On Tuesday in South Korea, Pearl Abyss held its earnings call for the third quarter of 2024. The company experienced a quarter-over-quarter revenue decline of 2.8% down to ₩79.5 billion ($58.6 million). Year-over-year the company's revenue has declined 6.3% compared to Q3 2023's revenue of ₩84.9 billion ($64.7 million).
Tuesday, November 12, 2024
Pearl Abyss Q3 2024 Earnings Call
Monday, November 11, 2024
EVE Online: Revenant Patch Notes - SKINR Paragon Updates
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
The tenth and final post in the Revenant patch notes series looks at the upcoming updates to the SKINR Paragon system. I'm not a big fan of SKINs, still having hundreds of unique, unapplied SKINs floating around my inventory. But with the continued focus on the feature, one would think the feature is possibly the most important in the game.
In a financial sense, player-created SKINs are the most important feature in the game. Not only does the process require PLEX, but presents the developers with additional opportunities to put items in the cash shop. Before the advent of the SKINR Paragon system, players, including those elected to the Council of Stellar Management, said they would gladly pay for corporation and alliance SKINs. The SKINR Paragon system was the result.
Since I don't know about the actual mechanics of the system, I'll list the updates coming in Revenant without further comment.
EVE Online: Revenant Patch Notes - Glorified Mutaplasmids and Mutaplasmid Residue
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This ninth post in the Revenant patch note series is the shortest in the series. Glorified Mutaplasmids and Mutaplasmid Residue is a niche subject but still one deserving of coverage. And due to how the features introduced in the expansion tend to relate to one of a few major themes, I couldn't just create a miscellaneous blog post. So below is what the patch notes had to say about the changes.
Glorified Mutaplasmids and Mutaplasmid Residue
All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don’t have the results that you were hoping for or aren’t able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling!
EVE Online: Revenant Patch Notes - Other Null Sec Site Changes
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
In this eighth post in the series, I'll finish up covering some of the loose ends. One of those loose ends are new or updated sites in null security space. Mercenary Dens are not the only content introduced in Revenant that can generate PvE play.
New Rogue Drone relic sites have been added.
- 4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.
Like I've noted in the past, I don't play in null sec, so I don't know how well (or poorly) residents of that security band will greet the following UI and graphical changes.
Nullsec Combat Anomaly Graphics and Gameplay Overhaul
Several Combat Anomaly sites in nullsec have been renovated.
- All variations of the Forsaken Sanctums, Sanctums, Havens, Patrol and Horde sites have had full art and asset renovations
- Over 100 different nullsec anomaly sites now have an objectives panel. So you can now easily see what wave you are on and how many NPCs remain at a glance!
- Several NPC groups now warp in instead of spawning in place where appropriate.
Since volumetric clouds are part of the graphical updates, please note that they can potentially impact performance when multi-boxing. To mitigate this, we’ve added a setting that disables clouds when low shader quality is selected.
EVE Online: Revenant Patch Notes - Ship Information Window And Other UI Changes
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
In this seventh post in the series I'll look at some of the changes to the UI in EVE Online. The biggest change is to the ship information window, but other areas received attention as well.
I didn't see a description of UI changes coming in previous articles, but I fully endorse this description of the new ship information window from the patch notes.
The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form.
The changes are spelled out and I didn't notice any current functionality taken away.
- Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.
- Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.
- Immersive Additions: In-universe information on the ship's designer and attributed quotes related to the hull have been added to flesh out its place in New Eden.
- Overview Tab: The Traits and Description tabs have been combined along with the previous header information to create the Overview tab. This provides all the most basic information for the ship in one place. In addition, you can view accrued killmarks for your ship within this tab.
- Attribute Tab: The information within this tab has been reorganized to help players navigate it more easily. In addition, derived values such as EHP and align time are displayed here to help provide context to related attributes.
