CCP_Paradox

CCP_Paradox



10 May

Comment

Hi there, this is on me.

  • Capital Propulsion Engine reduced to 5 (previously 10)
    This is what it should be

And the Capital Turret Hardpoint bulletpoint was a mistake, we’ll remove that from patch notes. Thanks for verifying it!


29 Apr

Comment

Thanks for checking, I took a look on this type and I see it too. I spot checked some ships earlier.
I will re-generate the SDE and do another check, I’ll update this post if I generate a new one with the right data.

Update: New and up to date SDE is now available at the URL, https://web.ccpgamescdn.com/aws/community/sde-SINGULARITY_Apr29.zip

I checked both the Neurolink Protection Cell and Capital Core Temperature Regulator blueprints, and they have the expected changes.

Comment

Hi Capsuleers,

We have just launched a new update to Singularity today that covers some further iterations to this upcoming update for manufacturing and ship blueprints.Of note, there have been changes made to two components:

  • Capital Core Temperature Regulator has had the input of the core temperature regulator dropped to 70 units (from 250).
  • Neurolink Protection Cell has had the input of the genetic safeguard filter reduced to 5 units (from 20).

The manufacturing of Capital ships has also been adjusted, this affects Carriers, Dreadnoughts, and Force Auxiliaries.
In short these changes to capital manufacturing are to set clearly the manufacturing cost ratios of the classes, where the order of cheapest to most expensive to manufacture for capital ships will follow:
Dreadnoughts->Carriers->Force Auxiliaries.

There have been many material changes to the blueprints, and we have provided a new Static Data Export (...

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13 Apr

Comment

Blame me, I had all Indy ships in that tab then decided to move the capitals but only did this to the Rorqual in the end. :facepalm:


12 Nov

Post

Greetings,

As you may have heard, a major update to mining, industry and production is under way for New Eden. We’ve updated Singularity with an early look of this while it is in development. We’re excited to hear your feedback on testing these changes, while we work on resolving issues and adjusting balancing based on provided feedback.

There has been ...

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29 Sep

Comment

Yes, this will be the source!


21 Jul

Comment

Hi everyone,

Following up on the feedback provided in this thread, we’ve made some additional changes to the roaming NPC and their points of interest. We want to ensure that a few points of interest will be points of conflict between the various NPC groups that roam Pochven. You’ll see conflict between the groups around planets, suns, and the Dazh Liminality Locus.

Thanks for the feedback so far on the changes o7


19 Jul

Post

Hi everyone,

This week Singularity will have a couple of changes for Pochven that we would like to highlight.

  • We’re changing how rewards are granted to players for several sites in Pochven, including the Observatory Flashpoints.
    The rewards will now be paid similar to how Incursions work, in that only the Fleet that contributes the most damage will receive the payout. Furthermore only those fleet members inside the site that will receive the rewards as long as they are eligible (Eligibility is: Not cloaked, Not inside a rookie ship/Shuttle/Pod/Zephyr)

  • We’re also changing which points of interest the roaming NPCs of Pochven will warp to. Triglavian fleets will focus on gates and stations, EDENCOM NPCs will focus on sites and celestials like planets, and neutral NPCs will be more common around wormholes. Our aim here is to create areas of strength for players loyal to a given faction.

Any feedback or comments are welcom...

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17 Jul

Comment

Thanks for this - we’re still tracking down some issues around the Early/Peak/Late payout caching.

If you have reported bugs on Singularity with the report tool (press F12) then we should be able to get the information we need to resolve this.

Comment

Everybody got 8 each!

I’ll look into re-seeding some more on Monday. We may also add a bunch of ISK to the reserve banks on Singularity also for testing purposes as they’re getting emptied faster than I expected over this weekend.


02 Jul

Comment

We have another update to this patch on Singularity right now:

We’re adjusting the attributes on the Bastion Module slightly with the following changes:

  • Reducing target painter resistance to 50%
  • Reducing weapon disruption resistance to 50%
  • Reducing target dampener resistance to 50%
  • Reducing sensor strength bonus to 200%
  • Removal of ECM resistance

The pacifier also has a small adjustment in addition to the previous changes from above:

  • Pacifier CPU output increased to 240 (from 200)

28 Jun

Comment

Today’s update included some further changes, most notably includes a first set of changes to the Pacifier and Enforcer and updating the Covert Cyno deployables industry requirements and skill to anchor.

