The Nosy Gamer
Friday, December 12, 2025
Prepping for FFXIV Patch 7.4
Wednesday, December 10, 2025
EVE Frontier Cycle 4 - We're Not In New Eden Anymore
Design IntentWith this release our intent is to introduce an elegant and accessible foundation for Frontier’s evolving piloting fantasy. We want something accessible enough for anyone to pick up right now, yet robust enough to grow with the game as we continue to flesh out its other systems and content. This first iteration is deliberately focused on accessibility, but not so far that there is no mastery involved. There is a small price of admission with some skill required - this is a hardcore game, after all; get good/skill issue/etc. - but the controls should still feel intuitive, and Riders should feel like their skill as a pilot improves as they progress in the game.
Flight Controls Changes and AdjustmentsAs part of the manual flight controls update (and thanks in large part to the deranged screaming feedback we received from players), we have both heavily modified and removed some previously used ways to navigate the space scene to support a more manual flight control scheme.
- We have made multiple changes to the physics engine that better support manual flight.
- All of the ships have been adjusted based on the aforementioned physics changes to better support manual flight.
- The autopilot system has been mostly removed, with some parts still remaining (such as the waypoint system for interstellar travel), but modified:
- Double-clicking in space to move in a direction has been removed.
- It is still possible to use both the contextual menu (right click) and double clicking on the brackets of static objects to command your ship to automatically go to that point (Approach). Objects in motion such as NPCs and other players can not be approached using this command.
- The selected object window has been removed, as have other movement commands such as Orbit and Keep at Range.
- The old speed widget has been removed, replaced by the new movement widget.
- Manual flight is enabled in Tactical Mode, but the navigation widget is not shown. As a result, control in Tactical Mode is difficult, but certainly possible. Part of our intention here is to eventually give players a mix of manual and automated movement systems that fulfill the ideal spaceship fantasy, and we’re taking this next step to try and uncouple the legacy HUD until we have higher fidelity automated control schemes which make sense for Tactical Mode.
Collisions
- We have made the first change of many to the way collisions work in EVE Frontier. We have added different surface material types which interact with the ship in different ways if collided with. Hitting a rock should feel different from hitting a structure, for example (note: both should feel like a not ideal thing to do, for the same reason bodyslamming a door is generally not the best way to open it).
- We have done away with fully elastic restitution which makes collisions feel much more realistic, and added a first pass of VFX and SFX to support the collision event.
Character ProgressionWith this update, we are introducing the first step towards our ultimate transhumanist power fantasy. You will be able to gather a limited amount of memories that can be permanently transfer to the character; however, die and you must start over (Editor's Note: admittedly still better than the alternative of dying and just staying dead).This initial progression rollout is only a prototype of our long-term plans for character progression - considering how fundamental this system is to the heart of the game, you can expect to see significant developments on this over the next several months (and years probably, who can say). We'll be taking specific feedback during Cycle 4 to further review how satisfying (or disatisfying) this version of the system feels, how easy (or painful) it is to use, and what players are expecting to see in the future.In this iteration of the progression system, you will:
- Gain memories through gameplay and increase skill level of the shell.
- Die.
- ...and lose the collected memories when you do.
- Ascend (if you don't die), and store some of the memories as permanent character skill levels.
- Each skill level on both the character and shell will improve fitting attributes
From reading the above I get the feeling Hilmar didn't really like the decision to remove skill point loss from EVE Online.
Another difference between Online and Frontier in Cycle 4 is the intelligence of NPCs. Frontier's artificial intelligence promises to be an upgrade over the original game.
NPC Behavior
This update is our first step towards making the feral drones full denizens of the Frontier that Riders must learn to combat or co-exist with. The ferals now have some understanding of the inventories of containers and ships and will react accordingly with what they find. Items in your ship and in your assemblies may not be safe from their clutches.
Design Intent
The work in this release is focused on laying a foundation for the feral drones to be a much more interactive threat, both synchronously and asynchronously, in the Frontier. Our goal with this update is to both re-define what it means to interact with feral drones and to make it significantly easier for us to add depth to their interactions with the environment and players going forward. We want the feral drones to be a source of tension in the Frontier as well as reward those curious and observant Riders with ways to manage and even manipulate these adversaries to their advantage.
What type of changes to the AI? Here are the ones listed in today's patch notes.
- Drones equipped with these new behaviors currently are only available in landscapes, all other drones are using older behaviors.
- Some drones are now equipped with scanners and are capable of checking the inventories of wrecks, containers, ships, and certain assemblies.
- Some drones desire specific items and will do what is necessary to acquire these objects of interest.
