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Showing posts with label eve_legion. Show all posts
Showing posts with label eve_legion. Show all posts

Wednesday, October 29, 2025

EVE Online Patch Notes: 28-29 October 2025

The latest set of patch notes for EVE Online, divided over two days, seem a bit odd. On Tuesday players received the patch notes for content, namely a ship rebalance and event site updates. Today the patch notes only concerned itself with fixes for defects. The patch notes would seem more normal if Tuesday's content just concerned updates for Crimson Harvest and today's were for EVE in general. But the ship balance updates are not just for the event. More experimentation by the infrastructure team?

CCP did publish a dev blog to go along with yesterday's changes. I'm going to go out of order from the dev blog and address the changes to two Blood Raider ships, the Cruor-class frigate and Ashimmu-class cruiser, first.
In celebration of this grand finale [the Harvest ends at 11:00 UTC on 4 November], the Cruor and Ashimmu have received a ship balance pass. Not a temporary boost, but a permanent evolution, reflecting their Blood Raider legacy.
Cruor
  • Small Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

Ashimmu
  • Medium Energy Turret Damage role bonus increased from 100% to 125%.
  • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
  • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.
The event sites are expanding, presumably to give new content for the event in an attempt to keep players from wandering away from the game bored.
As of today, site distribution across all of New Eden has expanded, with Class 3 Biocybernetic Incident sites now surfacing in highsec. Tetrimon Frontline Base and Dark Blood Gauntlet sites can now also be found in the lowsec constellations of Semou, Jayal, and Hed...

The seasonal reward track has been extended, bringing new items and a final reward crate containing at least a blueprint for any available Blood Raider ship – with the most fortunate capsuleers landing the fabled Dagon or Molok. Keep unlocking rewards on the challenge track to claim it before the Harvest ends at 11:00 UTC on 4 November.
Crimson Harvest:
  • New rewards have been added to the Seasonal Reward Track!
  • Class 3 Biocybernetic Incident sites can now be discovered in high-security space.
  • Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.
  • Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.
Hed is in Heimatar lowsec and home of Amamake. Jayai and Semou are both in Devoid and are linked to Hed. For those not into factional warfare, all three constellations fall within the Amarr/Minmatar war zone.

Finally, today's patch fixed issues in three general areas.

Audio:
  • Audio will now correctly follow beam based weapons along their entire length, eg: Mining lasers, Vorton Projector.

Graphics:
  • Fixed an issue where lighting on some ships would sometimes render incorrectly when certain weapons were fitted.
  • Ghosting on Plasma planets when using anti-aliasing or upscaling has been vastly improved.

Technical:
  • Certain wrecks causing the client to crash has been resolved.
  • The client will no longer stop responding when using DLSS and jumping through a series of stargates or wormholes.
I think this is the last significant patch for the Legion expansion. Next week should see a patch to remove Crimson Harvest for this year. After that I expect the next patch to be the release of Catalyst.

Sunday, October 12, 2025

CCP Games Announces The 2-D Map For EVE Online's Winter Expansion

I saw a bit of news yesterday I wanted to record. Yesterday at EVE Vegas the developers announced EVE Online would finally have a 2-D map option. 

Today at EVE Vegas, it was announced that the highly anticipated 2D map will arrive with this year’s winter expansion.

Offering the same functionality as the 3D map, including capital jump range visualization, this new view will deliver sharper tactical insight directly in-game.

Visualize system connections, filter data dynamically, and view ship jump ranges directly on the map. Switch effortlessly between 2D and 3D perspectives, set routes, and explore with greater precision than ever before.

Thank you to everyone who shared feedback during testing and for the warm reception at Fanfest. This is your map, built for how you fly.

I have to admit, if Dotlan did not exist I would have quit playing EVE 15 years ago. My interest in the game has waned over the last few years but I'm glad to see CCP has, at least in this case, abandoned the rule of cool to put a useful feature into the game.

Tuesday, September 30, 2025

Crimson Harvest 2025 Beginning On 6 October

Yesterday CCP announced that this year's iteration of Crimson Harvest in EVE Online will run from 6 October to 4 November. The seasonal event first ran in 2015. As usually happens the developers make some changes to prevent the content from going stale. I thought I'm run through the announcement for some key things I look when running EVE's oldest seasonal event.

Difficulty and Ships - What ships are needed to run the event sites? I'm at a point where I don't like flying the bigger ships anymore. Frigates and sometimes cruisers is more my speed nowadays. The announcement was nice enough to remove that uncertainty. Here is a quick breakdown of the sites and ship requirements.

Easy - Limited to high sec and allows Tech 1 frigates.

Medium - found in all space, limited to Tech II frigates and Tech 1 destroyers.

Hard - found in low sec, null sec, and wormholes, these sites allow Tech III tactical destroyers and below. In a change from last year the hard sites are no longer limited to Blood Raider regions.

New sites - Things never change in New Eden, do they? The new sites this year are associated with the Upwell Consortium. Unlike the old Jove who originally brought new technology to the game, Upwell screws up a lot.
New Biocybernetic Incident sites appear across highsec, lowsec, nullsec, and wormhole space as Upwell clone research goes awry. They were designed as labs, but now they are tombs. 

