From undocking in Jita to getting in your first Titan, beauty is found in all areas of New Eden. Today, you will be introduced to one of the new features coming in the upcoming Clear vision update: Contrast Adaptive Sharpening.
The process of image sharpening is important in most visual media. Film directors, photographers and game texture artists will use it daily to get the desired result. Using it correctly takes patience, practice, and skill, but the result can be a vastly improved image when used appropriately. When used incorrectly, over-sharpening an image will make the result look unnatural or introduce artifacts.
The main reason this happens is due to the way sharpening generally works; it adds contrast between pixels, which means it becomes particularly noticeable around edges. Quite simply, as one pixel gets brighter, the other gets darker.
The image on the left below is a normal, unedited screenshot from the existing renderer within EVE Online. On the right is the same image, adjusted by using the default ‘Sharpen’ filter twice within Adobe Photoshop, to illustrate the type of issue that can occur when sharpening is applied incorrectly. There is artifacting at the edge of the planet, the gradient has lost its smoothness and the surface of the planet is starting to look too pixelated.
While it is clear from these images that sharpening can hurt image quality if not done correctly on a 2D image, in a 3D rendered environment where the camera and ships regularly move, it looks even worse. As EVE has a significant number of areas that also have large contrast differences, such as planet surfaces, ships against space, hangars, stargates, and even weapons fire, it’s been a challenge to find a solution that fully satisfied. This means that sometimes objects look slightly blurred, out of focus, or the image looks soft.
This problem is not unique to EVE, and many other games encounter similar issues. AMD noticed this and provided a free-to-use, open-source, high-quality sharpening shader called "Contrast Adaptive Sharpening" as part of their GPUOpen FidelityFX toolkit. It is graphics card agnostic, so you will see a benefit no matter what GPU you have.
As the name suggests, Contrast Adaptive Sharpening (CAS) considers the contrast of the pixels during the sharpening process. Edges and gradients no longer suffer from the same artifact problems shown above, but it still allows for areas that have large contrast differences to be sharpened accurately.
A great example of this is moon surfaces. They have craters, surface rings, mountain ranges, and flat areas that have large contrast differences by design. CAS really shines in this situation, where it successfully allows for the subtle details created by the artists to become clearer in the final render, even with the existing post-processes turned on.
It looks equally as good on ships, where CAS brings out the subtle details of the hulls. You can see this particularly well on the Orca and Naga where paneling and decals are used:
The performance cost of this enhancement is negligible relative to pre-existing post-processing. However, it has been decided that this feature will only be enabled when the ‘Post Processing’ setting within EVE is set to ‘High’ for the moment.
Work is continuing on the DirectX 12 client which will open up even more avenues to explore in the future.
The Monthly Economic Report for April 2020 is now available!
You can download all of the raw data used in this report here. As always, each image can be enlarged by clicking on it.
Greetings, noble citizens of New Eden,
The process of establishing the 15th Council of Stellar Management is well underway, and we are now at the point where we can meet all candidates that will be in the running this year. After a thorough review of all applicants to ensure that the criteria and requirements listed have been met, we are pleased to share that the final list consists of 40 spectacular EVE community members.
It is great to see that our candidates cover a wide range of different in-game backgrounds and offer expertise on a variety of essential topics, which is more important than ever now when we are taking bold steps to set EVE Online for a thriving next decade!
Now, we are officially entering the campaign period, and candidates will be ramping up their efforts to garner as much backing from the community as possible. The forum campaign thread was mandatory this year, and I encourage you all to engage with the candidates and ask them questions to check who do you think will make a fantastic CSM member.
The campaign period will end on 29 May, and after a weekend, the voting will commence on 1 June at 12:00 (noon) UTC!
CSM 15 Candidates
You can browse all the candidates below or on the website.
Note: Clicking on each candidate's card will take you to their campaign thread on EVE Online forums.