- Some drones will leave traces of their interactions with objects.
- The loot of some drones is now partially tied to their activities and experiences before their deaths.
- Drones now have reasons for attacking beyond simply shooting on sight.
- Drones are capable of halting aggression under the right circumstances.
- Drones will hold grudges against specific ships which have wronged them.
This isn't all the changes the development team have made to change EVE Frontier into something more than a reskinned EVE Online. I'll go into more detail about some of the industry changes and the new massive belts that don't despawn. But the subjects deserve their own posts. I'm not going to say whether I like the changes -- I probably won't like all of them -- but I'm glad this cycle runs far past EVE's Winter Nexus event, because I still want that ice mining destroyer.
Monday, December 8, 2025
EVE Online's November 2025 Monthly Economic Report: What's Up With The Money Supply?
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| As seen on 8 December 2025 |
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| Jester's November ACU graph |
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| The EOM amount didn't change for 3 months |
After doing a little investigation I found the issue also affected the September and October MER as well. Looking at the money_supply.csv file I found the end-of-month figure came from 30 August 2025. I'm not sure if 31 August 2025 having no entry in the file was an issue, but the issue affected the Average ISK Delta as well. I've put what the reports should have contained below.
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| The corrected AID and EOM figures |
And yes, the 112.2 trillion ISK that flowed into the New Eden economy due to the movement of players into the game in November was a record, at least in raw numbers. As a percentage increase in the money supply. last month's increase of 4.5% was beat by November 2023 (5.3%), November 2022 (4.9%) and May 2019 (4.7%).
I asked Copilot for some visualization help. If one stacked 1.115.6 trillion 1 Icelandic krona coins on top of each other the stack would run from Jita to Hek ... over 6 times. That's approximately 12,300 astronomical units. Of course, that's using the jump gate network and not a direct line. Stacking the coins would take much too long without the use of jump gates. Even if the calculation is an AI hallucination, the number put a smile on my face.
Friday, December 5, 2025
I'm Finishing A Steam Game: Ball x Pit
About BALL x PITThis brick-breaking, ball-fusing, base-building survival roguelite is ready to chew you up and spit you into the pit. Build your home base, fuse ridiculous combinations of balls, and blast through hordes of enemies as you rebuild the legendary New Ballbylon.Fuse Your BallsThe Ball Fusion system encourages explosive experimentation with over 60 randomized balls to equip and combine during your journey. Discover overpowered combinations and unexpected synergies from hundreds of possible outcomes. Load up, lean in and let the spit hit the fan.Build New BallbylonExpand New Ballbylon with over 70 unique buildings that provide gameplay bonuses and unlock further power-ups, new characters and more. As your community grows, entrust homebound heroes with automated tasks to keep the resources coming while you dive deeper into the pit.Discover New RealmsFace legions of diverse enemies within the pit, battling through barren deserts, frozen caverns, savage forests and more. Each region offers its own unique set of hazards on top of hordes of increasingly challenging foes and mighty, screen-filling bosses.Recruit Fellow HuntersAs you explore the pit, you’ll encounter fellow treasure hunters eager to add their skills to your expedition. Each character has unique, upgradable mechanics that totally change the way you play the game. Experimentation and adaptation are crucial to the success of New Ballbylon.
Wednesday, December 3, 2025
Winter Nexus Is Coming To EVE Online On December 9
Today I woke up to the news that CCP announced the dates for this year's Winter Nexus event. Running from 9 December to 12 January, EVE Online's annual winter event will run for 5 weeks. Like Final Fantasy XIV, EVE's developers will change the yearly seasonal events. This year, I thought I'd bring up some background information.
The events occur in systems containing Volatile Ice Storms as is tradition. The content is a little bit different.
Hunt Yoiul LADs (Logistical Automated Deliveries) and get Cryo Tech that allows access to even more within the storms, and don’t miss the Perseverance ice mining destroyer, currently only available through the Winter Nexus seasonal reward track.
The Yoiul LADs is an allusion to the real world group known as the Yule Lads.
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| The real Yule Lads |
When looking at the arrival and departure dates of the Yule Lads, the event running for 5 weeks seems culturally appropriate, doesn't it?
This year, InterBus is launching a cautionary campaign for travelers by dispatching Logistical Automated Delivery vessels (LADs) named after the legendary Yoiul Clones.However, a whistleblower within Verity Enhancements, known only by the codename Yoiul Kattar, claims to have proof that the Yoiul LADs are not what they seem.