In an attempt to mitigate a somewhat messy situation for them, Upwell has blocked its own EDENCOM ships from entering these sites. 
The sites also have environmental factors to consider.
Stay within a designated area for a set duration, fight off enemy waves, and try to blast rogue shuttles loaded with valuable cargo. Be careful, as there are unstable generators in the sites which can be destroyed, causing damage to all close by. Make sure to keep your distance, but keep in mind you can use them strategically.
Returning sites - The sites are not just limited to small ships. Blood Raider and Tetrimon combat sites are returning. Last year the sites allowed cruisers, battlecruiser and battleships to enter and I assume the same will be true this year. Different this year is that the Crimson Gauntlet and Tetrimon Base sites may also trigger escalations which may prove another incentive to run the content.

A couple of other things to note about these sites.
Tetrimon Frontline Base and Dark Blood Gauntlet sites will also return and appear exclusively in Blood Raider space in lowsec and Delve. 

There are chance encounters within returning combat sites that may link directly to the Upwell horror unfolding across space, and they are more likely within wormholes. These encounters increase the rewards to be had from a site, so keep an eye out for any suspicious wrecks. 
Rewards tracks - Last but not least are the rewards tracks. 
The harvest is a time for reaping, and great rewards are to be expected as usual. Log in daily to claim a massive cache of Skill Points, boosters, new Deathglow Remnant SKINs, and more. Omega capsuleers earn rewards on both Alpha and Omega tracks. 

Complete seasonal challenges to unlock even more, including SKINR components and after the event enters the final week, a final crate with a rare Blood Raider blueprint. 
That's right, rewards that only unlock during the final week of the event.
In the final week of the Harvest, the horrors will intensify and the seasonal reward track will be extended to include a final reward crate containing a Blood Raider ship blueprint. More surprises will be announced as well, so keep your eyes on the unfolding bloodshed.
I think CCP is looking to keep players engaged enough with Crimson Harvest to stick around to try out the winter expansion. Players already do that, but I think CCP is looking for some higher player counts. Either that or the accountants are looking for higher Daily Active User numbers and don't want to let players completely finish the content early.


Tuesday, September 16, 2025

Changes Are Coming To EVE Online's Monthly Economic Report

Last Thursday CCP Games released the monthly economic report (MER) for August 2025. Normally I would publish a post focusing on the Active ISK Delta, a measure of the net effect on the money supply of players leaving and returning to the game, including all GM actions. But with CCP's data scientists revamping the MER, now is a good time to change the way I look at the metrics like the Active ISK Delta as well.

Faucets, sinks, and the Active ISK Delta

First, let's look at the information provided by CCP.

The Monthly Economic Report for August 2025 is now available!

The Future & Beta:

  • We are doing major work on both the data-pipeline and output (plots and CSVs) of the MER. You can see some of the early output in the beta directory. Expect to see significantly more in the September MER.
  • Some plots will removed, mostly due to data issues.. We’ll go though each in detail next MER release.
  • Specific to the Import/Export Chart - The data-source for this being depreciated. Regardless, we’ll continue to run it for as long as we can, in its current state. We understand there is some interest in it at the moment.

Some of the issues it has:

  • It ignores Titan Bridge movements.
  • It ignored Jump Bridge movements (rare between regions) until recently.
  • We wanted to only include Non-Singleton items (that is, un-assembled items), in cargo holds. We can’t, the current data-source doesn’t differentiate between singletons and non-singletons. Nor does it differentiate between different holds (for example - ship holds for Capitals). We want the chart to show the movement of goods (but not ships) between regions. Instead we get a weird mix of goods and some ships in some cases.

For those running scripts to extract data from the MER; Sorry. Thank you for your patience.

I use the MER to explain player numbers on Tranquility which is why these posts almost always include Jester's average concurrent user charts.

Last 12 months

Since the Active ISK Delta became a tracked metric in February 2016 I have worked with the understanding that the active money supply consists of ISK held in corporate wallets plus in the wallets of characters of accounts that have logged in within the past 30 days. But I've had to question that understanding over the past few weeks. CSM member (and YouTuber) The Oz came out and stated the active money supply consists of ISK in the wallets of accounts that have logged in within the past 90 days. After searching the Internet, I can't find a statement either confirming or contradicting his assertion.

Now, if The Oz is correct -- and he does have direct access to the devs -- then the Active ISK Delta becomes a lot less explanatory of a metric. For example, let's take the Active ISK Delta for the last three Julys. The months with the most ISK removed in the last 9 years occurred in July 2024, July 2025, and July 2023. If the active money supply is defined as the ISK held in the wallets of accounts that logged into EVE in the past 30 days, then I can point to the aftermath of players who came back for the summer expansion falling away. But if the active money supply is defined as ISK on accounts that have logged in within the past 90 days? Honestly, I can't say what occurred in April of the last three years to make the money supply fall by over 5% in July.

I have to admit that due to the reading about economics I've done over the past couple of years I was inclined to just look at the money supply on a quarterly basis. The only thing holding me back was the explanatory nature of the Active ISK Delta. If the quarterly criteria applies as to whether an EVE account is active, I can't justify looking at the Active ISK Delta on a monthly basis. Not anymore.

The first two months of the global PLEX market

So does that mean I'll only look at the monthly economic reports on a quarterly basis? I do have ideas of new things to look at. For instance, the global PLEX market. I've always wondered about the ratio of ISK purchased off the market vs the ISK faucets. With the necessity of finding something new to write about I can recreate new datasets to look at the EVE Online economy in new ways.

Perhaps other ideas will pop up as CCP indicated a new data flow and different data will arrive next month. But for now I have to start working on a new format for these monthly posts.

Tuesday, September 9, 2025

Cliffnotes For The Major Update For EVE Online's Legion Expansion

I woke up to an insanely large update to EVE Online's Legion patch notes. Everything to nerfing drone use and Marauders to buffing tactical destroyers and Edencon ships, a lot of players will need to refit their ships over the next few days.

