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Thursday, August 28, 2025

Yoshi-P Addresses Cosmetic Mod Use And The Mare Synchronos Brouhaha

While paying respect to the long-standing tradition of modding PC games, I ask that all players in turn respect our game by enjoying their fun within the confines of some basic rules.

- Producer & Director of Final Fantasy XIV, Naoki Yoshida

Has only a week passed since the operator of the highly popular mod Mare Synchronos shut down their servers due to legal pressure from Square Enix? I tried to come up with reasons why SE would consider the mod extremely problematic. When I woke up this morning I found that the Producer & Director of Final Fantasy XIV, Naoki Yoshida (aka Yoshi-P) had issued a statement on the Lodestone. I'm pretty sure Yoshi-P intends to bring the boiling pot down to a simmer, so let's jump in.

To read Yoshi-P's entire statement, CLICK HERE.

A lot of discussion has gone on about what Square Enix does and does not allow. That discussion has gone on for years. Yoshi-P spelled out his position.

Firstly, while I am in charge of FFXIV, I am also a PC gamer, and have been for many years. I've spoken about this multiple times in the past, but my own personal stance regarding mods─that I do tolerate them─has not changed.

In the past twenty or so years, I've seen numerous positive examples of games with fan-made mods that expand upon existing gameplay.

However, these mods are generally created with a vital premise in mind: they are for personal use only, and the individual player is responsible for the mods they use. Furthermore, the mods must not impact the core game, its services, or the intended game design in a negative manner. I personally feel that these rules should be followed by all mod creators and users.

That being said, if players continue to uphold the above premise of mods enhancing one's personal enjoyment of the game and acknowledge that they are taking responsibility for what they download, I personally see no reason to track down or investigate gamers for the general use of mods.

Yoshi-P basically established du's and don'ts for mod use.

  • Do
    • Install for personal use only
    • Take responsibility for the consequences of downloading possibly sketchy files and apps

  • Don't
    • Infringe upon the gameplay of others
    • Negatively impact the core game
    • Negatively impact game services
    • Negatively impact the intended design of the game

At this point Yoshi-P breaks what seems is an industry best practice - he fails to leave the guidance vague and actually provides examples. Excuse me if I break the section down into topics.

Stolen Valor - This is a common one across games although I usually hear it as a reason to oppose paid for dungeon runs and buying items off the black market. But the example Yoshi-P gives can be broken down between local mod use and that involving a mod like Mare Synchronos. First, just mods that appear on a player's client.

In FFXIV, we have several extremely high-end duties that challenge players to their limit, known as Ultimate raids. To defeat the enemies within these raids, players must dedicate a significant amount of time and effort. As their reward for clearing, they earn the title of "Legend," as well as job-specific weapons with specialized visual effects.

Let's say Player A loves Ultimate raids and is motivated to challenge them at every opportunity. After they clear, they proudly equip their new title and weapon as proof of their party's diligent efforts to earn them.

Meanwhile, we have Player B, who makes use of a specific mod. This mod allows them to bypass the conditions for obtaining in-game items, making it possible for them to equip any item in the game (including items that must be purchased with real money). Player B is busy with work, and although they have the motivation, their circumstances prevent them from progressing through any of the Ultimate raids. They decide instead to install a mod, so that they can at least see what it looks like to have their own character equipped with one of the Ultimate raid weapons.

Player B uses said mod to equip a set of items, which only displays on their client's screen. To other players, Player B's model is only wearing default gear, but on Player B's monitor, they're equipped with a dazzling Ultimate weapon. They take a screenshot of their character and decide to use it as their desktop background.

In this case, Player A has followed the rules of the game and worked hard with their party to clear the Ultimate raid, earning themselves a weapon and a title as evidence of their feat. When other players come across Player A using their title and Ultimate weapon, they see a “Legend” who has overcome one of the game’s most punishing duties. On the other hand, should they encounter Player B, they would simply see a character with their default gear.

Next, we have Yoshi-P's judgement of the situation if a mod user and a non-mod user meet.

Let’s imagine a scenario in which Player A and B cross paths in-game. On Player B’s screen, Player A appears with their brand-new title and Ultimate weapon─the same weapon that they appear to themselves as having equipped. Conversely, on Player A’s screen, Player A appears with their title and hard-won weapon, while Player B appears in their default gear.

In other words, Player A sees the rewards each player has earned fairly within the context of the game’s rules. Player B sees a modified version of the game, but these changes are visible only to Player B themselves, and thus fall within the realm of individual enjoyment. (Please note that this is not intended as a judgment on the virtue of one approach versus the other.)

Similarly, if a player chooses to install a mod, the risk of encountering a computer virus, for example, is borne by the individual. Additionally, mods that do not adversely affect other players, and which ensure visual changes are only visible to the individual user, can be said to narrowly maintain the integrity of the game’s design─although, of course, this is open to interpretation.

So in Yoshi-P's personal opinion the mods in this case are kind of acceptable, although the Producer & Director of the game part of him would like people to follow the rules and not use mods at all. Also, anyone who has seen FFXIV Twitter knows the phrase "ensure visual changes are only visible to the individual user" covers a lot more than what is occurring in the game client.

Now, let's use the same example, except Player A is using Mare Synchronos.

However, if a mod was updated and its changes became visible not just to the individual mod user, but to other players too, what would the implications be? Player A (with their title and gear earned from hours of concerted effort with their friends) and Player B (with their mod-derived gear), are now on a level playing field, so to speak. This development may not concern Player B, but for Player A, it considerably negates the cooperation, time, and effort invested, not to mention the pride they might have felt in their achievement. After all, their rewards are now available to anyone with the mod installed, albeit lacking the corresponding in-game attributes.

In this example, other players have been infringed upon, and the intended design of the game has been negatively impacted. Although Player B may have been unaware of the mod’s precise functionality, their usage has diminished other players’ motivation and circumvented the game’s systems. Even if the creator of the mod simply intended for players to readily access and enjoy their favorite gear, they have detrimentally affected both the game and the wider player community.

In response, our only options would be to ask that players cease using the mod, or to request that the mod creator removes the functionality causing the problem. Of course, we could also implement preventative measures in-game, but this would divert programming resources from other areas, potentially damaging the enjoyment of other players in the long run.

Don't touch my game files! Just as America gets very upset when you touch their boats the operators and designers of online games feel the same way about their game clients and other files. The attitude is apparent in Yoshi-P addressing the argument that only Mare users could see others using Mare.

The scenario outlined above is just one example, but I hope it helps clarify the differences between mod usage within the realm of individual enjoyment, and mod usage which is damaging to the game itself. Some players might ask “well, what about a mod which only makes changes visible to other users of the same mod?” The issue is that any mod which makes changes visible to others requires the manipulation or rewriting of game files, which is fundamentally even more problematic and destructive.

Even supposing that this theoretical mod provided generous improvements to the game and was well received by all players, the moment a problematic feature is introduced to said mod, we must insist that players stop using it.

Stolen Glamour - Many developers would avoid this argument as they want to avoid the charge of only caring about money. I don't know if its a Japanese thing or if Yoshi-Ps spirit animal is a honey badger. He does address the issue straight on.

Another example of such a feature: a mod that allows players to freely equip optional items and display them to others. What does that say to the players who go through the trouble of saving up to purchase these goods from the FFXIV Online Store? Are these players losing out by not using a mod?

Some may say that Square Enix is to blame for trying to make money by demanding that players spend extra on optional items. We operate our servers and data centers twenty-four hours a day, three-hundred-sixty-five days a year with the hope that our players can enjoy a reliable gaming experience. Currently, global inflation is taking its toll at a rapid pace, driving up server electricity costs, the cost of land, and even the price of servers themselves. We do not want to increase subscription fees for players, if at all possible─but keeping our game running requires sufficient income. If we start creating a deficit, FFXIV may no longer be able to operate. This is an example of damage dealt to the services we provide.

