All posts by CCP Seagull

Coming in Crius: Introducing what’s in EVE’s big industry release

Crius, the next release for EVE Online, will bring about a massive set of new features and changes to science, manufacturing, research and reprocessing in EVE. For those new to manufacturing in EVE Online, it’ll be the perfect time to try building your own ships and ammunition, or to  try setting up a small operation at a starbase.

The ambitious industrialist will be able to better outsmart the market by making decisions about where to build thanks to a powerful new toolset to help create opportunities for specialization. There are new “sandbox gameplay” elements for collaborating with others in the business of creating manufacturing hubs for certain goods by recruiting the right kind of workforce to the area. These changes are part of our long-running arc that gives capsuleers more and more control and possibilities to colonize the New Eden universe.

If you have been fascinated by the market and industry aspects of EVE Online but not tried this area of EVE yet, Crius is the time to jump in!

Here are the features coming in Crius on July 22nd. These features were introduced in a set of dev blogs in the spring and in keynotes at Fanfest, but many of them have now matured and you can expect a new set of dev blogs with updates on each feature before Crius. You can also try all of these changes right now on Singularity, our public test server.

A new experience for manufacturing, research, blueprint copying, invention and reverse engineering

 


(click to enlarge)
 

Crius brings a complete overhaul of the tools for industry activities, making the materials or actions needed visible, with instantly calculated results and clear breakdowns of what aspects of the process you can affect. The changes were introduced in this blog, and another blog with the latest updates is in the making.

 

Dynamic pricing across the universe

Limitations on slots for science and industry jobs in stations will be removed in Crius. Instead the cost of running jobs are affected by the amount of activity in a solar system that competes for the same workforce, the kind of facility you choose, and a number of other factors that you can make decisions about. These changes were introduced in this blog, and another blog with the latest updates is in the making.

 

 

Travelling worker teams

Crius brings a new way to affect the results of science and industry jobs by recruiting specialized teams to the system you are in. These teams bring their knowledge and skills to affect the outcome of jobs (at a certain cost) and give industrialists further ways to gain an edge on their competitors. These changes were introduced in this blog, and another blog with the latest updates is in the making.

 

Reprocessing renewed

 


(click to enlarge)
 

Items and materials reprocessing changes to provide more options for specialization through skills and choosing the right kind of facility. The new interface gives clear breakdowns of the outcomes of reprocessing. These changes were introduced in this blog.

 

Blueprints and research

Crius brings changes to give players more clarity and control over how to invest in researching their blueprints. These changes were introduced in this blog, and another blog with the latest updates is in the making.

 

Starbases

Starbases get a number of new benefits for industrial activity and will be easier to build all over New Eden. You can read about the changes in this devblog.

 

Dynamic station sound

With Crius, the sound environment in stations will change based on the type and amount of industrial activity in the station.

 

New API endpoints for industry features

With Crius, we are releasing a number of new industry related features in both the EVE API and Public CREST that 3rd Party Developers and crafty individuals can use to create tools. Read all about it in this devblog.

 

Fleet Warp Opt-out

With Crius, players in a fleet will be able to opt out of taking fleet warps, which is useful for a number of roles in a fleet.

 

Fit modules without having the required skills

With this change, those preparing ships for others can do so without having the skills required to fit the modules. Skills are still needed to online modules.

 

There will be a few other things slipping in as we get closer to release. Keep an eye out for updated dev blogs on all of the above. May the factories of New Eden run hot!

 

CCP Seagull

Senior Producer, EVE Development

@ccpseagull

Coming In Kronos, Part II

Greetings Capsuleers!

In this blog last week we outlined what you can expect to see in the Kronos release on June 3rd. To add to that list, here are a few more things heading your way beginning of next week!

 

The new Typhoon model

In Kronos we have upgraded the visuals for the Typhoon and it´s variants, the Panther and Fleet Issue Typhoon. The revamp keeps the distinct look of the model but refines it’s all around visual aesthetics.


(click to enlarge)

 

Mordu’s Legion contraband sites in low-security space

Mordu's Legion is fervently scanning down and raiding hidden Guristas research sites in low sec and revealing their location in the process to anyone in the vicinity who is paying attention. Hacking these sites will reward data valuable to the Mordu’s Legion and capsuleers can hand them in to aid the Legion’s war effort. This will in turn lead to further new sites being revealed for all those willing to risk their ships to get many new valuable rewards like unique ship skins and implants.

Watch out for a dev blog coming out tomorrow going into more detail about these sites, the events surrounding them and all the rewards.

 

Low slots instead of rigs for Freighters and Jump Freighters

Announced in our previous blog of "Coming in Kronos", we mentioned that we would be adding Rig slots to Freighters and Jump Freighters. After a round of feedback from the CSM and the player community we decided to revise the design and add Low powered module slots to the ship classes instead of Rig slots. This gives these ships the chance to truly adapt to different scenarios and make them even more useful than they were before.

You can get all of the details here.

 

Improved customer experience on the Mac client with the latest Cider update




Screenshots from the Mac client showing visual effects improvements that are included in the latest build.

In the Kronos release, the development has been focused on improving the overall customer experience for players running the EVE client on the MacThe update brings a much needed improvement to the overall visceral experience of EVE Online for Mac players. The following are some of the improvements you will see in Kronos:

  • Blinking point lights sprites are back.
  • Ships featuring fields and drone bays now have their force field effects back.
  • Anti-aliasing options now correctly affect antialiasing as they should.
  • Star fields no longer flicker if you are being shot.
  • Warp disruption bubble effects no longer flicker.
  • Improved compatibility with USB based headsets and microphones.
  • Support for Retina displays.
  • Fixes for some full-screen effects.
  • Corrupt clouds in high shaders are fixed.
  • Black graphical corruption in warp engine trails are fixed.
  • Transparent character models from using a combo of "low" post-processing and anti-aliasing are fixed.

You can expect to see several more dev blogs coming out before June 3rd, going into more detail on some of the features coming in Kronos.

/@CCPSeagull

 

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

Coming In Kronos, Part II

Greetings Capsuleers!

In this blog last week we outlined what you can expect to see in the Kronos release on June 3rd. To add to that list, here are a few more things heading your way beginning of next week!

 

The new Typhoon model

In Kronos we have upgraded the visuals for the Typhoon and it´s variants, the Panther and Fleet Issue Typhoon. The revamp keeps the distinct look of the model but refines it’s all around visual aesthetics.


(click to enlarge)

 

Mordu’s Legion contraband sites in low-security space

Mordu's Legion is fervently scanning down and raiding hidden Guristas research sites in low sec and revealing their location in the process to anyone in the vicinity who is paying attention. Hacking these sites will reward data valuable to the Mordu’s Legion and capsuleers can hand them in to aid the Legion’s war effort. This will in turn lead to further new sites being revealed for all those willing to risk their ships to get many new valuable rewards like unique ship skins and implants.

Watch out for a dev blog coming out tomorrow going into more detail about these sites, the events surrounding them and all the rewards.