Dear EVE Online community,
17 years ago on the 6th of May 2003, a universe was born. I remember this day very well despite weeks of sleep deprivation. It was a bit of an unassuming moment after the armageddon that was the end of the open beta. At 17 years of age, if EVE was a teenager in Iceland we´d be celebrating it having achieved its pilot’s license! A remarkable occasion in so many ways, and my deepest congratulations and thanks to the millions of players and thousands of CCP Employees that have continued propelling EVE to new heights with each year that passes!
Just over a month ago, during the month of my 20th anniversary working for CCP, I wrote to you about the start of a new edition of the PLEX for GOOD program and gave you an update on CCP.
To celebrate EVE’s birthday, I wanted to give you another update on the PLEX For GOOD drive, as well as share more news on EVE and CCP with you.
PLEX for GOOD & Project Discovery
As you saw in the most recent episode of the Pulse, the President of Iceland addressed EVE players and endorsed the fantastic work you have done so far on the PLEX for GOOD collection for COVID-19. The program will continue to run at least throughout June – this is longer than any other PLEX for GOOD campaign we’ve run in the past, but the nature of the threat is extraordinary. Virtual Masks are making their way into New Eden and will be a reward for everyone who donates. As on so many occasions before, you have exceeded everyone’s expectations – so far we’ve managed to collect over 100,000 USD for the fight against COVID-19! Given the current global economic situation, not everyone has the option to donate. With or without donating, we can all play an important role during these challenging times by following the advice of experts, protecting and thanking our healthcare workers, wearing a mask (when applicable), and flying safe.
We will also be adding another donation option for the overall collection, as it has been a popular request from the community. Donors can specify that their contribution should go to the Johns Hopkins Center for Health Security (CHS) (in the description window when they create a contract). Given the wide and deep scope of the impact we are dealing with, we would love to hear suggestions from the community on a potential 3rd option.
On the topic of exceeding expectations and accomplishing amazing things, it's time to talk about Project Discovery again. The team at Massively Multiplayer Online Science has been our partner in Project Discovery since the beginning. In this amazing citizen science project we have, with you, tackled protein folding to help with the Human Protein Atlas in phase one, searched for exoplanets in phase two, and now we are hoping for phase three to contribute to the fight against COVID-19. We will be releasing more details as they are ironed out. In the meantime, you can join Folding@home like many of us at CCP are doing.
_EVE Online _
We are seeing both old and new players flock to EVE Online. EVE players have been extremely welcoming towards all the new Capsuleers coming in, and this has never been more important than it is now, with so many people from around the world having to stay physically distant from the rest of the world. Physical distance does not, however, have to mean social isolation, and the way in which Capsuleers have responded in the past weeks is the best birthday present EVE could ever have wished for.
We have also seen the veteran community come together and help each other during these difficult times. Tough times don’t last, tough people do. Use the resilience that you EVE players are renowned for to help the pilots around you.
EVE China re-launched last month and has since been growing in players very quickly. In fact, it has been growing to such a degree that at this pace, the two servers might soon be at a similar size. We’ve also had to make some adjustments as some new player systems on Serenity have been experiencing TiDi!
We have seen an increase in the variety of countries that new players are coming from. This is one of the benefits of scaling up our marketing efforts this year, with new and unexpected sources of players being found. Just imagine all the countries and regions we can bring into our community. Territorial expansion through localization, marketing and support is another aspect of our strategy and it is starting to show results – as can be seen by our entry into the Korean market in November last year.
Regarding the long-term plan for EVE, the vision is to have EVE outlive us all. In order to accomplish that, we are setting EVE up to flourish in its third decade. That means investments in improving the early experience for new players, putting foundational and sometimes challenging work into the EVE ecosystem, investing in the technological infrastructure of EVE and continuously challenging our core with updates, delivered through the new Quadrant plan.
On that note, we are in the middle of the second Quadrant, Eclipse, and planning for Quadrant 3 is well underway. The Quadrant system has given us a solid framework to increase the speed of our releases and make sure that there is always something new happening in New Eden. The Invasion trilogy that started last year, both in New Eden when the Triglavians invaded known space, and when CCP invaded 9 cities in 9 countries in 9 months, will see the beginning of the end starting in May when the first part of Chapter 3 goes live.
