Emerald Ridere

Welcome, Guest. Please login or register.

Login with username, password and session length

Pages: [1] 2 3 ... 10
 1 
 on: 18 May 2012, 20:00:03 
Started by allerie - Last post by allerie
With Friends Like These... - New Ally System



   In EVE Online, wars are fought for any reason the human mind can come up with and are a true melting pot of emergent game play. We've always left it to the players to define WHY they fight, but we've also always wanted to give you guys more tools to frame your war-mongering ambitions.

   The new Ally System introduced in the upcoming Inferno expansion is an addendum to the war mechanics, one that allows players to more easily get aid when finding themselves dragged into an unfavorable war, through our mercenary marketplace. A corporation or alliance can join a defender in a war as an ally, fighting alongside the defending side. The war system will effectively regard the two one entity when it comes to tracking war progress.

   A previous dev blog (found here) discussed the ally system a bit, but now we have more to show on the UI side and can discuss the nitty gritty in a bit more detail.

   My Kingdom For An Ally

   So, lets say you find yourself on the receiving end of war declaration and you want to swing the odds a bit more in your favor. You want to it to be known that you’re interested in getting help.

   To do so, you go to your Corporation panel in the Neocom and select the Wars tab.

   In the 'Our Wars' tab you’ll see the wars you’re engaged in. You can click the sword in a war in which you’re the defender and check the Open for Allies checkbox on the bottom of the popup window called Allies (which also lists all active allies you have, and existing ally offers). Note that only the CEO (or a Director) can make this change.

   

   Click to enlarge

   The 'Our Wars' tab also lists the ally status of your wars and shows  the wars that you’re an ally in.

   If you’re the CEO/Director, you see an exclamation mark (!) next to the sword, when you’ve received an offer from someone interested in becoming your ally. The offer includes a text field and an ISK amount. You can either accept or decline the offer. If you want to negotiate with the interested party, you can use the normal communication channels for that until an agreement is reached.

   

   Can I Come In And Play?

   On the other side of the coin, if you want to become an ally for some interested party willing to pay for your services, your first stop is the All Wars tab in the Corporation/Wars section. This is a list of wars to spectators, but a mercenary marketplace to potential sellers of muscle.

   In the All Wars tab you will see a list of all active wars (it shows 50 most recent, you can also use the search function to find wars of a specific corporation/alliance). Wars where the defender is asking for an ally are shown with a plus sign on the sword. Wars where there is one or more allies is shown with an asterisk (*) next to the sword.

   

   Click to enlarge

   The best way to find prospective patrons is to filter by checking the ‘Assistance requests only’ checkbox. You can now see all wars where the defender is seeking allies.

   Click on the sword icon on the right, this will bring up a box where you can enter message and suggested ISK cost and send it to the defending corp/alliance to initiate contact. When the defender accepts an ally offer, the ally becomes a formal part of the war and can start fighting 24 hours later.

   

   Say Hello To My Little Friend the Rules Lawyer

   Now it’s time to step back a little and look at some of the rules and regulations surrounding the ally system. Let’s do it in a nice, tight bullet point list:

   
      There are no limits to how many allies you can have
   
      There is no limit to how many wars you can be an ally in
   
      You get an ally for a specific war, not all wars you’re in. You can ally with the same corp/alliance several times though
   
      Only the defender can get allies
   
      If a corporation that is an ally joins an alliance, then the ally status transfers to the alliance as a whole
   
      A corporation/alliance cannot join as an ally against a corporation/alliance they are already at war with.
   
      Similarly, if you’re already an ally against someone, you cannot declare a separate war against them or join as an ally against them again. Basically, ally status counts as being at war with the aggressor corp/alliance, so anything that would create a new war state between them cannot happen
   
      The payment from the defender to the ally is a one-time payment, it does not recur every week
   
      The ally cannot seperately negotiate peace with the aggressor – the war ends for him at the same time as the defender (either because the bill wasn’t paid or either side surrenders)
   
      When you offer to ally someone, you must wait for them to respond, or 24 hours (which ever comes first) before making another formal offer.


