharing would be amazing, but there’s quite a bit of technical and logistical work involved in making that a reality. Doesn’t mean it won’t happen one day, because it would be amazing, but it’s not a simple lift for us to make happen in the near future at least. That said, such ideas are totally on our radar as things to work towards.