The war on botting continues and has never been more decisive. We are hitting botters hard as ISK from suspected sources has been reduced by 90% since the Chaos Era kicked off last summer - and we see the impact we are having on RMTers. Detailed information can be found in the regular security blogs as well as many of the Pulse videos, which have been coming out at an increased cadence. If you buy illegally obtained ISK, you are a part of the problem, and we - or Sentinel, our anti-cheat detection tool - will come after you.
Our journey of improved first steps for new players continues. We have made great progress there, but this is a long journey with many different components. 2.5x as many people logged into EVE for the first time in the first four months of 2020 vs the same period in 2019. We are not only seeing the number of people trying out EVE for the first time increase, but their first play sessions are getting longer and longer as we improve the early game, and we are seeing more of them turn into hardened Capsuleers.
We are investing in the technological foundations of EVE. Transitioning EVE to be fully 64-bit was an important step, and I wish to thank all of you pioneers who helped make that happen. We are now working on recompiling the whole codebase of EVE, upgrading to Visual Studio 2019, and we are adding more hardware to increase the power of our servers.
On the CCP front, our preparations - as well as a healthy dose of luck - have resulted in no one at CCP contracting COVID-19 so far. Our team at the China studio have been back at the office since early March, lots of masks are being worn and hands are being washed as we are in full compliance with the local regulations.
CCP Iceland has been working from home since the beginning of April, and in the middle of all of this, we are also preparing for the move to our amazing new office building, Gróska, in June. Iceland has done a phenomenal job of testing for COVID-19, with 20% of the nation having been tested in recent weeks. In the past week, we have seen 0-3 new cases being reported each day. On May the 4th, some of the control measures that have been in place will start to be reduced.
CCP UK is hard at work from home and following UK guidelines. Great progress is being made on the “secret” project we are working on in London. We look forward to sharing more information with you on that later when the time is right.
EVE Online is going through a steep upward trend right now. Of course with the whole world at home, every form of entertainment is seeing a rise, but this is a trend we have been seeing since August last year and will continue to see as we invest more in the welcoming of new players whilst also providing ample challenges for veteran players. The technological investments will pay dividends now and well into the future, the war on botting will result in New Eden being the cruel but fair world it should be, and the economic changes will result in a healthy ecosystem for the foreseeable future.
Fly safe and continue to watch out for each other, after all, the best ship in EVE is friendship.
Coming 26 May, further improvements to the gameplay mechanics of structures will be introduced in the Forsaken Fortress update as part of the Eclipse Quadrant.
Since the introduction of structures with the Citadel expansion, thousands of structures have been built in New Eden. Many of these structures have been used for a variety of purposes by players, with some structures acting as Headquarters, key strategical beachheads, or even as logistical warehouses. For some of these structure deployments, their use may have dwindled over time to the point where they are no longer maintained by their owners. As a result, these forsaken fortresses proliferate in space as ambitions, conflict, and entrepreneurs rise and fall in New Eden. Cleaning up your sovereign space by removing these abandoned structures can be a frustrating experience, a topic that has been brought up by the community and CSM alike.
In the continuing journey to frequently iterate, there will be changes made following the last structure update of Kicking Over Castles, from 10 December 2019. The Forsaken Fortress update will introduce a new structure state - 'Abandoned' - alongside the existing Full Power and Low Power states to formalize the mechanics of structures being abandoned. This will apply to both standard structures and FLEX structures. In the update, structures will transition from Low Power to the new Abandoned state if they have not consumed any fuel from service modules for 7 days.
When a structure enters the Abandoned state, the following structure abilities will no longer be available to it:
- No Reinforcement Phases - The structure will have no reinforcement phases, meaning it can be destroyed in one session (Damage caps will still be in effect. If a structure is currently in a reinforced state at the moment the abandonment timer expires, then that reinforce timer will operate as normal but no new reinforcement phases will be allowed).
