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CCP Fozzie

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Last 20 Posts

  • [May] CONCORD Aerospace Promotional Ships in EVE Technology and Research Center

    Few small tweaks:

    Slightly increased mass for the Pacifier and Enforcer
    Slightly improved inertia modifier for the Pacifier
    All the projectile damage bonuses swapped to RoF

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    Reserved

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    The Big Day

    The Outpost replacement event is currently planned for this winter, in a patch some period of time after the expansion that contains the Refineries. As we get closer to release we will start getting more specific about the dates involved.

    During the downtime on the event day, the new faction Citadels will be automatically anchored at a location near the Outpost or Conquerable Station they are replacing. Whenever possible items that were inside the old Outpost or Conquerable will be moved directly into the new Citadel, with some items moved into asset safety as needed. Any of the items placed in the new Citadels can be manually placed into asset safety by their owners whenever they wish, just like all items in other Upwell structures.

    The new Citadels will come with a number of service modules for free, some of which will be automatically installed and online with a buffer of free fuel and some of which will be placed in the cargohold of the Citadel.

    The new Citadels will be owned by the corporation that owned the Outpost or Conquerable station before downtime. Citadels replacing stations that are in freeport mode when downtime hits will be given to the last owning corporation before the freeport period began.

    For the first week after the transition event these new faction Citadels will be invulnerable to allow their owners to set their preferred vulnerability schedule.


    We hope that this Outpost transition event will be exciting and anticipated by the alliances of New Eden, as they will be eligible to receive extremely valuable special edition Citadels as a reward for their collective efforts in taking and holding these stations.
    We will be listening closely to the EVE community’s feedback on all of these plans and we will keep you all up to date with more details as the big day approaches.

    Thanks!
    -Team Five O

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    Developed Outposts Improvement and Transformation Program

    As we announced last week in the Fanfest keynote, we are also approaching the right time for the great Outpost transition event to complete. Upwell will be engaging in a massive program upgrading all of nullsec’s Outposts and Conquerable Stations to state of the art Citadel technology that can benefit you and your alliance!

    Outposts and Conquerable Stations are iconic structures that have been cornerstones of nullsec history and represented the pinnacle of achievement for Capsuleer alliances for many years. For structures this significant it wouldn’t be enough to simply replace them. We knew they deserved to go out with a bang in a celebration worthy of the EVE community.

    The centerpieces of this celebration will be a new set of faction Citadels that will be exclusive to the Outpost replacement program. These special upgraded Citadels will enter the game through this Outpost replacement event and then no more copies of these types will ever be added.

    There will be five faction Citadels available-- one to replace each of the Outpost types and one to replace the Conquerable Stations built long ago by the “Immensea” organization. The four Outpost replacement Citadels will use upgraded and rescaled versions of the Outpost visual models and will therefore look very familiar to current nullsec residents.
    Faction Citadel Image
    The one Conquerable Station replacement Citadel type will look like a Fortizar with a new unique color scheme.

    Each of these new faction Citadels will have the stats of an improved Fortizar, and share the Fortizar’s docking restrictions. Each will gain a set of special bonuses connected to their former station identity: combining the defensive benefits of a Fortizar with extra bonuses usually reserved for more vulnerable structures.


    • The Minmatar Outpost replacement Citadels will gain a bonus to reprocessing (smaller than the bonus on Refineries)
    • The Amarr Outpost replacement Citadels will gain bonuses to manufacturing (smaller than the bonus on Engineering Complexes)
    • The Caldari Outpost replacement Citadels will gain bonuses to research (smaller than the bonus on Engineering Complexes)
    • The Gallente Outpost replacement Citadels will have an extra service module slot and gain a bonus to service module fuel use
    • The “Immensea” Conquerable Station replacement Citadels will gain extra defensive benefits, hitpoints and slots as well as milder versions of the bonuses from the other four faction Citadels.


    These new faction Citadels will be able to be unanchored, scooped and redeployed just like any other Upwell structure. They will not be manufacturable by capsuleers.


    The faction Citadels replacing upgraded Outposts will receive another exclusive benefit: new special edition faction structure rigs. Which of these powerful rigs you receive will depend on the upgrades installed on the Outpost being replaced. The combined Outpost upgrades installed on each Outpost will all be added to a single faction rig so that the other two rig slots will remain free for use with normal L-set rigs.

    Like the faction Citadels themselves, these rigs will be exclusive to the Outpost upgrade event and no more will ever be added to New Eden. These rigs will begin installed and will be destroyed if removed or if their host Citadel is unanchored (just like a normal rig).

