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Showing posts with label eve_revenant_patch_notes. Show all posts
Showing posts with label eve_revenant_patch_notes. Show all posts

Wednesday, March 12, 2025

Revenant Major Update Patch Notes: Planetary Interaction QoL Changes

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The eight and final post will feature on changes made to planetary interaction.

Compared to the original user interface for planetary interaction, today's user experience is the height of luxury. But the latest changes are finally out of beta and live on Tranquility. Hopefully the work lives up to the description in the news article announcing the update.

Planetary Industry Enhancements

Capsuleers managing planetary colonies will enjoy major quality-of-life improvements. UI enhancements, multi-select for schematics, and the ability to reset extractors make operations smoother than ever. Hotspots will still shift over time, ensuring active management remains key to maximizing output. One of the reasons this is now moving out of beta is thanks to feedback and participation from capsuleers.

The patch notes provided a list of changes. The items with the small handshake icon are suggestions from players incorporated by the developers.

  • 🤝 It’s now possible to restart extractors for a planet from the Planetary Industry window.
    • To do this, the extractors need to have finished their cycle already, it cannot be done to refresh an ongoing extraction which hasn’t completed yet.

  • PI Templates are no longer an opt-in feature preview and have been added as a feature for everyone.

  • Several improvements have been made to the filters for PI Templates.

  • Improved the search function for PI Templates.

  • It’s now possible to rename PI Templates.

  • Using a PI Template with a higher command center level than your character has, will now just upgrade it to your max skill level and try to add as much as it can from the template before running out of resources.

  • 🤝 We now store the height of the window for each tab, so we are not constantly shrinking the windows when you switch tabs and back to them. This applies only to those tabs that do not have max height.

  • 🤝 The sort order of templates is now alphabetical.

  • 🤝 It’s now possible to select multiple pins by holding shift and then swap multiple schematics at once.

  • The routes tab shows the short names for the pins.

  • The text for the transiting routes in the 'Routes' tab is now using a secondary color.

  • Added origin/destination to the 'Routes' tab.

Revenant Major Update Patch Notes: Factional Warfare And Pirate Insurgencies

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The seventh in the series will feature on changes made to factional warfare and pirate insurgencies.

As always, the news article provided a quick overview.

Factional Warfare: Seagulling Fix & Anti-Pirate Incentives

A critical fix is coming to Factional Warfare battlefield sites: payouts now require active participation, eliminating passive “seagulling” rewards for those who linger without engaging. This change is being tested on Battlefield sites before expanding to other areas. Additionally, anti-pirates can now claim new rewards, including valuable loot from Forward Operating Bases and roaming NPCs, increasing the stakes in Pirate Insurgencies.

Now, I think the news article may have exaggerated the changes just a tad. The changes, as short as they are in the patch notes, don't look bad.

Factional Warfare & Pirate Insurgencies:

  • The Pirate FOB will now drop 1.5 billion ISK in average in loot.

  • Regular pirate insurgency roaming NPCs now have a small chance to drop scorched navigation log items which can be turned in at FW LP stores in conjunction with some ISK and LP for a crate containing blueprints for new navy scanning upgrade modules.

  • Rebalanced the number of pilots that get paid when completing multiplayer reward complexes. The new Schema is as follows:
    • Scouts and Smalls are now NVY-2 / PIR-2
    • Mediums are now NVY-3 / PIR-3
    • Larges are now NVY-4 / PIR-4
    • And Opens remain at paying up to 5 players before splitting the rewards.

  • Players will now need to be inside a FW Battlefield site, and within 200km of the entrance beacon to the site for at least 3 minutes to get paid LP.

  • Moved structures which were very close to the Amarr FW warp in for the Minmatar Battlefield so they will no longer bump off from it if trying to approach the central capture point.
I just want to point out the anti-seagulling features are just a test and may not last, or even work as intended.

Revenant Major Update Patch Notes: Mining Sovereignty Upgrades

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The sixth in the series will feature a subject that received a very long dev blog at the end of February: Mining Upgrades for the Equinox sovereignty system.

The news article gave a summary of the changes.

Mining Sovereignty Upgrades

Nullsec mining operations are seeing major boosts. Tier 1 and 2 mining sites now provide more ore from fewer but larger asteroids, reducing travel time and inefficiency. A new Tier 3 mining site, designed for capital-scale operations, offers enormous asteroids rich in resources. Mordunium refinement has been buffed to improve Pyerite availability, while Mercoxit yields increase across nullsec. Additionally, a new ORE deep core strip mining laser enhances efficiency for barges and exhumers, giving industrialists a powerful new tool for mining Mercoxit.

A new set of sovereignty mining upgrades were introduced in today's patch.

  • New Tier 3 sovereignty mining upgrades have been added! The tier 3 mining locations are designed with Rorquals and large mining fleets in mind, with smaller numbers of asteroids but all of them are very high in volume. Each site contains just under 4x the total ore overall compared to the tier 2 mining sites.

  • Tier 3 sites have a 10 hour respawn timer.
    • Power Cost: 1800
    • Workforce Cost: 18100
    • Blueprints are available for purchase for 1 billion ISK.

  • Large Veldspar Deposit
    • Total site ore volume = 17,000,000 m3

  • Large Mordunium Deposit
    • Total site ore volume = 25,000,000 m3

  • Large Kylixium Deposit
    • Total site ore volume = 13,000,000 m3

  • Large Griemeer Deposit
    • Total site ore volume = 13,000,000 m3

  • Large Nocxite Deposit
    • Total site ore volume = 13,000,000 m3

  • Large Hezorime Deposit
    • Total site ore volume = 23,000,000 m3

  • Large Ueganite Deposit:
    • Total site ore volume = 16,000,000 m3


The pre-existing Tier 1 and Tier 2 also received buffs in the patch.

  • The Power cost of Tier 1 and Tier 2 upgrades have been reduced by approximately 10% each.
    • Tier 2 Power Cost reduced from 1350 to 1220
    • Tier 1 Power Cost reduced from 500 to 450

  • The Tier 2 nullsec sovereignty hub mining upgrade sites, such as the Grimeer Deposit, have been refactored so that approximately 40% of the asteroids in each site have been removed and their ore contents added to existing asteroids in the site, we have prioritized removing the lower quantity asteroids and tried to make sure there is at least one very large asteroid in each site, we’ve also compacted the asteroid belts to move more asteroids closer together.
    • Additionally, after this refactor, the amount of ore in the Tier 2 sites has then also been increased by approximately 10-15%.

  • This means that now, the average asteroid size in all of the sites has been significantly increased.

  • The Tier 1 mining upgrade sites have also had their ore contents increased by approximately 10%.

  • Increased the chance of getting the mining escalation from Tier 2 mining sites by 1.5x

Mining escalations are important and miners in player-owned null sec should be happier with the patch in that regard.

  • The new Tier 3 sites have approximately 2.5x chance over the improved Tier 2 mining sites to get the mining escalation.