- Skills Tab: The Skill Requirements and Masteries tabs have been combined. Any skill a player might need to fly a ship effectively can be found here.
- Fittings Tab: A shortcut has been added which opens the Fitting window in simulation mode, showing the ship and its applied fitting.
- Variations Tab: Variants within this tab now have links that open that hull within the Ship Tree.
- SKINs Tab: Players are now able to preview and apply SKINs directly from this tab. In addition, a shortcut has been added to open that ship's SKINR Paragon Hub page.
In addition to improvements to the ship information window, the developers have created new icons for many modules.
Distinct Module Icons
The following module types have been given unique icons to help differentiate them:
- Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers
- Capacitor Rechargers, Capacitor Flux Coils, and Capacitor Power Relays
- Shield Rechargers, Shield Flux Coils, and Shield Power Relays
EVE Online: Revenant Patch Notes - Corporation Projects Improvements
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This sixth post in the Revenant patch note series concerns improvements to the Corporation Projects system. In an expansion with a lot of content for null sec powers, building upon the Corporation Projects system helps out smaller groups who play in other security bands. I find the system useful just to keep track of what I want to do in the game between long periods of inactivity.
In the announcement news article for Revenant, CCP gave a short description of what the developers intended to deliver on Tuesday.
The Revenant expansion brings powerful new ways to strengthen and streamline corporation efforts, giving capsuleers even greater opportunities to contribute. Organization leaders of New Eden will gain more control and flexibility over their Corporation Projects, enabling them to tailor goals and tasks for maximum efficiency while also enhancing the experience for current or potential members.
Expanded project parameters add flexibility, allowing creators to set comprehensive, complex, and diverse goals. This enables leaders to create one project with multiple contribution options – such as mining in multiple locations or targeting various ship types and ship groups. Select project types will support expanded parameters on launch day, and more will be added later.
The patch notes went into greater detail on the expanded project parameters.
Expanded Project Parameter
- With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.
- Expanded Project Parameters functionality enables:
- Multi-value parameters: Project creators can select up to ten values per supported parameter.
- Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship)
- Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer’s Ship)
- Material Types or Groups (Mine Materials)
- Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer’s Ship)
- Organizations (Earn Loyalty Points)
- Mixed-hierarchy parameters: Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported.
- Locations parameter: Solar Systems, Constellations, and Regions.
- Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)
- Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)
Revenant's announcement article also addressed a couple of features that corporation leadership can add to existing project types.
Project Deadline
- Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.
Project Participation Limit
- Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.
One fact I found not in the patch notes was an upcoming addition to the system. That's right, giving smaller groups a way to implement ship replacement programs without a prohibitive amount of administrative overhead.
The new Ship Insurance project type will offer a streamlined way to automate ship replacement programs, providing a seamless and guaranteed compensation system based on the loss value. This project type will be added in an update shortly following the expansion launch and will support expanded project parameters.
Sunday, November 10, 2024
EVE Online: Revenant Patch Notes - Pochven
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This fifth post in the series concerns the changes coming to Pochven. Admittedly I don't have much to add to the current area in the patch notes. I managed to hop inside the Triglavian region upon creation years ago, looked around, and left. About the only thing I can really bring up is a Reddit thread I saw.
Apparently the big issue in Pochven were the Observatory Flashpoint sites. The following changes will go live on Tuesday.
