Get off my lawn!!
reported by CCP t0rfifrans | 2009.06.30 19:05:11 | NEW | CommentsThings have been silent on the dev front since the release of Apocrypha this March. Apocrypha was a major success for EVE Online. We rose to new heights in terms of concurrent players and subscribers, and more importantly, we are very proud of the new features and functionality it provided.Now we are working hard on our winter expansion. Winter is quite far away, and we felt because Apocrypha was really early for a summer expansion, we should put out a mini-expansion, rather than wait until winter to release all the stuff we are working on. It should come out mid-August if all goes well. We refer to it as Apocrypha 1.5.Small, Medium and Large rigsEver wanted to build the ultimate speed kite frigate but couldn‘t afford the rigs? Tank your cruiser to the max? Mod your little hauler? Now you can!We are adding small and medium sized rigs ( existing rigs will be considered large rigs ), which will be cheaper to buy and make. With this we are hoping that more people may get introduced to the joys of rigging and the sorrow of losing your specially fitted beautifully rigged ship. CCP Chronitis will explain further in an upcoming blog.Level 4 epic arcs in Apocrypha 1.5Apocrypha 1.5 will be rich with content. We have several new epic mission arcs, which unlike the level 1 epic arc we introduced in Apocrypha are all level 4, meaning they will be more challenging, but also more rewarding. With each themed around a specific race, these captivating stories deal with moral ambiguity, intrigue, honor and some people's lack of it. This should come as no surprise to those who know EVE and what we are about. As before with the epic arc that was released in Apocrypha, they provide a deep, interesting story, where your choices influence the outcome.Specialized Cargo holds - Fuel bays on black opsWe are introducing a system that allows us to author specialized cargo holds on ships. We will start by adding fuel bays on black ops and possibly other ships. This means we‘re adding more space for your fuel, without the ships becoming horribly unbalanced haulers of death. The technology behind this opens up doors to making other types of bays, just for ammo, just for livestock or whatever. Those options will be explored in future expansions.Factional Warfare improvements - LP for killsWe have been closely monitoring reports on lag in Factional Warfare, analyzing the network behaviour, player behaviour and scrutinizing code. The reported lag does not always occur and is elusive to track down and resolve. We currently have engineers allocated to the resolution of the problem, working tightly with the quality assurance department and our bughunters.Meanwhile, in an effort to make Factional Warfare more fun, we are looking at introducing Loyalty Point rewards for kills and captures, with special LP stores for each militia, offering unique goodies for hard working militamen and women. More details to follow in an upcoming blog by CCP Ytterbium.50% features versus 50% maintenanceA recurring question I get from players is "How much time is spent on new features versus fixing and improving existing stuff?". The answer is simple. We allocate 50% of our developer time to new feature development and the rest to polishing and iterating existing systems and resolving defects. We feel this is a healthy balance between moving forward and maintaining what we have already built. EVE is over 650.000 lines of source code today, compared to 280.000 lines when it was first released, so there's a lot to maintain and refactor. Apocrypha 1.5 will have a considerable amount of fixes and polish coming out from this work.The Winter ExpansionWe will be reporting on the winter expansion as it draws closer. All I can say, is that it is focused on sovereignty and you will not be able to walk in it. Check on the dev blogs in the weeks and months to come for more updates. Those who are into RSS and those kind of things can also subscribe to our RSS feeds.Thanks for reading!- Torfi Frans
Honestly... Is more lvl4 missions what eve needs???
The following discussion is performed on an idea level - all possible actions in regards to 0.0 stated here aresubject to change and/or not be taken. CCP created the sov system in the Coldwar expansion to allow alliances to claim 0.0 and has been running for awhile, but is in need of renovation and changes. The current system was given a brief summary. CCP feels the sovsystem should be more complex, more factors should weigh in, so CCP is thinking along the lines of 'the Pendulum'idea where sov can be determined by multiple forces, each force 'pushing' the pendulum to a desired state. Theforces in question could be starbases, agent missions, deadspace complexes, agent bribes, and 'pillars of society'(still a concept). The idea is to bring more carebears into 0.0 to ally with alliances to effect sov. CCP wants to keepusing the old systems to accomplish this, but wants sov to change things like exploration sites, what NPCs spawn,what moon materials are generated, output volumes, agents being available, and possibly NPC market seeding.CCP wants to bring in a system that brings life to 0.0 not just through conflict but market forces and 'seeding' 0.0with logistics. Sov is currently pretty much all industry based, CCP wants to change that so it's more political and military based;
eve online apocrypha 1.5 mini expansionreported by CCP Wrangler | 2009.08.15 11:41:13 | NEWEVE Online Apocrypha 1.5 will be released on 20th, August, 2009. This mini expansion will bring new and exciting content to New Eden including four new Epic Mission Arcs, one for each of the main Empire factions. These arcs will be at Level 4 mission difficulty to provide a challenge even to experienced mission runners. Multi sized rigs will be available, allowing pilots to fit smaller rigs on smaller ships while maintaining the same effect. Changes have been made to Factional Warfare; lag has been reduced substantially allowing for much smoother fleet fights, loyalty point stores now offer substantial discounts on Navy Issue ships while incorporating unique faction modules to pilots. Players can earn loyalty points for the stores both by completing agent missions and by killing player ships belonging to the enemy militia. Black Ops Battleships now have a dedicated fuel bay that can be used to store fuel for their covert cynosural generators and jump drives while the Orca and Rorqual now have a dedicated bay for storing ore.In addition to all of this new content we have made multiple changes to the scanning and probing mechanics, added to our ‘Need for Speed’ initiative to reduce lag and improve performance along with a host of other fixes and changes.