    The corporations receiving these faction Citadels will have a decision to make: whether to defend their new faction Citadel in its current location and keep the benefits of the faction rig, or to unanchor their new structure for sale or redeployment elsewhere. This may be a tough decision for many corporations, but both options have very significant benefits.


    New Eden’s 68 Conquerable Stations have an especially important place in EVE player history. For most of their existence they made ideal locations for alliance home systems spread across the entire cluster. Conquerable Station Systems like NOL-M9, H-W9TY, C-J6MT, 1V-LI2, VFK-IV, BKG-Q2, C9N-CC, JV1V-O and FAT-6P have all been host to amazing Capsuleer achievements and epic stories full of drama and suspense.

    Many of these stories can be difficult for newer players to find, so we realized that the end of the Conquerable Stations would be the perfect opportunity to add special monuments to the adventures you EVE players have led around those stations over the years. Each Conquerable Station will be replaced both with a new faction Citadel and with a special landmark site that will contain the ruined remains of the old station as well as a monument describing some of the historical significance of that particular system and station. The monument will also list the last alliance to control that Conquerable Station before the transition event. These landmarks will be a permanent reminder of the great things players have done in these systems over more than a decade.

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    This information will be re-released in dev blog form with translation into multiple languages in the near future.

    Hello prudent Capsuleers! Today we will be providing some more detail about the Starbase and outpost transition plans that we announced last week at Fanfest here in Reykjavik.
    This blog will cover details of the next couple steps in the long-term plan of phasing out Starbases, as well as the big transition event for upgrading all of New Eden’s outposts and conquerable stations.

    Starbase Industry and Resource Processing Structures
    In Fanfest 2015, when CCP unveiled the high level plan for what would become Upwell structures, we described an early plan for how the transition process would work.
    Structure Transition Image

    After new Upwell structures were introduced that replicated and improved upon the functionality of older structures, we would begin a gradual transition process to phase out the older technology.

    When the Engineering Complexes and industrial service modules were introduced in the Ascension expansion last year, Upwell structures reached feature parity with a large number of industrial Starbase modules. As we showed in the Fanfest keynote last week you have been taking full advantage of the new structures and have moved the majority of New Eden’s industry into Engineering Complexes:
    Industry Breakdown Image

    We now believe that we are approaching the right time to start phasing out the older Starbase industry structures and taking the next step towards eventually transitioning completely.

    The phaseout process for any Starbase structures will be a multi-stage process. We won’t be rushing things, but today we can talk about the timelines and some details for the next two steps in this process.

    In our May release we plan to end NPC BPO seeding and the building of new Starbase structures for the following Starbase structure groups:

    • Starbase Compression Arrays
    • Starbase Reprocessing Arrays
    • Starbase Assembly Arrays
    • Starbase Labs

    Then in our August release we will remove the bonuses from Reprocessing Arrays, Assembly Arrays, and Starbase Labs.

    This means that starting in August, Starbase Reprocessing Arrays will only provide a 50% refining yield, Starbase Assembly Arrays will not provide any material or time bonuses to manufacturing jobs, and Starbase Labs will not provide any time bonuses to research, copy, or invention jobs.

    These structures will continue to operate for some time longer and any jobs started before the August patch will complete with the bonuses intact.

    There are two faction Starbase industry structures that will be receiving special attention during this time: the Thukker Component Assembly Array and the Hyasyoda Research Laboratory. These structures will eventually be replaced by new Upwell items with a transition process beginning over the summer. More details about these replacement items will be announced as we get closer to their deployment date.

    The future steps in the Starbase phaseout process will include disabling of Starbase Moon Mining Arrays and Starbase Reactors when Refineries are released, as well as eventually removing the types associated with obsolete Starbase functions completely and distributing appropriate compensation to their owners.

  • [May] CONCORD Aerospace Promotional Ships in EVE Technology and Research Center

    Frostys Virpio wrote:
    CCP Fozzie wrote:

    The security status rep bonus is indeed something quite odd, but it fits wonderfully with a promo ship released by CONCORD. The trick we're using here also gives us the ability to make ships that receive bonuses for having low security status in the future, which may fit well for some kind of pirate ships someday.



    Bonus like that are already problematic IMO. At what point do you balance the relative power of the unit? It's maximum potential? Then it underpowered if you don't min-max your sec staus. Balanced by minimal potential? Then it's broken when in the hand of someone who does min-max it.


    This bonus is tailor made for ships that we're perfectly fine with balancing to be slightly underpowered but very cool and thematically resonant. Since these are promo ships and not part of the ordinary ship rotation that sort of balance fits well.

  • [May] CONCORD Aerospace Promotional Ships in EVE Technology and Research Center

    Hey folks!