The devs also worked to address the mercoxit supply issues in the economy.

  • We have a created a new ‘Enormous Mercoxit Deposit’ site which has 4x the amount of Mercoxit in it than the Large Mercoxit Deposit, and much larger asteroids.
    • Total site ore volume = 960,000 m3

  • Tier 3 mining upgrades will give a guaranteed Enormous Mercoxit Deposit into the system with a 12 hour respawn time.

  • Tier 2 mining upgrades now will also give a guaranteed Large Mercoxit Deposit into the system rather than it being a chance-based spawn, which has an 8 hour respawn time.

  • Tier 3 mining upgrades now also give a chance to spawn the ‘Large Mercoxit Deposit’ in addition to the guaranteed Enormous Mercoxit Deposit site.

  • Tier 2 mining upgrades now also give a chance to spawn the ‘Average Mercoxit Deposit’ in addition to the guaranteed Large Mercoxit Deposit site.

The devs have also introduced new mining equipment specifically aimed at mercoxit.

  • Added a new faction ORE Deep Core Strip Miner module which has 0% waste as an option for mining Mercoxit with mining barges and exhumers. It can be obtained from ORE corporation LP stores.
    • Cost/Materials to Purchase:
      • 37,500,000 ISK
      • 56,250 LP
      • 1x Modulated Deep Core Strip Miner II

Null sec will also produce more pyerite though a reprocessing change for a null sec ore.

  • Increased the amount of Pyerite that Mordunium gives when reprocessed.
    • Mordunium: 80 → 84
    • Plum Mordunium: 84 → 88
    • Prize Mordunium: 88 → 92
    • Plunder Mordinium: 92 → 96

Two other items of interest.

  • To help allieviate pressure on R4s and increase the value of Athanors - The magmatic gas fuel cost per hour for a Metenox Moon Drill has been increased from 110 units to 150 units.

  • Most Mining sites spawned by upgrades will now persist their respawn time across downtimes (i.e. they won’t always respawn at downtime even if they were mined out at 10:59).

And finally a note from CCP Okami from his mining dev blog.

Notably we are not touching ore density of our newer Nullsec ores at this time. While we are aware of the feedback and understand the complaints with it, it’s a more complex lever to pull that touches both on reworking many of the sites from a content perspective and also puts some risk on stockpiles as well. Will this fix everything all at once? Being totally honest? Probably not. There’s no silver bullet here. And I can’t promise that this is going to be the magic change that gets it all right. However, since there are a large number of changes going out the door all at once, I want to see how these land and what their impact on our simulated universe is. I promise to be looking at data and check in with you guys every 2 weeks on the official EVE Discord. We’ll examine what levers and things we may need to keep adjusting on a monthly basis. Tending to this is an iterative thing and I think we can keep moving towards a healthier equilibrium.

Revenant Major Update Patch Notes: Filament Changes

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The fifth in the series will feature another nerf to fast, long distance travel through the use of filaments. 

The news article gave a very brief explanation.

Pochven Filament Changes

Tactical retreats through Pochven just got harder. Filaments now feature a spool-up time, preventing instant extractions. Additionally, their activation leaves a detectable trace on D-Scan and can be probed with combat scanners, allowing pursuit and counterplay. This is the first step in a broader look at Pochven travel mechanics.

The patch notes were equally brief.

Filaments have long been a powerful tool for both fast travel and escaping dangerous situations. The addition of a spool-up timer and scannable traces aims to add risk and enable counterplay.

The patch notes didn't reveal a complex system. Hopefully the desire for needless complexity is behind us all.

  • A spool-up timer has been added to all travel filaments (Triglavian Space, Needlejack, and Ice Storm).

  • A Filament Trace will appear next to the travel filament’s owner on activation:
    • Nearby fleet members without capsuleer log-off timers will become linked to the trace as it appears.
    • Characters will unlink from a trace if they cloak, change ship, or go beyond 30km of the trace.
    • A link cannot be reestablished once broken.
    • If the filament’s owner unlinks from the trace, it immediately closes.
    • Traces can be scanned with combat probes or d-scan.

  • After the spool-up completes, the filament’s owner can jump all characters which remain linked to it:
    • Warp disrupted players will not be jumped.
      • Filament owners will be given a confirmation prompt if characters will be left behind.
    • Traces will close after 15 minutes have passed since it first appeared.

  • Travel filaments can no longer be used on a deadspace grid.

The patch notes did provide a table with the spool-up times for filaments:

Revenant Major Update Patch Notes: Ship Balancing

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The fourth in the series will feature balance changes to specific ships and classes of ships.

According to the news article announcing today's patch, address complaints for nerfs to your favorite ships to the Council of Stellar Management.

Following discussions at the latest CSM summit, several ship balance adjustments have been made. Heavy interdiction cruisers can now fit cynosural field generators, adding new strategic options for fleet commanders. Also, ECM burst jammer restrictions have been tightened to prevent unintended abuse.

In addition to listing the changes, the patch notes also explained why certain ships received the nerfs or buffs in today's patch.

Eos

We’re making some adjustments to the Eos to specifically target the amount of damage and tracking that it has with sentry drones, while avoiding nerfing regular drone fits. This makes it more similar to the Ishtar which also has lower bonuses for sentry drones.

  • 10% bonus to drone damage and hitpoints per level of Gallente battlecruiser has now been split into 2 separate bonuses.
    • 10% bonus to heavy drone, medium drone, and light drone hitpoints and damage.
    • 5% bonus to sentry drone damage and hitpoints.

  • 7.5% bonus to drone tracking per level of command ships has now been split into 2 separate bonuses.
    • 7.5% bonus to heavy drone, medium drone and light drone tracking.
    • 5% bonus to sentry drone tracking.

Orca

The Orca had a higher align time than the Rorqual, so we are correcting this by giving it a significant buff to agility which should have it now be more comparable to the Rorqual and a reinforced bulkhead fitted Bowhead. We need to be careful not to obsolete Freighters, Deep Space Transports as hauling platforms but we feel like we can make this change now since both of those classes are also receiving warp speed boosts at the same time.

Taking into the account the 25% warp speed buff that it is getting, it should feel significantly more mobile when travelling between systems and mining locations.

  • Agility multiplier improved from 2.6x to 2.0x
All other changes

  • Heavy Interdiction Cruisers
    • All HICs can now fit the regular Cynosural Field Generator.

  • Interdictors
    • Reduced the web strength of the Stasis Webification Probes launched by Interdictors from 40% to 20%, to reduce how effective they are against brawlers and sig tanking fleet compositions.

  • Burst Jammers (ECM Burst)
    • Can now only be fitted to Battleship Hulls, Hauler Hulls and Command Ships.

  • A009 C13 Wormholes reduced lifetime from 16h to 4.5h.

Revenant Major Update Patch Notes: Warp Speed Changes

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The third in the series will feature changes to warp speed affecting nearly all ships in the game.