 

Low slots instead of rigs for Freighters and Jump Freighters

Announced in our previous blog of "Coming in Kronos", we mentioned that we would be adding Rig slots to Freighters and Jump Freighters. After a round of feedback from the CSM and the player community we decided to revise the design and add Low powered module slots to the ship classes instead of Rig slots. This gives these ships the chance to truly adapt to different scenarios and make them even more useful than they were before.

You can get all of the details here.

 

Improved customer experience on the Mac client with the latest Cider update




Screenshots from the Mac client showing visual effects improvements that are included in the latest build.

In the Kronos release, the development has been focused on improving the overall customer experience for players running the EVE client on the MacThe update brings a much needed improvement to the overall visceral experience of EVE Online for Mac players. The following are some of the improvements you will see in Kronos:

  • Blinking point lights sprites are back.
  • Ships featuring fields and drone bays now have their force field effects back.
  • Anti-aliasing options now correctly affect antialiasing as they should.
  • Star fields no longer flicker if you are being shot.
  • Warp disruption bubble effects no longer flicker.
  • Improved compatibility with USB based headsets and microphones.
  • Support for Retina displays.
  • Fixes for some full-screen effects.
  • Corrupt clouds in high shaders are fixed.
  • Black graphical corruption in warp engine trails are fixed.
  • Transparent character models from using a combo of "low" post-processing and anti-aliasing are fixed.

You can expect to see several more dev blogs coming out before June 3rd, going into more detail on some of the features coming in Kronos.

/@CCPSeagull

 

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

Coming In Kronos, Part II

Greetings Capsuleers!

In this blog last week we outlined what you can expect to see in the Kronos release on June 3rd. To add to that list, here are a few more things heading your way beginning of next week!

 

The new Typhoon model

In Kronos we have upgraded the visuals for the Typhoon and it´s variants, the Panther and Fleet Issue Typhoon. The revamp keeps the distinct look of the model but refines it’s all around visual aesthetics.


(click to enlarge)

 

Mordu’s Legion contraband sites in low-security space

Mordu's Legion is fervently scanning down and raiding hidden Guristas research sites in low sec and revealing their location in the process to anyone in the vicinity who is paying attention. Hacking these sites will reward data valuable to the Mordu’s Legion and capsuleers can hand them in to aid the Legion’s war effort. This will in turn lead to further new sites being revealed for all those willing to risk their ships to get many new valuable rewards like unique ship skins and implants.

Watch out for a dev blog coming out tomorrow going into more detail about these sites, the events surrounding them and all the rewards.

 

Low slots instead of rigs for Freighters and Jump Freighters

Announced in our previous blog of "Coming in Kronos", we mentioned that we would be adding Rig slots to Freighters and Jump Freighters. After a round of feedback from the CSM and the player community we decided to revise the design and add Low powered module slots to the ship classes instead of Rig slots. This gives these ships the chance to truly adapt to different scenarios and make them even more useful than they were before.

You can get all of the details here.

 

Improved customer experience on the Mac client with the latest Cider update




Screenshots from the Mac client showing visual effects improvements that are included in the latest build.

In the Kronos release, the development has been focused on improving the overall customer experience for players running the EVE client on the MacThe update brings a much needed improvement to the overall visceral experience of EVE Online for Mac players. The following are some of the improvements you will see in Kronos:

  • Blinking point lights sprites are back.
  • Ships featuring fields and drone bays now have their force field effects back.
  • Anti-aliasing options now correctly affect antialiasing as they should.
  • Star fields no longer flicker if you are being shot.
  • Warp disruption bubble effects no longer flicker.
  • Improved compatibility with USB based headsets and microphones.
  • Support for Retina displays.
  • Fixes for some full-screen effects.
  • Corrupt clouds in high shaders are fixed.
  • Black graphical corruption in warp engine trails are fixed.
  • Transparent character models from using a combo of "low" post-processing and anti-aliasing are fixed.

You can expect to see several more dev blogs coming out before June 3rd, going into more detail on some of the features coming in Kronos.

/@CCPSeagull

 

New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.

Coming in Kronos: Introducing what’s in the Kronos release

Our next big update to EVE Online will come with the Kronos release on June 3rd. The pirate factions are taking advantage of increased tensions between the waning empires and the growing strength of the capsuleers, who will in turn benefit from the new technology and ships produced by New Eden’s other factions.

Kronos is the first release that is fully using our new way of updating EVE Online, where we move from 2 expansions per year to 10 releases. Read more about how this works in the recent devblog,  From 2 expansions to 10 releases - EVE Online's new release model explained. Note that the Industry features presented at Fanfest have been moved to the Crius release on July 22nd. More about that in the devblog Delivering the Industry New Eden deserves.

Today, I'm happy to go over the list of major features coming in Kronos and formally introduce them to those of you who missed the EVE Online keynote at Fanfest. Full patch notes will of course follow as normal as we get closer to June 3rd, along with a website showing off the features, as well. For many features, you'll find links to dev blogs or forum posts with more details, and you can also ask questions in the forum thread for this blog. For those of you who want an early taste of Kronos, most features are now live on our public test server Singularity. You can read here about how to get access to it: https://wiki.eveonline.com/en/wiki/Singularity

Now, onto the changes coming in Kronos!

/CCP Seagull

Senior Producer, EVE Online Development - @ccpseagull

 

The ORE Prospect – the covert ops mining frigate

The first mining ship that can fit a Covert Ops Cloaking Device, the ORE Prospect frigate, will allow pilots to sneak around and mine the ore they've had their eyes on for a very long time but maybe been a bit worried about venturing deep into nullsec to get. You can read more about it in this dev blog: Fortune Favors the Bold

The Mordu's Legion Garmur Frigate

Mordu's Legion ships are focused on three main themes: exceptional speed and agility, high missile range and damage, and longer warp scrambler/disruptor range. The Garmur frigate will be available in the Mordu's Legion Loyalty Point (LP) Store in the Pure Blind region, but it can also be attained by hunting down rare Mordu's Legion ships in asteroid belts in low security space.

For the full range of ship properties, see this forum thread from CCP Rise. For full details, keep your eyes open for a dev blog coming out soon, showing all the new Mordu's Legion ships in their full glory.

The Mordu’s Legion Orthrus Cruiser

As Mordu's Legion raises its profile in low security space as an elite mercenary and security force, they have also developed the deadly Orthrus cruiser, coming in Kronos. Like the other Mordu's Legion ships, this cruiser has big bonuses to missiles as well as warp scrambler and disruption range. The Orthrus is at the core of the Legion’s new strike formations and provides the mercenary pilots a ship for executing rapid attack maneuvers.

The Mordu’s Legion Barghest Battleship

The flagship of the new Mordu’s Legion fleet is the mighty Barghest. This Battleship was developed in response to emerging threats from the Guristas. It is designed as a fast battleship with high-speed missile delivery systems along with increased range for warp scramblers and disruptors, making it fully capable of contesting the field with more traditional heavy skirmishers.

