You realize that Uprising was popular right? The numbers just don’t support your assertions.
It was an absolutely atrocious experience, however. The grind was beyond madness. It was absolutely not enjoyable and still a coercive must-participate if you didn’t want to have good systems fall to the Trigshits.
The party we had when we finally turned Niarja was awesome. The grind was brutal (yet i enjoyed it), but worth the outcome. We reshaped the EVE universe and i hope there will be more opportunities for doing this - in whatever way, for who evers benefit.
the solo players they are talking about… they are the sheeple on the edge of a cliff pushing back as hard as they can, all along ccp has their pants down and pushing back equally harder
Oh boy.
We gave mining and industry some necessary love with Catalyst and saw how quickly the meta shifted with fleet-based mining and new resource strategies.
No, you botched it by renaming all the ores. Nobody likes that change.
With Legion we connected job seekers and job creators across all New Eden with Freelance Jobs and the introduction of ACLs. You took this system and expanded it wildly beyond our expectations.
No ESI endpoint for Corporation (Ability to create corporation projects using the API · Issue #1363 · esi/esi-issues · GitHub
) projects or freelance jobs. If one wanted to a do a monthly campaign of ‘who can kill the most X ship’ its tedious and boring to set up every single time. Missing out on what could be a great feature there for want of a POST request.
Over the next three expansions, we’re going to elevate Factional Warfare into war with real stakes and pull new players into the fight with purpose from day 1.
I read this and my inner voice went “Oh, they are pushing out Vanguard and realized low sec needs to actually have people in it for Vanguard to matter, since nobody is going to be foot soldering in high sec or null” right ?
Things are never quiet in New Eden; somewhere, someone is always on the edge of war. It’s possible to ignore it, but ultimately war shapes everything: economy, politics, borders, relations, and stories.
Two words. “Blue Doughnut”.
Over the next three expansions, we’re going all in on Theatres of War, expanding Factional Warfare and formalizing Military Campaigns as a core part of EVE’s future.
Factional Warfare is largely contained to its own lake, nobody in high sec cares unless a trade route system gets corrupted and nobody in null cares because wth has low sec got to do with null anyway apart from being where droppers come from?
This represents a shift in how we build EVE; big ambitions will no longer be something we rush to finish in six months, but rather ideas we introduce, build upon, and refine over several expansions.
Kill rights are still temporarily disabled right?
The result is clearer direction, stronger continuity, and the ability to tackle more complex systems. TL; DR: we’re chasing big ideas with real follow-through.
I know a million dollars exists, but I will believe it when I see it.
This is not about simplifying war or making it safer. It is about making conflict more meaningful and consequential, so that more players can understand where they stand, how they can contribute, and why individual actions matter.
Log off one FW character from side where plexing is not worth doing, log onto alt on the other side where plexing is worth doing. Repeat.
EVE is a social game, even when you play it alone. But breaking the barrier to social play is hard, especially for new capsuleers. For many pilots, flying solo is simply the starting point.
In game voice chat making a return? Better in game tools for user created content? How about giving people a reason to get out of their snowflake discords ?
This year, we are focusing on giving new players, especially solo and low-confidence pilots, clear purpose and meaningful agency from day one. Military Campaigns are the foundation of that experience: a way for pilots to take on contracts from rival empires and immediately become part of something larger than themselves.
The stats are that EVE has 60 days to either win someone over or chase them away. At one point there was a stat indicating %95 of people failed to get beyond downloading the installer, hence the fleeting ‘EVE in a Browser’ feature. A large factor in this is finding someone who is willing to hand hold people through the non intuitive mess, Military Campaigns will do nothing to facilitate this function, not unless the plan is to dedicate CCP staff to fill this role or giving existing player organizations the ability to better connect with interested individuals.
From there, we want to gradually introduce complexity, risk, and opportunity, easing players from solo play into co-existence, co-play, and eventually shared purpose.
Looking forward to the next iteration of homefront operations where its a constant parade of 5 logi ships run by the same person.
We have already been building the social tools to support this journey. Corporation Projects, Freelance Jobs, and access-controlled collaboration allow players to contribute without immediate commitment.
ESI endpoint with POST/PUT when?
And the more new players we guide into factional conflict, the more we all win.
Except if your corporation is in High Sec, Null, or WH space. Then its taking away potential recruits to fight in a semi-instanced arena.
The stories, conflict, and persistence we all love and know in EVE continue and will be expanded in EVE Vanguard, where development is well underway. It’s a different kind of EVE experience, but one that stays deeply connected to the universe you already know. For example, Vanguard will play a direct role in upcoming Military Campaigns, strengthening the bridge between ground combat and the wider conflicts shaping New Eden.
Knew this bit was coming. Vanguard is not going to move the dial against Tarkov, Dune or Arc Raiders unless it does something OP for FW, in which case people will complain about how OP it is.
EVE Evolved is also a celebration of craft. Alongside gameplay updates, it brings meaningful visual and artistic refinements that elevate how New Eden feels from moment to moment. Our art teams continue to do incredible work, and this update gives some of that work the spotlight it deserves.