Patch notes for Apocrypha 1.5, released 20, August, 2009.Table of ContentsFEATURESCHANGESFIXESFEATURESShips * Black Ops ships now have a dedicated fuel bay that can be used to store fuel for their covert cynosural generators and jump drives. The bay can only hold ice; if you have fuel in both the fuel bay and the cargo hold it will be consumed from the fuel bay first. * Carriers, Dreadnoughts, Motherships, Titans, Jump Freighters and the Rorqual now have special fuel bays accessible via the context menu of the ship. The fuel bays accept ice products such as isotopes or strontium. Jumping, or modules which use ice products such as siege modules, can be activated with fuel in this hold. * The Orca and Rorqual now have a dedicated bay for storing ore. This bay can only contain unrefined and compressed ore.Rigs * All rigs and their blueprints now come in three sizes: small, medium and large. There are no changes in the rig bonuses, drawbacks or calibration requirements, only in the quantity of materials required to build them. Full details can be found at My Rifter is equipped with the following rigs…Agents & Missions * Four new Epic Mission Arcs have been added, one for each of the four main Empire factions. These arcs will be of Level 4 mission difficulty and will be deeply rooted in the lore of New Eden. * Players will not get a standing hit when they decline more than one Factional Warfare mission within a four hour interval, when they fail an accepted FW mission or when they let an accepted Factional Warfare mission expire.Factional Warfare * Killing player ships belonging to enemy militia now grants loyalty points for your own Factional Warfare militia. Please note: this only works for killing your militia direct opponent; a pilot in the Federal Defence Union will only receive loyalty points for destroying State Protectorate ships, not 24th Imperial Crusade assets. Please refer to this Dev Blog for more details. * In an effort to increase Factional Warfare rewards, all four Militias LP stores now have discounts on navy ship offers while proposing unique faction items to their pilots. Please refer to this Dev Blog for more details.CHANGESNeed for Speed * When multiple players attacked another set of players in Empire space a notification about the aggression would be sent to everyone in the vicinity for each aggression. This contributed to what has been dubbed ‘Factional Warfare lag’. This has been fixed and should have a significant impact on reducing lag within Factional Warfare fleet fights. * If ships were involved in deep collisions, where they intersected each other by a great amount sometimes desync between the server and client state would result. This has been reduced significantly. We will continue to work in this area in future patches. * The efficiency when making any call to the Science & Industry system has been increased substantially, resulting in a much smoother performance and increased performance on the cluster. * There is now less data in the offices and headquarters tabs in stations. Only the logo and the corporation name are displayed. Previously, the logo, corp name, URL, CEO and description were displayed. This has been done primarily for cluster performance reasons. * The Directional Scanner can now only be activated once every 2 seconds. This has been done due to performance concerns and exploits. * The market UI has now been streamlined in order to reduce calls to the server when looking up the average price of an item. * Several other enhancements have been made to the cluster which will further increase performance.Tech III * The drop rate and quantity of the Neurovisual Input Matrix has been increased in Sleeper wrecks.Scanning & Probes * Updated probe range sphere graphics using a cleaner, more translucent pattern which remains visible at small scale. Moved away from green tint to blue. * Added controlled delays to UI updates when state changes occurred in relation to probe scanning and/or probe control interaction. This allows refresh requests to be grouped, preventing multiple state changes in a very short time span which was spamming the client UI, causing multiple refreshes to graphics and severe performance hits. * Removed helper axis-aligned grid lines that appeared when grabbing the scanner probe controls. This has notable performance benefits. * Added thin blue circles that highlight where probe ranges intersect, giving a clear dynamic visual indication of overlap. Intersection lines fade out partially when probes are not moving. * Added logarithmically-scaled range indicators inside a moving scanner probe control range sphere with a simple axis-aligned crosshair. The range indicators are only visible when grabbing the cube sides of the probe control which are aligned the same way. The range of the rings is always half the last ring starting from the probe range. * Scanning with multiple probes would give just a single result dot when all probes got a hit rather than multiple dots. This has been fixed. * Warpable results can now be bookmarked from the context menu. * Warpable results can now be ignored from the context menu.Graphics * New graphics have been added for the capsule, warp tunnel effect, mining and ice mining graphic as well as energy vampire and warp scrambler effects.Miscellaneous * The shield and armor hit points for control bunkers in Factional Warfare have been increased by 50%.FIXESShips * The correct scan resolution will now be displayed on all Black Ops Battleships. * Ammunition bonuses will now display correctly when ejecting and re-boarding a ship. Previously, bonuses would display incorrectly until the turret or missile bays were unloaded and reloaded. This was a display issue only.Modules * The Civilian Damage Control module will now