Mordu’s Legion advances in low-security space

After developing their new line of ships, the Mordu's Legion command decided to start scouting low security space to test out the capabilities of their new machines of war. They will be making infrequent scouting missions and while their exact objectives are unknown, it has been reported that they are carrying valuable cargo with them.

New capabilities for pirate faction ships

In Kronos, all the high end ships from Guristas, Angel Cartel, Blood Raiders, Serpentis and Sansha's Nation get their roles and bonuses updated and refined.

Serpentis ships will combine brutal hybrid damage with great speed and the strongest stasis webifiers in the game. Angel Cartel ships keep their extreme speed, combined with projectile mastery and enhanced warp drives. Sansha's Nation ships are receiving velocity bonuses from afterburners, making them just that much more deadly, especially their smaller ships. Blood Raiders will gain increased functionality for energy vampires as well as getting a bonus to webbing range on all ships. The Guristas will get reduced drone bays and bandwidth, but at the same time they will receive a large boost to the damage and hitpoints of drones, creating a unique fighting style. 

Faction-themed stations

In Kronos, all stations that are owned by a NPC corporation are now recognizable in space as they are now reconstructed with the same visual identity previously only shown on ships.

Sound customization on a whole new level

In Kronos, we want to offer players even more ability to decide their own aural experience, so we have overhauled the audio menu to allow fine grained control over different sounds in EVE. There is also added support for controlling which sounds are heard or disabled while the client does not have focus in the operating system.

Feedback thread for Singularity: https://forums.eveonline.com/default.aspx?g=posts&m=4591845

Smarter NPCs in factional warfare

Some tweaks are coming to Factional Warfare complexes so that NPCs will arrive repeatedly in an attempt to defend their base and will now behave a bit differently than before. Additionally the usage of cloaking devices has been prevented within 30 km of the capture points. You can read more detailed information here: https://forums.eveonline.com/default.aspx?g=posts&t=343137

Updates to Mining Barges and Exhumers

In 2012, we completed a balance pass on the Mining Barges and Exhumers, creating unique roles for each Tech I and Tech II pair. For Kronos, we are accentuating these role differences further in order to offer multiple viable choices for miners. You can get all the information here: https://forums.eveonline.com/default.aspx?g=posts&t=333931

Drones from all races become viable for a range of tactics

In Kronos, drones from all races are updated to be more specialized and give more tactical choice, bringing back Caldari and Amarr drones as something worth training for.

New effects for ships warping in and out

In Kronos, you can clearly identify both incoming and outgoing warps in your area of space by monitoring your environment, allowing for improved visualization and immersion whether you are playing your favorite mission or participating in a massive fleet fight.

The new Moa and its variants

In Kronos, we are upgrading the visuals of the Moa hull and its variants - the Eagle, Onyx and Gila - in order to proudly represent both the Caldari visual heritage and retain its place as one of the more controversial but popular ship designs in EVE Online.

The new Condor and its variants

In Kronos, we have upgraded the visuals for the Condor hull and its variants - the Crow and Raptor - aiming to capture its speed and agility in the design of the hull.

Rigs for Freighters and updated Deep Space Transports and Blockade Runners

To make the Deep Space Transports and the Blockade Runners even more viable in their roles as 'behind enemy lines space haulers, their roles have been revisited.

Read about the Deep Space Transports here: https://forums.eveonline.com/default.aspx?g=posts&t=345284

Read more about the Blockade Runners here: https://forums.eveonline.com/default.aspx?g=posts&t=345277

Additionally you will now be able to customize your Freighter with rigs, thus allowing it to carry more, align faster or warp more quickly through space.

Update: We have revised the approach to the Freighters and Jump Freighters. Those ship classes will be getting Low powered module slots, not Rig slots. Make sure to read the update here: https://forums.eveonline.com/default.aspx?g=posts&t=345280

New visual effects in space

Before Kronos, the solar flare effect was one of the oldest effects in EVE. Now they have been completely redone using new underlying technology and completely new graphics.  

The New Eden Store - customization for ships and characters

In Kronos, the in-game NEX store will be replaced with the New Eden Store in order to make new ship skins, clothing and apparel available to you.  All the AUR currency on different characters of the same account will be moved to a new account-wide AUR wallet that can be used from any character on the account. Read more about the New Eden Store in an upcoming devblog.

Increased sightings of wormholes in low-security space

In Kronos we will be increasing the amount of wormholes within low security space which lead to other low and null security systems. You will be able to further explore New Eden by finding shortcuts between systems. For more details check out this forum post by CCP Greyscale: https://forums.eveonline.com/default.aspx?g=posts&t=344290

Quality of life improvements

Kronos will also bring numerous small improvements to make your playing experience that little bit more enjoyable. This includes things like reload and repair timers on modules, right-click menu option to clear all broadcast icons in the watchlist, and different HUD icons for warp scrambling and warp disruption. To find out more check out this post by CCP karkur, and keep your eyes open for even more little things.The full list will be available in the patch notes at release.

 

We may have a few more things making it into Kronos that we will update you about next week, but that’s it for now.

Coming in Kronos: Introducing what’s in the Kronos release

Our next big update to EVE Online will come with the Kronos release on June 3rd. The pirate factions are taking advantage of increased tensions between the waning empires and the growing strength of the capsuleers, who will in turn benefit from the new technology and ships produced by New Eden’s other factions.

Kronos is the first release that is fully using our new way of updating EVE Online, where we move from 2 expansions per year to 10 releases. Read more about how this works in the recent devblog,  From 2 expansions to 10 releases - EVE Online's new release model explained. Note that the Industry features presented at Fanfest have been moved to the Crius release on July 22nd. More about that in the devblog Delivering the Industry New Eden deserves.

Today, I'm happy to go over the list of major features coming in Kronos and formally introduce them to those of you who missed the EVE Online keynote at Fanfest. Full patch notes will of course follow as normal as we get closer to June 3rd, along with a website showing off the features, as well. For many features, you'll find links to dev blogs or forum posts with more details, and you can also ask questions in the forum thread for this blog. For those of you who want an early taste of Kronos, most features are now live on our public test server Singularity. You can read here about how to get access to it: https://wiki.eveonline.com/en/wiki/Singularity

Now, onto the changes coming in Kronos!

/CCP Seagull

Senior Producer, EVE Online Development - @ccpseagull

 

The ORE Prospect – the covert ops mining frigate

The first mining ship that can fit a Covert Ops Cloaking Device, the ORE Prospect frigate, will allow pilots to sneak around and mine the ore they've had their eyes on for a very long time but maybe been a bit worried about venturing deep into nullsec to get. You can read more about it in this dev blog: Fortune Favors the Bold

The Mordu's Legion Garmur Frigate

Mordu's Legion ships are focused on three main themes: exceptional speed and agility, high missile range and damage, and longer warp scrambler/disruptor range. The Garmur frigate will be available in the Mordu's Legion Loyalty Point (LP) Store in the Pure Blind region, but it can also be attained by hunting down rare Mordu's Legion ships in asteroid belts in low security space.