- The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK
- On average, 40% of the site’s total value will now be given in the form of new Stellar Surveillance Data commodities
- These commodities can be looted from Stellar Observatory wrecks
- NPC buy orders for these commodities can be found in CONCORD, DED, and Secure Commerce Commission stations
- Only capsuleers within 50km of the Stellar Observatory are considered eligible for payouts
- The minimum amount of contribution to be eligible for payouts has been increased
- New Threshold Werpost sentry guns will aggress any capsuleer who goes beyond 50km from the Stellar Observatory
- Once within the main combat area, capsuleers will now only have 30 minutes to complete the site
- Any EDENCOM faction can now appear within the site (weighted toward the empire that owned the system before Pochven’s formation)
- NPCs will now behave more intelligently within the site
- Specific EDENCOM NPCs will prioritize attacking drones
- EDENCOM NPCs will remember which capsuleers have engaged their faction between areas and waves
- Triglavian NPCs will only be hostile to capsuleers who have attacked them or their fleet
- NPCs will now orbit at ranges more suited to their weaponry
- Sites are now visible within the Combat Anomalies section of both the AIR Opportunities and Agency windows
- Info Panel objectives will now appear to help players keep track of the site’s current state
- The activation range of the Assault Vector gate has been slightly increased
- EDENCOM NPCs will now significantly outnumber Triglavians within the Assault Vector area
- Cloaking is disabled while within proximity of a Stellar Observatory
- Micro Jump Drives and Micro Jump Field Generators are disabled while within proximity of a Stellar Observatory
- Warp drives are disabled while within proximity of a Stellar Observatory wreck
- Pop-up and local chat messages have been replaced with one-time transmission conversations
EVE Online: Revenant Patch Notes - Ship Balancing
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This fourth post in the series breaks the order of the content in the patch notes. The developers rebalanced several ships in Revenant, with some of the changes considered nerfs. As such, why bury the bad news at the end and leave players with nasty surprises? The first ships mentioned are Marauders.
Marauders continue to be incredibly dominant in all areas of space, so we’re removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently.
- 100% bonus to Shield Extender hitpoints removed
- 50% bonus to Armor Plate hitpoints removed
- 5% additional bonus to Reinforced Bulkhead hitpoints removed
I guess the Minmatar marauder, the Vargur, put too much of the "win" in Winmatar.
Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we’re cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had.
- Falloff Bonus reduced from 10% per level to 7.5% per level.
- CPU output Reduced from 625 to 600
The developers actually felt sorry for a few ships. The first one mentioned in the patch notes was the Ammarian command ship, the Absolution.
The Absolution is struggling a little with usage so we’re giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better.
- 10% bonus to energy turret damage increased to 20%
- 5% rate of fire bonus for energy turrets removed
The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we’re making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn’t very valuable in PVE and if they only use drones and don’t rely on its higher damage hybrid weapons it’s not as attractive of an upgrade, and in PVP it’s fairly slow so can be difficult to use blasters so we’re hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP.
- Armor Repairer amount per level increased from 7.5% to 10%
- Base velocity increased from 155 m/s to 160 m/s
- Agility improved from 0.7x to 0.67x
The Harbinger Navy Issue currently has low usage, so we’re increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on.
- Powergrid increased from 1,495 MW to 1,550 MW
The Cyclone Fleet Issue is incredibly dominant right now, so we’re making some adjustments to bring it back in line. We’re reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we’re also lowering the rate of fire bonus to tone down the damage it can put out.
- Powergrid reduced from 1,215 MW to 1100 MW
- Rate of fire bonus for missiles reduced from 9% to 7.5% per level
The Exequror Navy Issue is still incredibly dominant and the most used navy ship in the game, so we’re making a small suite of changes, reducing the falloff bonus and then hitting it’s mobility slightly and increasing the signature radius, so it’ll be worse at mitigating damage and can’t project as far as before.
- Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level
- Base velocity reduced from 280 m/s to 270 m/s
- Agility nerfed from 0.4x to 0.44x
- Signature Radius increased from 110m to 120m
The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we’re extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility.
- New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level
EVE Online: Revenant Patch Notes - Breacher Launch Pods
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This third post will cover the new weapons system unique to the Deathless: Breacher Launch Pods. Until the patch notes hit the internet on Friday, not much was known of the weapon apart from "a fearsome tool that sends shriker clones to wreak havoc on enemy ships, tearing through shields, armor, and hull from the inside." We now know the developers have now added damage over time (DoT) to New Eden. I guess someone in Reykjavik wants to hear shouts of "More DoTs! More DoTs" over fleet comms.