In these cases as well, we ask that players refrain from using such mods, or remove the offending function from the mod itself. I personally understand that modding culture is rooted in good intentions, but we are given no choice but to act if mods even incidentally threaten player motivation or the viability of our services.

The game's rating is supposed to be Teen for Teen/PEGI 16. Yes, we reached the point of getting to the age of which parents should think allowing their children to play FFXIV is safe. But perhaps more importantly, what various governments find acceptable. After all, the ESRB and PEGI are western organizations and the world has 7 continents, not just Europe and North America. Yoshi-P and Square Enix have to keep 195 countries happy, not to mention 50 states in the United States. 

Let's consider another theoretical mod: one that displays your character entirely naked. If this presentation is displayed only on the user's screen, that might fall into the category of personal use and responsibility. (Bear in mind that this is my personal interpretation, and not a discussion of whether that behavior is right or wrong.) However, if the user posts a screenshot of their naked character publicly on social media, FFXIV itself may be subject to legal measures by regulators in certain countries.

Laws that regulate the content of video games grow stricter by the year. These laws are there to protect minors and for a variety of other reasons, but the fact remains that they are tangibly becoming stricter. We have a duty to provide our services in adherence to the laws of all countries where FFXIV is available, and if we are unable to do so, the distribution of our game can be prohibited. This is another example of damage dealt to our services.

Through many years of covering EVE Online I've come to think of the above example as "don't make us use our lawyers."

What can Yoshi-P do? Another way Yoshi-P breaks online video game operator best practices is he often comes up with ways that he and his team can further address the situation. In today's message he stated the following.

As always, we will do our utmost to keep creating a world which all players can enjoy. Even though it may take time to do so, it is my hope to incorporate player feedback and officially fulfill as many functionality requests as possible. I am also considering how to increase the freedom of choice players have in the gear they choose to equip.

Not really a promise to make any changes. But knowing Yoshi-P something may happen with the situation in the next expansion. Yes, I know that is still probably 18 months away. Yoshi-P might already have plans in place to make changes due to the continued changes in World of Warcraft. But if the guy in charge doesn't think a problem exists then nothing is guaranteed to change.

Wednesday, August 27, 2025

Twelve Years Of Final Fantasy XIV, The Rising, And Fanfest 2026 Info

Twelve years ago today Final Fantasy XIV players logged into the heavily revamped game, A Realm Reborn, for the first time to the following opening cinematic.

FFXIV players don't count the time the game (now referred to as 1.0) ran. FFXIV's Producer and Director Naoki Yoshida had a reaction to the idea of bringing back the original experience.

But Yoshi-P is not opposed to celebrating the launch of A Realm Reborn.  The annual celebration, known as The Rising, this year runs from 27 August to 11 September. Which ends just in time for everyone to pivot to the launch of patch 7.3.

For me the highlight of the event is the scene where Yoshi-P breaks the fourth wall and speaks to the player. Below is an example from last year's event.

But today we also woke up to news about the three Fanfests scheduled for 2026 in both text and video form.


FAN FESTIVAL 2026 in ANAHEIM

  • Friday, April 24, 2026 and Saturday, April 25, 2026
  • Anaheim Convention Center

FAN FESTIVAL 2026 in BERLIN

  • Saturday, July 25, 2026 and Sunday, July 26, 2026
  • Messe Berlin, hub27

FAN FESTIVAL 2026 in TOKYO

  • Saturday, October 31, 2026 and Sunday, November 1, 2026
  • Makuhari Messe

Although early something tells me we will hear some wailing and gnashing of teeth at the dates of the Tokyo Fanfest. Some will see the dates and complain that the next expansion is probably not coming until April or May of 2027. But that's a bridge to cross when we get there.

Tuesday, August 26, 2025

EVE Evolved: An Update On The ESI

With the advent of the global PLEX market I began scripting in Python again. I wanted to monitor the market and make graphs automatically, so I started looking for the reference sites I was used to using a couple of years ago. What I found was a lot different. What I didn't know is that I returned to coding using EVE data in the middle of CCP Games updating the whole structure.

Today CCP launched both a dev blog and YouTube video announcing, "ESI Delivered: The Next Chapter." I got to quickly read the dev blog, watch the video, and play around with some of the reference material. What I'll do is provide the Copilot Cliffnotes version of the video and then give some thoughts.



Summary: “Dev Chat: EVE Evolved – ESI Delivered: The Next Chapter”

In this Dev Chat, CCP Monty hosts CCP Stroopwafel, CCP Zelus, and CCP Troglodyte to discuss the long-awaited overhaul and expansion of the EVE Swagger Interface (ESI).
________________________________________

What Is ESI and Why It Matters
  • ESI is the modern, RESTful JSON API layer for EVE Online, originally built on CREST in 2016.
  • It exposes character, corporation, kill-mail, market, mapping, authentication, and other data and actions without needing the game client open.
  • Third-party tools (killboards, fleet-management apps, mapping utilities, Excel add-ins, etc.) rely on ESI to deliver live in-game information.
  • Reviving and extending ESI supports CCP’s mantra of “EVE for forever” by enabling community innovation.
________________________________________

The Evolution and Recent Revamp

1. Early History
  • 2004–2005: Players scraped the website for data → XML API → CREST → ESI (2016).
  • ESI stagnated as the game added features without corresponding API endpoints.

2. 2025 Overhaul
  • New dedicated team (Stroopwafel Troglodyte, Pinky, others) started six months ago.
  • Replaced large portions of ESI’s core infrastructure live, minimizing disruption to both third-party apps and in-game systems.
  • Shifted data sourcing away from direct game-server queries to a dedicated data warehouse, improving performance and resilience.
3. Technical Challenges
  • Performing a “flying engine swap” while ESI serves thousands of live requests without downtime.
  • Ensuring neither ESI nor the game servers suffer performance degradation.
________________________________________

What’s Launched Today
  • Corporation Projects Endpoints
    • Read access to corp project lists and progress.
    • Early-access feedback cycle with EVE Partnership Program partners (e.g., Rift).
    • Lays the groundwork for eventual project creation tooling, alliance management workflows, and automated corp-admin tasks.
________________________________________

Roadmap: What’s Next
  • Freelance Jobs API for managing individual assignments outside the client.
  • Sovereignty Updates reflecting current null-sec structures and mechanics.
  • Paragon Hub Features to streamline asset, market, and corporate finance management.
  • Static Data Export (SDE) Rework for more reliable and complete in-game dataset downloads.
  • Improved Rate Limiting, enhanced error reporting, and other modernizations.
  • Excel Add-In Upgrade for power-users who organize EVE data in spreadsheets.
________________________________________

Getting Started as a Developer

1. Visit developers.eveonline.com for API docs, quick-start guides, and community‐sourced app listings (Rift, zKillboard, DOTLAN, Pyfa, EveRef, etc.).
2. Join the EVE Online Official Discord, especially the “third-party development” channel.
3. Obtain an ESI API key by linking an active EVE account and accepting API terms.
4. Consider applying to the EVE Partnership Program for early feature access, collaborative feedback, and peer support.

________________________________________

Now my take. I already had the API Explorer page bookmarked for use as I found it useful. From reading the dev blog I learned about the Community Showcase section from which I discovered the JitaSpace SDE REST API. The page on JitaSpace was exactly what I was looking for to do the queries for the market information I'm most interested in. I got to play a little bit in the morning with queries and now I have a lot of ideas.

I know, not much of a reaction. But I do hope to see the ESI get some love in the future. Even though I might not take advantage of any new features I know some poor volunteer player-dev supporting hundreds of players will.

Author's note [27 Aug 2025]: My apologies to CCP Zelus for getting his dev name incorrect. I blame the YouTube transcript.