correctly display a 30% resistance to thermal damage on a ship’s hull. * A bug was introduced in Apocrypha 1.3 where the passive bonus of active hardeners was applied when the module was active. This has been fixed, and the passive bonus will no longer apply when armor or shield hardeners are active.Tech III * Malfunctioning Thruster sections will now correctly produce 10 run propulsion subsystem BPC's. * The spawn container “Broken Sleeper Database” will no longer provide Minmatar Starship Engineering datacores and will now provide the correct propulsion subsystem datacore. No one wanted rusty datacores anyway. * An issue regarding skill loss when a Tech III ship is destroyed has been fixed.Rigs * The description of the Core Defence Capacitor Safeguard II has been fixed and will now correctly state that it affects "... modules which require the Shield Operations skill."Starbases, Outposts & Stations * The “Equipment Assembly Array” model will now display correctly when anchored.Boosters & Implants * Crash Boosters will now have an effect on all types of missiles, both guided and unguided, resulting in a decreased factor of signature radius for all missile types.Agents & Missions * The mission “Royal Jelly” has had the proximity range to the habitation module fixed so that the mission can be completed successfully. * The objective for the Epic Mission Arc “Data Retrieval” no longer requires you to destroy the Angel Forward Scout. You can simply collect the objective and return to your agent. * The mission “The Navy Armada” will now display the Spaceshuttle wreck correctly. * The name of the Level 2 mission “Seek and Destroy” now displays properly * The Agent dialogue for “Cash Flow for Capsuleers (9 of 10)” has now been corrected and will no longer mention the perpetual motion device or any reference to the Guristas. * The final mission on the Amarr branch of “Right to Rule” will now have the dungeon area location spread out to cover multiple systems. This prevents massive lag build up when multiple mission arcs are being done in one location * The mission objective for the Epic Missions “Wildfire” and “Intaki Chase” will now appear correctly in the agent conversation and mission details window. * The mission objective for “The Voting Trail (3 of 3)” will now show as complete when the Vengeful Officer has been destroyed. * The mission “Their loss, our profit” will now have cargo containers spawn in the area in which an object was destroyed. Previously, the loot can would spawn beside the player’s ship, causing confusion. * Mission descriptions for the Epic Mission Arc will now display correctly in the right-hand pane of the mission window as intended. * A typographical error has been corrected in the mission briefing of “Seek and Destroy.”Exploration & Deadspace * The Guristas Troop Revigoration Camp will now display the link to the Guristas information rather than the Gallente Federation. * All Angel cartel ships have been removed from the exploration site “Regional Blood Raider Data Mining Site.” All NPC's spawned will be Blood Raider vessels only. * The Exploration site “Serpentis Annex’ now requires a Serpentis Gold Tag to activate the gate to the second stage.Graphics * Fixed minor graphic glitches on Level Of Detail of wrecks. * The Gallente, Amarr and Serpentis control towers have had a graphical makeover and will now display the correct model, shade and textures. In addition, warping in and out to the tower when modules are being anchored will now display the model correctly.Sound & Audio * The sound issues experienced when the map was open have now been fixed and no further audio glitches will be heard. * Sounds from the scanner, docking and in station ambient noise, warping and jumping through stargates have all been fixed and will now be heard correctly. * F.O.F. Missiles will no longer persist in creating a sound effect when the target has been destroyed or when the missile bay has deactivated. Previously the launcher was just so happy to be firing that it would keep making noise until there was a session change.User Interface * Sorting items in the hangar will now display items of the same type (i.e. containers) correctly. Previously, the display would change order after sorting by name, then sorting by type, and sorting by name again.Localized Clients * A grammatical error has been corrected in the Science & Industry window for “Accept Quote” in the Russian client. * The descriptions of the Snake, Crystal and Slave implant sets have been corrected in the Russian client. * A grammatical error has been corrected in the market buy window in the Russian client. * The market quickbar will now display all tabs correctly in the Russian client * The assets list window has now been translated correctly in the Russian client. * Multiple skill group names have been translated correctly in the Russian client. * Several ship attribute have been translated correctly in the Russian client. The changes include “Drone Capacity,” “Capacitor,” “Max targeting Range” and “Warp Speed.” * The skill queue option “Train after current queue” has been translated correctly in the German client.Miscellaneous * Player transfers to the Jovian system RU-97T will no longer cause players to become stuck. This will be welcome news for pilots participating in Alliance Tournament VII. * Fixed problems with the Optional Client Update system
Downtime extended to 16:30 GMT (5.30 UK).
300 lucky you im 810 and i only want to check training qs as evemon cant tell me due to the backend database being down or such :S
Finaly online, and it seems to me the small rigs will be quite cheap. 4 charred micro circuit, 4 fried interface circuit, and 3 malfunconing shield emiter for a small anti-em rig, with my crappy production skills