   Just Shut Up And Tell Me Why

   So, now many long and fancy words have been spent to explain the what and how of the ally system. But the why is still left unanswered.

   One of the main goals we had in reworking the war mechanics was introducing more options for the defender. The line we had to skirt here was maintaining the war system as primarily a tool mechanic (as opposed to feature mechanic), so whatever options we would introduce had to comply to that.

   The ally system ended up being a good solution here, because not only does it provide a simple way for someone to get help, but it also introduced risk for the aggressor and an avenue, or career, for the many pilots interested in mercenary-like activity. And most importantly it emphasizes one of the key truths in EVE – that having friends is really important.

   Future Is Not A Dirty Word

   So what’s in store post-Inferno? While Team Super Friends is not going to do a whole-release worth of iteration on the ally system, there are a few things in the pipeline.

   Setting a fixed contract length to ally contracts is one thing we want to do. While the current implementation is fine for the most part, there are a few edge cases where the eternal ally bond can become an issue. It should also make negotiations smoother, when the knowledge of the exact length of the contract is known beforehand.

   Another thing we’re looking into is to exclude the ally system from mutual wars – if a war has been made mutual, then no allies can be involved and existing ally contracts are cancelled. This mitigates a little the fact that now when a war is made mutual the only way for it to end is by surrender. We’ll monitor the early experience with the system post-Inferno and make a decision whether this change is needed/wanted.

   There are several improvements for the ally marketplace that we want to look into. Most notably, giving defenders the ability to enter more information when looking for allies, such as by allowing them to enter location, price range, etc. In a similar vein, allowing mercenaries to advertise their services is something we’re looking into, where they could filter by preferred area of operation, their strength, etc.

   Another area we might iterate on a bit is the war report - we want to show more clearly the contribution of each ally in the war - how much loss they've inflicted and received as portion of the total. This is in addition to other additions we want to make to the war report that are not just ally related, such as introduce timelines and battle reports.

   Finally, we want to expand a lot on the information spreading of wars and their state. We want to show information about active wars, their war reports and how wars concluded in EVE Gate. This can include several kinds of leaderboards, such as ranking war loss inflicted vs. war loss received, rank the effectiveness of allies (i.e. how much loss do they inflict of the total, etc.) and similar rank lists. One thing we want to be very careful about here is what data to count and what data is presented. For instance, wars against entities that actively fight back will count more for these rank lists, to encourage people to fight those willing to fight. Getting this information on EVE Gate would give players a better understanding of the military strength of corporations and alliances, with a special focus on mercenary corps. Naturally, it can also act as a nice status symbol for those interested in this kind of activity, with entities competing for the ‘Hall of Fame’.

   On the whole, the ally system is an exciting addition to the war system, one that makes wars more of an uncertain business and an interesting avenue for mercenary pilots in New Eden. 

    

   New to EVE? Start your 14-day free trial today.
   Returning pilot? Visit Account Management for the latest offers and promotions.


http://community.eveonline.com/devblog.asp?a=blog&nbid=72742

 2 
 on: 18 May 2012, 19:00:04 
Started by allerie - Last post by allerie
Update - Thursday, May 17, 2012
           



                Alliance Battle Updates


    Increased Alliance Battle score multiplier for Imperial faction gain from 4 to 10.
    Decreased win bonus for Alliance Battles from 2000 Imperial faction to 1000 Imperial faction.
    Increased underdog multiplier for Alliance Battles from 100% and 200% to 300% and 500%.
    Increased Imperial faction per kill in Alliance Battles from 30 to 40.
    Increase Balthazar faction per kill in Alliance Battles from 10 to 20.




Title Change


    Decreased the title rank required to get maximum effectiveness from title-based PvE skills.
   


