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eve-online.com | devBlog -
26 days and 4 hours ago
For the past few weeks the community team has been working on a forum revamp, including forum
mergers, additions and more. We have also completely overhauled the forum descriptions to be more
explanatory and helpful for finding the right section. We hope this will lead to easier
communication and less confusion of where to post your questions, ideas, or LOLcat pictures.
Some Highlights
One of the most notable changes is the addition of the Warfare and Tactics forum for PVP
discussion, including Factional Warfare. With the addition of this area, members of Factional
Warfare NPC corporations will no longer be permitted to post in the Corporations & Alliance
Discussion forum.
The Science & Industry and Missions & Complexes sections have always held
a prime location near the top of the page; trade is an equally important aspect of EVE and we feel
it’s time to give the Market Discussions area a boost. These three sub-forums, along
with several other sub-forums dealing with gameplay, have been moved to the new EVE
Gameplay Center category near the top of the page. We hope this will make it easier to
find specialized conversations on gameplay topics instead of just posting in General.
The Trades, trades and more trades and EVE Localization Development and
Discussion forums have always been a little skinny; as such, we’ve merged these areas
into the larger Want Ads and Known Issues & Workarounds to create Want
Ads & Trades and Issues, Workarounds & Localization. This will slim the page
size down a bit, meaning less scrolling while browsing the forums. The Events section is
also being rolled into the Player Gatherings and Events section, though no name change was
necessary.
And finally, several of our forums make their way to the forum graveyard. All readers please take a
moment of silence for EveTV and the PvP Championships, Corporations and Alliances
Summit, Windows, and EVE Technology Lab. Again, this means less scrolling
through the forum area.
A full list of changes is included below. Expect these changes to hit the forums in a couple of
weeks!
EVE Information Center
- EVE Information Portal
All the latest news, announcements and archives from the EVE Online development team. This
forum is community reply only; players may not create new threads.
EVE Gameplay Center
- Missions & Complexes
From Missions to COSMOS sites, exploration and complexes, this forum has all you need to
get a head start in PvE.
- Warfare & Tactics
The home for PVP in EVE: Factional Warfare, 0.0 campaigns, low sec skirmishes and empire
wars.
- Science & Industry
Starbases, outposts, stations, invention, manufacturing and mining
– it’s all in a day’s work for EVE industrialists.
- Ships & Modules
Share your thoughts on EVE’s ships, modules and your favorite fittings.
- Crime & Punishment
Warn others of the latest scam, hire a mercenary to seek revenge or brag about your kills.
This is the place to discuss the criminal elements of EVE.
- Market Discussions
Share your tips for trade and commerce in EVE: playing the market, utilizing contracts, and
trading stocks.
- Skill Discussions
Discuss skills and training plans for your EVE character.
- Events & Gatherings
In or out of the game, use this forum to plan events, gatherings, LAN parties, or other
social events.
EVE Communication Center
- EVE New Citizens Q&A
New to EVE? Use this forum to ask, or answer, questions about the game.
- EVE General Discussions
General discussion about EVE Online.
- EVE Fiction
There’s a rich history behind New Eden, and it’s still in the making
– visit this forum to discuss the world of EVE.
- Intergalactic Summit
An in-character, role-playing center for the capsuleers of New Eden. Forge alliances and
make friends, resolve disputes or declare hostilities.
- Out of Pod Experience
Have a funny video to share? Need a name for your new cat? This is the place to discuss
topics not related to EVE.
- My EVE
Share your EVE videos, guides, resources, tools, songs, jokes and more!
EVE Corporations, Alliances and Organizations Center
- Alliance and Corporation Recruitment Center
Use this forum to advertise job opportunities or find a corporation or alliance to
join.
- Corporations, Alliance and Organization Discussions
From political conflicts to battle reports, news, and corporation press releases
– this is the in-character political center for all things
corporate.
Council of Stellar Management
- Assembly Hall
A platform for players to bring topics to the attention of the Council of Stellar
Management.
- Jita Park Speakers Corner
A less formal venue to discuss or debate whatever you wish regarding the Council of Stellar
Management.
EVE Technology and Research Center
- Features and Ideas Discussion
Get feedback on your game-related ideas and suggestions from our developers and the rest of
the community.
- Game Development Forum
Feedback and comments about testing on Singularity.
- Issues, Workarounds & Localization
Discuss known issues, solutions and our ongoing localization efforts .
- Macintosh
This forum is for EVE on the Mac, including tweaks, performance and bugs.
- Linux
This forum is about EVE on Lunix, including tweaks, performance and bugs.
- EVE Forum Experiments
A playground where you can test your signature and/or play with other forum features.
EVE Marketplace
- Timecode Bazaar
Advertise or buy game time codes. Make sure to set up your trade before your account
expires!
- Character Bazaar
Reinvent yourself – use this forum to sell, buy, or trade EVE
characters.
- Sell Orders
Sell your ships, modules, and other products in EVE. This forum is for in-game transactions
only.
- Want Ads & Trades
The classified ads of new Eden. Find the perfect ship or module
– or trade your items with other players.
- Price Checks
Before you buy or sell, run a price check!

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eve-online.com | devBlog -
32 days and 17 hours ago
We have been looking at suicide ganking and overall security standing issues, and how these
features affect the general landscape of EVE. We are not happy with the current ease of suicide
ganking and the relative "no hassle" it has become. In many cases, unsuspecting victims have no
chance to escape , nor any help from CONCORD. We want to change this.
CONCORD
CONCORD has some issues, mostly that pilots are killed long before CONCORD arrives. We have
decreased the response time, meaning they will arrive quicker, and we should see a more helpful
CONCORD aiding those in need.
We also changed the functionality and reduced the spawn. CONCORD now spawns in groups of 3 ships: 2
frigate sized vessels, which will lock the aggressor down in place, and a heavy hitting battleship
to reduce his or her ship to metal scraps. The frigates will lock almost instantly while the
battleship takes longer to lock, and the aggressor is made more aware of his or her impending
doom.
Security penalties
Since the beginning of EVE, security penalties have been flat throughout every region of space
(excluding 0.0). It has basically meant that the "security level" of a system means nothing, as the
same penalty goes in all spaces. Although CONCORD has faster response times in the higher
securities, it has not changed the fact that penalties are the same.
Through our research, we discovered that the balance between gaining standing and losing it was not
in line with our intentions. It is too easy to gain back lost standing, taking only a few days to
erase all the damage done by ganking. This is about to change.