    So for anyone who is still curious, this is not an April Fools joke. We are definitely interested in real feedback on these promo ships.

    I made a pretty serious typo in the original post (which those of you who are watching the test server caught) in that the Enforcer slot layout is 6/5/5 rather than the 6/4/4 originally posted.

    After reading through your initial feedback we've already made one tweak to help address some of your concerns, by reducing the tackle range bonuses on the Enforcer to 10% for webs and 5% for scrams/disruptors. The goal here is to avoid letting these ships become strong enough to make people feel they need to get them to compete. If needed we'll make more power reductions to reach that goal.

    The security status rep bonus is indeed something quite odd, but it fits wonderfully with a promo ship released by CONCORD. The trick we're using here also gives us the ability to make ships that receive bonuses for having low security status in the future, which may fit well for some kind of pirate ships someday.

    For people asking, these ships have 2 rigslots and 400 calibration like most other T2 ships and the Marshal has the same 4ly base jump range as the other Black Ops.

    Thanks for the feedback so far and keep it coming!

  • [May] CONCORD Aerospace Promotional Ships in EVE Technology and Research Center

    Reserved

  • [May] CONCORD Aerospace Promotional Ships in EVE Technology and Research Center

    Hello everyone and happy random unremarkable Saturday!

    Today we're revealing the full bonuses and stats for the three new ships being released by CONCORD Aerospace. These will be the first CONCORD built ships to enter capsuleer hands.

    These three ships will first be available as a special addition for those capsuleers who attend some of the big EVE events in 2017.

  • The Pacifier Covert Ops Frigate will be released to all capsuleers who attend Fanfest next week.
  • The Enforcer Force Recon Cruiser will be released to all capsuleers who booked their Fanfest ticket before January 1st 2017.
  • The Marshal Black Ops Battleship will be released to all capsuleers who attend both Fanfest 2017 and EVE Vegas 2017.
  • The goal with this release method isn't to get people to buy tickets just to get these ships alone (they're not anywhere near worth that kind of money) but to provide a nice extra "thank you" to the community members who attend these amazing events and potentially give the little extra push to someone who's on the fence about attending.

    After a limited period of timed exclusivity these ships will become available again in the future through other special promotions.

    These ships are special edition Faction T2 vessels that require all four of their appropriate racial skills at level one, as well as the appropriate T2 skill.

    As many of you have already noticed, these ships are coming with a stunning visual redesign of the CONCORD ship hulls. The new Marshal model isn't complete (it won't be released until after Vegas) but I've included screenshots of the Pacifier and Enforcer taken by Makoto Priano.

    These ships are intended to be of moderate power (not too strong so we avoid P2W concerns) but with a very unique character that matches their origin with the technology of CONCORD.
    They have a number of strengths:
  • They are extremely flexible in fitting choices with bonuses to every weapon system (except for drones)
  • They have significantly more slots than is usual for their class
  • They receive a bonus to warp speed and acceleration
  • The Enforcer and Marshal receive bonuses to tackle range
  • Pilots will gain security status faster than normal if they kill NPC pirates while flying these ships
  • Pilots with high security status will gain an extra bonus to armor repairer and shield booster effectiveness

  • They also come with a few disadvantages:
  • Below average speed and agility
  • Their DPS isn't anything special
  • None of these ships have drone bays

  • Without further ado, here's the bonuses and stats!

    PACIFIER

    Caldari Frigate bonus per level:
    5% bonus to Rocket Launcher and Light Missile Launcher rate of fire
    10% bonus to Rocket and Light Missile flight time
    Amarr Frigate bonus per level:
    5% bonus to Small Energy Turret damage
    10% bonus to Small Energy Turret optimal range
    Gallente Frigate bonus per level:
    5% bonus to Small Hybrid Turret damage
    7.5% bonus to Small Hybrid Turret tracking speed
    Minmatar Frigate bonus per level:
    5% bonus to Small Projectile Turret rate of fire
    10% bonus to Small Projectile Turret falloff range
    Covert Ops bonus per level:
    10% bonus to Core and Combat Scanner Probe strength
    10% reduction in Survey Probe flight time
    10% bonus to warp speed and acceleration
    Role Bonus:
    100% reduction in Cloaking device CPU requirements
    10+ bonus to Relic and Data Analyzer virus strength
    Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    Cloak reactivation delay reduced to 5 seconds
    +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
    Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%

    Slot layout: 4H, 4M, 4L; 3 turrets, 3 launchers
    Fittings: 50 PWG, 200 CPU
    2 Rig Slots, 400 Calibration
    Defense (shields / armor / hull) : 500 / 500 / 200
    Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Capacitor (amount / recharge / cap per second) : 350 / 175s / 2
    Mobility (max velocity / agility / mass / align time): 300 / 3.6 / 1,400,000 / 6.99s
    Base Warp Speed: 8 au/s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 800 / 7
    Sensor strength: 25 Gravimetric
    Signature radius: 30


