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Showing posts with label eve. Show all posts
Showing posts with label eve. Show all posts

Thursday, July 23, 2026

Flying Solo In EVE: Okami WIDOTs The Game?

The World Cup and the international frenzy around the world's most popular sporting event is gone, but heatwaves still remain. My excuse for not playing much is work has screwed up my sleep schedule. Europeans, on the other hand, are facing massive heat waves. Not so massive to those of us in the United States, but we have air conditioning and quality home insulation for the most part. Apparently Europe finds itself without the comforts Americans take for granted. Between Net Zero programs and energy disruptions caused by war, sitting in front of a computer playing EVE sounds like a hardship when viewed from this side of the pond. Hopefully things get better in September.

Last week average concurrency still remained at 24,000 accounts logged in at any one time, plus or minus 500 accounts. The peak concurrency also remained below 33,000 accounts for the third consecutive week and under 34,000 for the past month.

Jester's graphs were a little late running this month, so the above data is dated by a couple of weeks. The 30 day rolling average of players logged in was still over a thousand greater than last June. In both 2024 and 2025 the average dipped down to 21,000. I'm interested to see just how far the dip goes. If concurrency only goes down to 23,000 then a yearly average over 24,000 is definitely possible.


The summer doldrums extend to the global PLEX market. The average price of PLEX remained almost flat, closing at 4,510,000 ISK per PLEX on Sunday. The running of a 20% off PLEX sale doesn't seem to have moved the needle on PLEX prices one way of the other. Neither did a skill boost training bundle sale in the New Eden Store which ended yesterday. I don't know if Fenris accountants consider the price stability a good or bad thing.

When I started composing this article I had only read the first of Wilhelm's two posts on the upcoming player-build jump network nerfs. Which seems fair as FC Okami issued a follow-up post on Tuesday with more details. As someone who doesn't live in null sec I'm really hoping that Wilhelm's wrong, because then we are looking at an event bigger than Hurricane Hilmar which struck New Eden back in 2019. But even from my vantage point in Heimatar occasionally dipping into low sec I can see the potential for players to mass adapt a very old practice: to WIDOT alliances into one of the great alliances in EVE Online.

For those whose memories don't stretch back 15 years, I've cleaned up an explanation of what WIDOT actually means.

In EVE Online, "WIDOTing" (or WIDOTed) is a verb that refers to an entire alliance (or multiple active corporations within an alliance) dissolving its existing structure, consolidating all remaining members into a single corporation, and merging into a larger partner alliance.  

The Origin: Wildly Inappropriate

  1. The term originates from Wildly Inappropriate, a major alliance during the classic "Northern Coalition" (NC) era in the late 2000s and early 2010s.  The Fall of the Old NC (2011): When the original Northern Coalition collapsed under the pressure of the Drone Region Federation (DRF) and its allies in mid-2011, Wildly Inappropriate found itself facing organizational collapse, declining activity, and loss of territory. 

  2. The Merger: Rather than letting the alliance completely disintegrate or disperse into separate groups, the leadership of WI. consolidated their active player base from various member corps into a single corporation under the name Wildly Inappropriate. (with a dot at the end).  

  3. Joining Goonswarm: This newly consolidated single corporation then folded into Goonswarm Federation in June 2011.  

How the Term Is Used Today

Because Wildly Inappropriate was one of the earliest and most high-profile examples of a multi-corp alliance stripping away its corporate structure to survive inside a larger bloc, EVE players turned the alliance tag into a verb.  

In EVE slang:

"They are going to WIDOT" = A failing or downsizing alliance is about to collapse into a single corporation to join a larger mega-coalition or bloc. 

"WIDOTed" = An alliance/corp that was absorbed/assimilated into a bigger entity, often losing its independent alliance identity in the process.  

Even after reading FC Okami's words I'm not sure exactly what he is trying to accomplish with these changes. I remember the days before the Phoebe jump fatigue days and force projection was all about zipping around the game beyond your own alliance's or coalition's borders. These changes only affect the territory inside an alliance's borders.

I also wonder about the effect on alliances. With coalitions no longer able to share travel infrastructure between member alliances, I imagine the member corporations of smaller alliances will have an incentive to join the largest alliances. Some of those smaller alliances may choose to WIDOT themselves and break up longstanding relationships. Game designers in the MMORPG genre usually try to build cohesion and social bonds between players in order to increase player retention. I see this change as potentially introducing a mass shakeup of such bonds.

Finally I have to wonder about the logistics pilots out there. No, not the players flying the magic healing ships. The ones who do the day-to-day transporting of goods and perform other services to keep an alliance running. The last I heard running an alliance's logistics department isn't exciting at the best of times. Making their lives miserable sounds more like a horrible experiment rather than promoting sustainable game play.

But, what do I know? I don't live in null sec. I'm sure I'm just ignorant on how everything will play out. At least, I really hope that is the case.

Monday, July 20, 2026

A Preview Of EVE Online's September 2026 Major Update

Over the weekend I didn't have much time to play video games. As a result I didn't see FC Okami's dev blog on the future of force projection until yesterday. My first clue something was up was when a video from Pando showed up in my YouTube queue. A lot of the time I disregard YouTube creators about null sec issues. But Pando is a top coalition level fleet commander. Players should take what he has to say seriously.

My first thought was, "Here we go again." Once again the developers want to make space for smaller groups in null sec. Adding space isn't really an option. EVE Frontier can get away with having 120,000 systems because the game is still in development. EVE Online? I think except for special cases the existing jump gate system will not expand any further.

That only leaves making the existing space feel bigger. How? By nerfing alliance infrastructure in null sec. At least, that's the impression I got from briefly reading the dev blog. Hopefully I haven't contributed to Fenris' comfort in doing so by pointing out the average number of players logged in at any one time this year is on pace to be the highest amount since 2014.

Average user accounts logged in by year

Why now?

EVE is in one of the best states it’s been in, in a while. We’re getting regular balance updates with inputs from our players and the CSM. We’re hitting a confident stride in our ability to deliver regular, interesting expansions and new ships. We’re seeing the community thrive.

And while a number of issues persist that we will begin to knock off one-by-one, Force Projection continues to rise to the top and it’s clear that we can’t keep only making small tuning adjustments. It’s time for us to commit to a bigger change.

It’s also time for us to be bold and we’re ready to commit to a bold solution. If we wait to try and solve every item on the Force Projection checklist all at once, then nothing will ever happen. We have a cool idea that we back and we’re ready to iterate on - and now’s the time to do it.