I don't think the accompanying dev blog hits all the changes. Indeed, Legion has thrown a lot of changes at players throughout the course of the expansion.


But I'm going to try to provide a Cliffnotes version of the dev blog below. I've actually run the dev blog through two AI programs, which means this post is also part of my professional development for work. A positive is also it kind of fits the format I developed for previous posts on EVE updates. Hopefully players will find the information useful.

Deep Dive Summary of the Legion Major Update

The Legion Major Update isn’t just a balance pass—it’s a strategic pivot by CCP to diversify pilot roles, fracture stale metas, and spark new player-driven economies.

Combat Overhaul: Shaking Up the Meta

  • Marauders nerfed: Their agility is reduced, and they’ve lost exclusive access to ESS sites.
  • Tech III destroyers now enter the ESS fray, promoting faster, more flexible fleet tactics.
  • Drone-assist mechanics rebalanced to curb multiboxing abuse.
  • Ship buffs and nerfs: Forgotten hulls like the Confessor and Harbinger Navy Issue get revived, while overperformers like the Ferox Navy Issue are toned down.
  • Battleship tweaks: Apocalypse leans into sniping; Maelstrom gains frontline resilience.

The marauder nerfs and targeted buffs for niche hulls like the Confessor revive underused ships while discouraging heavy alpha doctrines. By granting ESS access to Tech III destroyers and rebalancing drone-assist, CCP is nudging fleets toward more dynamic hit-and-fade tactics. This shift could decentralize nullsec power, rewarding alliances that embrace mobility and logistics over raw firepower.

Freelance Jobs: Merc Work Goes Pro

  • New contracts let players hunt other capsuleers, repair remotely, or act as logistics specialists.
  • ESI endpoints now support player-built bounty boards and contract systems—opening doors for emergent professions.

Capsuleer-launched bounties and remote logistics contracts transform the contract system into a gig economy. Pilots can now earn ISK by hunting specific targets, repairing ships in hostile space, or ferrying supplies—and alliances can tap this talent pool on demand. Expect third-party tools and APIs to flourish as hubs for matching “mercs” with mission-givers.

Exploration Upgrades: Wormholes & Pochven
  • Wormholes offer better connectivity and smoother navigation.
  • Pochven gets smarter NPCs, fairer payouts for small sites, and richer rewards for Observatory battles.
  • Triglavian ship costs drop thanks to improved material flow
Smarter Pochven NPCs and streamlined wormhole routing reshape the risk-reward calculus for explorers. Lower Triglavian ship costs invite more pilots into Obelisk stickups and Expo fleets, changing the loot distribution in wormhole space. Gatecampers will need fresh tactics as small groups exploit optimized wormhole chains and higher-value sites.

Quality of Life: More Freedom, Less Friction
  • Remote Skyhook configuration streamlines alliance logistics.
  • Gender change added to resculpt certificates—free until Sept 16, along with 15,000 SP.
  • Factional Warfare entry rules updated to reduce awoxing.
Remote Skyhook configuration cuts alliance logistics friction, making jump-freighting and POS resupply leaner. Faction Warfare tweaks curb awoxing, strengthening trust in zone defense ops. Free gender changes plus 15,000 SP until Sept 16 are subtle player-retention levers—small perks with big engagement boosts.

I'm going to end this post with the conclusion of the dev blog. 
A Galaxy in Motion

The Legion Major Update follows in the footsteps of what was seen in the Revenant expansion, but with a focus all its own. Revenant reshaped industry and warfare. Legion focuses on balance, freelance work, and exploration. Together, they set a precedent: that New Eden is ever in motion, never fixed, constantly adapting to capsuleers’ actions, and pushing them to adapt in turn.

The sandbox has shifted once again. New doctrines rise, new professions emerge, and the far reaches of space grow more rewarding. The changes are varied, but the purpose is simple: to give capsuleers more meaningful choices, more space for creativity, and more reasons to fly.


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.

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.

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 4, 2025

EVE Online's Global PLEX Market - July 2025

The month of July is in the books. While not a full month of data, we can examine the first 25 days of sales on EVE Online's global PLEX market. In July a total of 27.7 million PLEX was exchanged in 82,640 transactions averaging 335 PLEX per transaction. The average price of a PLEX dropped 2.9%, from 6,011,000 down to 5,834,000. The PLEX were sold for a total of 163.5 trillion ISK, or 4621 years of Omega time, enough to allow over 55 thousand players to play EVE for 30 days without swiping a credit card.

Cash shop (gold) and NES (rust) sales events in dotted lines

The number of sell orders on the global market went from none in the beginning to 230 orders for 465,000 PLEX early on 1 August. Also, the number of contracts including PLEX declined from 600 to 510 when I looked late on 3 August. PLEX is still used for major transactions when players need to avoid rather large transaction and sales taxes.

CCP did not wait to determine a baseline for the new market, holding the first of three sales involving PLEX just 5 days after establishing the global marketplace. In the graph above, sales involving the cash shop are colored in gold, those with the New Eden Store in rust, and the Omega packages sold including PLEX in white. 

The multiple sales events does make analyzing the market complicated. For example, the cash shop and NES held sales events that overlapped on 24-26 July. Based on history the two events synergized to encourage increased PLEX sales. But CCP also began a new series of Omega sales including PLEX on the 24th as well.