We are increasing the security penalties throughout high-security space. It will be a gradual
change, from 1.0 down to 0.1, where the security level of the system will dictate how much penalty
you receive for illegal actions against a fellow capsuleer. This means that 1.0 will now be the
safest of places, where aggressions and kills will be severely penalized and can quickly outlaw the
aggressor from higher security levels. Conversely, 0.1, 0.2, and 0.3 will see a decrease in
penalty, but not a big step down. This should move most ganking to the lower security areas where
it belongs.
CONCORD will always frown on pod killing, thus the lowest penalty will not go below its current,
which is a 12.5% standing loss. It is still possible to pod kill in high-security areas, and of
course those at war or in 0.0 won't be affected.
The changes to security standings will make it harder for players to casually gank another player,
and creates a challenge, so that if you are going to kill someone, you better realize the
consequences.
Note that the security penalty uses the actual security rating of a system. A system listed with a
0.5 rating, for example, can actually range from 0.45 to 0.54. This means that the penalty can vary
from system to system, so don't be surprised if you notice a varied security penalty in similarly
rated systems.
Player vs. Player standing penalty
We will also count the standings of the two players involved; this extra variable can affect the
total penalty received by a few percent. For example, if an aggressor has a high standing, and the
victim negative standing, the aggressor get less of a penalty hit. This works in reverse, too. If
you have low and the victim high, you will get an increased penalty.
As it currently stands, every whole point of standing difference will increase or decrease the
penalty by 1%. If the aggressor has +5 and the victim -4, the overall penalty would be reduced by
9% (and increased if the other way around).
This is, of course, a major change in the landscape of EVE, but we are confident that these changes
and the future plans will make EVE a better experience for everyone.
But what for the future?
We have a taskforce (Named TaskForce Doughnut!) which is dedicated to looking over these changes
and proposing plans for the future. We have already started work on the above, but the future holds
more changes.
In addition, the highly requested feature of removal of insurance in CONCORD related events will be
implemented in the near future.
The CONCORD changes and Security penalty will be hitting TQ this fall, with Empyrean Age 1.1.
Be safe out there!
CCP Fear

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eve-online.com | devBlog -
44 days and 4 hours ago
This year’s fanfest PvP tournament will be a competition like no other. It will shake your
perception of combat to its core, redefine the way you think about making other people explode, and
force you to think long and hard about how to fit your ship.
Yes, pod pilots of New Eden, at the Eve Fanfest 2008 you will have the opportunity to experience
firsthand...
The Super Ultimate Eve Online Mining Tournament of Awesomeness
Now, before you start worrying that we’re going to make you sit in a team of barges and see
who can activate their strip miners faster, I'll give you an outline of the rules:
The Super Ultimate Eve Online Mining Tournament of Awesomeness: Rules Overview
- Teams are composed of five players, all of whom will have ‘super
characters’ with every skill at level 5.
- Each team will be allowed to field a maximum of four tech 1 frigates and one tech 1 cruiser.
All basic, un-named tech 1 modules, rigs, drones (including remote repair drones) and ammo will
be allowed, with the exception of ECM drones and remote repair modules.
- The combat zone will be laid out like so:
-
- The distance between the station and the warp-in point on both sides will be 3au, and the
distance between each object in the arena itself will be 20km.
- Combat will only be allowed in the arena around the asteroids. Combat will not be allowed
outside the stations.
- The objective of the tournament will be to see who can get the most points worth of ore into
their Rorqual in the space of fifteen minutes. Any method within the rules can be used to
accomplish this and stop your opponent from doing the same. Mining ore for yourself, killing
enemy miners and looting their wrecks, stealing from enemy jetcans, or just outright destroying
the opposing team are all within the rules. The Rorquals will be corporation locked to each team
so stealing from them will not be possible.
- Each stored unit of Arkonor is worth 500 points, each unit of Gneiss is worth 100 points, and
each unit of Veldspar is worth 1 point.
- Ships are all replaceable. You may, at any point, warp to your home base and pick up a
replacement ship, or switch the one you are currently piloting for a new ship.
-
And there you have it, the basics of this year’s PvP tournament!
The full, official, detailed rules for the tournament will be posted in late August along with
signup information. Hopefully this overview has peaked your interest and it contains all of the
rules necessary for you to be able to start considering setups and tactics. The full rules will
contain more specifics of the arena and how the guidelines will be enforced, but none of the
essentials should change.
So we’ll be back soon with that final update – and until
then, may the sound of many practising Miner I’s ring out among the stars!
-CCP Claw

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eve-online.com | devBlog -
44 days and 7 hours ago
Until now there hasn't been a clearly defined process for releasing the data export after each
expansion, and it has usually fallen on the shoulders of individual developers to sort it out and
release it. The last data export was released by CCP Garthagk after Revelations 2 and, prior to his
involvement, CCP t20 was responsible for it here and here. After a handful of releases,
we concluded that better tools and processes were needed to allow our Quality Assurance and
Deployment groups to easily create and release these data exports. This makes them more easily
available for other EVE projects, such as EVElopedia that will, among other
things, include a new and improved Item Database. The task of creating those tools wound up on my
desk.
With a new developer comes a new approach. The previous data exports, both by CCP Garthagk and CCP
t20, were in the form of text files with table definitions and insert statements for the data. That
method isn’t as maintainable as we would desire and instead our future exports will be in the
form of MSSQL database backups (.BAK), which third party developers can restore on their machines
to extract the data into whatever form their application uses. If you do not have any available
methods of working on MSSQL databases then try

|
eve-online.com | devBlog -
44 days and 10 hours ago
Attention! The modifications discussed below are all subject to change, based on player
input and testing experience.
Hey there!
This blog, and the changes to which it pertains, has been a long time coming. I'm going to try to
be as thorough as possible and explain the intent of every change. The blog will be structured
thusly: I will start by listing the ideal, craved order of in-game affairs; then identify the
present problems impeding this utopian order of balance; then proceed to describe our proposed
solutions and their implementation; and finally take a squinting step back to make a
beard-stroking analysis of the altered big picture.
Utopia
OK, right of the bat I’ll admit that “Utopia” is a misnomer. A utopia is
someplace where all tension has been dissipated with a grand unified order of infinite peace,
calm and maximized fairness (and obviously, any truly utopian planning is an exercise in
futility). Our order of business however, is not peace but balance, not calm but
stability; ours is a world of volatile thermodynamics where all tension has its equal
but opposite counterpart. Not inherently, unfailingly fair, but as fair as you dare to
make it – revenge, redemption and riches are always an option to the arduous and crafty
pilot. But I digress; the current focus is on speed.