    ENFORCER

    Caldari Cruiser bonus per level:
    5% bonus to Heavy Missile Launcher, Heavy Assault Missile Launcher and Rapid Light Missile Launcher rate of fire
    10% bonus to Heavy Missile and Heavy Assault Missile flight time
    Amarr Cruiser bonus per level:
    5% bonus to Medium Energy Turret damage
    10% bonus to Medium Energy Turret optimal range
    Gallente Cruiser bonus per level:
    5% bonus to Medium Hybrid Turret damage
    7.5% bonus to Medium Hybrid Turret tracking speed
    Minmatar Cruiser bonus per level:
    5% bonus to Medium Projectile Turret rate of fire
    10% bonus to Medium Projectile Turret falloff range
    Recon Ships bonus per level:
    10% bonus to Stasis Webifier range
    5% bonus to Warp Disruptor and Scrambler range
    10% bonus to warp speed and acceleration
    Role Bonus:
    100% reduction in Cloaking device CPU requirements
    Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    Cloak reactivation delay reduced to 5 seconds
    80% reduction in Cynosural Field Generator liquid ozone consumption
    50% reduction in Cynosural Field Generator duration
    +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
    Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%

    Slot layout: 6H, 5M, 5L; 4 turrets, 4 launchers
    Fittings: 1100 PWG, 500 CPU
    2 Rig Slots, 400 Calibration
    Defense (shields / armor / hull) : 1800 / 1800 / 600
    Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Capacitor (amount / recharge / cap per second) : 1300 / 420s / 3.1
    Mobility (max velocity / agility / mass / align time): 170 / 0.55 / 12,500,000 / 9.53s
    Base Warp Speed: 3.3 au/s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 320 / 10
    Sensor strength: 35 Gravimetric
    Signature radius: 120


    MARSHAL
    Caldari Battleship bonus per level:
    5% bonus to Torpedo Launcher, Cruise Missile Launcher and Rapid Heavy Missile Launcher rate of fire
    10% bonus to Torpedo and Cruise Missile flight time
    Amarr Battleship bonus per level:
    5% bonus to Large Energy Turret damage
    10% bonus to Large Energy Turret optimal range
    Gallente Battleship bonus per level:
    5% bonus to Large Hybrid Turret damage
    7.5% bonus to Large Hybrid Turret tracking speed
    Minmatar Battleship bonus per level:
    5% bonus to Large Projectile Turret rate of fire
    10% bonus to Large Projectile Turret falloff range
    Black Ops bonus per level:
    125% bonus to ship max velocity when using Cloaking Devices
    20% bonus to Stasis Webifier range
    10% bonus to Warp Disruptor and Scrambler range
    10% bonus to warp speed and acceleration
    Role Bonus:
    Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator
    No targeting delay after Cloaking Device deactivation
    Cloak reactivation delay reduced to 5 seconds
    75% reduction to effective distance traveled for jump fatigue
    +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
    Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%

    Slot layout: 8H, 7M, 7L; 6 turrets, 6 launchers
    Fittings: 18000 PWG, 800 CPU
    2 Rig Slots, 400 Calibration
    Defense (shields / armor / hull) : 5000 / 5000 / 4000
    Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Capacitor (amount / recharge / cap per second) : 5000 / 1000s / 5
    Mobility (max velocity / agility / mass / align time): 110 / 0.07 / 150,000,000 / 14.56s
    Jump Drive: 4ly base range, Helium Isotopes
    Base Warp Speed: 2.2 au/s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 180 / 7
    Sensor strength: 40 Gravimetric
    Signature radius: 330

  • [Summer] RLML and HML balance pass in EVE Technology and Research Center

    Reserved

  • [Summer] RLML and HML balance pass in EVE Technology and Research Center

    Hello everyone and happy Saturday!

    Today I'm here to start collecting community feedback on a potential package of missile balance tweaks. These changes aren't confirmed yet and don't even have a release date, but if we do decide to go forward with them they would potentially arrive sometime in the summer.

    The goal of these changes is to help improve the balance between the cruiser-sized missile systems and make the choice of what missiles to fit more interesting. We have also been hearing from you folks that Rapid Light Missiles are continuing to feel quite oppressive in their extremely strong combination of burst dps, range and application.