For the full range of ship properties, see this forum thread from CCP Rise. For full details, keep your eyes open for a dev blog coming out soon, showing all the new Mordu's Legion ships in their full glory.

The Mordu’s Legion Orthrus Cruiser

As Mordu's Legion raises its profile in low security space as an elite mercenary and security force, they have also developed the deadly Orthrus cruiser, coming in Kronos. Like the other Mordu's Legion ships, this cruiser has big bonuses to missiles as well as warp scrambler and disruption range. The Orthrus is at the core of the Legion’s new strike formations and provides the mercenary pilots a ship for executing rapid attack maneuvers.

The Mordu’s Legion Barghest Battleship

The flagship of the new Mordu’s Legion fleet is the mighty Barghest. This Battleship was developed in response to emerging threats from the Guristas. It is designed as a fast battleship with high-speed missile delivery systems along with increased range for warp scramblers and disruptors, making it fully capable of contesting the field with more traditional heavy skirmishers.

Mordu’s Legion advances in low-security space

After developing their new line of ships, the Mordu's Legion command decided to start scouting low security space to test out the capabilities of their new machines of war. They will be making infrequent scouting missions and while their exact objectives are unknown, it has been reported that they are carrying valuable cargo with them.

New capabilities for pirate faction ships

In Kronos, all the high end ships from Guristas, Angel Cartel, Blood Raiders, Serpentis and Sansha's Nation get their roles and bonuses updated and refined.

Serpentis ships will combine brutal hybrid damage with great speed and the strongest stasis webifiers in the game. Angel Cartel ships keep their extreme speed, combined with projectile mastery and enhanced warp drives. Sansha's Nation ships are receiving velocity bonuses from afterburners, making them just that much more deadly, especially their smaller ships. Blood Raiders will gain increased functionality for energy vampires as well as getting a bonus to webbing range on all ships. The Guristas will get reduced drone bays and bandwidth, but at the same time they will receive a large boost to the damage and hitpoints of drones, creating a unique fighting style. 

Faction-themed stations

In Kronos, all stations that are owned by a NPC corporation are now recognizable in space as they are now reconstructed with the same visual identity previously only shown on ships.

Sound customization on a whole new level

In Kronos, we want to offer players even more ability to decide their own aural experience, so we have overhauled the audio menu to allow fine grained control over different sounds in EVE. There is also added support for controlling which sounds are heard or disabled while the client does not have focus in the operating system.

Feedback thread for Singularity: https://forums.eveonline.com/default.aspx?g=posts&m=4591845

Smarter NPCs in factional warfare

Some tweaks are coming to Factional Warfare complexes so that NPCs will arrive repeatedly in an attempt to defend their base and will now behave a bit differently than before. Additionally the usage of cloaking devices has been prevented within 30 km of the capture points. You can read more detailed information here: https://forums.eveonline.com/default.aspx?g=posts&t=343137

Updates to Mining Barges and Exhumers

In 2012, we completed a balance pass on the Mining Barges and Exhumers, creating unique roles for each Tech I and Tech II pair. For Kronos, we are accentuating these role differences further in order to offer multiple viable choices for miners. You can get all the information here: https://forums.eveonline.com/default.aspx?g=posts&t=333931

Drones from all races become viable for a range of tactics

In Kronos, drones from all races are updated to be more specialized and give more tactical choice, bringing back Caldari and Amarr drones as something worth training for.

New effects for ships warping in and out

In Kronos, you can clearly identify both incoming and outgoing warps in your area of space by monitoring your environment, allowing for improved visualization and immersion whether you are playing your favorite mission or participating in a massive fleet fight.

The new Moa and its variants

In Kronos, we are upgrading the visuals of the Moa hull and its variants - the Eagle, Onyx and Gila - in order to proudly represent both the Caldari visual heritage and retain its place as one of the more controversial but popular ship designs in EVE Online.

The new Condor and its variants

In Kronos, we have upgraded the visuals for the Condor hull and its variants - the Crow and Raptor - aiming to capture its speed and agility in the design of the hull.

Rigs for Freighters and updated Deep Space Transports and Blockade Runners

To make the Deep Space Transports and the Blockade Runners even more viable in their roles as 'behind enemy lines space haulers, their roles have been revisited.

Read about the Deep Space Transports here: https://forums.eveonline.com/default.aspx?g=posts&t=345284

Read more about the Blockade Runners here: https://forums.eveonline.com/default.aspx?g=posts&t=345277

Additionally you will now be able to customize your Freighter with rigs, thus allowing it to carry more, align faster or warp more quickly through space.

Update: We have revised the approach to the Freighters and Jump Freighters. Those ship classes will be getting Low powered module slots, not Rig slots. Make sure to read the update here: https://forums.eveonline.com/default.aspx?g=posts&t=345280

New visual effects in space

Before Kronos, the solar flare effect was one of the oldest effects in EVE. Now they have been completely redone using new underlying technology and completely new graphics.  

The New Eden Store - customization for ships and characters

In Kronos, the in-game NEX store will be replaced with the New Eden Store in order to make new ship skins, clothing and apparel available to you.  All the AUR currency on different characters of the same account will be moved to a new account-wide AUR wallet that can be used from any character on the account. Read more about the New Eden Store in an upcoming devblog.

Increased sightings of wormholes in low-security space

In Kronos we will be increasing the amount of wormholes within low security space which lead to other low and null security systems. You will be able to further explore New Eden by finding shortcuts between systems. For more details check out this forum post by CCP Greyscale: https://forums.eveonline.com/default.aspx?g=posts&t=344290

Quality of life improvements

Kronos will also bring numerous small improvements to make your playing experience that little bit more enjoyable. This includes things like reload and repair timers on modules, right-click menu option to clear all broadcast icons in the watchlist, and different HUD icons for warp scrambling and warp disruption. To find out more check out this post by CCP karkur, and keep your eyes open for even more little things.The full list will be available in the patch notes at release.

 

We may have a few more things making it into Kronos that we will update you about next week, but that’s it for now.

Coming in Kronos: Introducing what’s in the Kronos release

Our next big update to EVE Online will come with the Kronos release on June 3rd. The pirate factions are taking advantage of increased tensions between the waning empires and the growing strength of the capsuleers, who will in turn benefit from the new technology and ships produced by New Eden’s other factions.

Kronos is the first release that is fully using our new way of updating EVE Online, where we move from 2 expansions per year to 10 releases. Read more about how this works in the recent devblog,  From 2 expansions to 10 releases - EVE Online's new release model explained. Note that the Industry features presented at Fanfest have been moved to the Crius release on July 22nd. More about that in the devblog Delivering the Industry New Eden deserves.