Speaking of the Omega + PLEX packages. CCP wrote the following in a dev blog.
At the end of June, we tested bundling longer Omega subscriptions with PLEX. The design is inspired by one of the frequently requested features. The experiment was targeted, but we observed solid conversion and got good feedback, so now we’re scaling it up. New bundles will be available globally for two weeks (not through resellers, though), allowing us to gather more data and reactions. [emphasis mine]
I really have to question the data gathering part of the offer. During the 14 days of the offer CCP would have run at least one other sales even every day with the first two days having two. I want to highlight more of the description of the Omega + PLEX packages.
This marks another step in moving away from discount-chasing and FOMO cycles. We want to reward longer-term commitment with genuine value, and at the same time, ease pressure on the in-game PLEX float and trading. This will make more of it available to players who play for free, or for things like war funding, ship replacements, and, again, fun. 
Looking at the graph I see a lot of sales that encourage discount-chasing and FOMO cycles. But that was in July. Going into early August the trend remains. July basically was the implementation of the global PLEX market. The real question is when will CCP go full Walmart.

Monday, July 28, 2025

The Space Walmart - EVE Online Price Changes in July 2025

Perhaps working nearly 30 years at market research companies has warped my perspective just a bit. But when I read the latest dev blog about the pricing in EVE Online's cash and premium currency stores, my first thought was, "Walmart?"

Omega time and PLEX prices - 30 June 2025

Walmart is known for its "Everyday Low Price" pricing strategy.
EDLP is a pricing strategy where retailers promise consistently low prices without requiring customers to wait for sales or discounts. This strategy simplifies the shopping experience, as consumers can trust that they are receiving a fair price at all times, eliminating the need for comparison shopping or waiting for promotional events. 

The significance of EDLP lies in its ability to foster customer loyalty and streamline operations, as retailers do not need to frequently adjust prices or run elaborate marketing campaigns for sales events.
The EDLP strategy also helps comply with the EU's Digital Fairness Act, an important consideration. The below chart summarizes some of the compliance benefits.

EDLP and the Digital Fairness Act

I will take the points out of order from the presentation in the dev blog and begin with multiple character training. Used to allow training on more than one character on an account, the prices have gone down between 33% to 56% depending on the quantity purchased.

The price drop for multiple character training

A benefit to CCP having removed MCT certificates from the market years ago is the company can offer volume discounts without having to worry much about complying with the DFA. The rounding of prices to the nearest whole dollar (or euro) helps with compliance.

PLEX prices in the cash shop

In contrast, the only change to PLEX prices was to round each package to the nearest dollar. In effect, that raised the price of each package by 1 cent ($0.01). A small change that makes the math easier as a player can buy 20 PLEX for $1. Those who dive deeper into the subject will still want to take the discounted price (in the form of free PLEX) into account, but a price of 5 cents per PLEX makes some of the math later on in this post easier to understand.

The one month subscription package

Next comes the subject of subscriptions, often referred to as Omega time. On approximately 13-14 June CCP added items to the one month subscription package. Players for the past six weeks have received the following items along with their one month of premium game time:
  • 100,000 Skill Points 
  • Advanced 'Boost' Cerebral Accelerator 
  • Basic Glamourex Booster 
  • 2 Agency Support Drops 
For the price changes, the $19.99 price of the package was rounded up to $20. For the package I wanted to determine the exact amount of money I paid for game time versus the items. The Advanced 'Boost' Cerebral Accelerator sells for 45 PLEX in the New Eden Store, which is $2.25. While skill points are included in many packages (including for free every week in the NES), no set real world value exists. Finally, the boosters found in the agency support drops are not sold for cash. So for a cautious analysis, one month of game time costs $17.75.

Next up come the multi-month subscription packages. At first glance the pricing seemed absurd. Keeping the pricing for each package the same or slightly lower as well as adding PLEX? Before presenting my thoughts let's look at what CCP had to say in the dev blog.
At the end of June, we tested bundling longer Omega subscriptions with PLEX. The design is inspired by one of the frequently requested features. The experiment was targeted, but we observed solid conversion and got good feedback, so now we’re scaling it up. New bundles will be available globally for two weeks (not through resellers, though), allowing us to gather more data and reactions. 

This is how it compares to the existing Omega options:

Old versus new subscription packages - July 2025

Yes, you read that right — this is not a typo! The prices of new bundles are lower than the old packs, and they also contain PLEX.

This marks another step in moving away from discount-chasing and FOMO cycles. We want to reward longer-term commitment with genuine value, and at the same time, ease pressure on the in-game PLEX float and trading. This will make more of it available to players who play for free, or for things like war funding, ship replacements, and, again, fun. 
The new prices are a result of the continued rounding of  monthly prices to the nearest dollar.

Advanced subscription information

As was noted in the dev blog, the pricing for multi-month subscription packages is undergoing a two-week trial. What happens in two weeks time is anyone's guess. But I was left with one final question. Is making people purchase PLEX in order to enjoy the Omega benefits of a subscription really the solution to the developers issues with the PLEX economy? Players having PLEX is just one element of the equation. Another is actually caring enough to use it.

Thursday, July 24, 2025

A Second PLEX-Related Sale Pops Up In EVE Online

I woke up Thursday morning to news in EVE Online of another sale involving PLEX that will affect the new global PLEX market. The new sale comes not from the cash shop but the New Eden Store which uses PLEX as its currency.

Ambitious capsuleers,

Now’s your chance to upgrade to Omega for less. Until 31 July, grab 1 month of Omega at 15% off (425 PLEX) or 3 months at 10% off (360 PLEX/month) available for a limited time, only in the New Eden Store.