The news article about the update gave a brief description of the change. 

Warp speeds across ship classes are being standardized for more consistent travel mechanics and better fleet balance. Heavy assault cruisers (HACs) will see a slight warp speed reduction to align with their Tech I counterparts, while specialized ships will retain their warp bonuses where appropriate for their roles.

The patch notes went further into why the developers made the change.

Overtime, we’ve adjusted and rebalanced different ship class warp speeds, most recently in 2019 and they are now fairly inconsistent with some ships like Heavy Assault Cruisers having the same warp speed as Stealth Bomber Frigates and Tech 1 Destroyers, while industrial ships such as haulers and mining barges which are also the same size (M) are slower than some battleships.

This can make it difficult for new players to understand the relationship of warp speeds between different size classes of ships and Tech II ships currently have faster warp speeds than Tech I ships, even when it doesn’t always make sense for their specialized role, like the above-mentioned heavy assault cruisers warping faster than regular cruisers. Tech II ships from the size above are also competing with the tech I and navy size below for warp speeds, which makes it is harder to justify bringing smaller classes of ships. This also contributes to unhealthy ‘force projection’ since stronger, more powerful ships, are also able to cross the universe faster.

I also suspect that the reduction of 13 ship categories down to 7 might help the game code run more efficiently, but that's just a guess.

Warp speeds - new vs old

  • Grouped up all ships based on their size, such as Small, Medium, Large and Capital. Removing the 10% or +0.5AU/s bonus from Tech II ships.

  • Ships that are slightly bigger than this size category, such as Destroyers for small, Battlecruisers and Haulers for Medium etc. are placed in a plus sized group.
    • This leaves us with just 7 base warp speed tiers rather than the current 13!

  • Tech II ships which need the increased warp speed for performing their specialization, such as Interceptors and Interdictors, have been given role bonuses to warp speed to keep their current warp speeds about the same while making these ships easier to identify for new players.

  • The Net result from these changes are that Titans, Freighters, Mining Barges, Exhumers, Haulers will now warp 10-15% faster, The Porpoise and the Orca get improvements of 25-30% and most Tech II ships which are not specialized will warp slightly slower.

  • Additionally, Capsules will now warp at 4.0 AU/s to match cruisers, which is what they did before the 2019 warp speed increase for Cruisers.
    • We are not buffing the warp speed of corvettes at this time, which still warp at 3.0 AU/s, to make sure we do not obsolete shuttles and tech I frigates as travel options.

Revenant Major Update Patch Notes: Ansiblex Gates And Force Projection

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The second in the series will feature changes to Ansiblex Gates designed to affect force projection.

The news article about the update gave a brief description of the change.

Force Projection Adjustments

Ansiblex jump gates are becoming more vulnerable, creating new strategic opportunities for those looking to disrupt enemy logistics. Capsuleers using these gates will now land closer upon arrival, making them easier to intercept. Additionally, Ansiblex gates will no longer auto-repair and must be actively repaired like Metenox moon drills. Warp disruptors and interdiction bubbles will now prevent gate use, further limiting force projection and making nullsec movement more tactical.

The description in the patch notes was a bit more expansive.

We’re making a number of changes to Ansiblex Bridges to limit their force projection power. We’re doing that primarily through giving players more agency by making them more difficult or dangerous to use in contested space, removing the damage cap and requiring them to be manually repaired just like Metenox Moon drills, and requiring new Ansiblex bridges to be placed off grid from stargates to make scouting from the gate harder, rather than introducing new systems or mechanics which limits their use such as jump fatigue.

Our goal with these changes is to make sure nullsec line members and sov holders are still able to use Ansiblex bridges to access the core space that their alliance controls, so that they can still efficiently do daily activities such as mining, ratting, PI, Mercenary Dens, refueling and logistics work without impeding them with a system like fatigue. While opening up more gameplay options to counter force projection, such as delaying responses and fleets with defensive Interdictor and bubble usage, making them more dangerous through increasing the ability for players to setup traps like bombing runs and pipebombs, and to give more options to raiders and roaming gangs by making them easier to camp, and increasing the burden of maintaining distant Ansiblex gates outside of the alliances core space.

I was wondering if anyone would mention the fatigue mechanic introduced in the Phoebe release. If not for fatigue, Phoebe would have gone down in history as the release that brought players the expanded skills queue.

Since the developers went to great lengths to explain the changes I'll just conclude with the details from the patch notes.

Ansiblex Gates & Force Projection:

Ansiblex Jump Gates

  • It’s no longer possible to use an Ansiblex while warp disrupted or inside a bubble.
    • Ansiblex Jump Gates have been renamed to Ansiblex Jump Bridges for more clarity on not being able to use them while warp disrupted anymore.

  • Reduced the Radius attribute on the Ansiblex Jump Bridge from 13,000m to 7,000m.
    • This will mean that it now takes up much less volume/area in space and will be easier to camp with warp disruptors and bubbles.

  • Ansiblex Bridges no longer auto-repair, no longer have a damage cap and now use the same reinforcement flow as Metenox Moon Drills.
    • Ansiblex HP values and resistances have been rebalanced following this change, to provide an increase to their total EHP while giving them higher resistances and lower flat HP to make them easier to remote repair for logistics pilots.
      • Shield HP and Armor reduced from 750,000 HP to 500,000 HP.
        • (Note: These are increased by 4x when it is high power).
      • Shield and Armor Resistances increased from 20% to 75%.
      • Structure Hitpoints increased from 3,000,000 HP to 12,000,000 HP.

  • Ansiblex Bridges can no longer be placed closer than 100,000km to stargates.
    • Existing Ansiblex Bridges will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.

Revenant Major Update Patch Notes: Mercenary Dens, Industry, And Taxes

I woke up this morning to find when CCP Games labels something as major, they are not joking around. Today's Revenant Major Update for EVE Online features quite a few topics that deserve their own posts. The first in the series will feature industry topics, including one not mentioned in the news article.

The developers gave a brief description of the changes in the introductory news article:

Industrial Overhaul

Manufacturing capital ships and Tech I battleships is now cheaper, reducing the resource strain and making fleet deployments more feasible. Lower costs mean less risk when bringing these hulls to battle, reinforcing their role in fleet warfare.

One item not mentioned explicitly outside the patch notes is the rise of the sales tax from 4% to 7.5%. Sales taxes are automatically deducted after an item is sold, but are mitigated by the Accounting skill. For each level of Accounting learned, the sales tax is reduced by 11%, meaning at level 5, the sales tax is only 3.4%. For those who sell PLEX to fund their PvP habit, I'd advise training Accounting to 5 if the skill is not already at that level.

Mercenary Dens received the following changes during downtime today:

  • Mercenary Dens base Infomorph generation has been lowered from 80-115 (avg 100) to 65-100 (avg 82.5).