    Here's the package of changes we are considering at this time:

    • Increase Rapid Light and Rapid Heavy launcher reload time from 35s to 40s (~4% sustained dps reduction with no burst damage reduction). This change would reset the rapid launcher reload time back to the original values from when they were first converted to a burst damage system. It is a slight reduction to sustained dps while not impacting burst damage

    • Change ship missile range bonuses to not apply to undersize missiles
    • This would mean that the following ships would have their range bonuses only apply to Heavy and Heavy Assault Missiles: Orthrus, Caracal, Cerberus, Onyx, Osprey Navy Issue, Cyclone, Drake, Drake Navy Issue
    • The Barghest range bonus would also be changed to only impact Cruise Missiles and Torpedoes
    • The Mordu flight time reduction would also no longer apply to undersized missiles
    • This change would only affect range bonuses (missile velocity and missile flight time) not damage bonuses

    • Increase all Heavy Missile damage by 5.6%. This would be a general buff to HMLs and more than compensate for the longer reload time on RHMLs leading to a slight buff for them as well.


    As I mentioned above we don't have a proposed release date for these changes yet but we want to start gathering community feedback and get the discussion started. Thanks and happy Saturday!

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    Hey again everyone. Got another round of Q&A ready to go for you today:

    Q: Will mining the new moon ores contribute to the industry index and system activity defense multiplier in sov nullsec?
    A: Yup

    Q: What will happen to the moon chunk progress when the structure is reinforced?
    A: This is definitely subject to change as needed, but the current plan is that this service module will work much like other service modules in reinforcement situations. That would mean the first reinforce wouldn't impact the progress of the extraction but that a 2nd reinforce would offline the service module and either pause the chunk or cause it to slowly descend back towards the surface of the moon. Uninstalling the service module or destroying the refinery would cause the moon chunk to disintegrate without forming a minable belt.

    Q: Is there a plan to deal with multiple refineries being spammed on a moon and a race to online the service module when the previous structure dies?
    A: We have a plan for dealing with this that involves a first choice and a fallback choice depending on technical limitations. Once we have a better estimate of the code limitations we'll open this up to feedback.

    Q: When the new reprocessing bonuses of refineries are introduced, will the refineries give better reprocessing yields than anything available today or will old refining rates get nerfed?
    A: We haven't decided on exact number yet, but there's a good chance that it will be a little bit of both.

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    Hi again folks. Thanks as always for participating in the thread.
    Let's do a bit of a Q&A to answer some of the questions we've been seeing come up repeatedly.

    Q: What will happen to Siphons in the new system?
    A: We currently plan to phase out siphons since they don't really fit with the new system (there will be much more direct ways to steal moongoo). Siphons were a solid attempt at achieving a worthy goal, but for a number of reasons that particular implementation was doomed to extremely niche status. We think that overall direct spaceship interaction will be a more fun way of engaging in guerilla attacks against moon mining infrastructure.

    Q: Will Rorquals be able to dock in the large refinery?
    A: Yes. The medium refineries will have the same docking restrictions as Astrahus and Raitarus, while the large will allow those ships plus the Rorqual thanks to dedicated Rorqual docking facilities. Non-Rorqual capitals will not be able to dock in the large refinery however.

    Q: What types of ships will be able to mine the new ore spawned by moon mining events?
    A: The new ores won't require special ships to mine. They'll be minable with the normal ore mining ships that are available today (including Rorquals).

    Q: Will the new moon ore require new types of mining lasers and drones to mine?
    A: Our current plan is to use the same mining lasers, strip miners and mining drones that currently mine the existing types of ore. We are interested in hearing what the community thinks about this however, and are keeping our options open.

    Q: Can this new moon mining mechanic be expanded to include highsec and wormhole space?
    A: As we mentioned in the blog we think this general mechanic has potential in other areas of space, but we're not currently planning on opening up collection of T2 moon materials into areas beyond lowsec and nullsec. We've run the number and we don't think diluting the sources of T2 materials across more areas of space would be beneficial to the feature.
    However in future iterations we would be very interested in investigating expanding this same "scheduled mining event" gameplay to all areas of space using different resources. These might take the form of new resources or allowing the collection of existing resources such as normal minerals or T3 gasses.
    For the first release we need to keep a reasonable scope so any expansion of that kind would need to come later if it comes. That also means that if we expand this gameplay to other resources in other areas we'll be able to integrate the lessons learned from the first release.

    Q: Will starbases (POS) be removed when this feature is released?
    A: No, the removal of starbases will be a gradual process and even with the release of refineries there will still be major starbase functions that are not yet replicated by new structures (cyno beacons, cyno jammers and jump bridges). We will have some news on the next steps towards the starbase phase out soon.