Players will acquire the Breacher Launch Pods from the same places they obtain Deathless ships.
Much like the Deathless Ships, blueprint copies for Breacher Pod Launchers and SCARAB breacher pod ammo can be obtained by trading Atavums, found from exploration, or Encrypted Infomorphs, generated from Mercenary Dens, in Zarzakh.
But what exactly are Breacher Launch Pods? The patch notes went into a long exposition on the subject.
Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it’ll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc.
The damage over time effect from breacher pods does not use signature radius or tracking like other weapon systems in the game, instead, they apply damage every second based on the targets total hitpoints (raw Shield, Armor and Hull HP combined) or a flat damage cap number, whichever one of those two is lower. This means that a ship with incredibly high hitpoints like a Titan will always take the flat damage cap, but a ship with low hitpoints like a Corvette would always take the % HP damage instead.
The damage over time effect lasts between 50 and 75 seconds depending on the users skill level, and once hit, it will not clear until a player leaves the solarsystem or docks up. It can continue doing damage while the player is in warp or while the player is tethered. The damage over time effect also completely ignores resistances, which means the effect will apply full damage to ships which have used modules like the Assault Damage Control and the Emergency damage Control. It also can apply damage to Rorquals and ships under the effect of the PANIC module.
A player ship can only be affected by one damage over time effect at once. Getting hit with additional breacher pods will just add another effect which will take over when the previous one expires. Much like Command Bursts, if two players shoot the same target with breacher pods, then the player who has the strongest breacher pod effect will deal damage to the target, and the other one will remain inert unless the stronger effect expires.
Breacher pods are the ammunition and the pod launchers are the weapons systems. The pod launchers apparently are not classified as launchers, meaning players can theoretically have as many fitted as they have high slots. Below are the stats for both weapons and ammo.
Small Breacher Pod Launcher
- Rate of Fire: 24 seconds (12 seconds with max skills)
Medium Breacher Pod Launcher
- Rate of Fire: 20 seconds (10 seconds with max skills)
SCARAB Breacher Pod S
- Max Range: 4km (6km with max skills)
- HP Damage per second: 0.60% (0.75% with max skills)
- Maximum Damage per second: 160 (200 with max skills)
SCARAB Breacher Pod M
- Max Range: 8km (12km with max skills)
- HP Damage per second: 0.60% (1% with max skills)
- Maximum Damage per second: 800 (1000 with max skills)
The patch notes provided an example that might come in handy when first trying to understand the capabilities of the new weapons system.
It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once.
The Breacher Pod Launcher apparently is the feature introducing the most new skill books to EVE Online. These skills are also obtained by trading in Zarzakh. While the cost of the books is unknown, we know other details of the five new skills.
- Breacher Pod Launcher Operation - Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level. 3x training time multiplier.
- Breacher Pod Clone Efficacity - Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level. 5x training time multiplier.
- Breacher Pod Projection - Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level. 5x training time multiplier.
- Breacher Pod Rapid Firing - Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level. 5x training time multiplier.
- Breacher Pod Clone Longevity - Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level. 7x training time multiplier.
EVE Online: Revenant Patch Notes - Deathless Ships
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This second post in the series will concentrate on the new Deathless ship line. For years I have heard players long for a pirate ship line asking for a combination of Caldari and Minmatar bonuses. The announcement of Revenant brought the news of two new ships emerging from the Deathless stronghold of Zarzakh.
The Deathless has unveiled powerful new instruments of war – the Tholos destroyer and Cenotaph battlecruiser. Designed for bold, close-range combat, these ships will be the first to employ unique SCARAB breacher pods for sustained damage over time. This new technology will allow capsuleers to damage and disrupt enemy vessels from within, adding powerful new stratagems to warfare in New Eden.
