Posts by CCP_Aurora

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This is very good feedback - me and my team completely agree and have been discussing ways to improve this visibility.

We’re still in the process of making follow-up improvements and this is part of the discussions - hopefully more to share soon!

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Hello everyone!

As Singularity is for testing and feedback, there are a few known bugs that we’re still working out in the current Singularity version.

Known Issues

  • [Fixed] Players in factions other than the controlling faction, who are not at war with that faction, are incorrectly receiving notifications that they are unable to dock in FW stations
  • [Fixed] Some players are not being correctly flagged suspect on entering an FW complex
  • Players are currently not able to un-enlist from a faction they have directly enlisted with
  • [Fixed] Players who have directly enlisted with a faction are being incorrectly attacked by “friendly” NPCs in activities such as FW battlefield sites

If you come across any other bugs or misbehaving game entities please use the bug-report tool in-game via the F-12 menu to report the issue!

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Only for navy militias right now. We want to look at pirate faction LP stores in the future however, so it’s on our radar.

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Not this release, but I am looking at Marauder balance for possible future updates.

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Whoops, accidentally left it out. Updated with the Ishkur changes!

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Hello Capsuleers!

We have a number of balance updates coming with the Uprising expansion which some of you noticed on Singularity yesterday (and will be returning to the test server soon).

This thread is to tell you about the changes we’re looking to make

Navy Ship Blueprint and Material Cost Updates

Along with the balance updates, we are adjusting several aspects of how these ships are acquired / created in-game to ensure they remain affordable to manufacture and fly.

  • Blueprint LP Costs are reduced by 60% (for the faction Militia LP stores only)
  • Blueprints for Navy ships no longer require factional Neurolink Conduits to build

Our goal is to adjust the prices involved here so that the blueprint store LP offerings are more economical than the direct ship trade-in, since there is additional time and effort involved in the manufacturing process.

Navy Ship Balance Updates

With Uprising having a focus on refreshing factional warfare, it’s thematically appropriate we review the navy ship l...

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Should be able to reply again now :slight_smile:

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Just replying to let you know we’ve seen this and we also think this sort of concept is super cool :wink:

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Because the reinforcement is armor, services remain online in medium structures when reinforced and industry jobs continue running.

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Bit wordy but I made some tweaks to hopefully clear that up.

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These are not included in these changes and will continue to function as they do currently. (Still have their shield damage cap)

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These mechanics aren’t super clear, but the way reinforcement times are calculated aren’t changing - these will be the same as they are currently.

The times you see there are the minimum reinforcement times, which we call the base duration.

So if it’s in wormhole space, the base duration (currently) is 1.5 days.

It then finds the time corresponding to the first [defender chosen hour] that happens after the base duration (this is the defender’s “pick the hour” mechanic) and then adds 3 hours of jitter on either side of that.

Example: Defender selects 15:00 as their preferred hour to defend. The structure is in lowsec. Structure shield is bashed at 11:00 on a Tuesday.

First, find the base duration. Since the structure is in lowsec, that means its ...

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Working on getting a fixed url! Give me just a few minutes.

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Greetings Capsuleers,

We recently released an update aimed at balancing the combat power of structure weapons, to allow for a wider variety of ships to participate on-grid during structure contests. At that time we said this was the first of several updates aimed at bringing improved balance to structures in New Eden - and now we’re ready to show you the next step of those changes today.

Updates to Damage Caps
The minimum dps required to keep the repair timer paused has been decoupled from the damage cap, which means we can now set this value independently for each layer of the structure’s defenses (shield / armor / hull). You will now see this value for each layer directly in the attributes tab when showing info on a structure.

Following this change, we are effectively removing the damage cap on structure shields. You’ll still see it as a value in game, but for the time being this value is being set to the maximum shield HP, allowing for shields to be rapidly removed with enough force...

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Greetings Capsuleers,

A year ago we made a Significant Update to Industry, where many higher end ships saw new materials added to their build components. These materials helped to create additional value for various activities in New Eden and gave us the ability to more finely tune manufacturing costs when necessary. Since that time we’ve been continuously monitoring how the ecosystem has adjusted and, with this update, we’re tuning the build material costs of these ships to bring them down after a period of elevated prices.

The goals of these changes are:

  • Reduce low level PI demand
  • Reduce Faction and Pirate ship manufacturing costs
  • Greatly reduce Dreadnaught manufacturing costs
  • Reduce other capital and supercapital ship manufacturing costs
  • Reduce logistics requirements for capital and supercapital ships

Please see the spreadsheet we provided with the full list of blueprint material and component changes, as there are way too many of them for me to try listing in this forum post.

Upd...

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Current plan is to release the blueprints in the next major release, and then turn on the ammo requirement about 2 weeks later, to give you time to get the ammo built and moved. Ammo is just enabled on Sisi for testing at the moment.

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Looks like you angered the spam blocker somehow - I’ve just tweaked your account, should stop flagging you now.

As for your email issue, I don’t have many insights myself. I would strongly recommend putting in a ticket to the GMs at https://support.eveonline.com/hc/en-us/requests/new as they should be able to help you get your account sorted. Good luck!

If you are unable to log in you can reach support via [email protected]

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Share your feedback on upcoming features!

This is where you’ll find threads from our developers with details of proposed changes or additions to EVE Online. Including details of changes as they appear on the public test server and in the Features Preview system which appears on Tranquility.

For Feature Preview categories you are able to create your own threads and topics in these categories should be narrowly focused on a single change or package of closely related changes.

For other upcoming changes only developers can create threads in those sections of the forums, however everyone can see and reply to them.

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This category is specifically for discussion surrounding new features and updates that impact general gameplay, such as balance changes, new features or changes to core mechanics.

Only developers can create threads in this section of the forum, however everyone can see and reply to them.

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Greetings Capsuleers!

As you may have read in today’s blog post - we’re making a slew of changes to the combat power of structures with the goal of allowing for more variety of fleet compositions in structure contests. This is just the opening salvo of a larger overhaul of how structures fit into the ecosystem of New Eden - and I look forward to talking to you all more about the next steps in the process at fanfest!

Here are the specifics for the changes you can find now on Singularity:

Standup Point Defense Battery

  • Now requires ammunition to fire. You can find this new ammunition under the name of “Standup Flak Rounds I” on Singularity (name may be subject to change)
    • Damage per cycle reduced by 50% (250 damage of each type from 500)
    • Requires 200 rounds per cycle to fire
    • Reload time of 180s (new)
  • T1 has a capacity of 3000m3 (3 cycles before reloading). T2 has a capacity of 5000m3 (5 cycles).

The PDS was very limiting in terms of the ships that were allowed to exist on grid with it...

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