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    Hey folks. Thanks for the feedback and questions so far! I'll be doing a larger Q&A response at a later time but for now one quick answer to a question that's coming up a lot:

    We currently plan to phase out siphons since they don't really fit with the new system (there will be much more direct ways to steal moongoo). Siphons were a solid attempt at achieving a worthy goal, but for a number of reasons that particular implementation was doomed to extremely niche status. We think that overall direct spaceship interaction will be a more fun way of engaging in guerilla attacks against moon mining infrastructure.

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    Glad to be able to get this ball rolling and start bringing the community into the early process of developing these structures. We're releasing these blogs now so that we can focus Fanfest on listening to you folks. We also look forward to hearing from you all in this thread.

    Here's the first set of Q&A after the early feedback and discussion:

    Q: What will happen to Siphons in the new system?
    A: We currently plan to phase out siphons since they don't really fit with the new system (there will be much more direct ways to steal moongoo). Siphons were a solid attempt at achieving a worthy goal, but for a number of reasons that particular implementation was doomed to extremely niche status. We think that overall direct spaceship interaction will be a more fun way of engaging in guerilla attacks against moon mining infrastructure.

    Q: Will Rorquals be able to dock in the large refinery?
    A: Yes. The medium refineries will have the same docking restrictions as Astrahus and Raitarus, while the large will allow those ships plus the Rorqual thanks to dedicated Rorqual docking facilities. Non-Rorqual capitals will not be able to dock in the large refinery however.

    Q: What types of ships will be able to mine the new ore spawned by moon mining events?
    A: The new ores won't require special ships to mine. They'll be minable with the normal ore mining ships that are available today.

    Q: Will the new moon ore require new types of mining lasers and drones to mine?
    A: Our current plan is to use the same mining lasers, strip miners and mining drones that currently mine the existing types of ore. We are interested in hearing what the community thinks about this however, and are keeping our options open.

    Q: Can this new moon mining mechanic be expanded to include highsec and wormhole space?
    A: As we mentioned in the blog we think this general mechanic has potential in other areas of space, but we're not currently planning on opening up collection of T2 moon materials into areas beyond lowsec and nullsec. We've run the number and we don't think diluting the sources of T2 materials across more areas of space would be beneficial to the feature.
    However in future iterations we would be very interested in investigating expanding this same "scheduled mining event" gameplay to all areas of space using different resources. These might take the form of new resources or allowing the collection of existing resources such as normal minerals or T3 gasses.
    For the first release we need to keep a reasonable scope so any expansion of that kind would need to come later if it comes. That also means that if we expand this gameplay to other resources in other areas we'll be able to integrate the lessons learned from the first release.

    Q: Will starbases (POS) be removed when this feature is released?
    A: No, the removal of starbases will be a gradual process and even with the release of refineries there will still be major starbase functions that are not yet replicated by new structures (cyno beacons, cyno jammers and jump bridges). We will have some news on the next steps towards the starbase phase out soon.

  • Dev blog: The Advancing World of Upwell Structures in EVE Information Center

    We hope that many of you will find the time to complete this survey and help give us your feedback on what you want to see next from Upwell Structures. And big thanks to the CSM for their participation in this process as well.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    Coelomate Tian wrote:
    Can we get CCP confirmation that these changes are intended and going live March 14th? The original post said it was going to be explored but unlikely included in the suite of changes this patch.

    If they are intended, would you consider a corresponding increase in drone flight time, or is this a purposeful nerf?


    The impact on drone mining is expected and we did our internal practical yield testing with the new asteroid sizes to make sure that the resulting m3/hour were something we'd be happy with.

    On another quick note, we've added an increase to lock ranges for the Covetor and Exhumers. +5km for the Covetor, Skiff, and Mackinaw, and +10km for the Hulk.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    JonasML wrote:
    From the original dev post for Rorquals...."Whether these modes are running or not, the ability to field 5 ‘Excavator’ Mining Superdrones will make the Rorqual the greatest mining vessel in the history of New Eden." Well that's not only gone out the window, it's slipped off the ledge and fallen to it's splattery death 15 stories below. Take pictures now before the messy fallout get's swept up.
    After these changes the Rorqual absolutely maintains its title as the greatest mining vessel in the history of New Eden. Nothing else comes close to its mining ability (not to mention all the other things it does).

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    Querns wrote:
    It'd be interesting to see the actual data used to determine the health of the "mineral economy."

    We already know that CCP has no metrics for drone mining. If they did, it'd show up in the Monthly Economic Reports. Speaking as someone with intimate knowledge of the mining output of my alliance's region, I can guarantee you that it is still broken. CCP Quant has said as much in months past.