- No Tethering - The structure will not provide any tethering assistance.
- No Asset Safety - Items will not be put into asset safety when the structure is destroyed (Wormhole located structures will continue to operate with no asset safety for all states).
Onlining a service module in a structure that is in the Abandoned state will return it to Full Power, restoring its abilities provided that the structure is not damaged, as service modules cannot be onlined for a damaged structure. If a structure survives through a Hull Vulnerable repair cycle and transitions back to the Shield Vulnerable phase, then the service modules will automatically attempt to re-online themselves, provided there is fuel available to do so. This is important in order to ensure that a Full Power structure with sufficient fuel cannot be prematurely forced into the Abandoned state by pushing it through a hull reinforcement and then allowing it to repair.
Two diagrams are included below that detail the new flow of structure states (Full Power, Low Power, Abandoned) and the phases (Shield, Armor, Hull Vulnerable).
As mentioned earlier, this update to structure mechanics follows the topics and discussion in the community from the previous update to structures - Kicking Over Castles. As the journey in 2020 with EVE in Quadrants continues, it is hoped that these regular balance changes, game health improvements, and permanent meta changes continue to excite you and bring about further discussion to engage in.
These changes will be coming live to the Singularity test server soon, so keep your eyes peeled for further communications on that from the EVE social media channels.
Until then, Capsuleers, fly safe o7
If you'd like to discuss this dev blog please join the forum discussion to give us your thoughts!
Frequently Asked Questions
Q: Will structures be immediately abandoned as of patch day if they meet the criteria?
A: We don’t start the clock on abandoned structures until the update is live so there will be an additional 7 to 8 days before the first structures enter abandoned status. We’re adding a random 24 hour ‘jitter’ to the timing on when a structure transitions from low power to abandoned status. This means that no time zone will get preferential treatment, particularly on the initial goldrush.
Q: Does this apply to just nullsec?
A: This applies to all upwell structures across all of EVE: highsec, lowsec, nullsec, and wormholes.
Q: Will players be able to manually trigger asset safety on items they own in an abandoned structure? Even while under attack?
A: Players will be able to trigger asset safety at any point before the upwell structure explodes, regardless of abandoned status or if it’s actively under attack.
Q: Will war declarations still be required to shoot abandoned upwell structures in highsecurity space?
A: Yes, you will still need an active war to shoot abandoned structures without Concord ending your bash really early.
Q: How does loot drop from abandoned structures?
A: This will function exactly like structure loot currently does in wormhole space. Hangar containers for each player who had goods in the station will drop to grid. Everything drops.
Q: If an abandoned structure is unanchored does loot still drop or does it go to asset safety?
A: Loot only drops when the structure actually explodes. If an abandoned structure is unanchored all the goods inside will go to asset safety, except in wormhole space where it will drop as it currently does.
Q: Will there be any changes to EHP or damage caps for abandoned structures?
A: No. Low powered structures already have significantly reduced EHP so the process won’t be quite as much work as shooting through all 3 reinforcement stages of a high powered citadel.
Q: How will players know they have items in a structure that is about to go abandoned?
A: This is still being explored but we will likely indicate this somehow in the assets UI in addition to notifications.
As this feature is still in development any of these answers may change before the final release. We will let you know about any changes as soon as we can.
Last month a five-day lowsec PvP killing spree took place from 26 to 31 March. During this period, alliances and independent corporations vied for the coveted title of Champions of Lowsec. Over those five days the indomitable capsuleers who inhabit lowsec space indulged in a brutal carnival of violence, and the results are in!
Before we go on, let’s briefly recap the rules:
- The duration of the contest is from when Tranquility comes back online on Thursday 26 March until downtime on Tuesday 31 March.
- The winner will be the alliance or independent corporation that accrues the highest ISK value of ship & pod kills during that period. Structure kills will not be counted.
- The alliance or independent corporation of whoever receives the final blow on the killmail will be credited with the full value of the kill.