Today, I'm happy to go over the list of major features coming in Kronos and formally introduce them to those of you who missed the EVE Online keynote at Fanfest. Full patch notes will of course follow as normal as we get closer to June 3rd, along with a website showing off the features, as well. For many features, you'll find links to dev blogs or forum posts with more details, and you can also ask questions in the forum thread for this blog. For those of you who want an early taste of Kronos, most features are now live on our public test server Singularity. You can read here about how to get access to it: https://wiki.eveonline.com/en/wiki/Singularity

Now, onto the changes coming in Kronos!

/CCP Seagull

Senior Producer, EVE Online Development - @ccpseagull

 

The ORE Prospect – the covert ops mining frigate

The first mining ship that can fit a Covert Ops Cloaking Device, the ORE Prospect frigate, will allow pilots to sneak around and mine the ore they've had their eyes on for a very long time but maybe been a bit worried about venturing deep into nullsec to get. You can read more about it in this dev blog: Fortune Favors the Bold

The Mordu's Legion Garmur Frigate

Mordu's Legion ships are focused on three main themes: exceptional speed and agility, high missile range and damage, and longer warp scrambler/disruptor range. The Garmur frigate will be available in the Mordu's Legion Loyalty Point (LP) Store in the Pure Blind region, but it can also be attained by hunting down rare Mordu's Legion ships in asteroid belts in low security space.

For the full range of ship properties, see this forum thread from CCP Rise. For full details, keep your eyes open for a dev blog coming out soon, showing all the new Mordu's Legion ships in their full glory.

The Mordu’s Legion Orthrus Cruiser

As Mordu's Legion raises its profile in low security space as an elite mercenary and security force, they have also developed the deadly Orthrus cruiser, coming in Kronos. Like the other Mordu's Legion ships, this cruiser has big bonuses to missiles as well as warp scrambler and disruption range. The Orthrus is at the core of the Legion’s new strike formations and provides the mercenary pilots a ship for executing rapid attack maneuvers.

The Mordu’s Legion Barghest Battleship

The flagship of the new Mordu’s Legion fleet is the mighty Barghest. This Battleship was developed in response to emerging threats from the Guristas. It is designed as a fast battleship with high-speed missile delivery systems along with increased range for warp scramblers and disruptors, making it fully capable of contesting the field with more traditional heavy skirmishers.

Mordu’s Legion advances in low-security space

After developing their new line of ships, the Mordu's Legion command decided to start scouting low security space to test out the capabilities of their new machines of war. They will be making infrequent scouting missions and while their exact objectives are unknown, it has been reported that they are carrying valuable cargo with them.

New capabilities for pirate faction ships

In Kronos, all the high end ships from Guristas, Angel Cartel, Blood Raiders, Serpentis and Sansha's Nation get their roles and bonuses updated and refined.

Serpentis ships will combine brutal hybrid damage with great speed and the strongest stasis webifiers in the game. Angel Cartel ships keep their extreme speed, combined with projectile mastery and enhanced warp drives. Sansha's Nation ships are receiving velocity bonuses from afterburners, making them just that much more deadly, especially their smaller ships. Blood Raiders will gain increased functionality for energy vampires as well as getting a bonus to webbing range on all ships. The Guristas will get reduced drone bays and bandwidth, but at the same time they will receive a large boost to the damage and hitpoints of drones, creating a unique fighting style. 

Faction-themed stations

In Kronos, all stations that are owned by a NPC corporation are now recognizable in space as they are now reconstructed with the same visual identity previously only shown on ships.

Sound customization on a whole new level

In Kronos, we want to offer players even more ability to decide their own aural experience, so we have overhauled the audio menu to allow fine grained control over different sounds in EVE. There is also added support for controlling which sounds are heard or disabled while the client does not have focus in the operating system.

Feedback thread for Singularity: https://forums.eveonline.com/default.aspx?g=posts&m=4591845

Smarter NPCs in factional warfare

Some tweaks are coming to Factional Warfare complexes so that NPCs will arrive repeatedly in an attempt to defend their base and will now behave a bit differently than before. Additionally the usage of cloaking devices has been prevented within 30 km of the capture points. You can read more detailed information here: https://forums.eveonline.com/default.aspx?g=posts&t=343137

Updates to Mining Barges and Exhumers

In 2012, we completed a balance pass on the Mining Barges and Exhumers, creating unique roles for each Tech I and Tech II pair. For Kronos, we are accentuating these role differences further in order to offer multiple viable choices for miners. You can get all the information here: https://forums.eveonline.com/default.aspx?g=posts&t=333931

Drones from all races become viable for a range of tactics

In Kronos, drones from all races are updated to be more specialized and give more tactical choice, bringing back Caldari and Amarr drones as something worth training for.

New effects for ships warping in and out

In Kronos, you can clearly identify both incoming and outgoing warps in your area of space by monitoring your environment, allowing for improved visualization and immersion whether you are playing your favorite mission or participating in a massive fleet fight.

The new Moa and its variants

In Kronos, we are upgrading the visuals of the Moa hull and its variants - the Eagle, Onyx and Gila - in order to proudly represent both the Caldari visual heritage and retain its place as one of the more controversial but popular ship designs in EVE Online.

The new Condor and its variants

In Kronos, we have upgraded the visuals for the Condor hull and its variants - the Crow and Raptor - aiming to capture its speed and agility in the design of the hull.

Rigs for Freighters and updated Deep Space Transports and Blockade Runners

To make the Deep Space Transports and the Blockade Runners even more viable in their roles as 'behind enemy lines space haulers, their roles have been revisited.

Read about the Deep Space Transports here: https://forums.eveonline.com/default.aspx?g=posts&t=345284

Read more about the Blockade Runners here: https://forums.eveonline.com/default.aspx?g=posts&t=345277

Additionally you will now be able to customize your Freighter with rigs, thus allowing it to carry more, align faster or warp more quickly through space.

Update: We have revised the approach to the Freighters and Jump Freighters. Those ship classes will be getting Low powered module slots, not Rig slots. Make sure to read the update here: https://forums.eveonline.com/default.aspx?g=posts&t=345280

New visual effects in space

Before Kronos, the solar flare effect was one of the oldest effects in EVE. Now they have been completely redone using new underlying technology and completely new graphics.  

The New Eden Store - customization for ships and characters

In Kronos, the in-game NEX store will be replaced with the New Eden Store in order to make new ship skins, clothing and apparel available to you.  All the AUR currency on different characters of the same account will be moved to a new account-wide AUR wallet that can be used from any character on the account. Read more about the New Eden Store in an upcoming devblog.

Increased sightings of wormholes in low-security space

In Kronos we will be increasing the amount of wormholes within low security space which lead to other low and null security systems. You will be able to further explore New Eden by finding shortcuts between systems. For more details check out this forum post by CCP Greyscale: https://forums.eveonline.com/default.aspx?g=posts&t=344290

Quality of life improvements

Kronos will also bring numerous small improvements to make your playing experience that little bit more enjoyable. This includes things like reload and repair timers on modules, right-click menu option to clear all broadcast icons in the watchlist, and different HUD icons for warp scrambling and warp disruption. To find out more check out this post by CCP karkur, and keep your eyes open for even more little things.The full list will be available in the patch notes at release.