Of course my first thought was, "Did CCP open the door for a pay for two months of game time, get one month free?" Not quite.

The PLEX sale - 19-26 July 2025

In a nice piece of FOMO marketing, between downtime on Thursday and downtime on Saturday players have a chance to save $7 on three months of Omega time by purchasing the 1000 PLEX package on sale for 20% off and then buying the 100 PLEX package for an additional $4.99, leaving an extra 20 PLEX in the player's PLEX wallet. Or if the player already has 80 PLEX on the account, then spending $35.99 results in three months of premium game time.

I find the situation a bit ironic that one of the stated reasons for instituting the global PLEX market is to reduce friction in using PLEX.

PLEX plays a foundational role in this system. But over time, as discussed in a previous blog, its function has drifted. It’s increasingly treated as a long-term investment or speculative asset, rather than a flexible, fluid currency meant to empower player choice. That dynamic distorts pricing, limits access, and creates artificial scarcity that benefits a few at the expense of many. 

We’re committed to fixing that, without resorting to harsh measures like inventory taxes, price hikes, or product removals. Instead, we're focused on system-level changes that move us closer to a healthy, fair market equilibrium. 

Yet, if sales practices like the current one continue, players will have an incentive to buy PLEX during sales and keep 100-200 PLEX around in case an opportunity like the one open on Thursday and Friday pops up.

The current set of sales began on 19 July

The global PLEX market does help evaluate the effect of CCP's sales on the market. For this wave, first CCP holds a sale that results in cheap PLEX entering the market. From 18 July to early this morning the number of sell orders on the market increased from 131 orders containing 194, 000 PLEX to 213 orders containing 390,000 PLEX. That looks more like people unable to sell PLEX rather than hoarding the RMT tokens.

The new sale that started today will drain PLEX off the market. By how much? That's why I have to keep developing tools. So I can answer questions like that without too much manual effort.

Wednesday, July 23, 2025

A Quick Look At The Second Week Of EVE Online's Global PLEX Market

With two weeks in the books, I decided to work on my tools and take another look at EVE Online's new global PLEX market. I think seeing an official RMT market in the game is of interest to some folks. But last weekend CCP Games threw in a twist: a 20% off PLEX sale. What did that do to the market?


First, a new combo chart displaying the average price of one PLEX each day since the market opened and the volume of PLEX sold each day. The chart shows both the decline in the price of PLEX over the weekend as well as the increased volume. Prior to the sale, the ISK cost per PLEX was already drifting downward from a little over 6 million ISK on the day the market launched. A summary of each day's trading.
  • July 19: price per PLEX drops about 2.5% to ~5.85 million ISK as discounted PLEX floods the market.
  • July 20: hits its low near 5.82 million ISK amid peak volume of 1.8 million PLEX.
  • July 21: rises to around 5.9 M ISK, indicating sustained supply pressure.
The sale emphasized a natural dip in price that occurs on the weekends with higher player numbers logged onto Tranquility. One can see a much smaller decline on 12-13 July. Since the sale runs for a full week I'll be interested to see what the market activity looks like both the weeks before and after the sale.


The above chart shows the effects on the real world value of one billion ISK. The value peaked on Sunday at $7.72 per billion ISK. Of course, due to the sale, those with freshly purchased PLEX were actually paying an effective rate of $6.18 per billion ISK. A much lese expensive purchase than the average price of $7.56 per billion ISK on Friday.

An interesting statistic to possibly look at in the next week or two is the amount of PLEX up for sale in sell orders. The developers are attempting to get players to use their PLEX so looking for increases might help determine if CCP is achieving that objective. I have created files with the information from the market interface manually so far, but I would really like to generate the data automatically, or at least with a couple of mouse clicks without having to log into the game. But for now, I hopefully have given a useful glimpse into CCP's latest initiative.

Wednesday, July 16, 2025

EVE Online's Global PLEX Market And The EU's Digital Fairness Act

EVE Online’s new Global PLEX Market (launched 7 July 2025) is a major change to how players trade PLEX, the game’s premium currency. This update unified all PLEX trading into a single in-game region where all PLEX orders are visible and accessible to every player regardless of location. The dev blog announcing the new market gave a lot of reasons for making the change to the system. The biggest factor, in my opinion, was not mentioned: upcoming real-world government regulation.

The European Union’s proposed Digital Fairness Act (DFA) aims to make digital markets fairer and more transparent for consumers. It builds on consumer protection principles that call for transparent pricing, fair virtual currency systems, and strong consumer protection measures in online games. This post examines how the global PLEX market aligns with these DFA principles and identifies additional steps CCP Games may need to take for full compliance.

Transparency in Pricing

One key DFA principle is clear and transparent pricing for digital goods. EU consumer regulators insist that games display prices in real-world money alongside any in-game currency price. The intention of the requirement is to ensure players know the actual cost of items and are not misled by virtual currency conversions. The global PLEX market takes a step toward pricing transparency by making PLEX prices uniform and visible game-wide. Previously, PLEX (used to buy game time or skins) could have different prices in different regions of EVE’s universe; for example, it was more expensive to buy in remote areas and cheaper in trade hubs. Now, with a single global market, all PLEX trades are pooled together and visible to everyone. A player in any location now sees the same market price for PLEX as everyone else, improving transparency and preventing hidden regional markups. New players are less likely to unknowingly overpay for PLEX in an isolated area because they automatically access the global rate. In essence, CCP’s unified market creates a level playing field for PLEX pricing, an approach that aligns with DFA’s goal of price transparency and informed consumer choice.