    So what is left to measure? It could be any number of potential things, but what I suspect it is (and please, prove me wrong here,) is that the Jita price of minerals (and potentially other major market hubs) was the deciding factor.

    To be brief, looking at Jita is not particularly representative of the state of mining as a whole. I can certainly go into more detail, but it'd be pointless to do so without confirmation that my hypothesis is true.

    For what it's worth, I had been expecting another rorqual nerf, and am expecting more to come. However, the nerfs should be for the right reasons, and not spurious ones.
    One of the wonders of working on a 14 year old game is that many bits of functionality are actually implemented multiple times in separate ways. The EVE server actually records mining events in three ways that I have found so far (there very well may be more) and although one of them doesn't record drone mining, the other two do. For instance, this is why sov industry indexes are getting the data from drone mining. This did indeed cause some confusion immediately after release.
    We plan to get around to fixing the "info events" mining records that the monthly public report uses and honestly hoped that we would have found time to fix it earlier but other tasks have managed to take priority from it so far. Since CCP Quant's time is so valuable and the fix to the info events logs has been perpetually "around the corner" we haven't rewritten the newsletter counter to use one of the other log sources.
    TL:DR is that we do indeed have data for drone mining, as well as data for ore/mineral stockpiles and industry jobs.


    Aleverette wrote:
    Now I have a question after all these buff/nerf charades EVE have been through.
    What was the purpose of you buffing Rorqual? Were you trying to make it a powerful solo mining ship so players with only one or two accounts could be involved in industrial activities? Or just simply wanted to give current Rorqual pilots a new toy to play with?

    If the answer is the second one, go ahead and change the number whatever you like.

    But if the answer is the first one, then I sincerely suggest you should reconsider how to fit Rorqual into the universe instead of giving it a big ass invincibility and a set of gamebreaking drones. EVE is a complicated system (at least more complicated than most of other MMO) , thus, providing a new set of game mechanics in depth is necessary in order to increase gameplay variety. You rush too much.
    So I’ll start with the disclaimer that EVE we don’t try and define every use that players will have for a tool we give them. We tend to build tools with at least one or two core uses and expect players to find more.
    The core role we designed the new Rorqual for was quite clearly stated in the dev blog announcing it. It was built to be a mining foreman ship, providing a number of valuable benefits to a group of mining ships. Each of these benefits may or may not be considered "enough" to justify the ship by themselves but the goal is that together they represent more than the sum of their parts. Direct mining ability is one of these features but so is support for other miners and defense for the fleet.
    So the shorter version of the answer is that although we have no problem with people solo mining in Rorquals (as long as their yields aren't harming the overall economy), the core "victory condition" for the mining foreman ship designs would be for mining fleets to want at least one mining foreman ship as part of the mix and for the Rorqual to be an interesting and viable option for that boosting/defending/mining combined role.


    Cade Windstalker wrote:
    Seriously, if CCP could see this massive shift coming do you really think their magical foresight would somehow stop short of seeing the rage in this thread? Lol
    This is less rage than I expected tbh.

    I don’t know exactly how much it’ll help to say this, but let me state the following as directly as I can:
    We don’t make balance choices in an attempt to “bait and switch” people with injectors. We here at CCP are not evil geniuses playing 12 dimensional chess. We’re approaching ship design and balancing in exactly the same way that we did before the introduction of skill injectors, with the goal of creating a fun set of tools and choices for players to interact with.

    When we developed the original design for the Ascension Rorqual changes we stated our goals honestly in the dev blog. We wanted to create a distinct “mining foreman” role that players would enjoy playing and that would have a clear progression with three ships that are all viable in different situations and at different price points.
    One of the big areas of uncertainty when making a design like that one is the question of how strong you need to make aspects of a ship in order for players to consider it worth the risk. We had an extra wrinkle with the Rorqual since it was a pre-existing ship that had developed a stigma around it. We knew there would be inertia involved in player behavior that might cause the ship to remain underused if it ended up “just barely good enough”. We also knew that we didn’t have complete information about what that “just barely good enough” level was going to be, since we can only estimate the player behavior around changes like this.
    We knew ahead of time that we’d very likely need to make multiple changes to the balance of the Rorqual post-patch, just like with every other major balance change.
    At the end of the day we made our best guess about where that “just barely good enough” level was going to be and then tuned the Rorqual a little higher in order to overcome the player behavior inertia. In hindsight we overestimated how good the Rorqual would have to be in order to be worth the risk and cost.
    There’s a very good chance that we’ll need to make more changes to the Rorqual in the future, and if it turns out the next change needs to be a buff then we’ll buff it. It’s also possible that the next change might need to be another nerf, and we’ll make that determination once we see the impact of this change.