We’re eager to commit to something that will have an impact on the topology of New Eden, test organizational logistics, and put some new tension on the overall layout of the universe leading to new opportunities, shake ups, wars, and alliances.

Here is what we have waiting for us when everyone comes back from our summer vacations, courtesy of Gemini:

The core thesis is clear: powerful mega-alliances can currently zip across the universe too quickly to crush smaller groups. To fix this, CCP is shifting away from punishing individual players (like the old Phoebe-era Jump Fatigue system) and is instead placing the mechanical limitations onto the infrastructure itself.

Here is a breakdown of the structural and mechanical changes announced for the September 2026 Major Update.

1. The Core Mechanic: Ansiblex Capacitor

Instead of imposing jump fatigue on individual pilots, Ansiblex Jump Gates will now have their own Capacitor pools.

  • The Brake: Every time a ship jumps through, it drains a portion of the gate's capacitor. Heavy ships will drain more. If the capacitor hits 0, the gate shuts down until it naturally regenerates.
  • The Goal: This creates a strict "traffic limit" for sudden fleet movements. Empires can no longer seamlessly teleport massive subcapital fleets across the map instantly.
  • Strategic Play: This opens up new meta opportunities, such as players using energy-neutralizing ships or weapons to intentionally drain an enemy gate's capacitor rather than shooting the structure down.

2. Economic & Distance Zoning

To ensure that day-to-day regional logistics aren't ruined for regular line members, the blog introduces distance-based pricing "zones" measured from the alliance's Sovereignty Capital.

  • Zone 1 (0–5 Light Years): The "fare" cost to the gate's capacitor is 0. Movement within an alliance’s core home territory remains completely free and unrestricted.
  • Zones 2–5: As gates get further away from the alliance's capital, the capacitor cost per jump scales up significantly. Long-range projection becomes incredibly "expensive" for the network.

3. Separation of Travel Networks

Capitals and Supercapitals are being entirely removed from the Ansiblex ecosystem. They will no longer be allowed to use jump bridges at all (with the sole exception of the Rorqual for industrial purposes).

To balance the fact that capitals must now rely purely on their own jump drives and Cynosural fields, CCP is tackling the defender's advantage:

  • Cyno Jammer Nerf: The maximum number of anchorable Cyno Jammers in a system is being slashed from 3 down to 1.
  • The Impact: It will be significantly easier for attackers to force open a system's cyno window, elevating the strategic importance of capital ship drop logistics in active warfare.

4. Alliance-Only Access Control (ACLs)

Ansiblex Access Control Lists are being strictly locked to Alliance-only.

  • The End of Blue Donuts: Massive multi-alliance coalitions can no longer share their jump bridge networks with their neighbors or "renter" alliances. If you aren't in the specific alliance that owns the gate, you cannot use it.

What this means for the Meta

The dev blog explicitly states that this is a forced paradigm shift in organizational scale. CCP wants to pressure sprawling mega-empires by introducing logistical friction.

By making space highly regionalized, smaller groups should have breathing room to establish a foothold without fearing that a 500-man bloc fleet will teleport from across the galaxy to wipe them out in 5 minutes.

What's next? FC Okami noted that because this will heavily alter how alliances value their space, a complete overhaul of Sov Resources will follow shortly after. Alliances are being promised at least a 1-month heads-up and "rig amnesty" so they can relocate their infrastructure if they need to adjust to the new geography. 

Wednesday, July 15, 2026

Flying Solo In EVE: My Latest Ship Wish List

Some weeks I don't do much in EVE Online. But I haven't done much in Final Fantasy XIV lately either.  At work my group is undergoing a couple of months of training which requires my logging in an hour earlier than normal. As long as I have enough coffee and green tea I'm okay, but I do wind up taking a longer nap than normal at the end of the day. That not only impacts my blogging but the time I spend playing video games. Yes, having an hour extra at night to do things actually means less effective free time. Coffee and tea is okay, but nothing beats actual sleep. I probably need to do some shopping to put some excitement back in the game.

The weekly snapshot was taken a day late

Well, that's my story anyways. What about the rest of the players? Seems like they are settling into a holding pattern at 24,000 average accounts logged in during last week. I don't think EVE Vanguard's Operation Avalon event drew much attention last week even with the rewards. To be fair, Vanguard is in an early access alpha, but until the game becomes more integrated with Tranquility I don't think the draw will attract much attention until Vanguard reaches beta.

The price of PLEX flatlined last week

Looking at the global PLEX market caused me to double-check my code. Yes, the flat line running from 6 July's average price of 4,499,000 ISK per PLEX to yesterday's 4,500,000 ISK per PLEX is for real. The Liberation Day sale featuring discounts for the "In Rust We Trust" SKINs launched on Friday had no effect on the PLEX market. That flat line is probably not going to last much longer. Fenris kicked off another 20% off PLEX sale yesterday. We'll see how that goes with the summer slump beginning to make an appearance.

We are a little past the mid-point of 2026 and my plans for my new character in EVE took a week off to train up to flying a destroyer. But are there any ships I want to fly on my 16 year old characters?

The first one is the Odysseus. Officially labeled an Expedition Command Ship, the Sisters of EVE hull is one of the newest in the game. I have the loyalty points, I just need to build the thing.

But building a ship doesn't mean its ready to fly. I have three ships I'd like to fly but I just need to go out and scrounge up the fittings. Those ships are from the CONCORD Assembly: Pacifier, Enforcer, and Marshal. The Marshal, a Tech 1 black ops battleship, is the worst of the ships because I built the ship in a low sec station and never went back to fit the thing. The greatest tragedy, however, is that I have a pilot with all racial battleship skills trained to V, Black Ops trained to V,  plus a security status of 5.0.

I really need to take advantage of my training

The other two ship classes might blow some minds. Next month marks my 17th anniversary in EVE and I've never flown either a strategic cruiser or a marauder. These last two ship classes came as advice from Gemini on ships that would do very well blitzing level 4 Sisters of EVE missions. I went out and priced a Loki a couple of weeks ago and the price wasn't too bad. The Vargur, on the other hand, would cost over 1 billion ISK and I'm still not comfortable with prices that high.

If I really want to I don't need any more releases to keep me occupied in EVE. I just need to set out to fly all the ships on my wish list. Realistically the only thing keeping me from doing so is the desire. Oh, and the ability to replace anything I lose.