These Minmatar-Caldari hybrid ships are perfect for pilots who relish high-risk, high-reward gameplay, whether in solo operations or fleet warfare. Armed with covert ops cloaking devices and a bonus to stasis webifier resistance, they can slip into enemy ranks undetected and unleash devastating damage, rewarding skilled capsuleers who make the most of their hit-and-run capabilities. Designed for brawling, they are powerful weapons that will provide a tactical edge in the ongoing war.
I started playing EVE back in the day when split weapon types were the norm on Minmatar ships. The ship layouts remind me of those days. However, I'm pretty sure the ideal fittings will use half the high slots as utility slots. I have the feeling planning to fight Deathless ships will prove a pain.
The ships acquired like the other pirate faction ships.
The Deathless ships are available exclusively as blueprint copies from Deathless item traders, which can be found in Zarzakh. Players can turn in Atavums found in exploration sites, and Encrypted Infomorphs from mercenary dens to purchase them.
Unlike the ships introduced in Equinox, the Tholos and Cenotaph did not have individual descriptions. Also, the ships didn't receive an individual dev blog. I'll try to maintain the same format as I used for the Equinox patch notes.
Tholos - Deathless Destroyer
Slot Layout: 6 high slots, 6 medium slots, 2 low slots, 3 rig slots
Weapons: 2 launchers, 2 turrets
Cargo Capacity: 400 m3
Base Defense
- Shields: 1500 hp, Resists - EM: 0%, Thermal: 20%, Kinetic: 40%, Explosive: 50%
- Armor: 900 hp, Resists - EM: 60%, Thermal: 35%, Kinetic: 25%, Explosive: 10%
- Hull: 1100 hp
Drones
- Drone Capacity - 50m3
- Drone Bandwidth - 25mbit/s
Traits
Caldari Destroyer bonuses:
- 7.5% bonus to Shield Booster amount
Minmatar Destroyer bonuses:
- 5% bonus to ship Stasis Webifier resistance
Role Bonus:
- 150% bonus to Small Projectile Turret and Rocket damage
- can fit one Small Breacher Pod Launcher
- can fit Covert Ops Cloaking Device
- 100% reduction in Cloaking Devices CPU requirement
- cloak reactivation delay reduced to 15 seconds
- immune to all cargo scanners
|
Cenotaph - Deathless Battlecruiser
Slot Layout: 8 high slots, 7 medium slots, 3 low slots, 3 rig slots
Weapons: 3 launchers, 3 turrets
Cargo Capacity: 425 m3
Base Defense
- Shields: 8000 hp, Resists - EM: 0%, Thermal: 20%, Kinetic: 40%, Explosive: 50%
- Armor: 5000 hp, Resists - EM: 60%, Thermal: 35%, Kinetic: 25%, Explosive: 10%
- Hull: 6000 hp
Drones
- Drone Capacity - 100m3
- Drone Bandwidth - 50mbit/s
Traits
Caldari Battlecruiser bonuses (per skill level):
- 7.5% bonus to Shield Booster amount
Minmatar Battlecruiser bonuses (per skill level):
- 5% bonus to ship Stasis Webifier resistance
Role Bonus:
- 100% bonus to Medium Projectile Turret and Heavy Assault Missile damage
- 50% bonus to Command Burst area of effect range
- 25% bonus to Medium Projectile Turret optimal range and falloff and Missile velocity
- can fit one Medium Breacher Pod Launcher
- can fit Covert Ops Cloaking Device
- 100% reduction in Cloaking Devices CPU requirement
- cloak reactivation delay reduced to 15 seconds
- immune to all cargo scanners
EVE Online: Revenant Patch Notes - Mercenary Dens
EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
The first feature is mercenary dens. I have to admit, I'm a bit confused on how their intended usage. From a previous dev blog, CCP described mercenary dens as an offensive-type object.