Speed Goals
Designing towards specific goals is a base tenet of game design; without goals there is
not much to aim for. Yet, design goals can be very hard to put down on paper. Even with a room
full of people where you’re sure everyone has the same basic vision, nailing a lengthy and
lively brainstorm down in a clear and concise way can be like returning the toothpaste to the
tube at the end of the day. That being said, this is what four of us came up with during the
course of a mere five hour meeting on the current speed crisis:
- Speed must never reach ludicrous speed, which is defined as speeds where missiles and drones
don't intercept the class of ship they were intended for.
- There should be a significant and meaningful difference in speed between the ship classes.
- Speed should not permit a larger ship to perform the role that a smaller specialized ship was
intended for.
- Afterburners should be a viable module selection for PVP.
- Guerrilla warfare must remain a viable combat tactic.
This is our celestial vision.
Ooops
As it stands, however, the previously mentioned arduous and crafty pilot won’t get to his
revenge, redemption and riches without a microwarpdrive (MWD) at full throttle rattling his
nanofiber hull. A MWD perpetually wielded in your mid-slot is becoming an axiomatic truth, not an
option with an alternative. What’s more is that speed, alas, can only be countered properly
with yet more speed, and so on in a dreadfully unidirectional tipping of the scales. There is no
tension, just increasing slack. This is bad.
Currently we’ve got a number of different systems that affect speed that aren’t
stacking nerfed towards each other, resulting in phenomenal speed that in turn results in near
invulnerability. At the office we refer to this as “ludicrous speed”.
Here’s a quick overview of stuff that currently affects max speed.
Skills
- Navigation - 25% velocityBonus
- Acceleration Control - 25% speedFactor
Implants
- Pirate Implants - Snake - 53.63% velocityBonus
- Shaqil's speed enhancer - 8% speedFactor
- Hardwiring - Eifyr and Co. 'Rogue' MY-2 - 5% speedFactor
Modules
- Nanofiber Internal Structure - -12.5% massBonus
- Overdrive Injector System - 22.2% velocityBonus
Rigs
- Polycarbon Engine Housing - -20% massBonus
- Auxiliary Thrusters - 15% velocityBonus
Gang Bonus
- Skill: Skirmish Warfare - 10% velocityBonus
- Module: Skirmish Warfare Link - Rapid Deployment 38.81% speedFactor
Boosters
- X-Instinct - 20% velocityBonus
Overheating
- Overheating MWD - 50% speedFactor
Combining all of the above with a faction MWD results in as much as an eightfold
increase in speed over what a vessel can reach with a normal tech2 MWD.
If one then takes a look at the max velocity on missiles and drones, it is readily apparent that
our combat system was never designed for such speeds. Even when we did some basic tests on our
internal servers, with special high-speed missiles, we quickly noticed Destiny (our physics
engine) behaving very strangely.
Then there is also the size/price factor; why would I spend ISK on a sleek, fragile interceptor
(that’s lithe and quick, supposedly), when I can just spend the money on a more durable
heavy assault cruiser and reach even greater speeds?
MWD's have become a necessity in any combat situation. Setups almost revolve around fitting them,
limiting variety and unpredictability, and there is no clear advantage to fitting an afterburner
over one.
So what are we thinking? Laying the groundwork
We are considering a lot of base changes in order to ensure significant and meaningful
differences in speed between the ship classes. Mass, agility and maximum velocity were tweaked.
Let’s take a look at some before and after graphs:
The red and green markers are the minimum and maximum attainable speeds with a single tech2 MWD
of each ship class; the white bar indicates the standard deviation.
As you can clearly see, the old values were all over the place, creating a hazy distinction
between ship classes and resulting in considerable redundancy with the speed advantage of smaller
ships minimized. The new values result in a smooth slope across the classes, yet still allowing
some fringe cases, which is fine as long as it holds true to our utopian speed goals.
Changes around microwarpdrives
Warp scramblers (the close range ones), are due for a complete makeover. Our current idea is to
have MWD's deactivate as soon as they get hit by their effect, and continue to be disabled until
the effect is lifted.
This creates a whole new dynamic for PVP; the choice between fitting an afterburner or a MWD
becomes a tricky one. It could also create a scenario where smaller ships would prefer to use an
afterburner and scrambler, instead of a MWD, webifier and disruptor. Who knows? We might even see
some crazy setups where both afterburners and MWDs are utilized.
A brief reactivation delay added to the microwarpdrives might ensure a speedy target actually
slowed down, and of course with the MWD disabled, a webifier would have an even greater effect.
Our current idea is to have MWD's only differ in capacitor capacity penalty as well as
reactivation delay, instead of the speed progression between meta levels. This means they would
all give the same speed boost, 500%, the aim being to reducing the number of factors affecting
the maximum velocity attainable over a normal tech2 MWD.
Webifiers
Currently when you’re webbed it’s pretty much game over unless you’re doing
more DPS or have a better tank. The 90% speed reduction makes combat too static and predictable
when webifiers have been applied. To address this, webifiers in our proposed changes have been
reduced in effectiveness down to between -50% and -60%.
Nanofibers & Polycarbon Engine Housings
In order to reduce the slots required to attain maximum speed, we have to get rid of some
variables. As you probably know one can fit 3 modules affecting the same stacking-nerfed
attribute without being significantly hit by the stacking penalty. For example, if we had two
types of damage modifiers—one that only increases the rate of fire and another one that ups
the damage multiplier—one could fit 6 of them without being affected by a stacking penalty.
In a nutshell, this is what’s happened with nanofibers and overdrives.
Nanofibers and polycarbon engine housings changed to affect maximum velocity and agility (which
is basically what they did before, through mass reduction) would ensure balance, morphing them
into a mixture of overdrives and inertia stabilizers and thus stacking penalized against those
modules.
Our current implementation makes 3 nanofibers approximately as effective as 2 overdrives and 2
inertia stabilizers. This means, if one would want to fit for maximum speed, go for overdrives;
maximum agility, fit inertia stabilizers; a bit of both, use nanofibers.
Polycarbon engine housings are overpowered, both in general and with regard to corresponding
modules; this is because the tech1 version is currently more effective than a tech2 nanofiber.
Following our changes we’re looking at them being 30% less effective than their module
counterparts, which is more similar to the difference between modules and rigs in other
categories.
Overdrives, Implants and Gang Bonuses
The balance between these systems is very delicate. Our suggested solutions would mean, yes, a
general decrease in maximum velocity across the board, now that the interplay of all
affected systems is duly accounted for. But the proportional gains are similar to before.