Environment Effect Update


    Stone Spores: causes a 33% reduction in outgoing damage and healing, as well as -2 to all attributes. Additionally, Stone Spores always remain active in applicable PvP areas, instead of toggling on and off.


Miscellaneous


    Added a sweets-exchange NPC to the Great Temple of Balthazar.






            
           
       

http://www.guildwars.com/support/gameupdates/default.php
           

 3 
 on: 18 May 2012, 03:00:05 
Started by allerie - Last post by allerie
Update - Thursday, May 17, 2012
           



                Alliance Battle Updates


    Increased Alliance Battle score multiplier for Imperial faction gain from 4 to 10.
    Decreased win bonus for Alliance Battles from 2000 Imperial faction to 1000 Imperial faction.
    Increased underdog multiplier for Alliance Battles from 100% and 200% to 300% and 500%.
    Increased Imperial faction per kill in Alliance Battles from 30 to 40.
    Increase Balthazar faction per kill in Alliance Battles from 10 to 20.




Title Change


    Decreased the title rank required to get maximum effectiveness from title-based PvE skills.
   


Environment Effect Update


    Stone Spores (PvP): causes a 33% reduction in outgoing damage and healing, as well as -2 to all attributes. Additionally, areas affected by Stone Spores always remain active, instead of toggling on and off.
   


Miscellaneous


    Added a sweets-exchange NPC to the Great Temple of Balthazar.






            
           
       

http://www.guildwars.com/support/gameupdates/default.php
           

 4 
 on: 16 May 2012, 19:00:03 
Started by allerie - Last post by allerie
More Skin Color Options



   In the upcoming EVE release, Inferno, we will be making changes to characters' skin color.

   Don't worry, now is not the time to panic... you will not suddenly change color overnight (or downtime), but we'll get to that later in this blog.

   The new character creation introduced last year in Incursion is a very robust system, and we still haven't explored the full potential of it. In Inferno, we are unlocking the ability to set your skin color to a wider gamut of options than previously available. This will allow you to have dark skinned Caldari Deteis, white skinned Minmatar Brutors, olive skinned Amarrs, and basically allow for more diversity within each bloodline. We're doing this because we want to provide more options for each race and bloodline, and mostly, because you asked us to do it!

   We are adding 14 new skin colors, and they will replace the old skin colors in the color wheel in the character creator and the resculpting mode of the re-customization. All the bloodlines share the same color options, except the bloodlines with the fairest skin, but they will not have the two darkest options available. That restriction was added because we didn't feel the darkest colors looked quite right on those bloodlines. Don't worry though; there are still dark colors available for them.

   The 14 different colors are not just a gradient between white and black. Our artists tweaked each color to represent some of the different hues you would find throughout the continents of our world. Each bloodline has a default skin color, but after a new character has been spawned in the character creator, you are free to choose any color for your character's skin.

   
   Click image to enlarge

   
   Click image to enlarge

   In order to allow all players, new or old, to take advantage of this skin color change, we are going to give you all something we call a "free resculpt". A resculpt of your character is a special re-customization mode you can go into, where you can not only change your character’s clothes, hair, and pose, but are also able to change attributes that otherwise can only be defined when creating a new character. This includes the bone structure of the face, body weight, and skin complexion.

   We have given these resculpts a few times before, and some of you are probably clever like me and have been saving it for a rainy day. Well, in case you didn't know, these resculpts don't stack, so after Inferno's deployment everyone will have one, and only one, resculpt left.

   So what happens to your existing characters? Nothing, unless you want to change them. I hate when I go to sleep and wake up only to find that I've changed colors overnight, and we figured that you might feel the same way. Therefore, you will not all change colors during the Inferno downtime and will not be forced into using one of the new skin colors. If you want to keep your current skin color, just leave the skin color wheel be when you re-customize. If you do pick a new skin color and then finalize the character, you will be using the new skin colors from that point.