Hunting down these automated vessels will give you Verity Cryo Tech that will unlock new challenges and rewards. For enforcers, this means access to more dangerous parts of the storms with stronger forces to fight. In highsec, marauders will need this Cryo Tech (specifically the Cryostorm Clarifier) to access combat sites. No such restrictions apply in lowsec or nullsec, however, depositing Cryo Tech will give access to more challenging and rewarding experiences in all Winter Nexus combat sites.
Explorers can use the tech to gain access to relays normally scrambled by storm interference, which can then be hacked.The tech will give miners additional recipes for mined ice, which will award enhanced salvage packages. Cryo Tech can be deposited in certain structures in and around the sites to unlock these extras.
So as players fly around New Eden this year they should keep their eyes out for trouble in snowy systems. Especially if they see a grump old man in a red suit.
Tuesday, December 2, 2025
EVE Online: Catalyst Patch Notes - Control Access For Freelance Jobs
I went to log into EVE Online this morning and noticed a new patch download. Two weeks after the launch of Catalyst came the first patch, concerning controlling access to freelance jobs. The news article describing the patch was pretty short.
The first update to Catalyst is here, bringing Access Control List restrictions to Freelance Jobs.
This allows project creators to decide who can and cannot see the listed job.
Want to blacklist your rival alliance? Done.
Want to make sure only members of a certain corporation see your posting? You got it.
Want to put out a hit on a rival capsuleer or corporation and make sure the target remains unaware? Mum’s the word.
A new Freelancing skill has also been added, allowing capsuleers to accept more than three Freelance Jobs at a time. Explore available Freelance Jobs via the AIR Opportunities interface.
At the same time, the costs associated with Freelance Jobs have been reduced. The duration fee is down by 25%, and the Broadcasting Fee is being cut by a third.
Basically a TL,DR for the patch notes. I was interested in the new skill, Freelancing, so I took a couple of extra minutes to gather some information.
I tried to find out what the market price is with no luck. Of course, I didn't have much time to search. Players can click on the blue "+" button to purchase the book remotely for 1.3 million ISK. I have the feeling that's how the skill will become available as the developers will want to place as few barriers to obtaining Freelancing as possible.
Below I'll include the full patch notes covering the updates to accessing freelance jobs. I have the feeling players interested in the feature will want to dig into the details.
Freelance Job Access Lists (ACLs)
Freelance Jobs now support Access Lists (ACLs), giving corporations and job creators the ability to define exactly who can view and accept the job postings. This update provides better control and privacy and a more tailored collaboration for corporations.
- ACLs allow visibility restrictions at three identity levels:
- Character – specific characters.
- Corporation – all members of selected corporations.
- Alliance – all members of corporations within selected alliances.
- Creating Jobs with ACL:
- You can select which ACL to use during job creation, and once assigned, a job’s ACL cannot be swapped, but the contents of the ACL may be edited at any time.
- Changes to ACL affect job visibility and participation but will not remove existing participants.
- If an ACL that’s attached to a freelance job is deleted, only the active participants of the job are able to contribute. No other capsuleers can accept the job.
- Blocked characters can’t see or access relevant job listings, even with a direct link.
- The job creator and corporation project managers always retain full access regardless of restrictions.
New Skill: Freelancing
- A new Freelancing skill has been introduced.
- Each level increases the number of concurrent Freelance Jobs a character can accept, up to maximum of 11.
Freelance Job Cost Adjusted
To make the job creation more sustainable, two cost reductions have been applied:
- Duration fee reduced by 25%.
- Broadcasting Fee reduced by 33%.
Freelance Job : Alliance Column in Participant view
A new Alliance column has been added to the Participant view for Freelance Jobs. Project managers will now be able to view and sort participants by alliance membership.
- Clicking the Alliance column header sorts the participants alphabetically by alliance name and clicking again reverses the order.
- If a participant does not belong to an alliance, a “-” symbol will be shown.
Monday, December 1, 2025
Cloud Imperium Records $31.9 Million In Cash Shop Revenue In November 2025
In November 2025 Cloud Imperium Games smashed records for revenue generated by its online cash shop. According to the CCU Game dashboard cash shop sales reached a record $31.9 million, a year-over-year increase of 57.7% over the $20.3 million generated in November 2024. The total was also 33.6% greater than the three-year average of $23.9 million. With one month to go in 2025 the CIG online cash shop has generated $140.4 million.