Monday, August 25, 2025

Maybe I'll Spend More Time In EVE Frontier In Cycle 2

I took some time away from Final Fantasy XIV this weekend to dive into Cycle 2 of EVE Frontier. No, this was not in response to the kerfuffle about Mare Synchronos. I had planned on doing so as part of my coverage of CCP Games' big new game. And at the rate development of Crimson Desert is going, perhaps Pearl Abyss' next big game also.

Mining in the starting system

Originally I only intended to run through the content in the tutorial system, jump out and compare my experience in Cycle 1 versus Cycle 2. But then I looked at the tutorial that suggested I needed to build a network node. So I did.

My initial setup with a network node

By building the network node I learned a valuable lesson. The structures in the Core tab in the UI don't require power. So if I got adventurous I could try to get lost and have a system to myself. I think I achieved the same goal by being slow to get out of the tutorial and let everyone race past me. We'll see.

I now have a couple of new goals. The first is to build and keep fueled a small collection of structures as a base. The second goal is to build a shipyard and build a ship I can't make using a portable printer. What convinced me to stick around a little longer than intended? The network node interface.

The Network Node Interface

I just like the concept of managing the structures. Using the lowest quality fuel I can keep the base operational for two weeks, assuming no one comes along and knocks my house down. Considering network nodes can only be built on Lagrange points the odds are someone will unless I go whole hog and build defenses.

My purpose in playing Frontier isn't to play another game. The game is currently in what I consider an open alpha. I've already paid $20 to play until launch plus 30 days. Plus, I need something to write about as the drama in FFXIV won't last forever. Maybe one day I'll even going a tribe.

Friday, August 22, 2025

Why Square Enix Wanted To Shut Down Mare Synchronos

UPDATE: 28 August 2025 - Producer & Director of Final Fantasy XIV Naoki Yoshida has come out with a statement issuing clarifications on the situation.

Yesterday the developer of the Final Fantasy XIV mod Mare Synchronos closed down the mod after being contacted by Square Enix' legal team. I first heard of Mare about three years ago from someone I knew who told me about a mod that would allow people to see what they actually looked like. Basically people who used local mods could share their appearance with others.

I probably need to go into greater detail so here's what I found that might remain posted (for now).

Mare Synchronos is an unofficial third-party plugin that allows players to synchronize their character's appearance with other players. This synchronization includes character data such as gear, hairstyles, and other customizable features.

Key Features

Appearance Synchronization: The primary function of Mare Synchronos is to allow players to share and sync their character's appearance with others in real-time. This means that if one player makes changes to their character's gear or appearance, those changes will be visible to others using the plugin.

Ease of Use: The plugin is designed to be user-friendly, allowing players to easily sync and update their character appearances with others who have the plugin installed.

Required Plugins: Mare Synchronos requires two other plugins to function properly:

  • Penumbra: A plugin allows for dynamic mod loading and unloading. It is essential for handling the modifications necessary for Mare Synchronos to work.
  • Glamourer: A plugin allows for the manipulation of character appearance data, enabling the detailed customization options that Mare Synchronos synchronizes between players.

In my opinion Square Enix hopes that by closing down Mare will drastically reduce the effects of Penumbra and especially Glamourer. Penumbra allows players to wear custom-made outfits, modify tattoos, and custom emotes. The latter mod actually can access all wearable items in the game and allow players to apply any dye to the gear. The shutdown of Mare limits the effect to a player's client, thus hopefully removing a lot of the incentives to use Penumbra and Glamourer.

With the introduction out of the way, why would Square Enix pick now to crack down on Mare? Here are the reasons I came up with.

Don't talk about Fight Club... FFXIV's Producer and Director Naoki Yoshida has unofficially had a policy of turning a blind eye to mods as long as their use wasn't flaunted. Over the last three years the use of Mare became more mainstream leading to less discretion. I have to wonder if this year's Moonfire Faire setting was too much for players to resist. I can see players holding poolside events on the site. Did the activity just become too much for Square Enix to ignore?

Equalizing the PC/console experience. Personally not a big reason but I don't work in the halls of Square Enix. The game, available on Playstation for years, launched on XBox in 2024 and reportedly might soon appear on the Nintendo Switch 2. Mare potentially gave PC users a very enhanced social experience, for good or bad, than that available to console users. The difference is so great some PC users wouldn't hang around players without the enhanced glamour mods. A situation I believe Square Enix would like to avoid.

Negative impact on new content engagement. I am constantly hearing about how activity in FFXIV is down. The fashionistas who used to run content for glamour didn't have to with Mare running. Think about how many people ran the Nier raids during Shadowbringer just to get the 2B leggings. With Mare and the associated mods players weren't restricted to just a few choices to try to look sexy.

On a more serious note I wonder how much Mare affected Cosmic Exploration. With the expansion of gear with two dye-channels and a new set of dye available from the new feature perhaps the lack of activity on the moon is noticeable. After all, a large segment of assumed consumers of the new dyes didn't need them due to using Mare. And those are examples that just popped into my head as I typed out this post.

Lost cash shop sales. I've thought about the negative impact Mare had on cash shop sales for a couple of years now. Why purchase items from the cash shop if they are available through Mare? With the news from the latest financial report showing even MMO revenue is down for Square Enix the time might have come to tighten up the rules to bring in more money.

Security and copyright. I'm lumping the two subjects together due to the way Mare worked. The mod was peer-to-peer software that had to copy files from one user's computer to another. The security implications are kind of obvious. What is probably less obvious are copyright violations. I know that game studios are usually pretty sensitive about making sure the intellectual property of others isn't included in their games. As an example, I see so many Fortnite emotes imported into FFXIV and ported into the game world using Mare. Here's an example.


Game rating.  Perhaps the most important argument is maintaining the rating for the game. In the US the game is rated "T for Teen" by the Entertainment Software Rating Board and PEGI 16 in Europe. With those types of ratings I don't believe anyone is going to demand age verification to play FFXIV. But some of those mods are extremely Not Safe For Work. 

If Mare and the NSFW mods are seen as approved for use by Square Enix, could the game fall into the adult games category? I bring that up over the recent controversy of payment processors refusing to work with Steam over the presence of adult games on the platform. And let's not forget the UK's Online Safety Act which requires age verification for things like access to adult video games online. I'm pretty sure the company would like to prevent any further barriers erected between players and FFXIV beyone the horrible website required for signing up to purchase the game.

Do I expect Yoshi-P to continue on the warpath against these mods? Only if people rub his face into the fact people are using them to such an extent he can't ignore them any longer. I think that happened with Mare. Then again, who knows what else might come up.

Thursday, August 21, 2025

Melding My FFXIV Crested Crafting And Gathering Gear: No More Orange Scrips

Last night I reached a milestone in my efforts to pentameld my Crested crafting and gathering gear from Dawntrail. That's right, I no longer need to affix any more materia requiring orange scrips to my gear. From here on out I just need to gather up purple crafting and gathering scrips.

How much materia did I burn through? To give an example, the last Craftsman's Control Materia XII I needed to attach to my Gold Thumb's Mortar took 25 attempts to apply. Considering I had a 1 in 6 chance to be successful, the RNG gods just didn't like me. While I came up with estimates for both how much gathering and crafting materia I needed, take those as suggested starting points.

I'm not finished but I think I can live with my progress so far. Here is how I'm doing.

Crested Gathering Set

Teamcraft Stats: 5629/5532/987
My Stats: 5502/5279/943

My stats will fall below the Teamcraft High Tier set just because I'm using the cosmic tools to help cut down on costs. Until I can get the next upgrade to the cosmic tools I'll need to use Nasi Goreng to hit the last gathering breakpoint. Once I meld on 3 more Gatherer's Grasp Materia XI I won't need food to hit the final gathering points breakpoint.