Monday, July 13, 2026

The June 2026 Monthly Economic Report: The Money Supply And Global PLEX Market

Last Thursday Fenris Creations released the June 2026 monthly economic report for EVE Online. I decided to use the opportunity to look at two of my favorite topics in New Eden: the global PLEX market and the game's money supply. I had a simple premise to examine: does the money supply affect the price of PLEX? Is PLEX still a commodity like in the early years of its existence or have things evolved into something a little more complex? A silly question given that everything in EVE seems to get more complex the more players interact with a game system.

The global PLEX market: Q3 2025 to Q2 2026

I now have 360 days of overlapping global PLEX market and money supply data to examine, enough to start making some observations. I think I can safely say that the money supply in EVE Online is not affecting the price of PLEX. Not a slam dunk of an observation going into the exercise because the size and growth of the money supply in online games in relation to inflation is not agreed upon by the experts. At least, the experts I wrote about back in 2015. I'm glad that EVE is not going down the path of Gaia Online.

During the past fiscal year ending on 30 June 2026, the money supply increased by 15.8%, from 2.51 quadrillion ISK to 2.91 quadrillion ISK. Starting with the beginning of the global PLEX market on 7 July 2025 the average price of PLEX actually decreased 20.1% by the last day of June 2026.

Clearly the EVE gods sitting on their thrones in Iceland have a lot more power in the New Eden economy than a lot of people want to admit. I'm really not surprised as I cover the cash shop and New Eden store sales that directly influence players' decisions on whether to dip into the PLEX market or not. But I have a couple of ideas to look into. After all, we all know that Adam Smith is out there somewhere in a cloaked Proteus, right?

Tuesday, July 7, 2026

EVE Vanguard: Operation Avalon Begins Today

This morning I woke up and checked the EVE Online patch notes like I do every Tuesday morning. I saw Operation Avalon, the event for Fenris Creations' new extraction shooter attached to EVE Online, but no article on the event itself. I guess I woke up too early, because as I check during lunch I see information on the EVE launcher, the main EVE Online website, the Steam page, and even the Fenris Creations corporate website

Now, I don't have a lot of time because I'm on my lunch break. What I am going to do is copy the press release from the corporate website. Why? Because with Operation Avalon, the game officially is in alpha. Not pre-Alpha like Star Citizen has been in for the past 13 years. An honest-to-goodness alpha. I want to mark down the occasion on the blog. Besides, I was in Las Vegas back in 2018 when Project Nova crash and burned at its public debut. I'd like to post something positive about a Fenris FPS game for a change.

LONDON, England – July 7, 2026 – Today, Fenris Creations launched Operation Avalon, the first time-limited Alpha playtest for EVE Vanguard, the in-development extraction-adventure FPS connected to the iconic sci-fi MMO EVE Online. Available to access for free from now until July 20 on Steam and the EVE Launcher, Operation Avalon brings EVE Vanguard’s core experience into sharper focus, with more responsive combat, expanded enemies, higher-pressure extraction, deeper progression, and escalating risks and rewards the longer players stay deployed. The further Warclones push, the harder the planet pushes back.

Watch the EVE Vanguard: Operation Avalon launch trailer here:

For a deeper look at what players can expect from Operation Avalon, including the goals of the Alpha playtest, watch the briefing here:


Set on the hostile planets of New Eden, EVE Vanguard casts players as brutal Warclones, technologically immortal mercenaries who can be redeployed after death. In Operation Avalon, players drop onto dangerous planetary battlefields to raid enemy sites, gather valuable technology and intelligence, fight rival players and hostile forces, then extract before the situation turns against them. What they recover helps fuel longer-term Warclone progression and supports the fight to establish Avalon, a future sanctuary for Warclones beyond the reach of New Eden’s empires, while the intelligence uncovered on the surface begins to influence the wider conflict unfolding across New Eden.

“Operation Avalon is the moment EVE Vanguard starts to feel like itself,” said Scott Davis, Game Director for EVE Vanguard. “You drop in with a plan, the planet pushes back, and suddenly you’re deciding whether to run for extraction or push your luck and risk losing what you’re carrying. That tension is the game. We want players to feel powerful, vulnerable, and very aware that every choice on the ground has consequences.”

“Operation Avalon is a critical step for EVE Vanguard because it marks our move from experimentation into a more focused Alpha phase,” said Snorri, Executive Producer for EVE Vanguard. “The long pre-alpha period has given us the time to refine and battle-test the foundations of the game. With Operation Avalon, players will experience EVE Vanguard as it was always meant to be: a more complete, cohesive vision where Warclones fight to build Avalon and influence the wider conflict unfolding across New Eden. We’ll continue to evolve that vision together with our players as we head toward persistent 24/7 Alpha later this year.”

Operation Avalon introduces:
  • Lost Convoy Map: Deploy into Lost Convoy, a planetary combat zone set around an Upwell salvage recovery site, where wrecked ships, dig sites, and refineries create high-value targets to raid.

  • Overhauled Gunplay and Weapons: Gunplay has been rebuilt to make weapons feel heavier, clearer, and more responsive in combat. Players can earn, manufacture, buy, and deploy with five additional weapons, including a bolt carbine, laser pulse DMR, beam rifle, scatter cannon, and slug launcher.

  • Revamped Enemy Response: Mordu’s Legion now escalates its response as players move through key sites, sending in smarter patrols, drones, marksmen, troop drops, and imposing Heavy Oppressors. The deeper players push into contested sites, the harder it becomes to survive and extract.

  • Harmonic Bridge Extraction: Recover equipment and resources through Harmonic Bridges, extraction points that must be found and activated during a deployment, burning the Warclone out of the battlefield in the process. Orbital bombardments shut them down over time, leaving fewer ways out the longer players stay.

  • Resource Gathering and Permanent Progression: Operation Avalon expands the ways players build strength between deployments. Gather resources, earn Deathmarks, unlock blueprints, use vendors, manufacture equipment, and develop longer-term progression that persists beyond what is carried into a single deployment.

  • Refined Looting: Looting now creates greater tension, with items revealed over time as players search enemies, containers, and sites. Choosing when to keep searching, when to move, and when to extract can be the difference between building your arsenal and leaving empty-handed.

  • Fueling Platform Raid: Track down a Mordu’s Legion Reserve Leader, recover a keycode, and unlock the Fueling Station. Inside, players face a tougher combat encounter with some of the strongest rewards available in the deployment.

  • A Wider War Across New Eden: Operation Avalon begins connecting Warclone deployments with the wider EVE Universe. In EVE Vanguard, Warclones fight to recover valuable resources and intelligence in support of Avalon’s future from the surface. In EVE Online, capsuleers can hunt roaming convoys, secure Vanguard Tokens, and exchange them within their empire’s space to influence where Avalon will ultimately be established.