Get ready for risk and riches, with new mercenary dens – small but volatile outposts anchored to orbital skyhooks around temperate planets. Use these dens to turn workforce into encrypted infomorphs, highly prized by the Deathless, and open the doors to smaller, fast-paced skirmishes.
They’re not just treasure troves though, but powder kegs waiting to explode into fierce battles for control. Anyone can sneak in and set one up, turning nullsec into a playground of covert ops and daring raids. Manage the delicate balance of development and anarchy, and you could reap incredible rewards – or watch your enemies profit from your downfall.
But from the patch notes, I got the impression mercenary dens were put up by the system owner to enhance their resource production. Anchorable to orbital skyhooks around temperate, these objects require a new skill to use. However, I'm not sure exactly how many of the mercenary dens are allowed around orbital skyhooks, one per skyhook or one per character? I believe the former is the case.
The mechanics are spelled out more clearly.
Once a mercenary den has been successfully placed, it will passively generate encrypted infomorphs every hour. These items can either be sold on the market to other players or taken to Zarzakh to exchange for rewards with the deathless item traders. Those include the new deathless ships, breacher pod launchers, breacher pods, skillbooks and exclusive SKINR components.
Mercenary dens can only be accessed by the character which owns them; however, they are vulnerable to attack. Mercenary dens have a single 24h reinforcement timer with a 6-hour jitter which the owner has no control over. While reinforced, mercenary dens will continue to produce infomorphs, but they won’t be able to be removed from the mercenary den until it leaves reinforced mode and has been repaired above 50% shields. Note that it automatically regenerates shields over a long time if no one comes to finish it off, but it can also be manually repaired to full. If a mercenary den is destroyed, it has a 50% chance to drop the encrypted infomorphs inside.
As CCP has done throughout the deployment of the Equinox sov system, some of the features of mercenary dens will not see Tranquility for two weeks after Revenant's launch. The following points are what makes me believe mercenary dens are not intended for raiders to employ.
Additional Features coming after Revenant - Planned for 26 November
Mercenary Tactical Operations (MTOs)
- Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.
- Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy.
- Development is generated over time, and when successfully completing mercenary den tactical operations. Higher Development levels will cause the mercenary den to increase production yield of infomorphs over time.
- Anarchy is also generated over time and decreased when successfully completing mercenary den tactical operations. Higher Anarchy levels will cause the Skyhook it’s placed on to siphon workforce production, preventing the workforce from being used by the sov owner.
If anything, Mercenary Tactical Operations I think is aimed at newer players living in null sec. Not only should newer players find the content inviting in cruiser-sized hulls, but they can help in resource generation for their alliance as well. At least, that's my perspective as someone who lives outside of player-owned space. Null sec residents can let me know if I'm wrong.
Friday, November 8, 2024
A Look At The Active ISK Delta In October 2024
With the end of October EVE Online says goodbye not only to another Crimson Harvest but to another expansion. Last month was the final month played under the rules and features of the Equinox expansion. And with not only the presence of EVE's most popular seasonal event but the vast migration of The Imperium to better living space, how did that affect the money supply in New Eden?
In the month of October, the Active ISK Delts -- the net effect of ISK coming and going into the game economy with player accounts, including GM actions -- was 55.0 trillion ISK. To put the figure into perspective, what was the biggest money sink in the game in September turned into EVE's biggest money faucet in October. Player net migration into the game accounted for a 2.5% increase in the money supply last month. Overall, the money supply grew by 5.9%.
Looking back at past Octobers, one can see that despite the Crimson Harvest event, the Active ISK Delta was usually negative, indicating money withdrawn from the economy due to accounts logging or not logging into the game. Last month's total of 55 trillion ISK was the first time the Active ISK Delta was positive in October since 2017. I believe The Imperium's wealth is well-known, but seeing evidence in a bar chart as inactive players log into the game to move their belongings drives home the fact. The average value of the Active ISK Delta from 2017 to 2023 was -23.5 trillion ISK or 78.5 trillion ISK less than the figure in October 2024. While I believe a good part of the change is due to the combination of the seasonal event combined with the new twice-a-year expansion model, much of the value did come from the final implementation of the Equinox sovereignty changes that resulted in The Imperium moving out of Delve for greener pastures.