I currently have 8 more slots I need to fill with materia.
  • Secondary gathering tools - each one needs a Gatherer's Guile XI (+20 perception) applied.

  • Crested Earrings of Gathering - needs a Gatherer's Grasp XI (+9 GP) applied
  • Crested Necklace of Gathering - needs a Gatherer's Grasp XI (+9 GP) applied
  • Crested Bracelet of Gathering - needs two Gatherer's Grasp XI (+9 GP) applied
  • Crested Ring of Gathering - needs one Gatherer's Guile XI (+20 perception) & one Gatherer's Grasp XI (+9 GP) applied
  • Crested Ring of Gathering - needs one Gatherer's Guile XI (+20 perception) & one Gatherer's Grasp XI (+9 GP) applied
I also have a final empty slot in my Crested Coat of Gathering I'm not exactly sure what to do with.

Right now I'm estimating I'll need at least 50 Gatherer's Guile XI materia and 115 Gatherer's Grasp XI materia to finish off the melding.


Crested Crafting Set

Teamcraft Stats: 5811/5461/649
My Stats: 5715/5231/649

I think I'm doing pretty well, especially since the Teamcraft guide states I can skip the overmelds on the tools to save on costs as long as I meld on all the Cunning (+ crafting points) materia. If I skip the tools I just need to overmeld one Crafting Command XI materia to each of the following:
  • Crested Headband of Crafting
  • Crested Shirt of Crafting
  • Crested Gloves of Crafting
  • Crested Culottes of Crafting
  • Crested Boots of Crafting
I estimate overmelding the above gear will require 100 Crafting Command XI as a starting point. Or around 25,000 purple crafting scrips.

Overmelding the final two slots on each of my 8 secondary crafting tools is a bit more expensive. A good estimate of how many Crafting Command XI materia I would need is 280. That's an additional 70,000 purple crafting scrips. Let's round up and say I need another 100,000 purple scrips to finish off the crafting set, assuming the RNG gods look favorably upon me.

Wednesday, August 20, 2025

EVE Frontier Cycle 2 Launches Today

CCP Games launched a new development cycle today for its new EVE-based game EVE Frontier. As I often do for EVE Online I'll try to merge the patch notes for Cycle 2 with the accompanying news article describing the new content. I may try to stick with the format of the news article instead of just list out the changes in the patch notes.

The development team describes Cycle 2 as follows:
At the heart is a focus on fixes that bring added stability, along with quality-of-life updates that improve the overall game experience.  These provide the foundations for us to introduce more content via the Mission Hub and in-game events that start to uncover the mysteries of the Frontier.
Frontier, while a PvP sandbox like Online, sounds like it's adding PvE content.
This Cycle deepens what was built in Cycle 1. Expanded missions and events will challenge you to explore further, unite faster, and prepare for what’s to come. Each week of the cycle, new missions will reshape the Frontier. Uncover secrets, rebuild hope, and confront the unknown. What you choose to pursue will echo long after the cycle ends.  
The patch notes went into more details.
  • Shipyard locations have been moved and NPCs with event drops have been added.

  • The following sites have had their locations and distributions updated:
    • Shipyard Ruins
    • Shipyard Archive Wreckage
    • Destroyed Shipyard
    • Installation Wreckage
    • Ruined Bombardment Cannon
    • Rift 0020
    • Accelerator Facility
From previous streams I knew that jump drives were getting nerfed in favor of infrastructure. Small gates are getting a revamp.
Other updates include a redesign of the Small Gate assembly, which will be available to build. These are smaller, cheaper stargates with less range, that facilitate connection between systems.
  • The Small Gate assembly has gone through a redesign in order to have a more cohesive sense of progression when it comes to gates.
    • The jump distance for Small Gates has been updated to 55LY.
    • Small Gates can only connect to other Small Gates owned by the same player.
    • Connection for Small Gates is now bidirectional: connecting gate A to gate B means gate B is automatically connected to gate A.
The developers have also added an in-game news channel.
Broadcast Terminal will be introduced, delivering transmissions that update players on news and events, revealing new insight into what lies beneath the Frontier’s silence. 
  • A Broadcast Terminal button has been added to the notification feed, allowing Riders to check in on news regarding any ongoing events.
For those interested in Grace and EVE Points those details did not make the patch notes. The news article did give an update.
Grace will be reset at the start of the new Cycle.  The leaderboard is levelled and the top spots are yours to claim.  Earn Grace by playing as you would normally and completing missions, recruiting other players, or being a part of the Frontier community. 

Founders who earned Grace in Cycle 1 will be able to claim EVE Points for their efforts.  A few weeks into Cycle 2, final Grace totals for the first cycle will be confirmed, along with final leaderboard standings.  These will form the basis of the first distribution of EVE Points.  EVE points for Cycle 1 will be able to be claimed in September – more details on how to do this will be announced later in the Cycle. 
Those were the main points. The changes I'd describe as miscellaneous are:
  • It is now possible to build Primal Tribe totems for Riders that have purchased a relevant Primal Tribe pack. The totems are available under the MISC section in Build Mode.
  • Updated descriptions for Young Crude Matter and Old Crude Matter
  • Visual update to the Dataist Heavy Frigate and Dataist Assault Frigate.
Finally, as Frontier is currently in an open Alpha, knowing what the devs fixed from Cycle 1 is important.

Defect Fixes:
  • An issue that caused the Keeper buttons to disappear upon launching the game for the first time after the latest update has been resolved.
  • Over-encumbered ships can no longer initiate jump drive travel.
  • The camera shake when warping has been reduced.
  • Smart Turrets will no longer lose ammo after server downtime.
  • The interface for any smart deployable will now close upon the player leaving the grid.
  • Brackets below the SELF bracket in the System Camera are now interactable.
  • An issue where the volume per unit was incorrectly displaying as 0.0 m³ for stacked items in the inventory has now been addressed.
  • Text color changes in character bios and custom chat channels are now persistent and shouldn’t revert to white any longer.
  • Updates to the character biography in the character sheet are now correctly reflected in the show info tab.
  • A discrepancy in the categorization of the Forager in some of the descriptions in the game has been resolved.
  • Renamed chat channels are now showing up correctly with no additional characters injected into the title.
  • Unused Map filters have been removed.
  • An issue preventing the display of System view orbit lines has been corrected.
  • Damage application with the Mining Laser has been improved.

Tuesday, August 19, 2025

A Look At The Active ISK Delta In July 2025

On Monday CCP Games published the July monthly economic report (MER) for EVE Online's Tranquility shard. Before taking a look at the Active ISK Delta for last month I'd like to point out a detail from Pearl Abyss' Q2 earnings call held last week. According to the presentation, not only did the EVE IP financially generate the highest revenue since Pearl Abyss' acquisition of CCP Games in 2018, but EVE Online itself generated the most revenue in a quarter since 2016. This in a quarter in which the Active ISK Delta was positive for two consecutive months for the first time since CCP began publishing the statistic in 2015. Coincidence?

Average logged in users returned to last year's total

Perhaps. But what is the Active ISK Delta? The Active ISK Delta is the net effect on the money supply of players leaving and returning to the game, including all GM actions. Given the rather large drop in users one would expect a large drop in the New Eden money supply due to players leaving the game.

The Active ISK Delta was below 5% for the third straight year

According to the Active ISK Delta, the summer slump is real. In raw terms the 130.2 trillion ISK removed from the game in July was the second highest amount in EVE's history, only following the 141.5 trillion ISK removed last July. So in year-over-year terms, 8% less ISK was removed from the economy last month compared to July 2024. Still, I don't want to minimize the size of the Active ISK Delta last month. The amount surpassed the total of all formal ISK sinks by 5.7 trillion ISK.