The battle for Avalon has begun. Boots are already on the ground, and extraction is not guaranteed. For every Warclone deployed to the surface, the rule is simple: adapt, or die. Operation Avalon runs now through July 20, 2026, on Steam and the EVE Launcher. In November 2026, EVE Vanguard will move into persistent 24/7 Alpha access, available exclusively via the EVE Launcher on PC.

Flying Solo In EVE: The Vagabond

I took a little break over the Independence Day weekend. Not the entire weekend because I did need to play a little for blogging purposes. Then I started flying my old love, the Rifter. I did finish up in Exordium and maybe got a little carried away, working on another EVE project: making PvE fits for heavy assault cruisers. Eventually I want to make one for each NPC empire. My new thumbnail for EVE posts is a little bit of foreshadowing.


Online activity declining after the launch of CoW

Looking at the charts I wasn't the only one. For the week the average number of accounts logged in dropped again down to 24,000 +/- 500 accounts. So far in 2026 the line has not dropped below 24,000. Will the online numbers continue to drop or were Americans just off celebrating the holiday weekend (and everyone else watching the World Cup)?


A pause in PLEX sales

Over the week the average price of PLEX on the global PLEX market dropped 4.4% as the Omega time sale in the New Eden Store ended on Tuesday. The replacement sale in the cash shop involved skill points and Cerebral Accelerators which didn't impact demand for PLEX. Offering new SKINs for sale in the NES wasn't that enticing. Overall players traded nearly 15,000 months of gametime on the global PLEX market for 34.7 trillion ISK.

Statistics halfway through 2026

Last week was ship nostalgia week as I flew a couple of ships I hadn't in a few years. The first was when I finished up in Exordium on my new character. I forgot how much fun flying a Rifter is. A very low skill ship, the NPCs didn't manage to break my shield tank, a positive on a armor tanked ship. On my new character I am now busy training up to fly a navy destroyer for when I run the last obvious new player content, the Sisters of EVE epic arc The Blood-Stained Stars. Yes, I'm still traumatized by Dagan 17 years later.

The Vagabond is a blitzing beast

I decided I wanted a HAC to blitz level 3 missions to make running through the Daily AIR missions run faster. While my Sacrilege is a long range sniper that shrugs off damage, Gemini gave me a Vagabond fit that relies on speed and a lot of close-in autocannon damage. Yes, my AI experiment with letting Gemini fit ships continues.

My testing with the ship is almost over and I have to do a write-up and post on the experience. Admittedly I'm an afterburner type of pilot and don't like the idea of someone shutting off my microwarpdrive with a scram. But I decided to let Gemini fit the ship and take advantage of the Vagabond's role bonus. The resulting 2400 m/sec speed is really nice flying around mission pockets.

The AI did let me know the Vagabond relies on speed. I was a little slow figuring out the situation once and had to warp out. But once I remembered how to manually pilot by clicking in space the experience was pretty fun. And satisfying. I'm just glad I was doing the level 3 versions of the missions.

I do have to admit I started thinking about the movie Dr. Strangelove and Slim Pickens waving a white hat as he rode a nuclear bomb to a target over the Soviet Union. That image, plus some of the coverage of the World Cup in Texas, inspired the below Vagabond image. Which is one of the reasons some may not like AI: cat ears in EVE.

Not exactly the way the devs imagined riding a Vagabond

Tuesday, June 30, 2026

Flying Solo In EVE: Halfway Through 2026

I have to admit that over the last week or so work has gotten a little hectic and I haven't played a lot of video games, much less EVE Online.  I've also spent what turned into a significant part of my free time going down the AI rabbit hole, mostly related to EVE content. Is my current run of playing EVE steadily, now approaching the end of month 7, slowing down?

Average and peak concurrency - 23-29 June 2026

I'm not the only one slowing down. Last week the average number of accounts logged in at any one time dropped down to 25,000 +/- 500 accounts. An expected decline after the launch of Cradle of War a couple of weeks ago and still at the average number for the first five months of the year. I'm really interested to see if the summer slow down begins in July or somehow is delayed until August.

The Global PLEX Markt

One thing that didn't slow down was Fenris Creations' end of quarter sales. The big one was a New Eden Store sale where Omega game time was marked 25% off until 2359 UTC today. Since time in the NES is sold using PLEX, that created a big demand, pushing the average price of a single PLEX to over 5 million ISK. The demand (and price) settled down but the average price of PLEX on the global PLEX market finished the week up 4.4%.

Finally comes an update on my alts. I've almost run out of multiple character training time on the character I started training at the beginning of April. The training plan I set out to become a max skill Sacrilege pilot completes a little after midnight UTC tomorrow. I probably need to use the rest of the time to learn some of the social skills to enhance my PvE payouts.

After that I can concentrate on my newest character, a Minmatar Vherokior who still needs to finish up in Exordium and then take the shipcaster to Amo to begin the life of a Minmatar citizen. I still have 2 months of multiple character training to use and a lot of PLEX saved up. If MCT goes on sale in the NES I might take advantage and lock myself into playing regularly for the rest of the year. Assuming EVE Frontier doesn't drag me back in, of course.

Monday, June 29, 2026

EVE Online And Gemini: It's All About The Prompts

Since the announcement of the managerial buyout of Fenris Creations from Pearl Abyss I've switched my AI program of choice from Copilot to Gemini and the entire suite of DeepMind applications. After about two months I thought I'd do a little review of how well the products of Fenris' financial and research product perform for me when used on EVE Online

My newest and oldest characters having a beer

Before heading straight into Gemini I want to take a quick look at Google Flow. The problem I have is coming up with backgrounds for the characters. That is kind of a given since the stars of the game aren't the players' avatars but the ships they fly. I'll need to see what I can do with ship images.

Output from my global PLEX market scripts

I am not going to dive into the assistance I received in upgrading my EVE Python scripts. For now my scripts focus on analyzing the global PLEX market. I used Gemini to clean up the code from my initial efforts using Copilot plus extending the data base my scripts can use. The API I access every day only holds up to 13 months of data. A couple of weekends ago I used Gemini to write data files locally I can access for historical data. I already had the code written in another script but all I had to do is copy my old code into Gemini and I had new code. Yes, I still had to troubleshoot problems because AI is not perfect, but the process was a lot less painful than what I experienced with Copilot.