  • MTOs now only give 350 bonus infomorphs instead of 500 when completing a MTO for a max development mercenary den.

  • Existing MTOs which have already been generated will still give 500 bonus Infomorphs.

  • The Development levels of Mercenary Dens have been decreased to the following:
    • Development 1, 5%.
    • Development 2, 10%.
    • Development 4, 15%.
    • Development 5, 20%.
Tech 1 Dread production just became less resource intensive. The following reductions should show up on all blueprints.

Revelation:
  • Capital Propulsion Engines required have been reduced from 5 to 4.
  • Capital Armor Plates required have been reduced from 5 to 4.
  • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
  • Capital Turret Hardpoints required have been reduced from 20 to 15.
  • Capital Siege Array required have been reduced from 20 to 15.

Phoenix:
  • Capital Propulsion Engines required have been reduced from 5 to 4.
  • Capital Shield Emitters required have been reduced from 5 to 4.
  • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
  • Capital Turret Hardpoints required have been reduced from 20 to 15.
  • Capital Siege Array required have been reduced from 20 to 15.

Moros:
  • Capital Sensor Clustes required have been reduced from 4 to 3.
  • Capital Armor Plates required have been reduced from 4 to 3.
  • Capital Propulsion Engines required have been reduced from 5 to 4.
  • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
  • Capital Turret Hardpoints required have been reduced from 20 to 15.
  • Capital Siege Array required have been reduced from 20 to 15.

Naglfar:
  • Capital Shield Emitters required have been reduced from 4 to 3.
  • Capital Computer Systems required have been reduced from 4 to 3.
  • Capital Propulsion Engines required have been reduced from 5 to 4.
  • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
  • Capital Turret Hardpoints required have been reduced from 20 to 15.
  • Capital Siege Array required have been reduced from 20 to 15.
Tech 1 battleships also received a 25% decrease to input materials.
  • Tritanium required has been reduced from 8,000,000 to 5,200,000.
  • Pyerite required has been reduced from 4,000,000 to 2,600,000.
  • Mexallon required has been reduced from 600,000 to 390,000.
  • Isogen required has been reduced from 200,000 to 130,000.
  • Nocxium required has been reduced from 24,000 to 15,600.
  • Zydrine required has been reduced from 6,000 to 3,900.
  • Megacyte required has been reduced from 3,000 to 1,950.
  • Auto-Integrity Presevation Seals required has been reduced from 200 to 150.
  • Life Support Backup Unit required has been reduced from 100 to 75.
In addition, the tech 2 Scorpion also received a 25% decrease to input materials.
  • Tritanium required has been reduced from 6,000,000 to 3,900,000.
  • Pyerite required has been reduced from 3,000,000 to 1,950,000.
  • Mexallon required has been reduced from 450,000 to 292,500.
  • Isogen required has been reduced from 150,000 to 97,500.
  • Nocxium required has been reduced from 18,000 to 11,700.
  • Zydrine required has been reduced from 4,500 to 2,925
  • Megacyte required has been reduced from 2,250 to 1,463.
  • Auto-Integrity Presevation Seals required has been reduced from 150 to 112.
  • Life Support Backup Unit required has been reduced from 75 to 56.
All capital ships, not just dreads, also receive a manufacturing buff as the input materials for Capital Components also decreased by 25%.

Finally, two additional updates I couldn't categorize.
  • Combat Battlecruisers and Attack Battlecruisers have had their reprocessed materials updated to the same inputs as the blueprint, so they will now have more accurate (higher) insurance payouts.

  • The Estimated Item Value for multiple items in the game in the manufacturing cost breakdown should now more accurately reflect the value of the finished product.

Friday, January 31, 2025

The Drifter Crisis Of 2025 - Patch Notes And Lore

A day after I complained about the lack of events in the roadmap for the first and third quarters of 2025, CCP launches a live event. Designed for group play, the largest Drifter offensive in EVE Online history began yesterday. And unlike the last time the developers tried to do a mass event, null sec residents don't have to worry.

As the Drifters extend their aggression in New Eden beyond Zarzakh, capsuleers will encounter them in multiple systems in highsec and lowsec, and pilots of all skill levels are called upon to assist in beating the threat back. Various sites and activities are available to Tech I ships up to battlecruiser class. These engagements are perfect for small gangs and provide opportunities for exploration, salvaging, and enforcer career followers to thrive. Eliminating threats will unlock a Crisis Resolution operation at the heart of the affected systems, the successful completion of which will force the Drifters to withdraw and regroup.

On a personal note, the initial description from the introductory article doesn't sound promising for solo players like myself. Let's see the content others will enjoy by looking at the patch notes for the event.

Drifter Crisis: Drifter Crisis Systems

Drifter-controlled forces have begun launching attacks on all four empires throughout high and low-security space! The first systems will become available between 19:00 and 21:00 tonight, with more following as the crisis continues.

  • Systems under attack can be found in the new ‘Interstellar Events’ section of the AIR Opportunities window.

  • Complete ‘Crisis’ sites to weaken the grip the Drifters have on these systems.

  • There are 4 varieties of Crisis site, with a 5th Crisis Resolution site available once the Drifter forces have been sufficiently weakened.

  • Each site requires teamwork and strategy, with specific roles needing to be fulfilled for success:

  • Crisis: Field Rescue — Salvage the wreckage left behind following an empire assault on a Drifter facility to locate any survivors. It is recommended that at least 3 capsuleers tackle this rescue mission. T1 frigates and standard T1 destroyers are permitted.

    • Crisis: Observatory Infiltration — Scan down this site to retrieve valuable relics from the remains of an emergent Jovian Observatory. Bring up to 2 other capsules to maximize rewards, but be wary of any traps the Drifters may have left behind! T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

    • Crisis: Deathless Research Outpost — A Deathless research base is under attack by Drifter forces. Use remote repair modules to keep the structure alive until it can be secured. Alternatively, destroy it yourself and sell the accrued Hyperspace Telemetry data to the highest bidder. 5 capsuleers are recommended to aid the site; less may be required to destroy it. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

    • Crisis: Lancer Counter Offensive — An empire-owned Lancer dreadnought has been deployed to aid a civilian structure. Help it destroy the Drifter presence before its nefarious task can be completed. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

    • Crisis Resolution: Vigilant Dreamer — To resolve the crisis within the system, 10 capsuleers are required to bring an end to the Vigilant Dreamer. Using data analyzers, the defensive array protecting this Drifter facility can be disabled allowing it to be destroyed. T1 frigates, destroyers, cruisers, and standard T1 battlecruisers are permitted to enter.

  • Payouts from these sites are awarded to the top contributing fleet alone.

These event entries do not show up in the main window by default, so make sure to select the Interstellar Events icon on the left side of the window to see the sites nearest to you.

From the AIR Opportunities window

The patch also brought back a recent type of event site.