 

We may have a few more things making it into Kronos that we will update you about next week, but that’s it for now.

From 2 expansions to 10 releases – EVE Online’s new release model explained

In its second decade, we are updating how we bring new things to you in EVE Online. Instead of doing two big expansions per year, we are moving to a model where we do about 10 releases per year - or one release every 6 weeks. In general each of those releases will be smaller than what you have seen with our expansions, but overall we will get you more per year and an overall better EVE Online because of the two big benefits this new model brings: Smaller and medium size features get to you faster, and we can make bigger features and changes to EVE Online because these can take the time they need to mature before going out, without needing to time a rare expansion.

Read on for more details about why we are making this change, how this new model works, and how we reasoned within this new model when we decided to move our upcoming industry features one release forward. This new way of updating EVE was announced in the EVE Online keynote at EVE Fanfest 2014, and you can watch the introduction to the new release model there.

 

What is changing, and how will the new model work?

About every 6 weeks, we will make an update to EVE Online. Each update contains all the changes that are ready for release. Some of those changes will be small things that were created in the month since the last release, but some of them will be bigger features that were created over a longer period of time and were ready to go out in time for this particular release. You will know about a month in advance what is coming in the next update. For bigger features and changes that we develop with feedback from the community, we will talk about broad timelines for when we expect them to be released and, as we get close to completion, we will pick and announce that the feature is coming in a particular release. This will mean a lot more communication on our end—something we’ve been striving towards anyway.

We are naming these updates after the titans of Greek mythology so that we all have a way to reference a certain release, but the names don't reflect what's in the release. We have planned release dates for the rest of 2014 and well into –2015. Some of them will shift around a bit, but all you really need to know is that we are releasing about every 6 weeks and to keep an eye out for news of what features are coming in the next release - in our news channel, via devblogs, in email newsletters and on social media. These releases are a bit like a train that leaves for Tranquility every 6 weeks - when a feature is ready to go there, it hops on the next available train. 

When we have bigger things going on, we will make videos and other materials about it to show it off and spread the news - but we will focus on either some big feature we have in the making or on EVE Online in general - not the combination of all changes we are making in a certain release. You'll still see cool videos from us, along more frequent communication about what is currently in development or newly released. And we'll still update the graphics in the character selection screen when we think something new in the game deserves it!

 

10 years of expanding EVE - why change now?

EVE Online has always evolved in response to what players do in the game, and for the first ten years of EVE, making updates to an MMO twice per year was actually a pretty fast release cycle. Each expansion could extend the game with sizable additions of new systems and features, and also respond to what players were doing with the features already in the game. As EVE turns 11, there are now a lot of things in the game, which is one of the keys to how EVE works as a game world where many different play styles fit and combine to a bigger experience of the living universe of New Eden. But it also means that the game is now so big that if we take six months of development and only focus on one area of the game, everyone whose play style isn’t affected by those changes would effectively be down to only one update in the year, or even less in case the other expansion in that year also didn’t have much for their play style.

Having such a large game also means that making big changes carries more risk - both from a design perspective and a technical perspective.Six months is not enough development time to make big changes to most systems in EVE today, so in the "two expansions per year" model, any project taking longer than a few months of development would potentially take 1,5 years to reach you  in case it took just a little bit longer than planned and missed the expansion released after 12 months of development. This kind of setup forced us to be a bit too conservative in some cases, and we don't want to be conservative with EVE Online! We want to bring you all the coolest sci-fi dreams we have always had for this game.

Another big reason for us to change the release model is that today we have much better tools for managing and releasing changes to EVE. We can create and deploy small patches very quickly, and we have many improved tools and processes internally that mean that small and medium-sized features really don't need to sit around and wait for the next expansion. We want to get them into your hands as soon as they are ready!

In the past, releasing an update to EVE Online required a lot of work, so it was smartest for us to gather up all the changes we had in two big releases per year. Now that releasing updates is easier, we are changing to a model that is much better for the development style we want – getting stuff out as soon as it’s ready, and being able to take on bigger things. 

 

How we make changes to EVE Online in the new model

When an update to the game goes out as often as every six weeks, instead of every six months, it changes a lot of things about how we create features in EVE Online. Those of you familiar with software development in large projects will recognize many things going on –below. This is an attempt at explaining some of the aspects to those who are not so familiar with it, but curious about how game development happens behind the scenes.

The first and simplest way a team can work to make changes to EVE is to make some small and well-contained change that they test on their own developer machines and, when they are happy with the state of it, they put the change into the main code repository for EVE Online. When the next release is going out, this change will be part of it. It hits the test server, and then Tranquility, together will all the other changes made in the same way. This is how lots of work happened in the –past. We planned for all the things that should go out in the next expansion, did most of the work in the same place, and had it all go out together. If we sometimes released features that had some problems, it was likely because we only had the choice of delaying everything in an expansion, not just a certain feature. With the new model, the only changes that are worked on like this, are changes that are small enough that we are sure they will be good to go out with the next release in a few weeks. Examples of these kinds of changes might be tweaks to the UI or balancing.

The second way is what we use if a team has a bigger feature that they need to develop gradually, perhaps breaking or removing existing functionality before they are done with the new stuff. To do that, they go off and make their changes in a separate copy of the EVE Online code. Once they are done with their work and feel ready to add the changes to EVE, they bring their work back to the main codebase again. Those changes are then picked up and go out to the test server and then to Tranquility together with all the rest of the changes that others might have worked on during the same time period. In the past when going off to work separately like this, a team still had to pick when which date a feature would go out, which is hard to do and can lead to conservative projects.  An example of this kind of change could be something about the size of the new ghost sites we released with Rubicon, all the way up to the full set of related industry features we are working on at the moment.

There is also a third way that is, in some ways, the most important way, because it is the model that lets us get really ambitious. Sometimes we want to get feedback on a set of changes before we decide that we are ready to actually make those changes to EVE. This was rather hard to do in our past model. If we want to do this, we start the same as in the second model - we go and make those changes in a separate copy of the EVE code. But we can now show that separate copy of EVE to you by putting it on Singularity, get lots of feedback, and then go back and take as long as needed to make whatever changes we want to make based on the response we get. Only when we decide something big is really ready, would we then actually add the changes to EVE Online and have them go out in the next release a few weeks later. This approach is what lets us plan for large and ambitious –changes. We know we can work internally for as long as needed, and we know that we can show things to you before we commit to the changes we are working on.

The whole development team is really excited about this, because it opens up so many new possibilities for us to go for bolder and more interesting changes to EVE, with much better support for managing the risks involved with being more ambitious.

This means that you will start to see builds of EVE Online on our test server that have features that might not be going out right away - we will ask you to have a look at things earlier, and we will have the time needed to address feedback. We are excited because we know it means we can bring you better changes to EVE.