A Sacrilege fit created by Gemini

Now for the function I found the most fun: ship fitting and theorycrafting. If players use Gemini (or any AI, really) poorly a lot of nice, shiny, EXPENSIVE kill mails will show up on zKillboard. Until AI gets a lot better, fitting is going to feel a lot like manually figuring out how to fit a ship. As the title of this post says, "It's all about the prompts."

I went through the fitting process with a Sacrilege. Tell Gemini the ship being fitted, the type of content
to engage with (PvE vs PvP), why are you running the content, and the location in New Eden (Minmatar Republic vs Caldari State, for example). Gemini might ask some clarifying questions but eventually will provide a fitting.

This is where the double checking begins. Use the in-game fitting tool to make sure of things like do you have the skills to fly the fit and are all the fitting slots being used. For example, in the image above my fit is intentionally leaving one of the high slots empty.

Then comes what I consider the fun part. Have Gemini explain the fit to me. One of the most important question (or prompts) to ask is why Gemini decided not to take advantage of a ship role or bonus. Sometime doing so improves the fit. Sometimes the reply explains something I didn't consider. In other words, I learn, or at least remember, things about EVE I wouldn't have by fitting the ship unassisted.

The Minmatar Ship Tree

The next two uses are more for some blogging projects I have. One is the actual number of spaceships in EVE Online. Looking at the ships listed in EVE's many ship trees I came up with 374. I then came up with a crazy idea: how many ships has Fenris introduced to EVE while Star Citizen has been in development. Not exactly an easy question to answer since Cloud Imperium has spent close to 14 years developing SC. So I made a spreadsheet with the names of the ships, ship details, but perhaps most importantly, when the ship was released.

Remember the title of this post? My life would have been a lot easier if I had used efficient prompts at the beginning. I wound up using the ship tree to identify the 100+ ships that weren't present in the initial data set. I spent a couple of hours going through finding all the missing ships, duplicates, and misspellings. But I do have the answer to the question of how many ships that are on the ship tree have the developers introduced since Star Citizen was announced: 133.

The last project I used Gemini for was related to my EVE ship spreadsheet. The spreadsheet currently has a column indicating if a ship was introduced before or after the introductory announcement of Star Citizen. But what about the eras of EVE? I wanted to divide the game into eras but I wasn't sure if I wanted to just use "First Decade", "Second Decade" and "Third Decade". 

I came up with a pretty good initial prompt with different options. The three eras I came up with, using Gemini's research to back up the decision, were:
  • Era A: The Classical Sandbox & Accumulation (2003 – Summer 2013)
  • Era B: Intended Fixes & Unintended Consequences (Late 2013 – Late 2022)
  • Era C: Reconciliation, Ecosystem Design, & Independence (Late 2022 – Present)
Something strange happened during this last project. I began thinking of Gemini as a partner and not just an application to use. I know AI programmers try to achieve that goal, but my prompts became a conversation, bouncing ideas off Gemini. My little idea to create eras I can use to think of EVE history became a fairly detailed outline, lining up in-game developments with real world business decisions.

I decided to let Gemini write a brief article on the history of EVE. I then acted as editor to remove all the inaccuracies I could find. The brief history turned into 2500 words and 6 1/2 pages in Google Docs as putting in the corrections I found added an additional 2-3 pages to the story.

For those wondering what a Gemini-assisted story looks like, below is the title and link.


I'm not quite sure about some of the null sec political stuff. Yes, I was around but never really played in null sec due to my allergy to bubbles. But as much as I've gone over the Google Doc I think, except for the length, the article is pretty good. While I may not formally publish the piece I am going to use the Google Doc as background information when writing about EVE Online in the future.

I've used Google DeepMind products, particularly Gemini, quite a bit since the MBO of Fenris Creations from Pearl Abyss brought the AI giant into EVE's orbit. One thing I've learned is that AI is not a magical wand one can wave to make things easier. The less work one puts into using the tools, the worse the results. The one thing I've become convinced of is that experience makes the use of AI more effective. One has to have the ability to recognize errors in order to fix them.

Tuesday, June 23, 2026

Flying Solo In EVE: The New Epic Arc For Beginners

I'm still in the fascination phase with EVE Online's summer expansion, Cradle of War. But the honeymoon is beginning to wear off as I feel myself drawn to completing some blogging research tasks. Some of these tasks have taken hours even with the assistance of AI, as I had to QA the output. 

For the week of 15-21 June 2026

I think I'm not the only one who's attention is wondering. EVE-Offline.net showed last week the average number of accounts logged in at any one time remained at 26,000 +/- 500 accounts. But in the middle of the week the line reached 27,000 accounts before returning to 26,000 over the weekend.

Price and sales volume on the global PLEX market

The price of PLEX remained constant, with the average daily price falling less than 1% over the course of the week. The volume of PLEX sold did spike, thanks in part to a big 25% off sale in the EVE Store which is ongoing until 28 June. Expect a lot of activity on the global PLEX market in the next 5-7 days as today Fenris announced a 25% off Omega time sale in the in-game New Eden Store. This means that for the next 5 days, one can spend $93.75 for 3000 PLEX, spend 2700 to get one year of Omega gametime, and have 300 PLEX left over. Plus, I hear the SKINs that come with the sale in the online store look pretty good. EVE for $7.81/month compared to the $20/month standard for one month at a time or $144/year ($12/month) the company usually charges for a year is kind of insane.

Supply of PLEX on sell orders, approximately 1 hour after downtime

A new graph I've been working on shows the effects of the sale already. An hour after downtime yesterday the global PLEX market had 225,559 PLEX in 191 sell orders. This morning, the supply had decreased down to 114,615 PLEX in 63 sell orders. If the developers wanted to decrease the supply of PLEX, they may have done so. We'll have a better idea next week.

Finally, my experience in Exordium continued last week. I completed the 4 career agents I wanted to work with, leaving the Soldier of Fortune career track agent alone. I then went on to the new epic arc designed for new players: Visions of Greatness. The epic arc is designed to introduce new players to some of the base lore for each of the four NPC empires. A good idea. However, I did encounter a problem. Each of the four main faction missions requires flying one of that faction's ships. Actually a good idea, but I encountered a problem. I needed to train into each of the ships, including some of the weaponry.

Like I said, a good idea. If someone completes Visions of Greatness, they will have all the basic skills to sit in an Astero. Then, if they want to continue down the Sisters' ship line they can use the shipcaster in Dettisolin to jump to Amo. Perfect for those choosing Minmatar, and perhaps even Gallente.