In percentage terms, the 5.2% of ISK removed due to player movement into and out of the game marks the third year in a row that amount exceeded 5%. Observers can probably assume that figure will remain above 5% as long as CCP continues the twice-a-year expansion deployment pattern. The 4.3% reduction of the money supply when the normal sinks and faucets are added in should probably also not be an unexpected figure if seen in future Julys.

The top 10 months on a percentage of money supply basis

I do need to point out that while the last three Julys are the only months in which the Active ISK Delta was measured at -100 trillion ISK or less, last month only ranked eighth on the list in terms of the percentage of the money supply. At the top of the list was January 2019 which followed a very successful December which, in addition to a holiday daily prize reward, also featured Operation Permafrost, the precursor to the current day Winter Nexus event.

Friday, August 15, 2025

How Much Materia Is Needed To Meld FFXIV's Crested Crafting Gear In Patch 7.3

I finished crafting all of the secondary Gold's Thumb tools last night. I didn't craft the primary tools as I intend to use the Cosmic tools from Cosmic Exploration. So tonight I begin the effort to overmeld my freshly made crafting gear.

Why do I want to overmeld my gear? First, since I intend on doing the rest of the Cosmic Exploration content overmelding will make doing the missions easier. Next, if Endwalker and Dawntrail are any guide, what I do now will carry me through to the end of the next expansion. But the traditional answer is: "To make all the things."

The question became, "How much materia do I need?" Overmelding, especially pentamelding, is pretty expensive. Teamcraft usually comes up with three crafting sets, with two based on crafted gear and a budget set based on orange scrips and crafted accessories. I usually look at the high tier gathering pentamelded set using mostly materia XI and XII and a mid-tier set using materia XII, X, and IX.

In patch 7.2 I actually used the mid-tier set and just added on materia IX and X to make doing the Cosmic Exploration missions easier. My final gathering stats without food was:

  • Craftsmanship - 5409
  • Control - 5098
  • CP - 630

While my current gear is still very useful, following the Teamcraft recommendations should make life much easier in both patches 7.3 & 7.4, if not into the next expansion. Here is my estimates of how much materia is needed to reach each.

7.3 DoH High Tier 5811/5461/649

To review from yesterday's post, to determine the amount of each materia I had to use the success rates for attaching each materia.
  • Regular materia slot (items have either 1 or 2 slots except for Cosmic tools) - 100%
  • First overmeld slot - 17%
  • Second overmeld slot - 10%
  • Third overmeld slot - 7%
  • Fourth overmeld slot - 5%
Because I am using the Cosmic crafting tools and they should have the same stats as the primary Gold's Thumb tool once the first planet is completed, the projected stats are 5709/5461/649 without food and medicine.

The numbers below are the average if the random number generator performs as expected. Usually when I meld my gear I need to acquire a few more. First, looking at the 10 piece Crested Crafting set, a good starting point is:
  • Craftsman's Competence Materia XII - 29
  • Craftsman's Command Materia XII - 42
  • Craftsman's Cunning Materia XII - 14

  • Craftsman's Competence Materia XI - 20
  • Craftsman's Command Materia XI - 185
  • Craftsman's Cunning Materia XI - 45

  • Craftsman's Cunning Materia IX - 40
  • Craftsman's Cunning Materia V - 60
A big factor in how much materia is required for the high tier set is overmelding the secondary tools. Each of the 8 tools will average the following amount of materia:
  • Craftsman's Command Materia XII - 8
  • Craftsman's Command Materia XI - 35
  • Craftsman's Cunning Materia IX - 10
In scrips, the materia for the Crested set is approximately:
  • Orange crafting scrips - 42,500
  • Purple crafting scrips - 94,500
Now, add in the materia needed for the 8 secondary tools and the cost jumps to 74,500 orange crafting scripts and 180,500 purple crafting scrips. That's a lot of scrips. The only reason I can justify the spending is I won't need to update again for about a year.

7.3 DoH Mid Tier 5812/5083/649

Much more affordable is Teamcraft's mid-tier set. Teamcraft describes the set as:
  • Designed as a cheaper set while still being fully viable for current and future content.
  • Matches the CMS and CP values of the High-Tier set for rotational compatibility with High-Tier.
  • Materia X are used on overmelds where possible to save using XII and the final overmeld is avoided.
  • Will require more HQ materials for most endgame crafts, meaning slightly more time spent overall.
The mid-tier setup also leaves one overmelding slot open on the Crested gear and only melds one materia to the secondary tools to leave room to adjust if the recipes in patch 7.4 become stricter.

First, let's look at the materia required to meld the 10-piece Crested set.
  • Craftsman's Competence Materia XII - 8
  • Craftsman's Command Materia XII - 7
  • Craftsman's Cunning Materia XII - 35

  • Craftsman's Competence Materia X - 14
  • Craftsman's Command Materia X - 21

  • Craftsman's Competence Materia IX - 60
  • Craftsman's Command Materia IX - 50
  • Craftsman's Cunning Materia IX - 20

  • Craftsman's Cunning Materia IV - 45
The cost of the materia in the list above is only:
  • Orange crafting scrips - 25,000
  • Purple crafting scrips - 35,650
If one has maintained their island sanctuary, all but 900 purple scrips can be replaced by 149,500 Seafarer's Cowries.

The biggest cost savings in the mid-tier set is the materia required for the secondary Gold's Thumb tool. All that is required is a Craftsman's Cunning Materia VI, which costs 25 purple scrips each. Add 200 purple scrips to the final cost.

Now, the mid-tier set requires the use of high quality materials and additional time to craft the same items as the high tier set. And the rest of the cosmic exploration content would go much smoother. But for those not really invested into crafting, the mid-tier set is probably the way to proceed.

Thursday, August 14, 2025

How Much Materia Is Needed To Meld FFXIV's Crested Gathering Gear In Patch 7.3

I finished crafting full sets of the Crested crafting and gathering gear Tuesday. If real life cooperates I should have all the secondary Gold's Thumb tools crafted tonight. I'm not crafting the primary tools as I intend to use the Cosmic tools from Cosmic Exploration. So tomorrow I begin the effort to overmeld my freshly made gathering gear.

Why do I want to overmeld my gear? First, since I intend on doing the rest of the Cosmic Exploration content overmelding will make doing the missions easier. But the traditional answer is to meet certain breakpoints while gathering in the world. According to Teamcraft, the current breakpoints for gathering in patch 7.3 are:

Legend

  1. [100% Gather] (Gathering Rate)
  2. [BY2/BH2] (Bountiful Yield/Harvest 2)
  3. [+X Y Node Bonus] (Increased 'Y' As a Node Bonus)
  4. [Required Perception] (Required Perception to actually gather the node at all based on gathering log)

Legendary Node Breakpoints for 7.3:

  • [Required Perception] : 4960 Perception

Legendary Node Breakpoints for 7.2:

  • [Required Perception] : 4740 Perception
  • [+40% Boon bonus] : 5254 Perception
  • [+2 BY2/BH2] : 4900 Gathering
  • [+3 BY2/BH2] : 5989 Gathering
  • [+1 Yield Node Bonus] : 5090 Gathering
  • [+2 Yield Node Bonus] : 5319 Gathering(Hidden)
  • [+3 Yield Node Bonus] : 5548 Gathering(Hidden)
  • [+1 Attempts Node Bonus] : 930GP
  • [+2 Attempts Node Bonus] : 960GP(Hidden)

Teamcraft usually comes up with three sets of gathering sets, with two based on crafted gear and a budget set based on orange scrips and crafted accessories. I usually look at the high tier gathering pentamelded set using mostly materia XI and XII and a mid-tier set using materia XII, X, and IX.