But the movement of one of the largest coalitions in New Eden did not result in the largest monthly Active ISK Delta. Going back to the introduction of the Alpha/Omega business model, last month only saw the fifth largest movement of ISK into the game due to the net return of players. The top 5 months are:
- November 2023: 104.5 trillion ISK
- November 2022: 74.5 trillion ISK
- May 2023: 63.8 trillion ISK
- May 2019: 61.3 trillion ISK
- October 2024: 55.0 trillion ISK
Just a note about the Active ISK Delta. Going back to January 2017 the Active ISK Delta has only had a positive value 15 times, or 16% of the months. Six of those times occurred since the beginning of the Second Expansion Era with the launch of Uprising in November 2022. But I don't have any records of the Active ISK Delta having a positive value for two consecutive months. Will the launch of Revenant next week break the trend? I have the feeling both the developers in Reykjavik as well as our overlords in Anyang hope the answer is yes.
Thursday, November 7, 2024
Dawntrail Diary: A Look Back At 7.0
- Shadowbringer
- Endwalker
- Stormblood
- Heavensward
- Stormblood
- Dawntrail
- A Realm Reborn
Monday, November 4, 2024
A Look At EVE Online Activity In October 2024
Friday, November 1, 2024
Cloud Imperium October 2024 Sales Revenue Declines 36.9% Year-Over-Year
After recording a very good third quarter for 2024, Cloud Imperium Games' revenue from the sales from its online cash shop came in at $9.2 million according to the CCU Game dashboard. While the second highest sales month so far in 2024, the figure represents a 36.9% year-over-year decline from last October's total of $14.6 million in sales. For the year, the company's sales revenue is down by slightly more than $3 million, a 3.7% year-over-year decrease over the $80.7 million recorded in the first 10 months of 2023.
For those who keep track of new accounts (aka "new citizens"), October's 31,204 was 3.9% less than the total of 32,479 in October 2023. For the year, new account creation is down 29.8% for the ten seven months of 2024 compared to the same period in 2023.
Overall, the recorded sales tracked on the CCU Game dashboard is $735.1 million since the launch of the Kickstarter in October 2012. But Cloud Imperium has additional funding sources not tracked by the dashboard. Overall, the company has recorded $833.7 million in confirmed revenue (the funding page & the 2022 financial report).
- Sales/Pledges: $735.1 million (through 31 October 2024)
- Subscriptions: $33.0 million (through 31 December 2022)
- All other sources: $65.6 million (through 31 December 2022)
In addition, the company has received a total of $63.25 million in outside investment. According to the 2022 financial report, $4.8 million of the amount was returned to investors in 2020. Including the outside investment money, the total amount raised by CIG to create Squadron 42 and Star Citizen is $897 million, or $892.2 million when excluding the returned funds.
October's stunning year-over-year sales decline does not necessarily represent a huge drop in interest in the game itself. I expected a drop-off, especially after seeing CIG not repeat a big ship sale in the middle of the month. On 10 October 2023, CIG made the Drake Vulture the subscribers' ship of the month and apparently the promotion was very popular. At least, the beginning of the offer coincided with a big jump in cash shop revenue. One not matched in October 2024.
For me, November is now a critical month financially. CIG's cash shop revenue has not declined year-over-year since 2017. Over the previous six years, the median year-over-year sales increase for November was 25.4%. If CIG repeats that type of performance in November, the sales total will exceed $120 million. If the sales increase is only 19%, the company can match last year's total of $117.6 million. And if revenue can't keep up with 2023's aggressive sales and marketing plan for a second consecutive month? I think the internet will hear a lot of "the game is dying" from beyond Star Citizen's critics.