The fly in the ointment is learning the skills to fly the ships. I had to pause my progress to learn the skills. I guess if I were an actual new player I could have run Sisters missions while waiting for my skills to finish. Instead I went ahead and worked on my second alt. I managed to finish up 3 personal goals in military campaigns last week. A good use of my time, but would a new player have the ability to do that? No. Perhaps a stronger hint about how to earn skill points might be in order. Just saying.

Friday, June 19, 2026

The EVE Partner Kerfluffle Of Pride Month 2026

Normally I don't discuss the content creator scene surrounding EVE Online. But a couple of members of the EVE Partner program managed to get themselves kicked out. One of them, a YouTuber/Twitch streamer known as Loru, has appeared as part of the official player host panel at both Fanfest 2025 and Fanfest 2026. But still, since I don't qualify for the EVE Partner program because my readership is too small I didn't want to write something that would come across as sour grapes.

FC Swift's statement via Reddit

At this point MassivelyOP picked up the story and FC Swift's statement. I was hit by surprise by the move because work got in the way and had stopped following the situation. After all, nothing was really going to happen, right? Wrong. 

I decided to ask Gemini and received a lot of reasons why Fenris would want to take the actions they took. Oh. I knew that Loru's actions in banning the Pride flag emoji from his chat would not go over well with Fenris. Doubling-down on the action definitely would rub the long-standing culture built over the decades was not a good way to get along with those running the EVE Partner program. But I didn't realize other ramifications are now present since Fenris bought its freedom from Pearl Abyss.

I did ask Gemini to come up with a morale post for the situation but decided to not post it. Instead I used a few prompts to clean up and clarify what Gemini first presented me about the situation. I don't know how much is AI hallucination and how much is reality. Only FC Swift, the community relations team, and perhaps Fenris' general consul would know for sure. Hopefully editing Gemini's post down to 500 words cuts some of the possible slop out of the AI's words. Once I had the final edit I decided it made a whole lot of sense.

Why Removing Loru Was the Only Viable Move for Fenris Creations

The EVE Online community is no stranger to intense drama, but the swift removal of high-profile streamer Loru (Lorumerth) from the EVE Partner program marked a pivotal moment for independent developer Fenris Creations.

The controversy looked like a standard community management flare-up: a creator enforces a rigid "no flags" rule in his Discord during Pride Month, the community calls out a double standard regarding his stream's religious content, things escalate live on Twitch, and the studio steps in.

But looking at the corporate landscape, Fenris Creations didn’t just make a routine community call—they made an essential business decision. Keeping Loru in the partner program would have been a catastrophic misstep for the studio’s long-term interests.

Here is why drawing a hard line was the only viable move.

1. The Clout Paradox: Fanfest Hosting Changes the Rules

Loru wasn't a background streamer; he was fresh off the stage at EVE Fanfest 2026, where he served as an official host on the developer streams and won Video Creator of the Year.

When a studio elevates a creator to that degree, the dynamic shifts. An on-stage Fanfest host is an extension of the corporate brand. When the controversy erupted, critics argued Loru used the massive validation he received from the studio to mock and ban viewers who questioned his policy. By stepping in decisively, Fenris Creations proved that a creator's marketing utility does not buy them immunity from basic standards of conduct.

2. The Absolute Reality of Icelandic Law

Operating out of Reykjavík, Fenris Creations is bound by Icelandic law. Under Article 233(a) of the Icelandic Penal Code, public denigration or hate speech targeting individuals based on sexual orientation or gender identity carries criminal weight.

Maintaining an official, incentivized marketing partnership with a creator actively targeting a protected class creates a massive legal and public relations liability. Aligning the partner program with domestic legal realities is basic corporate governance.

3. Protecting the Google DeepMind Partnership

Following its transition to independence, Fenris Creations secured a strategic partnership with Google DeepMind to explore advanced AI integrations.

Massive tech conglomerates operate under rigid brand-safety guidelines and Environmental, Social, and Governance (ESG) standards. They do not want their brand associated with toxic internet shouting matches over LGBTQ+ inclusion. Protecting the brand safety of multi-million-dollar relationships is paramount for investor confidence.

4. Guarding the "New Player" Horizon

EVE Online relies entirely on replacing aging veterans with new blood. If a new player visits Twitch, clicks on the studio's "Video Creator of the Year," and witnesses a toxic chat war resulting in viewers being banned over a rainbow emoji, that player uninstalls. Cultivating an inclusive baseline is an ecosystem preservation strategy.

The Takeaway

Fenris Creations left Loru a bridge to return, allowing him to reapply in three months. But by acting swiftly, the studio sent a vital message: Nobody is bigger than the health of the capsuleer community.


Tuesday, June 16, 2026

Flying Solo In EVE: First Week In Cradle Of War

Last Tuesday the Cradle of War expansion for EVE Online dropped onto the main Tranquility shard. I think the expansion is a success so far, but we are still in the early days when things like Omega time sales and givaways may still influence the data. Anecdotally I can only add my time in Final Fantasy XIV has decreased as I've explored the new content om EVE.


Last week the average number of concurrent users logged in jumped back up to 26,000 +/- 500 accounts after a pause in activity the week before the expansion. Perhaps a more important data point was the peak concurrent user mark for the week reaching over 38,000 for the first time in two months. The peak for the year so far occurred in the first full week of the year at 38,860. Perhaps CoW can exceed that if word of month reviews are good enough.


As far as the global PLEX market goes I wonder if over the past year Fenris as removed most of the slack out of the market. During an expansion launch week the amount of PLEX traded week-over-week only increased 2.2%, with only a 1.8% increase in ISK spent on those exchanges. While the last couple of sales concentrated on selling Omega time and skills packages, PLEX was included as a sweetener in both offers.

Speaking of offers, I created a new character to gain the starting experience in the new region of Exordium. So far I've completed the tutorial and gotten a little more than half-way through the career agents. I'm kind of glad I've taken the situation slowly because I see the developers making a lot of tweaks to the new epic arc mission Visions of Greatness. I've also just sat back and trained just in case the new epic arc was tweaked to have a difficult final boss ala the original level 1 Sisters' epic arc. So far I've had no problems purchasing the skill books needed to get through the initial recommended skill training plans.


I do want to point out something that was sorely needed introduced in today's patch. A new Grade-0 variant of Pyroxeres with 50% of the mineral yield of standard Pyroxeres was added. The ore was needed for new players to complete some of the achievements, like the basic resource harvesting one that requires mining 16,000 units of pyroxeres. Let the new players get the basics out of the way in Exordium.