In patch 7.2 I actually used the mid-tier set and just added on materia IX and X to make doing the Cosmic Exploration missions easier. My final gathering stats without food was:

  • Gathering:    5127
  • Perception:   5095
  • GP:                 933

While my current gear is very useful following the Teamcraft recommendations should make life much easier in both patches 7.3 & 7.4, if not into the next expansion. Here is my estimates of how much materia is needed to reach each.


7.3 High Tier Gathering | 5629/5532/987 (using Gold Thumb's tools)

To determine the amount of each materia I had to use the success rates for attaching each materia.

  • Regular materia slot (items have either 1 or 2 slots except for Cosmic tools) - 100%
  • First overmeld slot - 17%
  • Second overmeld slot - 10%
  • Third overmeld slot - 7%
  • Fourth overmeld slot - 5%

The numbers below are the average if the random number generator performs as expected. Usually when I meld my gear I need to acquire a few morn.

  • Gatherer's Guerdon Materia XII (+36 Gathering) - 64
  • Gatherer's Guile Materia XII (+36 Perception) - 22
  • Gatherer's Grasp Materia XII (+11 GP) - 7

  • Gatherer's Guerdon Materia XI (+20 Perception) - 85
  • Gatherer's Guile Materia XI (+20 Gathering) - 115
  • Gatherer's Grasp Materia XI (+9 GP) - 170

  • Gatherer's Guerdon Materia IX (+14 Gathering) - 10
  • Gatherer's Grasp Materia II (+2 GP) - 15

The expected stats of the next level of the Cosmic tool is expected to be the same as the Gold Thumb's tools with extra gathering points. So my stats after completing the first planet of Cosmic Exploration should be 5497/5532/987. In order to achieve all breakpoints I'll need to eat food granting 51 additional gathering.


7.3 Mid Tier Gathering - 5403/5408/904

The Mid-Tier set really is cost effective. Because the set uses mostly materia IX and X the set is extremely affordable if one has maintained their island sanctuary. The cost of the materia I've listed below is:

  • Orange Crafting Scrip - 8500
  • Seafarer's Cowries - 188,250

Personally I had a little over 500,000 Seafarer's Cowries on Tuesday. Also, because the set only attached one Grasp Materia XII to the primary gathering tools, the stats should be the same after earning the next tier of Cosmic tools.

The Teamcraft team left the following description about the mid-tier set:

Considerations/Benefits:

  • Cosmic tool can be used in the future without changing melds.
  • Much cheaper than the Recommended set and less materia.
  • Planned around minimum perception in patch 7.4 to ensure there will be no issues gathering at nodes.
  • Also planned around breakpoints for patch 7.31/7.4
  • Fishing rod can be melded with gathering to reach breakpoints for future big fish. Current big fish requires 4450 gathering to catch and mid tier melds reach 4437. So cheap food or an extra meld in the rod.

Downsides:

  • Lower GP which can impact yield and change rotations.
  • Unable to hit as many node bonuses in patch 7.4. Most namely the GP node bonus due to not having any GP melded.
  • Needs gathering melds in the fishing rod for catching legendary fish.

Potential Adjustments:

  • You can add GP to most pieces allowing you to do the 1000GP collectable rotation with Nasi Goreng. But of course, this makes the set more expensive.
  • Additional Cheap Materia of any lower grade or type can be added to this set to allow you to spiritbond better.

I should add that no materia XII are used in overmelding, so the scrip cost is fixed. The only materia dependent on the random number generator are the materia IX and X.

Below are my estimates of how much materia is needed for the cheaper gathering set.

  • Gatherer's Guerdon Materia XII (+36 Gathering) - 6
  • Gatherer's Guile Materia XII (+36 Perception) - 11

  • Gatherer's Guerdon Materia X (+25 Gathering) - 35
  • Gatherer's Guile Materia X (+25 Perception) - 21
  • Gatherer's Grasp Materia X (+10 GP) - 7

  • Gatherer's Guerdon Materia IX (+14 Gathering) - 95
  • Gatherer's Guile Materia IX (+14 Perception) - 30

  • Gatherer's Guerdon Materia V (+10 Gathering) - 15
Honestly I do prefer having more gathering points, especially since I want to get the Barrell Tender mount that costs 100,000 orange scrips. But given my experience in patch 7.2 I think the necessary GP only requires overmelding the Gatherer's Grasp Materia IX. A lot of the materia would be required to be added but this might be the last time the island sanctuary will be an important source of gathering and crafting materia.

Wednesday, August 13, 2025

Pearl Abyss Q2 2025 Earnings Call

On Tuesday in South Korea, Pearl Abyss held its earnings call for the second quarter of 2025. The company experienced a quarter-over-quarter decrease in revenue of 4.9%, from ₩83.7 billion ($57.7 million) in Q1 2025 to ₩79.6 billion ($56.8 million) in the second quarter. Year-over-year the company's first quarter revenue decreased by 2.7%. 

From the Q2 2025 earnings call

For the fourth time out of the last five fiscal quarters Pearl Abyss ran at an operating loss. The ₩11.8 billion ($8.4 million) loss in the first quarter of the year puts the operating losses at ₩24 billion ($17.1 million) over the last 12 months. Pearl Abyss also recorded a net loss of ₩22.7 billion ($16.7 million) in the second quarter of 2025. For the first half of 2025 the company recorded a net loss of  ₩22.2 billion ($15.9 million) and operating loss of ₩17.0 billion ($12.0 million). 

The losses in the last quarter were attributed to foreign exchange effects as the South Korean won strengthened 2.9% against the U.S. dollar in Q2 2025 according to the Federal Reserve Bank of St. Louis. Perhaps the won strengthened a lot more against the euro and east Asian currencies.

IP and platform breakdowns are back

In a somewhat surprising development revenue breakdowns by game IP (Black Desert vs EVE) and platform returned on yesterday's call. For Black Desert the news was probably disappointing. Year-over-year Black Desert income fell by 8.5% down to last quarter's ₩54.9 billion ($39.2 million). Much of the decline can be attributed to the ending of the Black Desert Mobile service in China. The contract with TenCent to operate Black Desert Mobile in China was supposed to run until 26 April but due to poor performance TenCent and Pearl Abyss ended service for the game on 27 January. Mobile game revenue declined ₩6.2 billion ($8.2 million), or 36.3%, from Q2 2024 to Q2 2025.

Over the first half of 2025 Black Desert game revenue was ₩117.9 billion ($82.6 million), a decline of 7.0% in South Korean won. Since the Pearl Abyss representatives on the call said foreign exchange affects affected profitability, I also calculated the decline in terms of the U.S. dollar came out as a decline of 12.0%.

The bright spot on the call was the news about the EVE IP. In Korean won the EVE IP had its highest revenue total of ₩24.2 billion ($17.3 million), a year-over-year increase of 12.0%. In terms of won the EVE IP recorded the highest quarterly revenue total since Pearl Abyss acquired CCP Games in October 2018. The U.S. dollar figure is the highest since the EVE IP brought in $17.9 million in the third quarter of 2020. 

On the call, Pearl Abyss indicated last quarter was EVE Online's most successful quarter in terms of revenue since 2016. In that year CCP Games introduced the free-to-play Alpha clone option in EVE in the final quarter of 2016.

Finally no earnings call is complete without news of the development of Crimson Desert. The CEO of Pearl Abyss Heo Jin-young gave an update on the development and marketing of the long-delayed game. Currently Crimson Desert is undergoing voiceover work and console certification. Pearl Abyss intends to attend Gamescon and PAX East in August and the Tokyo Game Show at the end of September. However, the game will not launch in the final three months of 2025 as originally stated but sometime in the first quarter of 2026.  While the company has an internal date in mind the date will not be revealed at Gamescom.

The update led to only a single question asked by the investment analysts on the call. Heo Jin-young was asked about the possibility of Crimson Desert's release being delayed past the first quarter of 2026. The Pearl Abyss CEO was directly asked "how can we trust you and your company" about any release date after all of the delays over the past several years.