Our intent is to have overdrives range from approximately 7% to 12.5%; the high-grade snake set
24.7%; the low-grade snake set 16% and the gang bonuses down to 25.8% but with an added agility
bonus. So yes, there is a speed nerf underway, but exclusive speed bonus items still retain their
relative value, the snake set for instance still being the fastest single speed bonus item that
money can buy.
All of this is of course done to push maximum velocity below the cursed ludicrous speed as it was
defined, safely stitching back the burst seams of both our physics engine and gameplay.
Boosters
Although these aren’t consumed a whole lot (D.A.R.E. at work?), we need to reduce the
number of independent systems that affect maximum velocity. We propose to have the X-Instinct
boosters cause a reduction in signature radius, rather than an increased base velocity.
Smaller changes
- Web drones changed to be in-line with the new webifiers
- Marauders will probably get their web bonus boosted
- Due to the slight reduction in battleship MWD speed, the radius of the large mobile warp
disruptors might get reduced
- Afterburners are being slightly adjusted to decrease the variation in speed boost from
105-171% to 112.5-162%
- Slot placement of other speed implants may shift
Mmm, beard
Yes flock, the dev giveth and the dev taketh. And surely, many will lament that he is heavy on
the taketh this time around. But let us not succumb to exclamations and “I quit’
threats” just yet. These changes are of many dimensions, and even though there are few
actual statistical boosts, each perceived nerf levels the playing field in such a manner where
overall variety and inventive gameplay is being boosted. The battles will hopefully once again
teem with ships of all sizes and makes, giving added weight to strategy and tactics (our very
favourites).
We are fully aware that such complex changes can have unforeseen results, especially since such
an agglomeration of them is difficult to test without the participation of a large number of
players. Thus, we urge you to log onto Singularity (our test server) this Monday,
July 28TH to give them a spin and spare us no feedback or thoughts on these issues. We're
allocating a long time (a month or more) to oversee the changes because we are open to further
tweaks, based on your suggestions.
-Nozh, bringing balance to the galaxy

|
eve-online.com | devBlog -
45 days and 4 hours ago
Since my last blog entry, there has been some awesome work done in QA Engineering. This is the work
of many people at CCP, most in the Quality Assurance department, but we have also received great
assistance from the programmers and operations guys.
Empyrean Age introduced a large number of new objects and system changes. Some of these are huge
and would require a herculean effort to manually test. QA Engineering was asked to step in and
script as much as possible to allow the QA Testers to focus on testing functionality. CCP Atropos
took the lead in this and below are some of the cool new testing tools we have available as a
result of his work.
Many of our new tools were never previously needed, since the data they would test had been tested
by the Bug Hunters and the EVE player base; for example, how often do Stargates change where they
are going to? In earlier expansions, changes to these systems were made on a very small and limited
scale, so testing time was short and simple. With Empyrean Age, though, that was all changed.
Automatic Gate Verification. With the addition of Black Rise we encountered some
new testing issues that we had never faced on this scale. We added a large number of Stargates and
these had to be checked to make sure they went where we wanted them to go, and that they were
properly paired. How it works: the test would draw up a list of systems in the current region and
break them down into constellations. The test could then be invoked on a constellation or region
basis. Once a list of candidate systems was compiled, it would transfer itself into the first
system, then navigate to the first gate, and jump through. On the other side of the gate, it would
check to ensure that the destination system was correct and that it was within range of the correct
return gate. Once that returned a positive or negative result, it would log the response, transfer
back to the previous system, and proceed to check the next Stargate. And so on, and so forth,
loading systems up as needed, since many would be offline. This meant that we could get 6 testing
machines, assign each to test a different constellation in Black Rise, and complete the entire test
in about 45 minutes. This also meant that it was repeatable on demand. To manually test this would
have taken far too much time and would have meant that it was not easily repeatable.
The result of this was that we quickly identified 6 gates within Black Rise that were broken and
needed fixing. This fix was applied and then, rather than just test the 6 fixed gates, we reran the
entire test again. We also reran the entire set of tests on Tranquility while we had the server in
testing mode to confirm that the gates in Black Rise were all working correctly after deploying the
Empyrean Age updates.
Ice and Asteroid Belts. With the success of the Stargate testing, we wanted to
apply similarly simple scripted tests to check other stellar data. We wrote a new script to get a
ship to check the contents of a belt. This then gave us a report of what was in each belt and a
warning if an Asteroid Belt had Ice or Ice Belts had Asteroids. As a result, we found that there
were no Ice belts in any system in Black Rise, but there were several Asteroid Belts with Ice. The
actual fault was that the celestial record was wrong and needed to be fixed (Ice Belts being marked
as Asteroid Belts). We then reran the entire test to verify the fix.
Loot Table Changes. There were a lot of changes in Empyrean Age around the loot
tables; these needed testing. To do this manually would have been a huge job (there are almost
4,000 different entities in the database in various states of design and use), so the decision was
made to script a large amount, then select specific NPC entities for manual testing. A simple
script was created that would spawn a quantity of a particular NPC from the list, then destroy them
and check whether the wrecks did or did not contain loot, in line with the designed drop rate for
that NPC. Some entities were harder to test, such as Overseer Structures (since they are massive
and have rules determining how many can be deployed on a grid), but we could still check that we
were getting some results. It was also discovered that some NPCs simply had no loot
– they generated no wreck, no containers, no loot, nothing! After
checking these results with the EVE Game Design Group, we determined that this was as intended for
some but not all NPCs. On the other hand, some NPCs had no wreck type associated with them, meaning
that they simply spawned a cargo container with the corresponding loot inside it
– again, some by design, some not. This allowed us to identify a number
of issues that were fixed and then the entire test was rerun.
Capture Point Bunkers. Another new feature that was introduced with Empyrean Age
was the Capture Point Bunkers, and these not only needed to be tested for functionality, but to
make sure they were in the right solar systems and not in other systems. We had scripts jump to all
the Factional Warfare systems, test for the existence of a Bunker, and verify that it was within a
certain distance of the Sun. We also had a script that checked that there were no bunkers outside
of factional warfare systems. This test took so long to execute, we set the tests running and then
came back later to review the results.
These scripted tests allowed us to test positively, for the presence of a particular variable or
effect, and negatively, to ensure that something did not appear. This was the case with Capture
Points which should only exist in systems flagged as being part of Factional Warfare and nowhere
else.
Why do this through the client? All of the data we were testing was present in the database, but if
it was not being delivered to the user in the intended manner, then the data becomes. We decided to
test it through the client to confirm that a particular feature actually worked through the
client.