I should also mention I've dipped my toes into military campaigns. I'm glad to see the devs address some of the issues finding agents and turn-in points located in space in today's patch.
Military Campaigns:

Added a new beacon outside of the navy anchorage stations on top of the item trader locations for Crystalline Raspite, Crystalline Polycrase, Crystalline Moissanite, and Crystalline Kangite, so it’s easier to locate them.

The Item Traders will also now show up on your overview anywhere in the system if you have ‘Large Collidable Objects’ added.
Right now I'm just taking one character and having her fill up the ore hold of a Skiff since the ship has an ore hold of 18,500 m3 and I get 200 LP for every 18,000 m3 of Kagan I mine. I do need to move my top mining character to Amo to save some ISK when refining the ore. I'll get into the benefits of doing so next week.

Monday, June 15, 2026

A Sacrilege PvE Fit For EVE Online: Cradle of War

One or two years back I actually had ChatGPT coach me on how to play EVE, like as a new player, and I kind of lobotomise myself and just ask, “Okay, now I’m doing this, what should I do?” Normally when I play as a new player, I end up always doing the same thing, like it’s like a very set path almost like a ritual, but there I played the game very differently, and it was a lot more enjoyable.

-- Fenris Creations CEO Hilmar Veigar Pétursson

Hilmar is not the only one playing with artificial intelligence in EVE Online to provide a different playing experience. I tried Copilot but didn't like the application. Now I'm using Gemini from Google DeepMind, a partner, both financially and research-wise, with Fenris. I've gotten to a point I never did with Copilot, feeling comfortable enough to share a fit.


I wanted a Sacrilege originally because I thought I could train my alt up to Mastery V skills in three months. My alt is Amarrian and I wanted her to fly the new Upwell industrial ships Squall, Delux, and Torrent. If I was maxing out my skills to fly the Upwell ships I might as well finish up my skills to fly the Sacrilege. 

With Cradle of War I also came up with a need to kill a lot of NPCs quickly in high sec. I've only seen one opportunity so far in the current Starkmanir Restoration campaign, but I managed to do some testing in destroying 50 NPCs. The more useful purpose is to blitz level 3 security missions for the AIR Daily Rewards instead of the level 1 and 2 I had been running in an assault frigate.

Also, since I'm participating in military campaigns around the Minmatar military HQ in Amo, I will spend a lot of time within a few jumps of Hek. That influences both the ammo and drone selection for the fit. 

Overall, I have a Sacrilege fit for PvE action in high security space that outputs over 500 dps when using medium drones, has an active armor tank of 47 raw dps, and is cap stable. Also, with fitting heavy missiles I'm able to blitz a lot of level 3 security missions. Overall, over the last few days of testing I'm happy with flying the ship.

Now for the fun part. I've spent a few hours going back-and-forth over the Sacrilege fit. Part of the time spent involved testing. But the other few hours involved understanding what the fit does, which wound up improving the fit a couple of times. Gemini actually came up with a coherent explanation for the fit I chose to go out and spend around 250 million ISK on. Since Gemini came up with the fit, I'll let the AI explain its logic.


Re-Engineering the Sacrilege Part 1: The Armor-Clad Multi-Tool

When most pilots browse the Amarr cruiser lineup, they see the Sacrilege as a highly capable Heavy Assault Cruiser (HAC) that feels slightly trapped between conflicting design philosophies. Fenris Creations gave the hull a massive 50% capacitor penalty reduction for Microwarpdrives, a 50% activation cost reduction for Assault Damage Controls, a 4% armor resistance bonus, and a modular framework that looks like a missile boat but behaves like a brick wall.

Slapping a generic, cookie-cutter fleet fit onto this hull and taking it out solo is a quick way to generate an expensive lossmail. To unlock its true power, you have to build for the environment.

Whether you are looking for an infinite steady-state PvE grind machine to clear out regional complexes, or transforming it into a lethal, reactionary solo low-sec predator, the secret lies in knowing which hull bonuses to exploit—and which ones are actually decoys.

The Baseline: The Steady-State Wall (The Max-Skill PvE Build)

For long campaign grids or high-tier combat sites, your enemy's damage profile is static and predictable. Your goal isn't burst survival; it's long-term operational sustainability—clearing pockets without ever needing to warp out to safety. To achieve this, we engineer an immutable, self-sustaining machine.

[Sacrilege, Infinite PvE Grid Grind]

Ballistic Control System II
Ballistic Control System II
Medium Armor Repairer II
Reactive Armor Hardener
Multispectrum Coating II

10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Missile Guidance Computer II

Heavy Missile Launcher II, Scourge Fury HM
Heavy Missile Launcher II, Scourge Fury HM
Heavy Missile Launcher II, Scourge Fury HM
Heavy Missile Launcher II, Scourge Fury HM
Heavy Missile Launcher II, Scourge Fury HM
[Empty High Slot]

Medium Auxiliary Thrusters II
Medium Carapace Upgrades I

Infiltrator II x5
Acolyte II x5

The Low-Slot Math: Maximizing Repair Efficiency

The core of this configuration relies on choosing a Multispectrum Coating II over a standard Damage Control. At Mastery Level V, the Sacrilege's 4% per-level hull resistance bonus combines with the Multispectrum to push your average omni-armor resistance to roughly 86.7% (compared to just 84.6% with a standard Damage Control II).

While a 2% difference looks minor on paper, it radically alters your active tank. A standard Tech II Medium Armor Repairer outputs a raw 50 HP/sec, but when multiplied by those amplified baseline resistances, your sustained tank jumps to ~375 EHP/sec. Choosing the Multispectrum effectively grants you a free passive defensive layer that makes your active repairer 15% more efficient without drawing an extra watt of powergrid. This pairs beautifully with the Reactive Armor Hardener (RAH), which shifts its remaining weight to hyper-optimize against the specific NPC faction's damage type hitting you.

The Mid-Slots: The Anatomy of "Cap Stability"

Running an active armor repairer and a propulsion module continuously will empty a cruiser's battery in under two minutes. To solve this, we dedicate the mid-slots to passive energy generation:

  • Dual Cap Recharger IIs: These accelerate your capacitor's natural recharge rate until the energy generated per second safely outpaces the draw of your active modules, rendering the tank fully cap-stable.

  • 10MN Monopropellant Enduring Afterburner: We deliberately ignore the ship's Microwarpdrive role bonus. An MWD penalizes total capacitor capacity and hogs energy. The Enduring Afterburner uses a fraction of the power, carries zero signature radius penalty (keeping you a small, hard-to-hit target), and allows you to run your propulsion indefinitely.