 

The new model in action - industry features planned for Kronos moved to the Crius release

All of the features that we talked about at Fanfest as being planned for the Kronos release on June 3rd were planned in the same way as we used to plan for expansions, but they were worked on in the new way described above. That means that all of the industry changes are in their own copy of the EVE code, and the rest of the features announced for Kronos are not tied to the industry changes.

When we published all the blogs about the features and talked to people at Fanfest and on the forums, and we got lots of good feedback from players. We realized that we needed more time to both address some of that feedback, and make sure we had enough time on Singularity to draw out any sneaky or unexpected problems with this massive change to a core feature of EVE.

Because the changes are in their own copy of the EVE code, and haven't yet been added back to the main codebase, we could decide to release all the other changes in Kronos just as planned, but move the industry features to the next release after Kronos - the Crius release on July 22nd. You can read more about the reasons for this move in the dev blog from one of the teams working on the industry changes here: Delivering the Industry New Eden Deserves

 

To the stargates and beyond

This change in how we update EVE Online is an important part of how we will bring about some of the biggest changes EVE Online has seen in years, as part of our vision for a universe more and more controlled by capsuleers, all the way to them mastering the technologies of space travel and breaking out of the known universe.

The line of titan releases marching your way will bring more and better EVE to you, more often. Expansions were for the last decade - expanding EVE with release after release after release is what we'll do in this decade.

As we make this change, we want your feedback - tell us what you think and ask questions in the comment thread!

/CCP Seagull – Senior Producer EVE Online Development

From 2 expansions to 10 releases – EVE Online’s new release model explained

In its second decade, we are updating how we bring new things to you in EVE Online. Instead of doing two big expansions per year, we are moving to a model where we do about 10 releases per year - or one release every 6 weeks. In general each of those releases will be smaller than what you have seen with our expansions, but overall we will get you more per year and an overall better EVE Online because of the two big benefits this new model brings: Smaller and medium size features get to you faster, and we can make bigger features and changes to EVE Online because these can take the time they need to mature before going out, without needing to time a rare expansion.

Read on for more details about why we are making this change, how this new model works, and how we reasoned within this new model when we decided to move our upcoming industry features one release forward. This new way of updating EVE was announced in the EVE Online keynote at EVE Fanfest 2014, and you can watch the introduction to the new release model there.

 

What is changing, and how will the new model work?

About every 6 weeks, we will make an update to EVE Online. Each update contains all the changes that are ready for release. Some of those changes will be small things that were created in the month since the last release, but some of them will be bigger features that were created over a longer period of time and were ready to go out in time for this particular release. You will know about a month in advance what is coming in the next update. For bigger features and changes that we develop with feedback from the community, we will talk about broad timelines for when we expect them to be released and, as we get close to completion, we will pick and announce that the feature is coming in a particular release. This will mean a lot more communication on our end—something we’ve been striving towards anyway.

We are naming these updates after the titans of Greek mythology so that we all have a way to reference a certain release, but the names don't reflect what's in the release. We have planned release dates for the rest of 2014 and well into –2015. Some of them will shift around a bit, but all you really need to know is that we are releasing about every 6 weeks and to keep an eye out for news of what features are coming in the next release - in our news channel, via devblogs, in email newsletters and on social media. These releases are a bit like a train that leaves for Tranquility every 6 weeks - when a feature is ready to go there, it hops on the next available train. 

When we have bigger things going on, we will make videos and other materials about it to show it off and spread the news - but we will focus on either some big feature we have in the making or on EVE Online in general - not the combination of all changes we are making in a certain release. You'll still see cool videos from us, along more frequent communication about what is currently in development or newly released. And we'll still update the graphics in the character selection screen when we think something new in the game deserves it!

 

10 years of expanding EVE - why change now?

EVE Online has always evolved in response to what players do in the game, and for the first ten years of EVE, making updates to an MMO twice per year was actually a pretty fast release cycle. Each expansion could extend the game with sizable additions of new systems and features, and also respond to what players were doing with the features already in the game. As EVE turns 11, there are now a lot of things in the game, which is one of the keys to how EVE works as a game world where many different play styles fit and combine to a bigger experience of the living universe of New Eden. But it also means that the game is now so big that if we take six months of development and only focus on one area of the game, everyone whose play style isn’t affected by those changes would effectively be down to only one update in the year, or even less in case the other expansion in that year also didn’t have much for their play style.

Having such a large game also means that making big changes carries more risk - both from a design perspective and a technical perspective.Six months is not enough development time to make big changes to most systems in EVE today, so in the "two expansions per year" model, any project taking longer than a few months of development would potentially take 1,5 years to reach you  in case it took just a little bit longer than planned and missed the expansion released after 12 months of development. This kind of setup forced us to be a bit too conservative in some cases, and we don't want to be conservative with EVE Online! We want to bring you all the coolest sci-fi dreams we have always had for this game.

Another big reason for us to change the release model is that today we have much better tools for managing and releasing changes to EVE. We can create and deploy small patches very quickly, and we have many improved tools and processes internally that mean that small and medium-sized features really don't need to sit around and wait for the next expansion. We want to get them into your hands as soon as they are ready!

In the past, releasing an update to EVE Online required a lot of work, so it was smartest for us to gather up all the changes we had in two big releases per year. Now that releasing updates is easier, we are changing to a model that is much better for the development style we want – getting stuff out as soon as it’s ready, and being able to take on bigger things. 

 

How we make changes to EVE Online in the new model

When an update to the game goes out as often as every six weeks, instead of every six months, it changes a lot of things about how we create features in EVE Online. Those of you familiar with software development in large projects will recognize many things going on –below. This is an attempt at explaining some of the aspects to those who are not so familiar with it, but curious about how game development happens behind the scenes.

The first and simplest way a team can work to make changes to EVE is to make some small and well-contained change that they test on their own developer machines and, when they are happy with the state of it, they put the change into the main code repository for EVE Online. When the next release is going out, this change will be part of it. It hits the test server, and then Tranquility, together will all the other changes made in the same way. This is how lots of work happened in the –past. We planned for all the things that should go out in the next expansion, did most of the work in the same place, and had it all go out together. If we sometimes released features that had some problems, it was likely because we only had the choice of delaying everything in an expansion, not just a certain feature. With the new model, the only changes that are worked on like this, are changes that are small enough that we are sure they will be good to go out with the next release in a few weeks. Examples of these kinds of changes might be tweaks to the UI or balancing.

The second way is what we use if a team has a bigger feature that they need to develop gradually, perhaps breaking or removing existing functionality before they are done with the new stuff. To do that, they go off and make their changes in a separate copy of the EVE Online code. Once they are done with their work and feel ready to add the changes to EVE, they bring their work back to the main codebase again. Those changes are then picked up and go out to the test server and then to Tranquility together with all the rest of the changes that others might have worked on during the same time period. In the past when going off to work separately like this, a team still had to pick when which date a feature would go out, which is hard to do and can lead to conservative projects.  An example of this kind of change could be something about the size of the new ghost sites we released with Rubicon, all the way up to the full set of related industry features we are working on at the moment.