   You are of course free to try out the new colors and see how they look on you and then back out of the changes by either exiting the re-customization without saving or by using the history slider at the bottom of the screen to go back.

   With this skin color change, we are also lifting hair-color restrictions, allowing you a greater selection, regardless of your bloodline.

   We hope that you enjoy this small addition to the character creator and that you have fun resculpting and tweaking your character to look just right.
   - CCP Karkur and CCP t0rfifrans

    

   New to EVE? Start your 14-day free trial today.
   Returning pilot? Visit Account Management for the latest offers and promotions.


http://community.eveonline.com/devblog.asp?a=blog&nbid=72330

 5 
 on: 14 May 2012, 17:00:03 
Started by allerie - Last post by allerie
Mass test on Tuesday, May 15th
      


More missiles! Another mass test is being planned for testing missiles and other changes for Inferno on this Tuesday, the 15th of May, at 20:00 UTC. Please follow the instructions on the Singularity page in Evelopedia for connecting to Singularity.
Testing should last around 60 minutes. All participants will receive two million skillpoints on our main test server Singularity.
Please refer to this thread for more information about how you participate in the test, and this EVElopedia article for more information on mass testing.
 
      

http://community.eveonline.com/news.asp?a=single&nid=5007&tid=1
      

 6 
 on: 14 May 2012, 16:00:02 
Started by allerie - Last post by allerie
War, Modules & Super Friends



   Hi there! I’m SoniClover from Team Super Friends, and I’m here to tell you a bit about what the team has been up to lately.

   This blog is going to focus mostly on the backend and mechanical stuff. Later this week we will have another dev blog out about the ally system, with lots of cool pics. Until then, you’ll have to accept my verbal diarrhea hitting your palate instead (yes, be happy there is no pic here illustrating that).

   As most of you hopefully know by now, the big ticket feature the team has been working on this release is refactoring the War system. You can see more about the thinking behind this in my earlier dev blog here, but to quickly re-iterate, we wanted to give wars a bit more structure, fix a few exploits and give players more options in conducting a war. The overall goal was to keep the war system as a tool for players to use as they see fit, rather than as dictated by CCP and to reinforce the concept that more lucrative avenues in the game (like those enjoyed by being in a player corporation) come with increased risk.

   Since that dev blog, we’ve been busy iterating on the system, with a few notable changes. Let’s cover the most important ones.

   The Cost of War

   We’ve updated the war cost formula bit, from the ‘hey, let’s throw this in and tune it later’ version we discussed earlier.

   The refined formula is: (log2.05831 N)^2 * 300000 * N^0.27, where N is the number of corp members (see also comments below). The minimum is 50 million.

   Note that the cost is now the same when declaring on a corporation or an alliance.

   Here is a graph illustrating the cost increase with the new formula.

   

   This graph shows the cost of declaring war on a corp of up to 5000 members. There is no cap, but the cost continues to taper off, breaking the 500 mill barrier at a little over 7200. Pulling out a few number as the graph is a bit hard to grog:

   - It rises above 50 million around 130.
   - It breaks the 100 million mark at 374.
   - At 1000, the cost is 177 million.
   - At 3000, the cost is 320 million.
   - At 5000, the cost is 416 million.

   The increased cost reflects the easier access to multiple targets. There have been some worries having the cost scale in this way creates incentive to declare war on small entities. Griefing on small entities is not rampant now, and with the cost increasing from 2 million to 50 million, there is no reason to assume griefing on small entities will increase with these changes.

   The Even More Cost of War

   Couple of important points on the cost formula:

   Trial accounts are not counted when counting corp membership. We considered extending this to inactive accounts too, but as this is a fairly low percentage overall, decided to not exclude them. Note also that members in corps/alliances allied to the defender are never counted.