Weaponry, Scripts, and Drone Flexibility

We utilize long-range Heavy Missile Launchers II to project damage across the entire grid (up to 60–80km). A Missile Guidance Computer II lets you cycle scripts dynamically—using a Missile Range Script to swat sniper battleships at the start of a wave, and swapping instantly to a Missile Precision Script to shrink your missiles' explosion radius when fast frigates close in. Because the Sacrilege boasts a massive 100m3 drone bay and 50 Mbit/s bandwidth, you don't have to choose between light and medium drones; you can carry complete flights of both:

  • Infiltrator IIs (x5): Your primary medium drone flight, deployed against cruisers and battlecruisers to add a steady chunk of Thermal DPS.

  • Acolyte IIs (x5): Fast light drones kept in reserve to cleanly pop elite frigates that manage to slip under your heavy missile tracking.

Operating Out of Hek: Localizing Your Market Orders

If you are staging out of the Hek trade hub, the regional context simplifies your buying choices. Operating within 5 jumps of Hek puts you deep in Minmatar space, meaning your primary PvE encounters will be against Angel Cartel pirates. Angel Cartel ships deal massive Explosive and Kinetic damage, and they are aggressively weak to those exact same types. When filling your cargo hold at the Hek market, you can narrow your focus:

  • Ammunition to Buy: Skip the EM and Thermal missiles entirely. Stock up heavily on Nova Fury Heavy Missiles (Explosive) as your primary damage dealer to strike at the Cartel's absolute lowest resistance hole, alongside Scourge Fury Heavy Missiles (Kinetic) as your secondary fallback. Keep a steady supply of Caldari Navy Nova Heavy Missiles for zero-penalty application.

  • The Local Drone Swap: Because of the 100 m3 drone bay, you can optimize your drone cargo specifically for the region. Swap out the default Thermal Infiltrators for a full flight of Valkyrie IIs (or Valkyrie Is for developing pilots). Pairing medium Explosive Valkyries with your Nova Heavy Missiles ensures you are applying pure, un-nuanced explosive damage across both weapon systems, melting local pirate spawns instantly.

The Cherry-Pickers Guide: Breaking the Mastery Level Trap

Looking at a "max skills" fit can be incredibly discouraging for developing characters. However, trying to copy a high-end setup on a fresh character will run you face-first into severe fitting limitations and a critical lack of capacitor.

This is where understanding the hidden quirks of the certificate tree becomes vital. If you look at the game's default Mastery Level II certificate for the Sacrilege, it only requires Weapon Upgrades III. But here is the catch: a standard Ballistic Control System II requires Weapon Upgrades IV to even equip. Technically, the game locks that skill behind the massive, multi-month Mastery Level III tree.

Does this mean you need to wait for full Mastery III before you can fly this ship effectively? Absolutely not.

The smart capsuleer bypasses the certificate padding. By specifically cherry-picking Weapon Upgrades IV early out of the Mastery III queue while leaving the rest of your support skills at a comfortable Mastery II baseline, you can unlock Tech II damage modules immediately.

To bridge this gap perfectly for a rising pilot, we re-engineer the fit below. We preserve those hard-earned Tech II damage modules while swapping out the advanced Tech II weaponry and rigging for highly efficient, low-requirement Meta 4 alternatives.

[Sacrilege, Mastery II/III Cherry-Picked Entry]

Ballistic Control System II
Ballistic Control System II
Medium 'Enduring' Armor Repairer
Reactive Armor Hardener
Multispectrum Coating I

10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Missile Guidance Computer I

Arbalest Heavy Missile Launcher
Arbalest Heavy Missile Launcher
Arbalest Heavy Missile Launcher
Arbalest Heavy Missile Launcher
Arbalest Heavy Missile Launcher
[Empty High Slot]

Medium Auxiliary Thrusters I
Medium Carapace Upgrades I

Valkyrie I x5
Acolyte I x5

The Anatomy of the Hybrid Entry Build:

  • The "Arbalest" Weapon Swap: Tech II Heavy Missiles require Heavy Missiles V—a grueling, multi-week train. By dropping to 'Arbalest' Heavy Missile Launchers, you only need Heavy Missiles I. These launchers require significantly less CPU and Powergrid while still allowing you to fire high-impact faction ammunition (like Caldari Navy Heavy Missiles) for excellent, highly reliable damage.

  • The 'Enduring' Repairer: A Tech II repairer will absolutely destroy an early pilot's capacitor pool. The Medium 'Enduring' Armor Repairer uses less powergrid to fit and consumes significantly less capacitor per cycle, protecting your capacitor stability while your Capacitor Management and Capacitor Systems Operation skills are still clearing out their middle tiers.

  • The Tech I Rig Reality: You will notice this fit utilizes Tech I rigs (Medium Auxiliary Thrusters I). This is a mechanical necessity. Fitting Tech II rigs requires advanced rigging specializations (Armor Rigging IV) trained to a high level just to inject and apply them to the hull. Furthermore, untrained rigging skills mean the rig's maximum drawback penalty applies—severely reducing your ship's velocity and turning your agile Afterburner cruiser into a stationary brick wall. Tech I rigs bypass this entirely, requiring only Jury Rigging III while offering a clean, low-penalty performance profile.

Conclusion: The Mastery System Mirage

Ever since Fenris Creations introduced the Mastery certificate system to replace the old standalone Certificates, it has been a frequent lightning rod for community criticism.

The core issue is that the Mastery tracker treats ship progression like a rigid, linear theme-park MMO rather than the open-ended sandbox EVE Online actually is. The system suffers from intense skill bloat—demanding a pilot spend weeks training tertiary electronic warfare or turret support skills to reach Mastery Level III or IV on a hull, even if those skills offer literally zero performance improvements to the actual missile-and-armor platform you are flying.

Furthermore, as the Weapon Upgrades IV paradox highlights, the arbitrary progression gates are fundamentally disconnected from practical fitting reality. A capsuleer can have near-perfect missile application and immaculate active armor support, yet their character sheet will label them a novice simply because they haven't cleared a utility roadblock tucked into a completely different tier.

The takeaway for developing pilots is simple: Don't let the in-game UI bully your skill queue. The developers built a heavily padded tracker, but the best pilots in New Eden have always been the "Cherry-Pickers." By looking at a fit, identifying the exact structural keys required to make it function, and ignoring the superficial padding, you can out-engineer the certificate system. You can easily fly at 90% operational capacity while your character profile claims you are barely getting started.