Log Server Changes. It was decided that use of the client side Log Server had gone
far beyond its original use as a debugging tool and was now being used to provide intelligence and
scripting hooks. After much debate it was decided that these tools outweighed the advantage gained
in testing from having complete client logs and changes were made to how the EVE client reports
information to Log Server. What this also means is that player supplied Logs are not as useful as
they once were and that the CCP QA members or the ISD Bug Hunters now have to spend extra time
duplicating an issue and collecting complete client logs. This will have an impact on resolution
time for these issues. We are not happy with this but it is a fact of the changes. Please note that
these changes only affect the logs captured client side, not server side, so this won’t
affect chat or combat logs. Once identified these changes were completed by the EVE Software Group,
specifically CCP Laurelle.
Startup Tests. You know those "Not Accepting Connections" and "Unknown Protocol"
messages that you received on occasion during downtime? The Deployment and Operations groups were
actually testing the deployment of the Empyrean Age code base onto Tranquility during the downtimes
before the update. This also highlighted some issues of scale and timing for the upgrades with
cluster startup which we could fix before the official deployment. This allowed us to better
calculate the needed downtime and allow proper time for any errors or issues that could arise. Most
things went to schedule and thus we opened the server early, which was rather nice to do! CCP
Mephysto and his team in QA Deployment took the lead on this and, with the help of Operations, got
the code up and running on the cluster. After that a number of people from different departments
(Software, QA and Operations) went over the resulting logs looking for errors and fixing them.
Starbases. Previously Starbases have always seemed to cause issues after every
patch. This was noted and we conducted special tests avoid this. We actually copied some common
Starbase configurations onto a dedicated server and then performed a full Empyrean Age software
upgrade on the test server to verify that Starbase configurations, modules and functions worked as
intended. This gave us greater confidence that we would have no significant issues with
Starbases.
Unit Testing. We have developed a new unit testing framework based on pyUnit and
integrated this into our Walking in Stations (formerly Ambulation) code base, as Walking in
Stations is derived from the EVE code base. This is now being used to build up a set of unit tests
for the basic 'services' used in EVE in a controlled environment. When "Walking in Stations" is
integrated back into the main EVE code base this will integrate the unit test framework into our
main code base with a much lower risk of issues. CCP Atropos has been taking the lead in this
work.
Graphic Assets Testing. How do you test graphics assets? Well, we started with the
ship models and looked at the rules governing them. To start, we developed a test that ensured:
texture maps and specular maps are the correct size, the modules have 5 or more damage locators,
and the ship and turrets both have a shadow effect associated to them. We ran this test over all of
the ship model files and started looking for ships that did not meet the rules. Additionally, we
have now started to proto-type a new stripped-down testing framework into which we can add all
these tools and other tool ideas that have resulted from this work. Once this work is complete it
can be packaged and made into a tool for the Artists to use to check all new graphic assets before
entering them into the EVE code base. CCP Sputnik, with the assistance of CCP Redundancy, has
worked very hard on this.
Load Client. In my last blog I spoke about wanting to develop a light weight,
scriptable client that would enable us to run load and controlled testing on the test servers.
After Fanfest last year we completed a proof of concept of this project and got a number of clients
running on remote computers (up to 3 clients per computer) all following the commands from a
central computer doing some simple tasks. This was a nice validation that we could get this
working. We identified that, to make this truly successful, we needed to reduce the 'weight' of the
client and have been working on this since then. We have created stubbed version of our audio and
graphics engines so that we can now replace these in the client and significantly reduce the amount
of CPU and memory used by the client, allowing us to run more clients on a single machine. Now that
this has been done we are shifting our focus back to the control framework and the network control
systems. There is still much more to do here but, when complete, it will allow us to run very
controlled, repeatable tests so that we can exactly compare results on one code base versus another
and look and the differences.
API Testing. CCP Elerhino, over in EVE Software, has taken on the mantle of API
developer, fixing a number of bugs and standardizing the code and caching systems that the API
uses. These needed to be tested so QA Engineering scripted it and made it repeatable and automatic.
We now have a basic unit test framework for the API. In addition, we got the EVEMon code base and
added some testing options so we could point it to our internal API test server to test the API
changes. We then sent the EVEMon changes back to the developers and this is been integrated into
the code base (thanks again to Araan Sunn from the EVEMon team). If any other developer of tools
that uses the API wants to do something similar then please look at the changes in EVEMon as an
example. As a result of this we are also looking into the deployment of an API test server for the
developers to use. At this point it is still very much just an idea, but the concept is to point it
at SiSi and have reduced caching timers to make development and testing faster.
There isn’t a conclusion of any sort – this is not a critical
issue, but one wouldn’t hurt! In conclusion, we are building up a suite of tools that help us
test the individual components of EVE in an automated fashion. We have started to Automate some
common tasks so that they can be run on dedicated machines and free up the time of our testers to
focus on other testing work. Next we will be looking into the Load Client (as mentioned above) and
starting to string together the individual tests to trigger them automatically upon completion of a
build. All in all, some exciting developments that will help us continue to make EVE a better
product.

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eve-online.com | devBlog -
59 days and 4 hours ago
For quite some time we have wanted to create an official wiki based on EVE. For some time it
existed only as a white paper in our design backlog, with no resources to actually pull it off in a
way which would be satisfactory for us. But, with a rising sun, which currently shines all the time
here in Iceland, we have been able to move forward beyond the concept and white papers into a
functional entity, living on the intrawebs. This has been in the pipeline for some time. About a
year has passed since the initial work was done in-house on a prototype, and I want to go a bit
into the history of it, and how it has evolved.
The first pass
After deciding on the ground rules, what we would need and what it would be called and such, we
needed to have a simple prototype done. We had some general requirements and with the help of an
experienced web programmer we prototyped different types of wikis and various formats. We made
the decision that it should be called EVElopedia. We also decided that it had to scale, it had to
work with existing framework and it should be familiar to those who would end up using it.
We quickly realized that we would not be able to do this in-house, mostly due to technical
limitations and man-hours needed for such a project, so we outsourced it. For one, it would take
a company experienced in creating custom wikis much quicker than we would be able to, and at a
far lower cost, as they would do it faster. Saving development time can sometimes be crucial and
it would also have delayed the project for an unforeseen time. We finally settled on a company
experienced in the business of wikis, and decided on using MediaWiki. MediaWiki being used in
most wikis today and it is my favorite Wikipedia.