   As before, the number of non-mutual wars the aggressor has declared acts as a multiplier (for each war). New wars are created now when a corporation leaves an alliance (to get rid of the dec shield exploit), but these new wars are not counted as cost multiplier. As an example, Alliance A declares war on Alliance B, if 10 corporations in Alliance B leave the alliance, then a new war is created for each of these 10 corporations, but these new wars do not add a x10 cost multiplier to the war cost for Alliance A.

   The Corp Hop Song

   We’ve also implemented a good suggestion from Fanfest, which is that if you leave your corporation while it is engaged in a non-mutual war, then you will not be able to rejoin the corporation until that war ends, or until 7 days pass, whichever comes first. Note that this rule only applies for non-mutual wars – mutual wars do not prohibit players from entering or leaving corporations. The main reason for this change is to combat the popular alt corp hopping (this doesn’t stop it completely, but limits it a lot).

   The Enemy of My Enemy

   A final note on the war front, we tightened up the ally system (see previous dev blog for more info on ally system) a little bit by making it so that if an ally corp joins an alliance, the ally status transfers over to the alliance (i.e. the alliance becomes the ally). We also contemplated giving limits to the contract length of an ally, this is something we want to do, but didn’t have time to implement for Inferno. We’ll look into implementing this post-Inferno.

    

   New Toys

   A secondary priority of Team Super Friends has been creating and modifying modules. As tends to be the case with non-primary objectives, they are susceptible to the cutting knife. We set out with a list of 12, our haul is likely going to be 7.

   Adding modules is always massive fun, as it can have such wide-ranging ramification for so many existing tactics and setups.

   Let’s start with what is coming in Inferno. I’m not listing any stats here, as we are still testing these and they could change. Feel free to jump on the Singularity test server and join the fun.

   

    

    

   Armor Adaptive Hardener I - Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well.

   

    

    

   Extrinsic Damage Amplifier I & II - Low slot. A damage amplifier module for drones.

   

   
    

   Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now.

   

    

    

   MagSheath Target Breaker I - Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships.  

   Small/Medium/Large Overclocking Processor Unit I & II - A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate.

   Light & Medium Web Drones -  Light and medium versions of stasis webifying drones.

   Capacitor Battery edits - All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.

   Future Toys

   There are a few notable absences in the list above. We do have a version of the Micro Jump Drive ready, and new graphic effects to go along with it, but there are a few minor issues that we still have to iron out before we can launch it. The salvage drone is another module that we really wanted to finish, but didn’t have time for. The graphic assets are well on their way though, so hopefully we can make this in the near future (can’t promise dates though). We also wanted to update the Tracking Disruptors to affect missiles too, but the version we implemented was too limited (it only worked if you were flying certain ships and/or the enemy was using certain missiles). We haven’t found a good universal solution yet, so we’ll have to wait on this one.

   There are loads of other interesting modules we’re looking into, many of which are based on player ideas. This thread here is a good place to post your ideas, as we read over it regularly and note down interesting ideas for the future. There are many excellent suggestions already in there, but feel free to add your own (don't worry of they're the same or similar to existing ones). We’ll see what we can get to next.

   The module work for the upcoming release taught us a lot about what works and what doesn’t work in the implementation process, and is a good foundation to build on. The next step is crafting an overall vision and roadmap of what purpose new module work serves in the bigger picture.

   Toys’R’Drop

   The new modules are being seeded into the universe a little bit differently than often in the past. The original idea was to have this very varied, with one module being available only through LP store and another only through Invention. In the end, we decided to lump them together into a single seeding method, so as not cause too much discrepancy in their availability.

   So, three of the new modules will not be seeded directly on the market. The Extrinsic Damage Amplifier, the CPU rig and the web drones will be seeded directly on market. Also note that to get the T2 drone damage module, you need to invent it using T1 BPCs.

   For those new modules that won't be seeded, they will not have any BPOs. Instead, BPCs of them drop as loot in profession sites in normal space and as commander & officer loot. These BPCs have between 3 and 50 runs, depending on difficulty of site/enemy. The sites in question are the pirate faction archaeology and hacking sites.