Deepflow Rifts

Deepflow Rifts have reemerged across the cluster and wormhole space! Intrepid capsuleers should tread carefully; both the rewards and difficulty of the site have been increased.

Additional updates were made to another type of group PvE content, Homefront Operations.

Homefront Operations:

  • Remote capacitor transmission is now less effective on allied Dreadnought NPCs within Dread Assault sites.

  • The effectiveness of enemy NPCs which energy neutralize allied Dreadnought NPCs within Dread Assault sites has been greatly increased.

  • Added a delay to the initial enemy hauler spawn within Raid sites.

  • Increased the variance and average spawn time of enemy haulers within Raid sites.

  • Decreased the access difficulty of salvaging wrecks in Salvage Research sites.

  • Increased the number of enemy NPCs within Salvage Research sites.

Of course, a live event isn't really a live event without a news article. So what do we know about the actions of the major players in our little drama.

The Drifters

Drifter-controlled forces have attacked solar systems in all four major nations. The attacks have focused on civilian infrastructure, triggering the deployment of military crisis response forces. Initial strikes by the Drifters have already led to a death toll in the thousands, with that number expected to climb as the violence continues.

The motivation behind the Drifter aggression is unclear. The targeted systems are of little strategic significance, there are no signs of permanent occupation, and no resources are being extracted by either the Drifters or the Sleeper Drones under their control. The only clue to the Drifters' goals are the surveillance structures at the heart of their efforts. Named “Vigilant Dreamers”, these structures appear to be the focal points of Drifter activity in affected systems. Defending forces are attempting to gather sufficient intel to pinpoint and ultimately destroy these Dreamers.

The Gallente

Today’s attacks have silenced many who questioned President Aguards decision to postpone the Federation’s regularly scheduled elections. Only the Federalist-Liberal Party has remained vocal in their criticism, accusing the President of using an atmosphere of fear to disrupt the lawful democratic process. Her own party, the Progressive Unionists, have dismissed these claims, praising Aguard for putting the defense of the Federation first.

The President herself spoke at a press conference on Luminaire today, praising the “dedication and bravery” of those who have taken up the fight against the Drifters. When questioned she was reluctant to give a definitive answer on the rescheduling of the election, stating that “this crisis has only just begun”.

The Caldari

Speaking aboard a Chimera class carrier, Chairman Akimaka Saraki has commended the Caldari Navy for its speedy deployment to all systems in conflict. He added that “the very best of the State cannot be distracted from their sworn duty.”

Some political pundits took the comment as a disparaging reference to those who criticized the CEP for relying on Gallente intel. Saraki issued a second statement dismissing this analysis as divisive and unfounded. This statement began, “We are one Caldari. Never is this truer than when we find ourselves tested by unprecedented times. As long as we stand as one, none may stand against us.”

The Amarr

Across the Amarr Empire, newly deployed joint holder assets have moved to meet Drifter forces. Organized in secret, these newly formed armadas pool the resources of local nobility to enable timely countermeasures. Able to respond more rapidly than Imperial forces, they are part of a strategy that puts responsivity first.

Empress Catiz I has been credited with this logistical innovation. In an Empire-wide broadcast, she commended all Amarrian citizens for their “fortitude in the face of darkness.” She called on “all faithful to band together against the demonic abborations that plague our skies. In years past, these same monstrosities breached our borders and murdered our holy Empress Jamyl I. They caught us by surprise, but this time we are ready to show them the truth of our Lord’s will.”

The Minmatar

The Republic Fleet has scrambled to defend clan holdings under attack. Thukker Chief Ennar Aeboul has criticized Sanmatar Maleatu Shakor and the Tribal council for failing to heed his tribe’s warnings of a rising Drifter threat. “We who wander are tired of being overlooked,” he told reporters, “It brings me great sorrow that innocent Matari must now pay such a high price for the Republic’s foolishness.”

The Sanmatar has deflected these criticisms, saying that “now is the time for unity. Despite what Aeboul might think, the Republic Fleet is always ready to defend our people. We should be focussed on how to support them, not casting aspersions.”

Society of Conscious Thought

Just a brief note. When the Jove took their leave of New Eden, they nominated The Society of Conscious Thought their heirs and successors.

As the nations of New Eden respond to the Drifter threat, their representatives are being hosted at an emergency CONCORD summit in Yulai. As diplomats headed into session, the Society of Conscious Thought’s Elder Mentor Matshi Raish spoke to the press, laying the blame for the ongoing crisis at the feet of the Deathles Circle.

“These Drifter attacks are the direct result of the Deathless and his Circle’s reckless hubris. Their occupation of the Fulcrum and Warden structures has clearly awoken a threat that long lay dormant. Through their interference with technologies beyond their understanding they have unleashed tragedy upon our cluster.”

The Deathless Circle

Rumors have spread that the Deathless Cricle are attempting to take advantage of the current situation by deploying research outposts within Crisis systems, only to come under attack by the Drifters themselves. While calls for aid have been registered, military forces are encouraging capsuleers to bring any research produced at Circle facilities to national intelligence agencies, and not to aid the criminal organization.

I think this most of the recent news from CCP Games setting up the players for the upcoming summer expansion due for release in the second quarter of 2025. At least, I consider the event the ramp-up to the next expansion. After the recent Director's Chat, the developers may argue that this qualifies as part of the Revenant Update.

Friday, January 17, 2025

EVE Online: Revenant's Unannounced Pochven Patch Notes

Yesterday CCP pushed a patch aimed squarely at Pochven to Tranquility. Believe it or not, the region was introduced over 4 years ago in October 2020. Frankly, I know absolutely nothing about the gameplay in Pochven except it has its own special mechanics. I took a look at what the EVE Online sub-Reddit had to say and, as always, I found negativity, which claims the changes will just favor multi-boxers. Knowing that the sub-Reddit is an extremely unreliable source of misinformation, I searched YouTube for opinions. Sure enough, I found someone who lives in Pochven stating how multi-boxers will hate the changes.

So who should I believe? Let's take a quick look.

The first changes involve Observatory Flashpoints. According to the EVE University wiki:

The Observatory Flashpoint is a combat anomaly that can be found in Pochven, intended to be run with a fleet of up to 15 ships. It is functionally unchanged from the Observatory Flashpoints found during Chapter 2 and Chapter 3 of the Triglavian Invasion. Whenever a site is completed, a new site will spawn immediately in another part of Pochven, with a hard limit of three sites in the region at a time.

And the rewards are interesting, with a downscaling function similar to those in incursions.

The site pays a considerable sum of ISK that varies with fleet size, ranging from around 520 million ISK per pilot for a fleet of 5, to around 230 million ISK per pilot for a fleet of 15. Including more than 15 pilots in the payout will greatly reduce total site rewards. In order to be included in the payout, pilots must be in the site, not cloaked, and either apply damage to the Observatory structure or apply remote repairs to another ship which has damaged the structure.