Production Ramp up
Soon, we started seeing basic versions of it pop up which we could look at and we were quite
happy with the results. However, we ran into various problems where tie-ins with our own systems
had to be made. My "It's MOZO" moment was when we finally had our CSS made, and the EVElopedia
started looking more EVE-style (orange and pink was the first color choice).
Testing and Delivery
We are currently testing it and reporting bugs to our partner, and it is looking quite well so
far. Mostly there are aesthetic changes and some minor problems we have been running into, which
makes us very confident that we can release it very soon™. A previous blog from Ginger
explained YARR, a division in ISD which will handle moderation of the wiki, which took us one
step further towards release. We have decided to go with a full moderation initially and possibly
change it to less moderation at a later time, once we get the feel for it. YARR will be
responsible for handling this, making sure that all new articles, and changes to existing ones
are accurate and meet our standards. The rules are very similar to the TOS and EULA and there are
similar repercussions for misbehavior as those used on the EVE Online message boards. We can't
say exactly when it will be released, but we will announce it once we get deeper into testing and
we are satisfied with our product.
Wait... there is more!
The wiki won't be just a wiki, it will contain something special, which most of you have wanted
for quite some time, or more to a point, an up to date one. There have been various complaints
about the Item database not being up to date; this is mostly due to the process of updating it
being a hard and difficult process (who would have thought we would have more ships and items!).
But we made it a requirement that our Item DB could be easily exported from our internal servers,
and using a custom made macro we have been able to insert all items into the EVElopedia. It will
look similar to the website DB as it looks now, but you’ll notice that there are some minor
changes, mostly aesthetic ones. One good thing about the macro is that we can update it at any
given time. So on a patch day we can export it from the server, use the macro to update the wiki
and voilà, an up to date Item Database, on patch day!
One last thing, the wiki will work using the in-game browser. However, as it is… not as
robust as any other browser shall we say, there can't be any edits or changes through the in-game
browser. But it will render all text and images quite well, so there is no need to start your
browser to search for something as you can do it through the in-game browser.
This is going to be the most awesome thing to hit the EVE universe, and this will be available
before the apocalypse, soon™ and all that jazz!

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eve-online.com | devBlog -
67 days and 9 hours ago
E-ON is about to reach a significant milestone, having passed its third year in operation, an
event that will naturally be marked by the publication of a new magazine, #012, which is available for pre-order and will be mailed on July 4th. In
celebration of this (and that of American Independence... or of the Philippines if that is closer
to home) all buyers of the magazine will receive with their order a free poster of the entire
Empyrean Age New Eden star cluster.
Veteran readers will remember that we gave away a galaxy map with our first birthday issue (which
math tells me was two years ago), but this one is much more useful since it's been created by
stellar cartographer Serenity Steele and can be used
alongside the EVE Strategic Maps book
(assuming you have that fine atlas of New Eden). Region names are included, with current outposts
as well as Faction Warfare-enabled regions highlighted and security status colour-keyed. Also,
region names reference corresponding page numbers from the book. You won't need the book to fully
make use of the free map, of course, but with both at your fingertips total galactic domination
is assured. ...Maybe. Actually, probably not. Still, it's a very cool map and also larger than
the one previously given away with E-ON #004, at almost a meter in height (841mm x 594mm –
33in x 23in).
As for the stuff that matters (like, who would be shallow enough to buy a magazine just because
it comes with a freebie?), inside E-ON #012 we have a report on the recent meeting between the
Council of Stellar Management and CCP, for which I was lucky enough to be able to attend. We also
have guides to fiction and the forums, a past, present and future look at mining, profiles of
Goonswarm, Ev0ke, Curzon Dax and the second part of the ‘0.0 Thought Experiment’
where Julia Caesar, JRR Tolkien and Greyscale the red macaw meet up one final time to ponder the
question of null-sec domination. There’s loads more too.
Quite a good issue I reckon. Did I mention that it comes with a free map poster? :P

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eve-online.com | devBlog -
68 days and 2 hours ago
Following the Empyrean Age expansion we’ve made some additions to the API where players can
access Factional Warfare information about their characters and corporations. The additions also
include top-X lists for characters and corporations, information about factions and solar systems
being fought over and who is at war with whom.
The additions are:
-
Character Stats (char/FacWarStats.xml.aspx) - your character’s stats (requires:
userID, apiKey and characterID).
-
Corporation Stats (corp/FacWarStats.xml.aspx) - your corporation’s stats
(requires: userID, apiKey and characterID).
-
General Stats (eve/FacWarStats.xml.aspx) - general Stats for all factions.
-
Top X lists (eve/FacWarTopStats.xml.aspx) - Top X lists for Victory Points and Kills
by day, week and total for characters, corporations and factions. Top 100 for characters, Top
10 for corporations and factions.
-
Occupancy Data (map/FacWarSystems.xml.aspx) - List of Factional Warfare systems, with
owner and current occupier and any contested systems.
Note that even though the Factional Warfare data currently has a caching time of one hour, the
data is only calculated on TQ once a day during downtime. The cache time is set to one hour to
make sure new data is available in the API as soon as possible without causing load problems.
Official documentation for these additions doesn’t exist just yet. We’re working on
documentation for the whole API which will include the new stuff. We’ll be making that
available on our own servers soon.
Also included in the latest patch were some bug fixes:
- Added corp member title roles to API authentication and MemberTracking. The rolesMask and
grantableRoles now show roles added by title as well.
- Added corp member title roles to API authentication. Roles granted by title now count for
accessing API data.
- Fixed issues on KillLog. A fatal error which was occurring when Involved Parties was empty
and added the missing security status to first attacker.
- Fixed issues on CharacterID. Single quote is now usable in search strings which are also no
longer case-sensitive.
- Fixed the Sovereignty dataTime.
- Some general performance and load tweaks.
Also worth mentioning is that we are now starting to define some long term plans for development
and support of the API which we will finalize and bring to you at a future date. This includes
setting up a test API server against the Singularity test server with reduced cache times but
limited capacity for developers to test their code against. More on this as we work out the
schedule.

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eve-online.com | devBlog -
73 days and 7 hours ago
It started one year ago – the idea to revive the Council of Stellar Management (CSM) and make
it even better than the original implementation. Today, after few days of organizing and processing
what transpired during the CSM Summit last week, it is a time for a blog.
In short, the Summit was a resounding success. The amount of effort and time spent by the CSM on
polishing the topics on the agenda was extensive and now our work is laid out for us. The benefit
of the meetings between the CSM and CCP became evident the first day when everyone came prepared
and eager to get to work.