    Henry Plantgenet wrote:
    CCP can you make mining drones more intelligent and have them stop when the asteroid is empty?
    Like when they're actually empty and not just when the cycle is ended and a lot of overkill has happened?
    The inventory operation actually doesn’t happen until the drones get all the way back to your ship so they don’t know until that point that the asteroid is going to be empty. The good news is that the faster excavator cycle times will significantly reduce that waste.


    Witchy Bife wrote:

    i checked SISI today , yeah you increased the Mining Range from Hulks now , but the Maximum Target Range is Still at 35KM .
    even with Max skills you cant reach the Full Mining Range , since the Maximum Target range from the ship is limited.
    so CCP please Adjust the Range from the Ships too
    Yup good point I’ll take a look and get a bit of an increase in asap.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    Now for some Q&A from the thread so far:

    Porthos Jacobs wrote:
    So if I bring Ewar to get a rorqual it cannot panic now. bonus
    The industrial core provides 100% ecm resistance (as well as very strong damp resistance). There's currently a bug that prevents the ECM resistance attribute from being displayed in the show info window, but we'll be fixing that bug at the same time.

    Retar Aveymone wrote:
    be honest, did you make the PANIC module a mining laser in some hilarious internal work-around for this issue
    Heh. No, the code just iterates over the list of locked targets and looks for something in the asteroid category. It doesn't even require the asteroid to be the selected target, just locked.

    Wibla wrote:
    Didn't see that nerf coming - oh wait, who am I kidding.

    If you want to make the mineral market healthier, have a look at the ore composition in nullsec ore anoms vs mineral usage. Mexallon is a bottleneck, while some other minerals are basically waste material at this point.

    The PANIC mod change is at least a first stab at a solution.
    There is definitely an imbalance between overall mineral use and the composition of the prospecting array anoms (much smaller than it once was, but there is room for more work there), although that is a separate issue to the overall mineral supply issues caused by Rorquals being too strong.

    Tau Cabalander wrote:
    CCP Fozzie wrote:
    Initial activation of the PANIC module would require the Rorqual to have an active target lock on an asteroid.

    ... and what about ice fields?
    For these purposes, ice counts as an asteroid (technically it's anything within the "asteroid" inventory category). I'll edit the OP to clarify, good question.

    Luna TheMoonrider wrote:
    I don't have the numbers and all the big data, but it's seems a bit hard, second nerf in a row, without trying to effectively reduce the price of these very expensive drones.
    If the price drop accordingly, why not, but I feel sad for my mining friends.
    The current prices are a symptom of extremely high demand. Once the market cools down a bit we'll definitely re-evaluate and make changes to the components as needed. The price of Excavators is set by the player market and will only stay at whatever level people consider worth paying. If player's evaluation of how much they're worth changes, the price will change.

    Taunter wrote:
    Little bit of a kick in the balls Fozzie. Lets be honest.

    You shouldn't of had to nerf it, if you did the rebalance right in the first place.

    I'm not salty, I'm still going to use mine. I just think you wasted time.
    I'll readily admit that we went too high with the numbers in the initial release. However these kinds of things can always happen, and the only true solution is to be willing to make changes as necessary and observe the results. I would absolutely love to have an exact formula for predicting player behavior, but barring that all we can do is make our best guesses (taking player feedback into account) and then tweak and tweak again.

    Or'es'ka wrote:
    welp, CCP, you did it. You ruined the rorq for actual miners. Cant justify the 8 bill in drones plus another 2.7 bil for the ship, not to mention another 2-3 bil for the fit..... This is almost a 50% reduction. You need to seriously adjust the required mats to build excavators because they arent worth the insane price anymore.
    I can understand why you might feel that way right now, but people said the same thing when we announced the last Rorq nerf (and I'm sure they'll say the same thing when we announce the next Rorq nerf someday). If this change ends up going too far then we can always tweak up a bit, but these changes are actually relatively conservative considering the behavior changes that we're seeing and that we saw after the last set of changes.

    Jura McBain wrote:

    2 hulks 600M
    1 Rorq 12B.

    Now ,what is the point of mining whit rorqs?
    There has always been a premium for more powerful ships and abilities in EVE. As power increases, cost increases faster.
    We'll be happy with Rorq balance someday when players have interesting choices to make when deciding how many Rorquals to bring and how many Hulks to bring.

    Jura McBain wrote:
    CCP in August 2016: " Rorqs need love so people will use them again"

    CCP in Feb 2017: " Rorqs must be nerf"

    CCP are you mad? Please Sthaapppp Sthaapppppp
    We're confident that Post-March Rorquals will still be vastly more powerful than they were pre-Ascension.

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