The loot cache can contain skillbooks for Precursor Dreadnought or Capital Precursor Weapon. It can also contain a Zirnitra BPC, Supratidal Entropic Disintegrator BPC, XL Exotic Plasma Charge BPC, or capital component BPC.

So, in theory, a small gang running an Observatory Flashpoint is easy meat if a gang of 30 or so ships sweeps through a system. This is where the patch notes come in.

Observatory Flashpoints:

The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.

  • Assault Vector gates now require the use of Observatory Resonance Keys:

    • Each character will need their own key to unlock the gate.
    • A key is consumed on use.
    • Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.
    • 15x Keys will drop as loot from CONCORD Stellar Observatories.
      • Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.
    • Gates will become unlocked for all characters 60 seconds after a site is complete.

  • Payouts have been adjusted:

    • The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).
    • Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).
    • Stellar Surveillance Data now belongs to the new EDENCOM data item group.
    • Greatly increased the number of NPC buy orders for Stellar Surveillance Data.

  • Threshold Werposts will now have a significantly longer cooldown between target switches.
  • Threshold Werposts will now always attack the same target as each other.
Next come changes to standings requirements. Probably the biggest reason I don't play in Pochven is the standings requirements. They've changed, but not enough for me. Those who actually play in the Triglavian region may have different results.

Standings:

To help make Pochven more accessible, the minimum standings requirements for certain actions have been reduced.
  • Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).
  • Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).
  • Home system stargate requirements have been reduced to 6.00 (from 7.00).
  • Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.
  • Standings will no longer be gained or lost when destroying a Stellar Observation Post site’s Stellar Observatory structure.
The Dazh Liminality Locus is a structure located inside Stellar Fleet Deployment Sites. Apparently CCP made a change that broke some things and needed to correct the site.

System-Wide Effects:

Last month's change to the Dazh Liminality Locus negatively impacted some playstyles in unintended ways, and as such has been softened significantly. The change also incentivized removing system effects which help make Pochven feel unique, so these have now been split off from the structure.

  • The Dazh Liminality Locus structure has been reworked:

    • Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).
    • Increased the decloaking pulse chance to 60% (from 30%).
    • Removed the system-wide buffs and penalties.

  • Added the removed buffs and penalties as permanent system-wide effects within Pochven:

    • Increased the remote repair bonuses to 30% (from 25%).

  • Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:

    • Reduced the remote repair bonuses to 15%.
    • Removed the warp speed penalty.

Looking at the PvE section, I wish I could say I was amazed at all the PvPers interested in doing PvE. But I think we all know that's not what is going on. If CCP makes a change that makes ganking PvE players harder, complaints will result. Which makes determining if a change truly is bad or not.

PVE:

All Acceleration Gates which consume a key per character activating it have been improved:
  • When a key is consumed, the gate will remain unlocked for that character for the duration of the site.

    • Note: This persists when a character leaves the location or logs out, but resets after a downtime.

  • No keys will be consumed when activating a gate already unlocked for that character.

Finally comes a couple of changes concerning those who like to bring out capital ships to run PvE content.

Wormhole Capital Escalations:

The following changes hope to refine last November's changes to capital escalation rules.

  • A combat site can now escalate at any time before the second wave spawns.
  • A combat site will only de-escalate if there is no capital within range after the second wave spawns.

In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.

And a final note. Once again I was blindsided a bit. I didn't look for patch notes yesterday until I went to log in and saw them on the launcher. I guess a win for the launcher team?

Tuesday, November 26, 2024

EVE Online: Revenant Thanksgiving Patch - Little Things

CCP Games has faced a problem with the last couple of EVE Online expansions. After the goodies accompanying the launch of an expansion end, so does the attention of many players. The developers have come up with a unique solution. Once the login rewards and free game time run out, drop more free content. And so, I woke up this morning to find a mini-expansion's worth of patch notes waiting on the launcher along with a dev blog. After a quick read, I think the mashup might prove useful. So here's part four of the effort covering the Little Things updates introduced in today's patch.

The Little Things features are something that originated over a decade ago. At a certain point the developers discovered players don't just demand Jesus features. Making our lives easier gets applause also. The dev blog noted:

Today's release also ushers in a few Little Things to improve quality of life. While some Little Things are bigger than others, these are some of our favorite changes to make. If you have any QoL suggestions, head on over to the EVE Online Forums where we'd love to hear from you.

I'm not sure which change is better, making information in contracts more visible or being able to buy from more than one sell order at a time. I'll let you judge.

🤝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.

🤝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.

🤝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.

🤝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.

🤝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.

🤝 You can now copy names of item types in info windows and the market window.

🤝 You can now edit bookmarks through the radial menu while using the solarsystem map.

🤝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.

🤝 You can now drag and drop items onto the neocom item hangar icon to move them.

🤝 You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.

🤝 You can now deliver corp items to yourself in the ‘deliver to’ right click menu.

🤝 Multiple skills can now be moved around in the skill queue.

🤝 Multibuy can now interpret ‘1x item name’.

EVE Online: Revenant Thanksgiving Patch - Factional Warfare and Insurgency Balance

CCP Games has faced a problem with the last couple of EVE Online expansions. After the goodies accompanying the launch of an expansion end, so does the attention of many players. The developers have come up with a unique solution. Once the login rewards and free game time run out, drop more free content. And so, I woke up this morning to find a mini-expansion's worth of patch notes waiting on the launcher along with a dev blog. After a quick read, I think the mashup might prove useful. So here's part three of the effort covering some factional warfare and insurgency changes introduced in today's patch.

The dev blog didn't really have much to say on the subject.

Over in the warzone, changes to Factional Warfare and Pirate Insurgencies ensure more meaningful engagements with improvements to Battlefield sites, shifting the makeup of signatures, buffing deployables, and more.  

The patch notes are a lot more descriptive on the changes made and the reasons why. This section of the patch notes sounds more like a dev blog than the typical CCP patch notes.

In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.

  • Respawn time for NPCs has been significantly increased

Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We’re trying to improve this by increasing their availability and effectiveness.

  • Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.

  • Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.

A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we’re bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.

  • Tether Radius on the Pirate FOBs has been dropped from 100km to 50km

Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We’re trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We’re doing this because it’s fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.

  • Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.

  • Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.

  • The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.

And finally a change I don't really think needs an explanation.

  • Added appropriate salvage to the Angel and Guristas FOB wreck.

EVE Online: Revenant Thanksgiving Patch - Ship Rebalancing

CCP Games has faced a problem with the last couple of EVE Online expansions. After the goodies accompanying the launch of an expansion end, so does the attention of many players. The developers have come up with a unique solution. Once the login rewards and free game time run out, drop more free content. And so, I woke up this morning to find a mini-expansion's worth of patch notes waiting on the launcher along with a dev blog. After a quick read, I think the mashup might prove useful. So here's part two of the effort covering additional ship rebalancing in Revenant.

The dev blog briefly mentioned some of the changes made to ships in today's patch.