The next step is to sort the discussed topics according to viability and priority. The first
criteria is the amount of work required by CCP in terms of programming time, design and balancing
etc., and the second criteria is the priority set on the topic by the CSM. A third measurement
has already been placed on the topics – the technical feasibility of addressing topics
brought up by the CSM – that was done during the meetings between the CSM and the CCP
Council. After some planning, we will proceed to insert the results from the discussions into our
development pipelines based on the above criteria. Such items will be noted in future patch notes
as issues that were raised by the Councilors so that the citizens of EVE will be able to track
the progress, effectiveness and results of the Council.
It should be noted that some requests may take longer to address than others but we will always
do our best to communicate the closest timeline estimates we can provide based on current
workload, available resources and release schedules.
The most important results of the Summit may not be immediately evident, but the seeds planted by
the CSM into the minds of the EVE dev team members are already sprouting.

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eve-online.com | devBlog -
80 days and 2 hours ago
Since EVE was launched 5 years ago the GM team has answered millions of petitions, written guides
and articles to enlighten players and worked extensively with all other departments within CCP to
make the EVE universe a better place for our players. While working busily in the background, the
GM team hasn’t been the most visible element of CCP but we now have plans to increase our
communication with the player base and to allow players to see more of what it is we do.
In this blog we will tell you all about how the global support team is structured and about all
the other stuff we do apart from what we are best known for, answering petitions.
Game Masters
To kick this off, let us clear up one common misconception we have encountered about Game
Masters.
As we have often noticed through petitions, some people believe that the Customer Support team
consists of volunteers. However, while CCP has very capable and enthusiastic volunteers that take
care of a wide range of responsibilities, everyone in Customer Support is a paid employee of CCP.
What this means for you, is that every issue you seek assistance for through the petition system,
is handled by a paid professional and receives the full attention it deserves by CCP staff.
Many of us have been working here as Game Masters for years and most of the first GMs that
started working here before EVE was even launched, are still here. The employee turnover of
CCP’s support department is far lower than in your regular support center and we like to
credit that to the great working conditions CCP staff enjoy, the diverse assignments GMs partake
in, and to the never ending adventure that EVE is for both players and staff. This low turnover
of GMs results in a much deeper pool of knowledge and more accomplished staff. Something we
firmly believe is necessary to provide proper service for the largest and most complex online
world in history.
During the last two years our Support Team has spread to all corners of the globe…or a few
of them at least. We now have GMs working from four locations worldwide. The largest team
operates out of CCP’s HQ in Reykjavík, Iceland. Iceland is where it all started and
due to the accumulated experience of the Icelandic team and the daily proximity to CCP management
and other departments, the Reykjavík support team acts as the nerve center of CCP’s
Customer Support. The second largest and second oldest team operates from CCP’s office in
Shanghai, and then we also have teams in Atlanta and Dusseldorf which constantly grow in terms of
size and experience.
Winds of change
To meet the ever-growing demand of quality our customers rightfully expect from us, the internal
organization of Customer Support was recently completely revamped. GMs were split up into
different groups each of which hold different responsibilities. You see, a GMs day at the office
isn’t just about answering petitions although that will always be the most prominent part
of the job. When not handling petitions, we do a lot of proactive work to reduce the things that
players would otherwise be forced to petition about, thus reducing our own workload and making
the EVE experience more enjoyable.
So how is the GM team split up and organized exactly?
Hierarchy
The Customer Support Service ladder is split into three ranks.
Game Masters:
Game Masters are the first (but not the least) level of Customer Support. From Billing and
Technical petitions to Game Play or Stuck petitions, Game Masters are always on call to tend to
your needs and assist you with any issues you might encounter. 23/7, 365 days a year, come hell
or high water…they are there for you.
Game Masters are the eyes and ears of CCP due to their constant interaction with the player base,
and are therefore relied on quite a lot to spot potential problems in the game mechanics.
Senior Game Masters:
Senior Game Masters make up the second step of the service ladder. Players can escalate their
petitions to a Senior Game Master if they wish to have a second opinion of their case after a
full investigation has been performed by a Game Master. Senior Game Masters are bound by the same
rules and policies as Game Masters, but serve as your second point of contact should you feel the
need for a review on an important matter or if you feel your petition has somehow been
mishandled. For further information on escalation rules, please check here.
Senior Game Masters also have increased responsibilities when it comes to complex petitions,
meaning that problems widely affecting a large group of players may end up being taken care of by
a Senior GM from the start.
Lead Game Masters:
Lead Game Masters each manage their own group of GMs. They tend to administrative duties and the
most important cases we have to deal with. When required, petitions are escalated to a Lead Game
Master either for a final review of a complex matter, or to have the work of other GMs reviewed.
Lead Game Masters are the highest level of Customer Support and as such their decisions are
final.
Internal Structure/Groups
As mentioned before, the Customer Support team is split up into internal groups, each responsible
for managing a few areas of expertise. Game Masters are selected into groups based on their skill
sets, goals and fields of interest.
Back-Ends
The “Back ends” (name derived from their location near the back wall of the
Reykjavík GM department) is the group responsible for the technical petition queue and all
GM/QA (Quality assurance) relations. The Back ends are also responsible for “GM defect
management” which is an important job since GMs identify their fair share of issues and
file quite a few defects for our friends in QA to look into and fix. The Back ends are also
responsible for following up on the making and maintenance of all the tools that GMs need to
perform their duties as quickly and efficiently as possible.
Braincell Group
The Braincell group’s (they think they are smart) main responsibility apart from answering
petitions is to maintain the Knowledge Base and to make sure that Knowledge Base articles are up
to date. They are also responsible for maintaining a list of known issues with the game, and are
responsible for all necessary communication with the Game design department.
Hell Cell
Hell Cell doesn’t just have a really cool name. They take care of all petitions that have
to do with billing and real money issues, and also assist our web programmers in maintaining and
improving our billing systems. Due to Hell cell’s focus on billing issues, they are
responsible for our relations with the Marketing Department and WebCell (CCP’s team of web
programmers). Finally, Hell Cell is in charge of GM Quality control which means that they audit
our work regularly and slap us if we fail.
Law & Order
The Law & order group is responsible for creating and maintaining internal and external
policies. The external policies are the rules and boundaries we set for our players and on top of
that we have a lot of internal policies and procedures to ensure coordination between a large
global team. The Law & Order group also goes after the bad guys when needed. They work with
our web programmers and the Eve Store on credit card fraud prevention, organize RMT
investigations and exploit investigations, and are in charge of our relations with CCP’s
Internal Affairs department.