According to the Korean business site Chosun Biz the markets did not respond well to the earnings call.
The market reacted coldly to this announcement. As of 9:46 a.m., Pearl Abyss's stock price plummeted by 9,050 won (-23.15%) to 30,050 won, dropping more than 20% in early trading.

Pearl Abyss has seen multiple delays in its release since its first announcement in 2019. The industry assesses that this schedule change has diminished the likelihood of a performance rebound by the end of the year, and there are concerns that further delays could make it even harder to recover investor sentiment. According to the financial information firm FnGuide, Pearl Abyss was expected to achieve a revenue of 540 billion won and an operating profit of 114.8 billion won this year, but this delay makes it difficult to meet those projections.
As seen during the call, through the first half of 2025 Pearl Abyss has achieved revenue of 163.3 billion won and an operating loss of 17 billion won. And with the delay of Crimson Desert's release into 2026 I don't see a way how the South Korean game maker can come close to meeting market expectations.

Update: 13 Aug 2025: 1300 GMT - At the end of the trading day, Pearl Abyss stock fell 24% since the previous day's close. That represents a loss of ₩581.1 billion ($421.2 million) in the value of Pearl Abyss' market cap.

Pearl Abyss stock price - 13 August 2025

Tuesday, August 12, 2025

EVE Online Patch Notes - A 5th AIR Daily Goal

Since I'm on vacation this week I had a little extra time to fiddle around with video games this morning. Unlike a lot of people I tend to read EVE Online's patch notes on Tuesdays, even if a new entry isn't listed on the launcher or the main EVE news feed. I'm pretty sure some people would like to know the new addition to the game.
Air Daily Goal:
  • 5th Air Daily Goal
As part of the refinement for the Air Daily Goal System, we are adding a new daily goal “Complete 3 jumps”. This goal will appear as the 5th daily goal that is always available, repeating every day alongside the four career-specific goals. Unlike other goals, it isn't tied to a specific career.

The goal is simple and universal, so it's easier for players - new or experienced - to reach their daily bonus SP and progress on the monthly reward track.

Objective: Jump between systems in space 3 times.
  • How it works:

    • Each jump contributes to the goal, whether it’s to a new system or back and forth between the same systems.

  • Jump Types That Count:
    • Stargates
    • Ansiblex Jump Gates
    • Shipcasters
    • Wormholes
    • Jump Drives
    • Jump Filaments (Such as needlejack, pochven or event filaments)
You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.
Example of the new daily goal

Since I had the time I thought I'd go ahead and try out the new feature. Because I like the probing mini-game I decided to fly out and scan down 5 cosmic signatures. I opened up The Agency and found a system in low sec with 8 signatures two systems away. Perfect!

I flew into low sec, probed down 5 signatures, and flew back. For the practice I received one million ISK, 10,000 skill points, and 1000 Evermarks. Not bad for less than 10 minutes of work. But a new player in high sec could also have received the same rewards for completing two level 1 distribution missions. Two distribution missions usually grants more than 50 loyalty points. Also, two missions would automatically result in more than three jumps.

As someone who started playing EVE in 2009 I kind of ignored the AIR system. But I'm wondering what would happen if I tried to use the system as intended. Especially if I did the daily tasks on two characters on each of my two accounts. With the new permanent task of jumping three times the effort just shortened a lot.

Monday, August 11, 2025

EVE Frontier's Vision Update Stream - August 2025

I planned to make at least one post this week about EVE Frontier while I'm on vacation. Plans kind of changed when the launch of Cycle 2 was delayed one week. I did have a backup plan. On Thursday the game's creative director CCP Maximum Cats and community developer CCP Jötunn conducted  a live stream with an update on the vision for Frontier. I think reviewing the stream does have some value into the development of the game so far.

While I found the stream interesting, a lot of people don't have the time to watch a 100 minute stream. I personally didn't have the opportunity to do so in one setting and I actually did buy the game. So I went ahead and had Copilot create a Cliffnotes version of the video. I'll leave some closing thoughts afterwards.

Introduction

Good afternoon and welcome to the latest EVE Frontier live stream. CCP Jötunn, community developer, is joined by creative director CCP Maximum Cats. They set out to walk founders through the high-level vision for EVE Frontier, clarifying how the recent vision trailer maps to actual future development. This session is aimed squarely at explaining guiding principles and target states, not shipping dates or precise feature roll-outs.


Overarching Vision

The team is regrouping around a core vision that has been shaped by three main inputs:

  • long-term narrative and world-building goals
  • tangible player feedback gathered since the NDA lift (stream watching, founders’ input)
  • internal sanity checks on production feasibility

Players have picked up on classic EVE emotions—harsh sandbox, emergent drama, risk versus reward—but translated into modern tech, UI and UX. The goal is a living space frontier with fair brutality and deep meaningful struggle.


Key Experience Pillars

  1. Meaningful Struggle over Momentary Fun
    players enjoy harsh, repeat-upon-failure loops because victories feel earned

  2. Immersive World-Building
    ancient human civilization, feral AI drones, haunted stargates, mythic archetypes

  3. Emergent, Open-Ended Gameplay
    sandbox structure that hints at next steps without theme-park rails

  4. Replayability via Tech Stacks
    hyperfold stacks behave like living blueprints—lossy, AI-driven, unpredictable, needing maintenance


Player Journey Phases

EVE Frontier loops every player through three broad stages:

  1. Preparation
    stranded awakenings in ruined vessels, puzzle out emergency tools, plot courses on the star map

  2. Expedition
    venture into space wilderness, face feral AI drones, environmental hazards, fuel and damage management

  3. Off-Ramp & Celebration
    extract surviving clones, unpack spoils, decontaminate and identify loot, brief moments of triumph

As players persist, these loops repeat at higher complexity—new clone bodies, advanced ships, interstellar travel, factional tech trees—fueling both solo play and tribal cooperation.


Highlighted Features & Content Needs

The vision trailer outlines the target feel, but most in-game systems are still at rough “20 percent” playable form. Core areas requiring additional development include:

  • craft and ship-assembly UX, data-driven and cinematic
  • immersive boot-up and unpack animations for ship and clone
  • meaningful survival mechanics (heat, erosion, virus status)
  • base/shelter building as fixpoints for identity and archaeology
  • phased interstellar travel tech (one-use stargates, nerfed jump drives)
  • NPC station interiors with epic vistas, unique services, artifacts
  • hyperfold stack lifecycle, decay, corruption and high-end industry loops
  • robust clone progression: traits, implants, social and mechanical effects

Teams will deliver smaller, roughed-in features early (“skateboard before the car”) to let founders taste the vision in cycles rather than years.


Streamer Feedback & Development Outlook

Since lifting the NDA, watching streams has become a de facto UX lab. Key takeaways:

  • concept lands strongly—players feel original EVE spirit without nostalgia trap
  • “fair brutality” resonates: equal stakes for all founder clones
  • viewers enjoy puzzle-like survival and iron-man challenge streams
  • immersion and world-building foreshadowed well, but core content needs bulk

The internal roadmap aligns with most vision blocks and aims to show tangible progress in the foreseeable cycles. Detailed timelines remain fluid to accommodate real-world production rhythms.



The players' path from redacted internal documents

The first funding round for the project was announced in March 2023 with a holding company already receiving funds in 2022. Just based on most game systems at 20% playable form I can't help but think the game will not launch until 2028 at the earliest with 2029 as a more realistic date. Seven years from concept to launch, given the current state of development in the industry, doesn't seem too bad.

I included a screenshot of the planned progression for players. I say planned because of two reasons. The first is that everything is subject to change. The second is that as a sandbox game the developers know that not everyone will want to go down the expected path. Something that CCP has dealt with for over two decades.