   The reasons for not just seeding the new modules directly to the market are several. Seeding on market has always been sort of a quick-and-dirty way of getting things out there that we've basically used too much in the past - it's much more fun to put the whole process in the hand of the players, so that there is gameplay involved every step of the way (finding BPCs, trading them, manufacturing items, sell items, use items). Also, as the thinking is to start to add modules on a regular basis, so we're looking into ways of how we can fight the potential issues associated with it, such as bloating the market too much and introducing power creep. Seeding through loot drops gives us better control over where and when and how much to seed, which is an important feature for us to have for the future.

   This is the End, My Friend

   Overall, we in Team Super Friends are really excited to see our additions and changes in the hands of the players and look forward to see what mischiefs you guys get up to (ab)using the new stuff.

    

   New to EVE? Start your 14-day free trial today.
   Returning pilot? Visit Account Management for the latest offers and promotions.


http://community.eveonline.com/devblog.asp?a=blog&nbid=42269

 7 
 on: 12 May 2012, 18:00:03 
Started by allerie - Last post by allerie
Possible inaccuracy in EVE notification dates
      


Currently our Game Masters and developers are looking into an issue that causes some warning EVE mails and notifications that contain both dates and the name of a day (for example mails that remind you when a structure will come out of reinforced mode) to display inaccurate information. As of now the actual date (for example May 15th) seems to be correct in all cases, however the name of the day (for example Wednesday) may be inaccurate.
We are still looking into the matter, but as a precaution we advise everyone that receives these mails to double check the information as presented.
For further information please refer to this forum post.
 
      

http://community.eveonline.com/news.asp?a=single&nid=5005&tid=1
      

 8 
 on: 11 May 2012, 21:00:03 
Started by allerie - Last post by allerie
Inferno Feature Site is Live
      


The feature site for EVE Online's 17th free expansion, Inferno, has been launched.
More  than any other expansion in EVE's history, Inferno aims to shake up all  levels of warfare in the 7,500 star systems in EVE's massive universe.  Overhauls of major war-related game systems will affect player-driven  conflict and the first set of many new ship modules to come promise to  alter tactics at the most visceral levels.
Please go here to study the features that will help you set the universe on fire on May 22nd.
 
      

http://community.eveonline.com/news.asp?a=single&nid=5003&tid=1
      

 9 
 on: 11 May 2012, 12:00:02 
Started by allerie - Last post by allerie
Meet CCP t0rfifrans and CCP Dr.EyjoG in Berlin on Wednesday, May 16
      


CCP will host a player gathering in the PLAY Berlin longue in Berlin, Germany, on Wednesday, May 16. Exclusive guests like Creative Director CCP t0rfifrans and Lead Economist CCP Dr.EyjoG will discuss EVE Online, the upcoming Inferno expansion and some sociological thoughts on German EVE players. The event will begin at 21:00 local time and lasts for at least 2 hours, admission is free. Free drinks are also available! Please checkt this forum thread for more information.
 
      

http://community.eveonline.com/news.asp?a=single&nid=5001&tid=1
      

 10 
 on: 11 May 2012, 01:00:04 
Started by allerie - Last post by allerie
Update - Thursday, May 10, 2012
           



                Automated Tournaments

            
               Updated the 2012 Automated Tournament Series Trophy in the Great Temple of Balthazar.
               Updated the Automated Tournament map rotation.  
            

            


            
           
       

http://www.guildwars.com/support/gameupdates/default.php
           

Pages: [1] 2 3 ... 10

TinyPortal v1.0.5 beta 1© Bloc

Powered by SMF 1.1.8 | SMF © 2006-2008, Simple Machines LLC

Mesh design by Bloc | XHTML | CSS | Sitemap

Page created in 0.362 seconds with 22 queries.