A few ships, like the Ferox Navy Issue and the Eos were overperforming, which has been addressed by making them more engageable. Heavy assault cruisers have regained their MWD signature radius bonus to make them a bit more viable in the current meta, and various other ships, like the Ashimmu and Maulus Navy Issue, have been improved. 

This update also introduces several changes aimed specifically at mining. Resources can now be compressed through the right-click menu instead of the compression window, exhumers and barges have improved locked targets, and excavators are now faster.  

Normally I don't use quote boxes for patch notes. But for the explanations of the ship changes I'll change the format, at least for this post.

Ferox Navy Issue

The Ferox Navy Issue is overperforming, so we’re increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We’re hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.

  • Signature Radius increased from 300m to 325m
  • Agility nerfed from 0.66x to 0.69x
  • Max Targeting Range reduced from 67500m to 60000m

Eos

Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we’re reducing the power of sentry drone fits slightly.

  • Drone Optimal range per level reduced from 10% to 5%

Heavy Assault Cruisers

In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.

  • 50% reduction in Microwarpdrive signature radius penalty Role Bonus added back

Ashimmu

The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.

  • Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec
  • Max Velocity increased from 208 to 215m/s
  • Agility improved from 0.58x to 0.55x

Scythe

The Scythe has fitting issues, especially since it’s an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.

  • CPU increased from 285tf to 300tf
  • Powergrid increased from 345MW to 375MW
  • Max Velocity increased from 250m/s to 260m/s
  • Agility improved from 0.6x to 0.57x

Vengeance

The Vengeance has low usage, so we’re giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.

  • Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%
  • Powergrid increased from 43MW to 46MW

Cruor

The Cruor is underperforming relative to its peers. We’re giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor’s mobility so it can better use the long-range web for catching kiting ships.

  • Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
  • Max Velocity increased from 330m/s to 340m/s
  • Agility improved from 3.6x to 3.4x

Maulus Navy Issue

The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we’re correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.

  • Highslots increased from 2 to 3
  • Powergrid increased from 35MW to 38MW
  • Max Velocity incrased from 315m/s to 325m/s
Mining Ships

Just a personal note. It's about time the developers realized their mistake with the nerfs to the Procurer made back in 2022. Now, do we really need to have wastage?
We’re giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.

Rorqual
  • 'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s
  • ‘Excavator’ Ice Harvesting Drone base velocity increased from 90m/s to 125m/s
All Exhumers
  • Max Locked Targets improved from 6 to 8
Skiff
  • Agility improved from 0.8x to 0.64x
  • Midslots increased from 4 to 5
All Mining Barges
  • Max Locked Targets improved from 5 to 6
Procurer
  • Agility improved from 0.8x to 0.64x
  • Midslots increased from 2 to 3
Navy Faction Light Fighters
Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.
  • Heavy Rocket ability charge count increased from 12 to 15.
Standard Cerebral Accelerator
Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.
  • Removed 20% turret damage boost and 20% missile rate of fire boost.
  • Increased attributes from +3 to +5.

EVE Online: Revenant Thanksgiving Patch - Mercenary Dens

CCP Games has faced a problem with the last couple of EVE Online expansions. After the goodies accompanying the launch of an expansion end, so does the attention of many players. The developers have come up with a unique solution. Once the login rewards and free game time run out, drop more content. And so, I woke up this morning to find a mini-expansion's worth of patch notes waiting on the launcher along with a dev blog. After a quick read, I think the mashup might prove useful. So here's part of the effort covering additions to one of the new features introduced in Revenant, Mercenary Dens.

First from the dev blog is an overview of the additions to Mercenary Dens that didn't make it onto Tranquility with the launch of the Revenant expansion.
Since the launch of Revenant, capsuleers have been hard at work constructing and destroying mercenary dens all over nullsec space. Today, Mercenary Tactical Operations (MTO) have been introduced to these dens, enabling capsuleers to seize control of their systems’ destiny. Upwell has lobbied for a crackdown of the transportation of the encrypted infomorphs of workers in breach of their work contracts, but the Deathless Circle has found a way to remotely transmit infomorph applicants using infomorph decryption keys, unlocking the same kind of remote consciousness that capsuleers use when they die. The production of these keys can be further stimulated through mercenary site activity and they can be delivered to the Deathless for handsome rewards. Dive into MTO today to drive development and reduce anarchy by completing operations, boosting production of infomorph decryption keys that can be traded for valuable rewards, and eliminating potential workforce disruption.
The above sounds great. Or confusing. Definitely confusing without some details. Thankfully the patch notes supplied a lot of details.

 
Mercenary Dens
  • Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.

  • While a Mercenary Den is reinforced, passive Anarchy and Development are paused.

  • Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.
Anarchy
  • Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce
  • Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce
  • Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce
  • Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce
  • Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce
This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.

Development Amount
  • Development Amount: 0-19 - Level 0 - Regular Informorph Production rate
  • Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate
  • Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate
  • Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate
  • Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate
I do have to put my two cents in at this point. I believe players were promised some PvE content along with the introduction of mercenary dens. Today's patch introduces the gameplay. Plus, the sites seem custom made for newer player to contribute to the economic well-being of a null sec alliance. At least in theory. We'll need to wait for experience to see if the developers' plans bear fruit.

Mercenary Tactical Operations (MTOs)

Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.

To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.

If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.

Monday, November 11, 2024

EVE Online: Revenant Patch Notes - SKINR Paragon Updates

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

The tenth and final post in the Revenant patch notes series looks at the upcoming updates to the SKINR Paragon system. I'm not a big fan of SKINs, still having hundreds of unique, unapplied SKINs floating around my inventory. But with the continued focus on the feature, one would think the feature is possibly the most important in the game.

In a financial sense, player-created SKINs are the most important feature in the game. Not only does the process require PLEX, but presents the developers with additional opportunities to put items in the cash shop. Before the advent of the SKINR Paragon system, players, including those elected to the Council of Stellar Management, said they would gladly pay for corporation and alliance SKINs. The SKINR Paragon system was the result.

Since I don't know about the actual mechanics of the system, I'll list the updates coming in Revenant without further comment.

EVE Online: Revenant Patch Notes - Glorified Mutaplasmids and Mutaplasmid Residue

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

This ninth post in the Revenant patch note series is the shortest in the series. Glorified Mutaplasmids and Mutaplasmid Residue is a niche subject but still one deserving of coverage. And due to how the features introduced in the expansion tend to relate to one of a few major themes, I couldn't just create a miscellaneous blog post. So below is what the patch notes had to say about the changes.

Glorified Mutaplasmids and Mutaplasmid Residue

All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don’t have the results that you were hoping for or aren’t able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling!

EVE Online: Revenant Patch Notes - Other Null Sec Site Changes

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

In this eighth post in the series, I'll finish up covering some of the loose ends. One of those loose ends are new or updated sites in null security space. Mercenary Dens are not the only content introduced in Revenant that can generate PvE play.