Pacifier

  • PG increased to 60
  • 1 Extra High Slot
  • Max Velocity increased to 340
  • Increased both max turret/launcher hardpoints to 4

Enforcer:

  • PG increased to 1150
  • 1 Extra High Slot
  • Max velocity increased to 190
  • Added Drone capability: Capacity 25m3 and Bandwidth at 25Mbit/s
  • Increased both max turret/launcher hardpoints to 5

Changes are still in progress and may be updated.


24 Jun

Comment

Hi everyone, thanks for the replies so far - we’re reading through the feedback and suggestions.
Just to give you an update, I’ve edited the post and the following changes are now on Singularity:

  • 25-06 - T3C Skill Loss Removal is now implemented into Singularity.
  • 25-06 - The new hardened cloak booster now has a blueprint, materials and distribution are not yet final numbers.
  • 25-06 - Interceptor role bonus changes are now included (added an 80% reduction in the scan resolution penalty from nullifiers)

23 Jun

Post

Capsuleers,

Today you will begin seeing changes from our next update “Hunter’s Boon” appear on Singularity, and further changes and updates will roll out daily for the next two weeks.

This update is focused on following up on several of our recent updates with adjustments based largely on your feedback. This update is still in development so expect regular changes over the coming weeks. Here are some of the larger components we plan to include:

  • Adding a covert cyno beacon deployable:
    The mobile cyno beacon has been a success and we want to expand on the concept by adding a covert version. This one will come with a larger price tag but allows hunters to drop a covert cyno without needing a covert hunting ship. We hope this is an exciting tool for hunters. Tuning will definitely be necessary on activation time and ehp to get this in the ideal place.
  • Adding a booster to extend the stabilized period after cloaking:
    Overall we’re very happy w...
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22 Jun

Comment

The patch notes website is indeed wrong, this should read that the rate of fire on the widow is now 7.5% from its previous value of 5%.

We’ll get that fixed up.


17 May

Comment

Just as I write this (17:15 EVE Time) we’re still getting the next update ready for Singularity. It’s been a little slow today preparing it.

Singularity should be updated within the next hour if all goes to plan, and the Deployables will be seeded on the in game market for you to try out.

Comment

Hi everyone,

Here are the latest revisions to the nullification update:

  • Interdiction Nullifier modules are now a High-Slot module.
  • Tech I Frigates have been removed from the list of ships that can fit nullifiers.
  • Fixed an issue with ECM burst jams not correctly disabling nullification when using the modules.

14 May

Comment

Hi everyone,

You may have noticed recently another update on Singularity, that has a few changes and fixes to issues discovered.

  • Entering warp no longer deactivates the Interdiction Nullifier modules
  • Removed Stealth Bomber group from being able to fit the new Interdiction Nullifier modules.
  • Added Tech I Industrial groups to be able to fit the new Interdiction Nullifier modules.
  • Adjusted the bonus on Interceptors, Yachts, and T3 Cruisers to 80% penalty for reduced target range and reactivation delay.
  • Added the new attribute for allowing WCS and Nullifier modules to be activated while under the effect of a stargate cloak.
  • Updated the bonus texts for the Victorieux Luxury Yacht, Malediction, Imp, Whiptail, and T3 subsystems.
  • Fixed an error with a ghost attribute on the Restrained Interdiction Nullifier.
  • Updated the attribute text for the Drone Bandwidth penalty to show the percent reduction.
  • Co...
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10 Dec

Comment

You point at several of the right things.

We knew there was further vectors for AFK abuse as you correctly identify, but there is perhaps other approaches/solutions to the problem. Which is where we arrive at for now with going back from this change and taking some more time.

Delegate control for the old style of fighters is one street for discussion that takes us down a different and interesting path for drones.

Comment

Hi everyone,

I have updated the original forum topic regarding drone behavior changes with the following statement, and I’m cross-posting it here for visibility.

A lot of healthy conversation surrounding the recent drone change is happening and we have been monitoring and discussing your feedback internally.

Our goal is to make PvE activities with drones a more attentive player experience that relies less on low or no attention gameplay moving forward, but the unintended impact on how...

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