There is also a third way that is, in some ways, the most important way, because it is the model that lets us get really ambitious. Sometimes we want to get feedback on a set of changes before we decide that we are ready to actually make those changes to EVE. This was rather hard to do in our past model. If we want to do this, we start the same as in the second model - we go and make those changes in a separate copy of the EVE code. But we can now show that separate copy of EVE to you by putting it on Singularity, get lots of feedback, and then go back and take as long as needed to make whatever changes we want to make based on the response we get. Only when we decide something big is really ready, would we then actually add the changes to EVE Online and have them go out in the next release a few weeks later. This approach is what lets us plan for large and ambitious –changes. We know we can work internally for as long as needed, and we know that we can show things to you before we commit to the changes we are working on.

The whole development team is really excited about this, because it opens up so many new possibilities for us to go for bolder and more interesting changes to EVE, with much better support for managing the risks involved with being more ambitious.

This means that you will start to see builds of EVE Online on our test server that have features that might not be going out right away - we will ask you to have a look at things earlier, and we will have the time needed to address feedback. We are excited because we know it means we can bring you better changes to EVE.

 

The new model in action - industry features planned for Kronos moved to the Crius release

All of the features that we talked about at Fanfest as being planned for the Kronos release on June 3rd were planned in the same way as we used to plan for expansions, but they were worked on in the new way described above. That means that all of the industry changes are in their own copy of the EVE code, and the rest of the features announced for Kronos are not tied to the industry changes.

When we published all the blogs about the features and talked to people at Fanfest and on the forums, and we got lots of good feedback from players. We realized that we needed more time to both address some of that feedback, and make sure we had enough time on Singularity to draw out any sneaky or unexpected problems with this massive change to a core feature of EVE.

Because the changes are in their own copy of the EVE code, and haven't yet been added back to the main codebase, we could decide to release all the other changes in Kronos just as planned, but move the industry features to the next release after Kronos - the Crius release on July 22nd. You can read more about the reasons for this move in the dev blog from one of the teams working on the industry changes here: Delivering the Industry New Eden Deserves

 

To the stargates and beyond

This change in how we update EVE Online is an important part of how we will bring about some of the biggest changes EVE Online has seen in years, as part of our vision for a universe more and more controlled by capsuleers, all the way to them mastering the technologies of space travel and breaking out of the known universe.

The line of titan releases marching your way will bring more and better EVE to you, more often. Expansions were for the last decade - expanding EVE with release after release after release is what we'll do in this decade.

As we make this change, we want your feedback - tell us what you think and ask questions in the comment thread!

/CCP Seagull – Senior Producer EVE Online Development

EVE Online development in 2013 and beyond

Hi everyone, I'm CCP Seagull.

CCP Unifex has asked me to take on the role of Senior Producer of EVE Online Development, to lead work on the product vision and roadmap for EVE Online. I’m humbled and honored to take on this job,  and very excited for the future of EVE Online. To get a sense for what my plan is, here are some stakes in the ground for what we will do in 2013 and beyond:

Make themed expansions of what you can do in EVE Online

EVE is a universe where you can do all sorts of things, and we will continue improving stuff that’s already in the game and also expanding on what’s available to do. We'll do this with releases that are themed around some aspect of the New Eden universe and we will continue to develop EVE as a rich, coherent sci-fi world with a distinct and awe-inspiring look and deep setting.

This means that rather than having individual teams take on a particular system in the game, we will find a theme that can connect features and changes that touch multiple play styles in EVE across a spectrum of activities like exploration, industry, resource gathering and conflict.

Design for “Enablers” & “Instigators”

There are some people who make things work - they pre-fit ships for a fleet op, they run mega-spreadsheets for the industry production lines needed to equip the war effort, build tools to manage a corporation or command large fleets. Their activities enable others to have fun in EVE. And then there are some people who instigate big plans that others can help realize. Whether in null, low or high sec, the dreams and ambitions of these people inspire others with purpose.

We will start working to give the ”Enablers” better tools, and to make sure “Instigators” have cool and worthwhile ways to make an impact on the EVE universe when they inspire others to join them. We believe that helping these two archetypes achieve their own goals is the best way to have the sandbox of EVE thrive - by supporting them in creating their own exciting plans and schemes that people can be excited to join both when they arrive fresh out of a starter system or when they are looking for the next adventure in their ongoing EVE career.

Giving third party developers better tools and more powerful access through CREST will be a big part of making life better for ”Enablers”.

Ask "What should I do now?" a lot

We want to make EVE more accessible, but without making it casual, removing sophistication or dumbing it down. We think that today there are a lot of situations in EVE where you are left without any good answers when pondering what you should do next - unless you find someone already on the inside who can tell you. So for both new and experienced players, we'll be looking at what kind of answers we are providing to this question - both as a way to better point people to things that are already in the game, and as a way to find new features to develop for play styles or time requirements where we have gaps today.

So, what's next?

A point release currently planned for February 12th will introduce tweaks to Retribution features, war declarations and further ship balancing changes among other things. Further details will be published later in January.

The first thing that is happening for us as a development team in 2013 is that we are going into a pre-production phase for the summer expansion of EVE Online, where we establish what the theme will be and what features and changes will be part of that theme. We will involve the CSM in this process as one of the stakeholders, so make sure you use your representatives!  You'll hear more from me in the beginning of 2013 about the progress of our work.

Who's this "we"?

While I will lead work on the vision and product direction for EVE Online, this game is created by a development team full of some of the most amazing people I've worked with - and their skills and passion will be as much part of the future of EVE as my producer work. CCP Unifex, CCP Ripley and I will be working closely together to make sure this great development team can ship you more of EVE Online.

So who's CCP Seagull, really?

You may know me from my work on CREST and the Devtrack at Fanfest. While Seagull is my dev name (it was  the call sign of the first woman in space, if you were wondering),  in that life outside CCP that I won't have from now on, my name is Andie Nordgren, and I've been with CCP since May 2010. Before that, I've done things like produce an Emmy-winning ARG, work on a hallucinatory mobile audio app, create comics about soldering, and work on the product concept for Soundcloud. I am fairly young as an EVE player, but old as a traveler in fictional worlds - I've been part of the Nordic Larp community for more than 10 years now, creating alternate realities in "meatspace". Nordic Larp is very much about creating ambitious fictional worlds that you can do stuff in, which makes a lot of the thinking tools developed in that design community relevant for EVE. Not so much for the gameplay in detail, but for thinking about how to make worlds that are interesting to be in, and where your actions can impact reality for other people  who are in that same world.

I'll be hanging out in the comments thread for this post, to answer questions you may have - but some of the answers may need to wait because we might not have them until the pre-production phase is done. But ask away, and I'll see what I can do!

Thanks for your attention, and see you on the forum!

/CCP Seagull
Senior Producer, EVE Online Development 

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