- Sales/Pledges: $914.5 million (through 30 November 2025)
- Other cash shop revenue: $2.3 million (through 31 December 2023)
- Subscriptions: $39.5 million (through 31 December 2023)
- All other sources: $82.6 million (through 31 December 2023)
Friday, November 28, 2025
An EVE Online Sale I Couldn't Resist
I haven't made my move to Final Fantasy XIV as my main MMORPG a secret. I maybe play EVE Online a lot for 2-3 months every year and then use the game to hone my programming skills. Or perhaps my skill at using AI to help program in Python. Yes, that's a thing I need to do at work. But this year's Black Friday sale was so good I wound up subbing another year. Which might not make a lot of sense since I'm now subscribed until November 2027.
A 25% reduction in the subscription price is pretty big. Through downtime on 3 December the effective price of a month of gametime not counting extras is:
- 1 month: $15/month
- 3 months: $12/month
- 6 months: $10.50/month
- 12 months: $9/month
- 24 months: $8.25/month
I normally grab my game time one year at a time, so the package I wound up buying also included 1000 PLEX, a $45 value. I don't know how to value the SKINR supply crate. I usually ignore that stuff and have a lot sitting around various hangars around New Eden. One day I might even have to look up how to use the system to make SKINs. But for now looks like I'll stick around another year.
Thursday, November 27, 2025
CCP Games And Cloud Imperium Have Reasons To Be Happy This Thanksgiving
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| The first week peaked at over 41,000 accounts logged in |
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| From the Roberts Space Industries website |
- Sales/Pledges: $905.4 million (through 27 November 2025 @ 1800 UTC)
- Other cash shop revenue: $2.3 million (through 31 December 2023)
- Subscriptions: $39.5 million (through 31 December 2023)
- All other sources: $82.6 million (through 31 December 2023)
Tuesday, November 25, 2025
Fractured Legacy - EVE Online's New Epic Mining Mission Arc
EVE Online's winter expansion, Catalyst, introduced a new class of mining ship, the mining destroyer. Known as the Pioneer, the mining destroyer and its tech 2 and navy variants fill a gap in the progression from mining frigates to mining barges.
In a new way of thinking, the developers decided to introduce the ship and some new mining features with an epic arc. Well, I don't think that a series of three missions qualifies as epic, but the new set of missions, called Fractured Legacy, is found in the Epic Arc section of The Agency. I thought I'd give a short description of the arc.
First, players will need a Venture to run the first mission, The Missing Pilot. Since the mission arc is meant for all levels of players, I won't mention specific modules. I would recommend fitting the following:
2 mining lasers
1 prop module (afterburner or micro-warp drive)
1 medium shield extender
1 Data Analyzer I
1 mining laser upgrade
Also bring an extra mining laser and a nanofiber structure for when you get to fly the Pioneer.
To start the first quest, talk to Elias Peltonnen in the AIR Laboratories station above Kisogo VII. The system is located 3 jumps from Jita so picking up any items is easy if you don't want to fly to the system in a Venture. Elias is a level 1 agent for ORE, so there should not be an issue of accessing the mission series unless you have negative security standings as Kisogo has a security status of 1.0.
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| From the first mission |
The first mission, The Missing Pilot, seems needlessly long. Players go out in a Venture and mine a lot of asteroids. No fair flying ahead and mining the Scordite, the game will not allow locking on the asteroid until all the Veldspar is mined first.
But, the length of the mission does have a purpose. Players are also granted a skillbook, Mining Destroyer, upon accepting the mission. For those who didn't already purchase the book and don't have extra skill points, immediately inject the skillbook and start training. Mining Destroyer I should be ready by the time a player is ready for the second mission. Completing the mission grants a Pioneer.
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| The second mission |
The next mission is Pioneering Spirit, so named because the player has to fly a Pioneer. The player is granted a Basic Mining Survey Chipset to help determine which asteroids to mine. Players need to mine out the asteroids that only hold 2000 units. The ones that hold 3000 units are worthless. After gathering 4000 units of the good ore transfer the ore to an NPC's Odysseus.
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| The final mission |
The final mission is Shattered Catalyst. The mission requires fitting the Data Analyzer I again and navigating through a field of proximity mines. The extra range of the Pioneer comes in handy to mine out asteroids blocking the way between the target structure and the mines. While I avoided the mines, the medium shield extender should help mitigate the damage from a mine if one makes a navigation error. But I didn't actually test the theory.
The final mission provided a nice new feature I hope is added to more items: a user manual.
Players get a 1-run blueprint for the item. Honestly with part of the rationale for the existence of the mission arc is to introduce players to the new mining features in Catalyst, I'm happy with the reward. Whether the reward, if not the arc itself, lasts the test of time really depends on how relevant the Pioneer remains going into the future.