I bought a wattage meter for my PC from the local electronics shop. I have an Intel i3 with a Intel ARC GPU. At idle the machine reads as using 200 watts.
With EVE running on these settings
I get a comfy FPS docked in a citadel of
and the wattage meter says about 325 watts is drawn.
If I switch to the outside view, I get this graph.
and the wattage meter goes down about 25-50 watts to 275.
I do not mind the 75 watts to make EVE go, but a near %200 increase draw the inside of a citadel ( with no way to turn it off anymore ) is ridiculous.
No problem with making EVE art better, if it were not costing so many watts.
How hard is it to get a toggle for simple citadel interiors like there used to be?
Several of New Eden’s most beloved events are also returning, including Capsuleer Day, reimagined to reflect where the universe stands today.
Another FOMO daily login campaign where gankers get to PLEX for cheap make it a week of trouble.
share more about the vinyl release Past and Future Sounds of New Eden
Is the audio bug with music stopping after half a second fixed yet?
and the usual shenanigans.
No doubt.
another one?
We already had a thread on this…
Just for the record (and fact’s sake):
FTFY (as it is an important difference)
Bounties can stay in the toilet where they belong….only used as a tool to scare away newbs with ‘welcome bounty’……some found that ‘funny’……
What does it say on an outside view?
Citadel interiors do have some kind of a problem. GPU usage goes so up it causes overheating and lagging. I don’t know what the H is causing it, but it’s consistently bad. I have turned on outside view, and that helps.
There will be less actual sand in the alleged ‘sandbox’, and more IKEA sand castles.
If bounties were restored, is the expectation that PvP will be reduced, increase, or stay the same ?
Between 260 - 300 watts.
Don’t think it would have much effect as the payout would depend on the target ship and cargo value if I recall correctly.
So unless it is an expensive ship nobody would bother to attack someone just for the bounty and also in hisec you’d have to wardec the person to can attack them.
Most cases it was gankers who benefited from bounties as they blow up the targets anyway without a wardec.
As for regular PvP I think with rare exceptions anyone who got bounties would attack their targets anyway so it was just some additional payout that didn’t motivate anyone when deciding to PvP someone with a bounty.
Even suspect baiters would bait their targets anyway regardless of bounty so even in their case it was just a random side detail without factoring in when it comes to their PvP activity.
So I think it would be the same and would just be an additional side benefit that doesn’t really influence decision making 99% of the time in my opinion.
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Bounties don’t affect PVP unless they are completely overpowered and unbalanced.
The first iteration increased PVP because people farmed their bounties with alts and noobships. Ship combat is PVP, regardless of how nonsensical it is. That’s unbalanced and idiotic, but was a cool way to stick it to the bounty-givers.
The second iteration was completely pointless for the intended purpose. Fractional bounty payouts depending on the ship value never yielded in any meaningful payouts and the system was only used to spoil people’s avatar with a stupid wanted stamp. It had no influence on PVP whatsoever.
Another extreme to the first iteration would be a bounty-system that gives a killright with the bounty sum. If there were no bars and limits, this would be completely insane. Give someone a 100M bounty and have a killright assigned to your registered bounty hunter alt 1, alt 2, alt 3 or alt XYZ. That would create PVP but also completely break the game. However, limiting such killrights only to people who have committed a criminal act from a game-mechanics-pov would also be stupid because those people already have killrights and most of them are already freely engagable because of their low sec status.
Overall, formalized bounties are pointless.
What you could do is setup an ingame billboard/task board where players can post their bounty targets, bounty payout and what they want to see killed to qualify for the bounties. No formal bounty on the target, no killrights, only player governed processes.
If CCP added the needed functionality, couldn’t freelance jobs be used for that?
Have a “Kill Capsuleer” job type and have input fields for “Capsuleer Name” (and maybe corp/alliance), multiple-choice checkboxes for valid target types (from Capsule to Capitals and also Structures), then have two fields next to each target type: “payout” for a guaranteed payout for a kill and a “bonus payout”, which acts as a deposit and is payed out for up to, say, 70% of the killmail value (fitted modules + cargo value).
So you could set up a job:
Target: Dyver Phycad
Target types: Frigate (450k plus 5m bonus), DST (70m plus 400m bonus).
Now if someone ganked you in your DST, he would get 70m payout guaranteed plus up to 400m bonus depending on modules fitted and cargo carried (up to the 70% of the value).
The problem with that is that you need to gank or wardec the target, which incurs massive cost that reduces the bounty payout to negative.
Would like your thoughts on this idea
CCP recently revealed that the VAST majority of players play in Highsec…
Why do they try to drive Highsec players out of the game? Why are they so anti-player? They move mountains for nullsec and wormhole groups every 3 months… but piss on the majority of players. Why?
Why is garbage content gated and limited to Highsec, but endgame is all nullsec? Which is dictated by 5 humans or LESS.