However, full transparency under the DFA also means displaying real-money equivalents for virtual currency prices. To truly comply, CCP will need to indicate what in-game PLEX prices translate to in Euros or Dollars for EU customers. Currently, the New Eden Store, EVE's in-game store, lists items in PLEX terms only. The new guidelines expect companies to reveal “how much their digital currency costs in real-world money” to enable players to make informed decisions. For example, if a ship SKIN costs 250 PLEX, the game should also display (for instance) “≈€10” alongside it, based on PLEX’s purchase rate. The Global PLEX Market by itself doesn’t add this feature, so CCP may need to update the UI to show real-money values to fully meet DFA transparency requirements. EU regulators will look upon the consolidation of PLEX trading as a positive stride – making pricing data universally visible and accessible – but further interface changes will ensure compliance with the DFA’s strict transparency standards.

Fair Virtual Currency Systems

The DFA and EU consumer authorities also emphasize fairness in virtual currency systems, targeting practices that coerce or confuse players financially. The EU's Consumer Protection Cooperation Network guidance advises that games should avoid multiple currency conversions, prevent “forced” purchases of excess currency, and allow players to buy only as much currency as they need. EVE’s global PLEX market supports a fairer system by improving how PLEX – a real-money-purchasable currency – functions within the economy. Several changes brought by the global market promote fairness:

  • Unified Access and Pricing: Players can buy or sell PLEX from anywhere, without needing to physically move items or be in a specific region. This eliminates regional price disparities where a few traders could charge higher prices in isolated markets. Now everyone faces the same supply and demand, which leads to a fairer market equilibrium for PLEX prices. In fact, with all sellers competing in one pool, PLEX prices may drop to a fairer level for consumers (early results showed sellers now compete galaxy-wide, likely making PLEX cheaper in formerly overpriced areas). Equal access means no player is at a disadvantage due to location, aligning with fairness principles.

  • Reduced Speculation and Hoarding: CCP noted that PLEX had been treated as a speculative asset, with few wealthy players (“whales”) hoarding PLEX to drive up its value, creating artificial scarcity that benefits a few at the expense of many. The new global market makes such manipulation harder. With greater liquidity and a single market, hoarders can no longer corner a local market or hide PLEX away to spike prices, as all orders are visible globally. This dampens extreme price swings and prevents a small group from unfairly profiting off scarcity. By flattening out prices across all regions, CCP is ensuring PLEX remains a stable currency for everyone, not an investment vehicle for speculators. This system-level change supports a fairer balance between regular players and market manipulators.

  • Frictionless, Small Transactions: The global market’s “friction-free” approach (no hauling or regional barriers) means players can more easily trade even small quantities of PLEX at fair rates. In the past, a player who only needed a few PLEX might be forced to buy a larger bundle or travel to find a seller. Now any amount of PLEX – even a single unit – can be bought or sold instantly on the unified exchange. This resonates with the DFA principle that players should not be forced to buy more virtual currency than they need. While PLEX is still sold by CCP in preset packages outside the game, the in-game market at least enables fine-grained transactions between players. A new player who needs, say, 50 PLEX for a small purchase can obtain exactly 50 via the market, rather than overspending on a bigger pack. This flexibility contributes to a fairer virtual currency experience, letting consumers trade precisely what they want.

Overall, the global PLEX market advances fairness by making the currency system more user-centric and less exploitable. The market removes opaque practices (like multi-hop currency exchanges or hidden regional markups) that can potentially confuse players about costs. The developers effectively acted as a “central bank” by reforming PLEX’s role to serve players’ needs rather than speculators’ profits. Well, at least in theory.

The establishment of the global PLEX market aligns strongly with DFA objectives to eliminate unfair or deceptive monetization patterns. That said, the developers probably need to take additional steps to fully satisfy EU expectations – for instance, CCP may consider selling PLEX in more flexible increments (or enabling direct purchases of items with cash) so that players aren’t forced into buying large bundles that leave unused leftovers. The global PLEX market lays the groundwork for fairness, and with a few more adjustments -- like the removal of all fees and taxes --, EVE’s virtual currency system may wind up in excellent compliance with the DFA’s fairness standards.

Consumer Protection and Player Rights

Beyond pricing and currency mechanics, the Digital Fairness Act focuses on general consumer protection, ensuring players’ rights are respected and vulnerable users not exploited. The EU’s guidance on in-game currencies includes measures like: providing clear pre-purchase information, honoring a 14-day right of withdrawal (refund) for unused virtual currency, using plain language in terms, and protecting minors from predatory design. Implementing the global PLEX market demonstrates CCP’s intent to create a safer and more equitable environment for its players, which supports several consumer protection goals:
  • Informed Purchases: The move toward a single PLEX price across New Eden means players can more easily understand the value of PLEX and make informed decisions. The global PLEX market removes the “cognitive overload” of checking multiple regions or worrying about hidden costs, assuming taxes and fees are not hidden costs. When combined with transparent pricing displays, the move will let consumers clearly judge the real-world expense of any in-game purchase. CCP’s communication around the change also highlighted its purpose in improving access and reducing uncertainty in the economy. This kind of clarity is exactly what EU regulators want – that players fully understand what they are buying and for how much, without fine-print surprises.