I do want to add a comment about clones. In EVE Online players are basically spaceships and clones are just something that holds your implants and hard wiring or are a disposable method of transportation. In Frontier the design is to build a clone gradually through game play and perhaps get attached to your clone more than any particular spaceship. And as someone who bought the cheap "Awakened" package instead of spending $99.99 for the top tier Ascended package or one of the $99.99 tribal packs, I wager my clone transformation will feel more impactful. Not bad for getting the package for $19.99 when they first came out. (And yes, I know the Ascended pack gives 3 months more gametime than what my package came with).

Something that I noted was the lack of discussion about cryptocurrencies and other staples of Web3 gaming like the blockchain. Smart arrays weren't even mentioned until the 86th minute of the video. The term "mod your way out" wasn't said until the 95th minute. Instead the stream discussed the vision for game play, not real world wealth creation. 

I have stated since the project became public that Frontier will only succeed if the game is entertaining and not a second job. And not a second job in terms of time spent playing. A second job in terms of filling a player's bank account.

Finally I want to note the openness of discussing nerfs. The game is in alpha so everything is subject to change. Some games currently in development (looking specifically at Star Citizen) have to take care when changing how ships and the environment works because people have spent hundreds if not thousands of dollars on in-game items.  

Let me give an example from the stream. The jump drive capabilities of ships in Cycle 1 are really powerful. As CCP Maximum Cats stated, too powerful. So expect nerfs to jump drives, with the act of long distance jump perhaps requiring a space catapult. These type of changes don't really affect those of us who bought alpha access as any nerfs won't affect purchased items.

Friday, August 8, 2025

EVE Frontier Cycle 2 Delayed Until August 20th.

Real life has been a bit busy but next week I'm taking a week off of work. Besides taking care of some real life things I plan to play a couple of video games. Final Fantasy XIV's patch 7.3 came out on Tuesday and I want to get my crafting and gathering gear squared away for the next year in the beginning of the week. The end of the week I planned to dive into the tutorial for EVE Frontier's Cycle 2 to see what's changed. Only one problem...

We've been working hard to resolve unexpected backend issues that emerged during Cycle 1, particularly with the Mission Hub, Grace tracking, and the leaderboard. These fixes have taken longer than expected. Summer also brings a natural slowdown as the team takes time to recharge. While progress continues, we've adapted our plans around this seasonal pace.

As a result, we've decided to extend Cycle 1 by one week. Cycle 2 will now launch on August 20.

This extra time allows us to test improvements - especially to the Mission Hub - and strengthen the game's technical foundations. Our goal is a smoother start to Cycle 2 and a better long-term experience.

If you're seen issues with Grace or the leaderboard, know that we are capturing correct data behind the scenes. Standings and Grace totals will be updated after Cycle 1 ends, which may shift rankings slightly and will take a few weeks to finalize. Therefore the first EVE Points distribution will arrive in September.

As we move into Cycle 2, these improvements lay the groundwork for new missions, events, and the first steps in uncovering the deeper mysteries of the Frontier. We'll share more next week, including further details on what's coming in Cycle 2.

My plan for Frontier is to play through the tutorial in each cycle to see how the game has changed. For Cycle 1 I stopped playing once I exited my starter system. My plans have changed a little with the delay. Do I just knock out everything in FFXIV, or do I build additional infrastructure in Frontier? I might actually do the latter to give myself some additional comparison points for future posts. Besides, seeing how space has developed over my weeks-long absence might prove instructive.

Wednesday, August 6, 2025

Raw Materials Needed To Craft The Crested Crafting & Gathering Gear In Dawntrail Patch 7.3

Yesterday was the launch of Final Fantasy XIV's patch 7.3. While a lot of players immediately hit the ground running to complete the MSQ, I spent my time preparing a list of materials I need to gather to make the new item level 750 crafting and gathering gear introduced in the patch. The gear should last until the end of the next expansion (ie patch 8.0), so now is the time to really go all-in as the gear should last around 12 months.

Each set consists of 10 pieces. First the gathering set. The names of the pieces are:

  • Crested Hood of Gathering
  • Crested Coat of Gathering
  • Crested Gloves of Gathering
  • Crested Slops of Gathering
  • Crested Boots of Gathering

  • Crested Earrings of Gathering
  • Crested Necklace of Gathering
  • Crested Bracelet of Gathering
  • Crested Ring of Gathering
  • Crested Ring of Gathering
The components needed to craft the pieces are:

  • Cordia Lumber: 10
  • Craftsman's Tri-solution: 17
  • Cronopio Leather: 11
  • Desert Lapis:10
  • Diatryma Felt:15
  • Mason's Abrasive: 27
  • Octahedrite Nugget: 6
  • Rhodochrosite: 5
Next comes the crafting set. The names of the pieces are:
  • Crested Headband of Crafting
  • Crested Shirt of Crafting
  • Crested Gloves of Crafting
  • Crested Culottes of Crafting
  • Crested Boots of Crafting

  • Crested Ring of Crafting
  • Crested Necklace of Crafting
  • Crested Bracelet of Crafting
  • Crested Ring of Crafting
  • Crested Ring of Crafting
The crafting set requires the same components, just in slightly different quantities.
  • Cordia Lumber: 10
  • Craftsman's Tri-solution: 17
  • Cronopio Leather: 8
  • Desert Lapis: 10
  • Diatryma Felt: 16
  • Mason's Abrasive: 27
  • Octahedrite Nugget: 4
  • Rhodochrosite: 8
Now for the fun part. Except for the Mason's Abrasive, all of the components require crafting. And even the Mason's Abrasive requires crafting since the item costs 500 purple crafting scrips. Here's how to acquire the rest of the materials.

Allagan Tomestones of Heliometry - That's right, the top end crafting and gathering gear requires running through dungeons. Each of the items below costs 20 Allagan Tomestones of Heliometry each, or a total of 3,720 tomestones to make both sets.
  • Cronopio Skin: 38
  • Diatryma Pelt: 62
  • Hydrophobic Preservative: 40
  • Neo Abrasive: 26
  • Shaaloani Coke: 20
Orange Gathering Scrips - The next item is acquired by turning in orange gathering scripts. Levinchrome Aethersand costs 300 each and Condensed Solution costs 125. The total number of orange gathering scripts needed to make the two sets of gear is 16,200.
  • Levinchrome Aethersand: 54
Orange Crafting Scrips - Next up are crafting scrips. Condensed Solutions cost 125 orange crafting scrips each, or a total of 6,750    
  • Condensed Solution: 54
Purple Crafting Scrips - As mentioned above, each Mason's Abrasive costs 500 purple crafting scrips. That's 27,000 purple crafting scrips total.
  • Mason's Abrasive: 57
Legendary Nodes - Finally we get to the materials acquired from legendary nodes. Two nodes are new: Cordia Sap and Desert Lapis Ore. These nodes only appear twice during the Eorzean day, each time for two Eorzean hours. Figure that's about 5-6 minutes of real time. Below are the quantities of materials required for both sets of gear.
  • Cochineal Pigment: 124
  • Cordia Log: 80
  • Cordia Sap: 136
  • Desert Lapis Ore: 80
  • Octahedrite: 40
  • Raw Rhodochrosite: 52
  • Shaaloani Coffee: 76
And below are the zones and times each of the legendary nodes is available.
  • Cochineal Pigment -Yak T'el - 12am/12pm
  • Cordia Log - Heritage Found - 6am/6pm
  • Cordia Sap - Shaaloani - 4am/4pm
  • Desert Lapis Ore - Kozama'uka - 8am/8pm
  • Octahedrite - Heritage Found - 2am/2pm
  • Raw Rhodochrosite - Yak T'el - 12am/12pm
  • Shaaloani Coffee - Yak T'el -  10am/10pm
Of course, just buying everything off the market is much easier. But where's the fun in all that?