CCP_Aurora

CCP_Aurora



17 Nov

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This is very good feedback - me and my team completely agree and have been discussing ways to improve this visibility.

We’re still in the process of making follow-up improvements and this is part of the discussions - hopefully more to share soon!


03 Mar

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Hello everyone!

As Singularity is for testing and feedback, there are a few known bugs that we’re still working out in the current Singularity version.

Known Issues

  • [Fixed] Players in factions other than the controlling faction, who are not at war with that faction, are incorrectly receiving notifications that they are unable to dock in FW stations
  • [Fixed] Some players are not being correctly flagged suspect on entering an FW complex
  • Players are currently not able to un-enlist from a faction they have directly enlisted with
  • [Fixed] Players who have directly enlisted with a faction are being incorrectly attacked by “friendly” NPCs in activities such as FW battlefield sites

If you come across any other bugs or misbehaving game entities please use the bug-report tool in-game via the F-12 menu to report the issue!


25 Oct

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Only for navy militias right now. We want to look at pirate faction LP stores in the future however, so it’s on our radar.

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Not this release, but I am looking at Marauder balance for possible future updates.

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Whoops, accidentally left it out. Updated with the Ishkur changes!

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Hello Capsuleers!

We have a number of balance updates coming with the Uprising expansion which some of you noticed on Singularity yesterday (and will be returning to the test server soon).

This thread is to tell you about the changes we’re looking to make

Navy Ship Blueprint and Material Cost Updates

Along with the balance updates, we are adjusting several aspects of how these ships are acquired / created in-game to ensure they remain affordable to manufacture and fly.

  • Blueprint LP Costs are reduced by 60% (for the faction Militia LP stores only)
  • Blueprints for Navy ships no longer require factional Neurolink Condui...
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17 Oct

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Should be able to reply again now :slight_smile:


04 Aug

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Just replying to let you know we’ve seen this and we also think this sort of concept is super cool :wink:


13 Apr

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Because the reinforcement is armor, services remain online in medium structures when reinforced and industry jobs continue running.

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Bit wordy but I made some tweaks to hopefully clear that up.

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These are not included in these changes and will continue to function as they do currently. (Still have their shield damage cap)

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These mechanics aren’t super clear, but the way reinforcement times are calculated aren’t changing - these will be the same as they are currently.

The times you see there are the minimum reinforcement times, which we call the base duration.

So if it’s in wormhole space, the base duration (currently) is 1.5 days.

It then finds the time corresponding to the first [defender chosen hour] that happens after the base duration (this is the defender’s “pick the hour” mechanic) and then adds 3 hours of jit...

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Working on getting a fixed url! Give me just a few minutes.

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Greetings Capsuleers,

A year ago we made a Significant Update to Industry, where many higher end ships saw new materials added to their build components. These materials helped to create additional value for various activities in New Eden and gave us the ability to more finely tune manufacturing costs when necessary. Since that time we’ve been continuously monitoring how the ecosystem has adjusted and, with this update, we’re tuning the build material costs of these ships to bring them down after a period of elevated prices.

The goals of these changes are:

  • Reduce low level PI demand
  • Reduce Faction and Pirate ship manufacturing costs
  • ...
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Greetings Capsuleers,

We recently released an update aimed at balancing the combat power of structure weapons, to allow for a wider variety of ships to participate on-grid during structure contests. At that time we said this was the first of several updates aimed at bringing improved balance to structures in New Eden - and now we’re ready to show you the next step of those changes today.

Updates to Damage Caps
The minimum dps required to keep the repair timer paused has been decoupled from the damage cap, which means we can now set this value independently for each layer of the structure’s defenses (shield / armor / hull). Y...

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28 Mar

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Current plan is to release the blueprints in the next major release, and then turn on the ammo requirement about 2 weeks later, to give you time to get the ammo built and moved. Ammo is just enabled on Sisi for testing at the moment.


23 Mar

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Looks like you angered the spam blocker somehow - I’ve just tweaked your account, should stop flagging you now.

As for your email issue, I don’t have many insights myself. I would strongly recommend putting in a ticket to the GMs at https://support.eveonline.com/hc/en-us/requests/new as they should be able to help you get your account sorted. Good luck!

If you are unable to log in you can reach support via support@eveonline...

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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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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.