  • Safer Transactions: By eliminating the need to transport PLEX physically (since all trades settle directly to the secure PLEX Vault), CCP has reduced a risk factor that could hurt unsuspecting consumers. In the past, players who didn’t know better might undock with PLEX in their cargo to move it, only to lose real-money value if destroyed by pirates. The global market ensures no hauling is needed for PLEX trades, meaning players (especially newer ones) are far less likely to lose purchased currency due to game mechanics. This change protects players’ investments in the game and demonstrates a duty of care for consumer assets, aligning with broader consumer protection values.

  • Monitoring and Stability: CCP, in its role of EVE's janitors, has taken on a proactive regulatory role in their in-game economy, akin to protecting consumers from market abuses. They are closely monitoring the new PLEX market’s rollout and player feedback, ready to adjust it for any unintended outcomes. This vigilance is part of protecting the player base: by watching for volatility or abuse, CCP can intervene to maintain a fair environment (for example, if any new exploit or unfair trend emerges). Such oversight is in spirit with the DFA’s aim to ensure ongoing fairness and accountability in digital services. While an expected practice in a reputable online game, such actions show to EU regulators CCP’s commitment to “user-centric” practices – a focus the EU encourages as an opportunity for businesses to build consumer trust.
While the global PLEX market contributes positively to consumer protection, CCP will need to implement additional measures to fully comply with emerging EU rules. For instance, under EU law, players should have the right to a refund on unused digital currency within 14 days of purchase. CCP’s policies on PLEX refunds may require updating so that an EU customer who buys PLEX and doesn’t spend it can exercise this withdrawal right easily. Similarly, terms of service and purchase agreements for PLEX should be reviewed to ensure they are written in clear, fair language and don’t strip consumers of statutory rights. Another important aspect is protecting minors and vulnerable players: EVE Online is a complex game usually played by adults, but it should still safeguard younger players from overspending or aggressive marketing. The DFA is likely to require stronger parental controls and default spending limits for minors. CCP might consider implementing account-level spending limits or parental approval mechanisms for purchases, to demonstrate compliance with protecting vulnerable users. By supplementing the global PLEX market with these consumer-rights measures, CCP would not only obey the letter of the DFA but also foster greater trust and safety in its community.

The Digital Fairness Act will only apply to citizens of the European Union. But to make the company's internal processes easier (and avoid complaints of favoritism from non-EU players) I expect CCP to extend these protections to all players in any revised End User License Agreement and Terms of Service.

Additional Measures Needed for Full DFA Compliance

The introduction of the global PLEX market advanced EVE Online towards DFA alignment, but further steps will ensure full compliance with the EU’s digital consumer protection standards. Key additional measures CCP should implement include:
  • Real Currency Price Display: Show the real-world money equivalent for PLEX and PLEX-priced items in the New Eden Store. This transparency is a core DFA principle. For example, if 500 PLEX costs $19.99, and a ship skin costs 250 PLEX, the interface should also display approximately “$10” for that skin. Displaying Euro/Dollar values next to PLEX prices will meet the DFA’s demand to inform players of true costs.

  • Flexible Purchase Options: Allow players to buy PLEX in exact amounts needed (or offer direct real-money purchases for specific items as an alternative). The EU guidance cautions against forcing consumers to spend more on bundled currency than necessary. To comply, CCP could enable purchasing custom PLEX quantities (instead of only selling preset packages that can lead to leftover balance). This ensures players don’t have to overspend or hold unwanted virtual currency. Or spend the unused PLEX on unwanted items like additional ISK on the global market.

  • Refund and Withdrawal Rights: Update policies to honor the 14-day right of withdrawal for digital purchases. If an EU player buys PLEX and hasn’t used it, they should be informed of their right to a refund within 14 days. Implementing a straightforward refund process for unused PLEX (and clearly communicating it at purchase time) will align with the Consumer Rights Directive obligations. This gives consumers confidence that they can change their mind, a crucial protection under the DFA.

  • Clear Communication and Terms: Review and rewrite any terms of service or purchase agreements related to PLEX in plain language. All conditions (such as how PLEX can be used, expiration (if any), refund eligibility, etc.) should be clearly stated without legalese. Ensuring that players fully understand their rights and obligations removes any unfair contract terms, as required by EU law. Additionally, CCP should continue to communicate market changes transparently. (Notably, during the PLEX market launch some players felt communication was lacking; going forward, clear upfront communication will be essential for fairness.)

  • Parental Controls and Safeguards: Although EVE’s audience is largely adult, CCP should still implement protections for minors and others prone to overspending. This could include optional account spending limits, robust parental control settings for in-game purchases, and avoiding any marketing of PLEX that targets vulnerable groups. The DFA will push for “fairness by design” – taking user vulnerabilities into account at the design stage. By designing the monetization system with safety checks (e.g. requiring additional confirmation for large PLEX purchases or enabling parents to disable purchases on youth accounts), CCP can demonstrate compliance with the spirit of these rules.
Summary: DFA Principles vs. Global PLEX Market

DFA Principles addressed by the Global PLEX market

By implementing the global PLEX market, CCP has proactively moved toward the “fairer and more transparent digital environment” envisioned by the DFA. The unified market directly tackles issues of price opacity and unfair currency practices in EVE Online’s economy. It creates a more transparent pricing model, a fair one-currency system free of regional exploitation, and it reflects a commitment to protecting players’ interests in the game. While some compliance steps remain – such as displaying real-world prices and formalizing consumer rights – CCP’s actions thus far indicate a readiness to meet the DFA’s requirements. In summary, the new global PLEX market strongly supports key digital fairness principles, and with a few additional measures, CCP will be well-aligned with the EU’s upcoming Digital Fairness Act in both letter and spirit. 