LiveGroup
The LiveGroup monitors the status of Tranquility and the effect that server issues have on player
activities. They dig around for all sorts of data, do server analysis and make daily reports on
the server status. Obviously they work very closely with our Operations team and are responsible
for our communication with them.
Atlanta Group
The Atlanta team’s main responsibility apart from answering petitions is what we refer to
as “Queue control”. They monitor the state of the various petition categories,
average response times, petition influx and the output of individual GMs. They use this
information to make plans that help us evaluate how much manpower is needed in each field at any
given time and how much time we have to spare for all the special projects and proactive work we
have lined up.
Dusseldorf Group
Our GMs in Dusseldorf are a stronghold of multi language support. Additionally to standard TQ
support in English, they handle our official support in German. Solving a wide variety of issues
in two different languages takes great versatility.
Shanghai Group
The Shanghai team does TQ support alongside all the other teams. They are a very important link
to our Chinese community.
LeadGroup
As each of the aforementioned groups is lead by a Lead GM, we also have a LeadGroup which
consists of all the Lead GMs and the director of CCP’s global customer support. The
LeadGroup works closely together on steering the Support Department. They discuss the hiring of
new GMs, take care of administrative duties and make cool plans for the future.
And finally we come to…
Info Group
InfoGroup, the group responsible for this blog, differs slightly from the other groups due to the
fact that many of its responsibilities are new. These include the delivery of GM blogs,
publishing an internal GM newsletter and coordinating GM convention participation. By sending
more GMs to game conferences and conventions we want to add to our own knowledge, and have our
best and brightest out there telling the world all about EVE and the exciting life of
interstellar GMs.
More traditional tasks include managing the training of GMs, the creating and maintenance of
training material, and the hosting of seminars and lectures for GMs. One of the main reasons
InfoGroup was created was to increase and improve information flow, both externally and
internally, however the training part of our agenda is the backbone of what we are all about.
With our global team growing in direct correlation with subscriber growth, we need to make sure
that our training program keeps up and keeps delivering kickass GMs and great service.
The creation of InfoGroup means that you will be hearing more from us GMs in the future. With
increased communication you will start seeing more red bars on the forums, more blogs from the GM
team on current issues, and red text on the help channels as time allows.
Internally we have started sending out a monthly newsletter about everything that goes on in GM
Land, both to keep GMs around the world updated on what is going on everywhere else, and to
include the rest of the company in our wheeling and dealing.
Epilogue
We hope this blog has given you all a little more insight into what a GM’s job entails and
what we are all about. If you have any tips and pointers for us about issues you would like to
see addressed in future blogs, we are very open to ideas.
Thank you for reading and fly safe.

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eve-online.com | devBlog -
82 days and 10 hours ago
Empyrean Age marks a big turning point for EVE Online. The cluster of New Eden has seen a
lot of great storytelling and roleplaying but until now, most of that activity has been created by
the players and there has been very little interaction between player created content and the
content created by CCP. Almost no changes have been made to EVE since its launch that reflect the
developing story of EVE.
That is now about to change. Starting in the middle of May CCP began to create a direct link
between the evolving story of EVE and the actual game environment. This has been done a few times
before in very limited circumstances but the path we are on now is really unprecedented.
Tony Gonzales’ novel EVE: Empyrean Age is a
prequel to the events of the next expansion. The 4 major Empires of EVE will shift from peace to
war as a result of the events in that novel. We wanted to bring a sense of those changes to the
players in a natural way that immersed people in the unfolding plot. The first and most visible
highlight of that strategy was the news items, video teaser, and in-game changes related to the
destruction of the Ishukone HQ by a Gallente suicide attack. Players could read about the peace
conference at the station, then see a newsreel of the attack itself, and in game, they can travel
to the site of the disaster and see the massive damage caused to the station, linking fiction,
multimedia, and game assets together to create a total experience for the players.
Now that the expansion is released the players will see even bigger impacts of the story. Many of
the events of the novel are reflected in changes to the game itself. During the downtime period
while the game was upgraded with the Empyrean Age expansion the players were treated to an
unfolding series of plot threads communicated in the form of news items. Once the servers came back
on line people were able to fly to many of the sites of conflict described in these news releases
and see the changes made to the environment as a result, including ship graveyards and an orbiting
Titan supercapital. The biggest effect is the game system we call “Factional Warfare”.
Factional Warfare allows players to directly take part in the action by having their characters
join the 4 militia organizations of the Empires and fight on their behalf for control of contested
space. The war that is begun in the novel will be fought in real time, by real players, in EVE
Online, totally merging the story with the game.
This is just a start. We have big plans to continue to mix all forms of storytelling together to
make a richer and more meaningful experience for the players. Factional Warfare gives us some of
those tools including the ability to track successes and losses in the raging battle zones, the
rise in rank of especially effective pilots, and the economic impact of the war. That information,
combined with observations of player behavior, threads on message boards, and interactions in many
other venues, will be channeled through the EVE story team, and used to continuously change the EVE
environment to reflect the progress of the fighting.
And Factional Warfare is just the first of several ideas we have plans to implement that will allow
players to immerse themselves fully in EVE. Our goal is to start from this initial point, and make
regular, steady forward progress in bringing the player storylines and the CCP storylines closer
together.
The challenge we face is that EVE has already evolved a very vibrant and crucially important
self-directed story based around Alliances and their battles in 0.0 space. We see that experience
as the ultimate expression of the sandbox ideals of EVE. Eventually, we hope all players will
become involved in Alliance activities, once they become experienced pilots and wise to the ways of
EVE. Our challenge is to continue to support that advanced level of play while creating a
consistent, directed, immersive storyline system in Empire space. We have to carefully navigate the
integration of our story threads with the adventures arising naturally out of the decisions of
hundreds of thousands of players. We want to tell stories with the EVE community,
not to the EVE community.
This is really unexplored territory. We’re going to be doing things with narrative structure,
player feedback, game design, and virtual reality that have never been tried before at this level
of complexity. Our strategy is to go slow. We’re going to add features carefully, watch the
results, adjust our plans, and generate a lot of feedback and commentary. Empyrean Age is
the first step on this path, but we are convinced it leads to a wonderful destination.

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eve-online.com | devBlog -
87 days and 8 hours ago
I thought I should write a blog to let everyone know that we at CCP have some big plans for PvE and
for mission-runners in particular. To give you a sense of how much effort we’re putting into
it I can reveal that we currently have eight developers working full-time on mission and deadspace
creation. We also have a number of freelancers assisting with | |