New Rogue Drone relic sites have been added.

  • 4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.

Like I've noted in the past, I don't play in null sec, so I don't know how well (or poorly) residents of that security band will greet the following UI and graphical changes.

Nullsec Combat Anomaly Graphics and Gameplay Overhaul

Several Combat Anomaly sites in nullsec have been renovated.

  • All variations of the Forsaken Sanctums, Sanctums, Havens, Patrol and Horde sites have had full art and asset renovations

  • Over 100 different nullsec anomaly sites now have an objectives panel. So you can now easily see what wave you are on and how many NPCs remain at a glance!

  • Several NPC groups now warp in instead of spawning in place where appropriate.

Since volumetric clouds are part of the graphical updates, please note that they can potentially impact performance when multi-boxing. To mitigate this, we’ve added a setting that disables clouds when low shader quality is selected.

EVE Online: Revenant Patch Notes - Ship Information Window And Other UI Changes

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

In this seventh post in the series I'll look at some of the changes to the UI in EVE Online. The biggest change is to the ship information window, but other areas received attention as well.

I didn't see a description of UI changes coming in previous articles, but I fully endorse this description of the new ship information window from the patch notes.

The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form.

The changes are spelled out and I didn't notice any current functionality taken away.

  • Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.

  • Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.

  • Immersive Additions: In-universe information on the ship's designer and attributed quotes related to the hull have been added to flesh out its place in New Eden.

  • Overview Tab: The Traits and Description tabs have been combined along with the previous header information to create the Overview tab. This provides all the most basic information for the ship in one place. In addition, you can view accrued killmarks for your ship within this tab.

  • Attribute Tab: The information within this tab has been reorganized to help players navigate it more easily. In addition, derived values such as EHP and align time are displayed here to help provide context to related attributes.

  • Skills Tab: The Skill Requirements and Masteries tabs have been combined. Any skill a player might need to fly a ship effectively can be found here.

  • Fittings Tab: A shortcut has been added which opens the Fitting window in simulation mode, showing the ship and its applied fitting.

  • Variations Tab: Variants within this tab now have links that open that hull within the Ship Tree.

  • SKINs Tab: Players are now able to preview and apply SKINs directly from this tab. In addition, a shortcut has been added to open that ship's SKINR Paragon Hub page.

In addition to improvements to the ship information window, the developers have created new icons for many modules.

Distinct Module Icons

The following module types have been given unique icons to help differentiate them:

  • Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers
  • Capacitor Rechargers, Capacitor Flux Coils, and Capacitor Power Relays
  • Shield Rechargers, Shield Flux Coils, and Shield Power Relays

Biochemical Material Icons

All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to.

EVE Online: Revenant Patch Notes - Corporation Projects Improvements

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

This sixth post in the Revenant patch note series concerns improvements to the Corporation Projects system. In an expansion with a lot of content for null sec powers, building upon the Corporation Projects system helps out smaller groups who play in other security bands. I find the system useful just to keep track of what I want to do in the game between long periods of inactivity.

In the announcement news article for Revenant, CCP gave a short description of what the developers intended to deliver on Tuesday.

The Revenant expansion brings powerful new ways to strengthen and streamline corporation efforts, giving capsuleers even greater opportunities to contribute. Organization leaders of New Eden will gain more control and flexibility over their Corporation Projects, enabling them to tailor goals and tasks for maximum efficiency while also enhancing the experience for current or potential members.

Expanded project parameters add flexibility, allowing creators to set comprehensive, complex, and diverse goals. This enables leaders to create one project with multiple contribution options – such as mining in multiple locations or targeting various ship types and ship groups. Select project types will support expanded parameters on launch day, and more will be added later.

The patch notes went into greater detail on the expanded project parameters.

Expanded Project Parameter

  • With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.

  • Expanded Project Parameters functionality enables:

    • Multi-value parameters: Project creators can select up to ten values per supported parameter.

      • Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship)
      • Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer’s Ship)
      • Material Types or Groups (Mine Materials)
      • Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer’s Ship)
      • Organizations (Earn Loyalty Points)

    • Mixed-hierarchy parameters: Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported.

      • Locations parameter: Solar Systems, Constellations, and Regions.
      • Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)
      • Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)

Revenant's announcement article also addressed a couple of features that corporation leadership can add to existing project types.

Project Deadline

  • Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.

Project Participation Limit

  • Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.

One fact I found not in the patch notes was an upcoming addition to the system. That's right, giving smaller groups a way to implement ship replacement programs without a prohibitive amount of administrative overhead.

The new Ship Insurance project type will offer a streamlined way to automate ship replacement programs, providing a seamless and guaranteed compensation system based on the loss value. This project type will be added in an update shortly following the expansion launch and will support expanded project parameters.

Sunday, November 10, 2024

EVE Online: Revenant Patch Notes - Pochven

EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.

This fifth post in the series concerns the changes coming to Pochven. Admittedly I don't have much to add to the current area in the patch notes. I managed to hop inside the Triglavian region upon creation years ago, looked around, and left. About the only thing I can really bring up is a Reddit thread I saw. 

Apparently the big issue in Pochven were the Observatory Flashpoint sites. The following changes will go live on Tuesday.

  • The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK

  • On average, 40% of the site’s total value will now be given in the form of new Stellar Surveillance Data commodities

    • These commodities can be looted from Stellar Observatory wrecks
    • NPC buy orders for these commodities can be found in CONCORD, DED, and Secure Commerce Commission stations

  • Only capsuleers within 50km of the Stellar Observatory are considered eligible for payouts

  • The minimum amount of contribution to be eligible for payouts has been increased

  • New Threshold Werpost sentry guns will aggress any capsuleer who goes beyond 50km from the Stellar Observatory

  • Once within the main combat area, capsuleers will now only have 30 minutes to complete the site

  • Any EDENCOM faction can now appear within the site (weighted toward the empire that owned the system before Pochven’s formation)

  • NPCs will now behave more intelligently within the site

  • Specific EDENCOM NPCs will prioritize attacking drones

  • EDENCOM NPCs will remember which capsuleers have engaged their faction between areas and waves

  • Triglavian NPCs will only be hostile to capsuleers who have attacked them or their fleet

  • NPCs will now orbit at ranges more suited to their weaponry

    • Sites are now visible within the Combat Anomalies section of both the AIR Opportunities and Agency windows
    • Info Panel objectives will now appear to help players keep track of the site’s current state
    • The activation range of the Assault Vector gate has been slightly increased
    • EDENCOM NPCs will now significantly outnumber Triglavians within the Assault Vector area

  • Cloaking is disabled while within proximity of a Stellar Observatory

  • Micro Jump Drives and Micro Jump Field Generators are disabled while within proximity of a Stellar Observatory

  • Warp drives are disabled while within proximity of a Stellar Observatory wreck

  • Pop-up and local chat messages have been replaced with one-time transmission conversations