Tuesday, July 15, 2025

A Quick Look At The First Week Of EVE Online's Global PLEX Market

Last week CCP Games instituted a single market for PLEX in EVE Online. Last week I gave my initial thoughts on the move. Further research into the topic has sparked a renewal of interest into the topic of the New Eden economy. The first product of that renewal is a quick look into the first week of the global PLEX market.

The first eight days of the global market

I created a combination chart showing the volume of PLEX traded so far along with the price of one billion ISK in U.S. dollars. As usual, I've used the price of purchasing 2 months of game time (1000 PLEX) to keep the pricing comparable to that before creation of mini-PLEX in March 2017. I've also included the real world value of ISK in acknowledgement of the European Union's proposed Digital Fairness Act (DFA), expected to become law in mid- to late 2026.

I'm currently busy trying to teach Copilot about the New Eden economy at the same time the AI program helps me with coding in Python. Copilot made the following observations about the first week of the global PLEX market.

Launch & Restock Dynamics - Players had to restock from scratch on July 7—no legacy orders carried over. That initial day shows a cautious volume (~0.6 M PLEX) as people relisted, establishing a fresh baseline before the weekend rush.

Weekend & Login Dynamics - Trading volume builds through Friday, then jumps to ~1.1 M PLEX on Saturday and remains high (~1.0 M) on Sunday. Sunday’s strength is amplified by the fact that it’s the peak login day for players, driving both liquidity and heightened market activity.

Price Behavior Under Supply Shock - Under low supply conditions post-restock, the USD value of ISK climbs from ~$7.50 on July 7 to ~$7.58 by Saturday. After the weekend’s pent-up demand and peak logins, price retreats slightly to ~$7.56, indicating that both supply replenishment and player presence jointly steer volatility.

I'll add that the last point is possibly a hole in Copilot's knowledge of the New Eden economy as a rising real world value reflects a sinking ISK value of PLEX. The lower the value of PLEX, the more players need to purchase in order to get the ISK they desire. Unless, of course, players actually place more importance on the real world value of ISK when trading in the global PLEX market. Something to consider as the global PLEX market matures.

I should also add that the global PLEX market does not reflect PLEX traded through contracts. The contract system is often used by big traders to circumvent taxes and fees incurred from using the market. As passage of the Digital Fairness Act gets closer I expect those ISK sinks to disappear. But that's a topic for another post.

Monday, July 14, 2025

A Look At The Active ISK Delta In June 2025

On Wednesday CCP Games published the June 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 the events and trends developers considered most noteworthy in the economy.

Economic Summary

  • Production value has declined to levels last seen in April. A similar downward trend is visible in Mining value, which has now reached its lowest point this year.
  • All top four sink categories have returned to the levels recorded prior to May.
  • We may be seeing the first signs of MPI stabilization - it recorded a modest increase of 1.01% compared to May, marking the first uptick since the major update in March.

With the general housekeeping out of the way we can now take a look back not only last month but last quarter.

Jester's average concurrent user chart

First, the summer slump wasn't held off by the Legion expansion. Launching at the end of May, concurrency peaked in early June before falling around 15% by the end of the month. For the quarter concurrency was down a few hundred users compared to the beginning of April.

Comparing the past 8 Junes

For the month, EVE continued the trend of having above average Active ISK Delta values in the month of June. The Active ISK Delta is the net effect on the money supply of players leaving and returning to the game, including all GM actions. The actual ISK removed through these movements last month was 760 billion ISK, which in an economy with over 2,500 trillion ISK rounds to zero percent. 

Quarterly results

For the quarter the Active ISK Delta was positive for the fourth time in 7 1/2 years. As a percentage of the money supply only Q4 2023 and the Havoc expansion added a higher percentage of ISK than the 1.6% added in Legion and the accompanying major null sec war in the second quarter of 2025.

Most ISK removed in a month

What should an observer expect to see in July? Last July player movement into and out of the game resulted in 6.3% of the money supply leaving the game. I would not be surprised if that amount were not surpassed this year. After all, the ACU fell by over 15% in June. The summer slump is a real thing and might set up the conditions for a new record.

Monday, July 7, 2025

Possible Cash Flow Issues At The Launch Of EVE Online's Global PLEX Market

When I woke up this morning I immediately logged into EVE Online to look at the new global PLEX market.

Three hours into the global PLEX market

By the end of the day I expect the market to return to normal. Three hours in and I already saw someone setting up a firewall at 6.3 million ISK. But I did see a slight difference between the messaging I saw concerning existing PLEX orders when the servers came back up this morning.

On Friday, the message went out today was the day CCP would implement the global PLEX market. 

Once the system launches on Tranquility, all existing PLEX orders will be cancelled and fees reimbursed. Location based tax and structure rules remain unchanged for now. 

Sure, players would have to repost their orders but I think everyone expected something like that. But when I read the patch notes this morning I spotted a slight difference.

All outstanding PLEX orders were cancelled, and fees will be reimbursed within a few days. [emphasis mine]

Look, I understand. The developers needed to warn everyone about the change ahead of time so people could report their orders so the market operated with as little disruption as possible. At the same time, CCP couldn't warn people about the delay in returning fees to avoid causing a disruption in the PLEX market over a holiday weekend in the U.S. After all, a not insignificant number of buyers and sellers might cancel their orders to avoid the delay in getting all their ISK back. 

Just remember that when changes like this occur that the developers might not give players all the information they might like ahead of time. I think veteran players understand. Newer players may not.