- The ISK value credited will be equivalent to value of the hull and items destroyed on the killmail. Dropped items won't be counted.
- Only kills made in low security space (0.1 to 0.4 systems) will count.
- Only kills of other players will count. NPC, CCP, ISD or GM kills will not be counted.
- All kills which adhere to these guidelines will count, regardless of the circumstances surrounding them.
When the dust had cleared, only one group could emerge as the true Champions of Lowsec and it was: Snuffed Out who destroyed 136 billion ISK in ships and pods! Congratulations for taking out the top spot and the glory that comes with it. As per the announcement dev blog, as the winning alliance they will be receiving:
- Their flag displayed prominently at CCP’s new HQ for a month.
- An in-game billboard advertisement celebrating their lowsec supremacy which will run for an entire month and be seen by every capsuleer in New Eden.
- Medals from Mordu’s Legion awarded to every member of the alliance who showed up on a killmail in lowsec during the contest period.
We would also like to acknowledge some of the other fierce competitors who were in the hunt for the title. Following close on Snuffed Out’s heels was Pen Is Out who came in second with 116 billion destroyred, followed by Test Alliance Please Ignore in third place with 62 billion destroyed.
Now, let’s take a look at some of the statistics from the event - you sure got busy!
- During the contest period, 38,719 ships were destroyed throughout all lowsec space.
- The most dangerous system overall was Tama with 5,033 ships and pods destroyed.
- The killingest ship was the Gnosis with 5,992 kills during the contest period.
- The dyingest ship was, well, capsules, with 8,254 omelettes made. As for actual ships the most common victim was the Tristan with 1,240 destroyed.
- The most expensive kill was an Avatar class Titan which Snuffed Out very fortuitously happened upon and destroyed!
- The most dangerous pilot during the contest was Niara Amatin who bagged 105 eligible solo kills.
- The pilot who bagged the most expensive solo kill overall was Captn Michonne who picked off a very shiny Gila.
Work is now proceeding on the fulfillment of the winners' rewards. The in-game items will be delivered soon™ however the flag display will have to wait until we’re able to return to work properly, since like many people, CCP is currently working from home amid COVID-19 precautions.
Here’s a prettier and more thorough round-up of the statistics from the event:
Congratulations once more to Snuffed Out! There can be no argument going forward as to who are the true Champions of Lowsec!
In closing, on behalf of Mordu’s Legion CEO Muriya Mordu, we would like to extend special acknowledgement to the following Snuffed Out capsuleers who distinguished themselves during Champions of Lowsec:
- Admiral Panzer
- Adri Todako
- Albert Erata
- Aleks Ohmiras
- Aleksia Volt
- Alex Champ
- Alex DeWalker
- Alex Kosmos
- Alexandria d'Alchemia
- Alyssa Severasse
- Alyssa Utama
- Atom Captain
- austin Askiras
- Barbara Gabel
- Batschi Aideron
- BiiG FooT
- BorisThe Blade
- brother stud
- Cassius Chrome
- Chris Bector
- Crying River
- Daedalus Perditor
- Dark comet
- Dawn Jenkins
- Dexter Spacemen
- Doom Hammerr
- Eat My Ascii
- Fud Face
- Futhark Kais
- fx one
- Havoc Torquemada
- Himura Row
- Hy Wanto Destroyer
- I'm not Sappi
- Insane Buddy
- Iplowgirls Bigjohnson
- James Gabel
- Johnie Stark
- Jolly Archer
- kell thorus
- Kiagon Fiero
- korean hacker
- Lara Abyssinian
- Lavina Tsutola
- Lukas Koennel
- Mal Raylar
- Martok Kahless
- Militia Ostus
- Mishi Shahni
- Mor Baako
- Mr Panzer
- Mrs Panzer
- nanhua college
- Natalia Atharmos
- Niara Amatin
- NishikinoMaki Ciny
- Nylar Todako
- Ognak Belvar
- Palpatine Sheev
- Peasant Otsolen
- Phyre Nova
- Princess Cynobitchia
- Quetzalcoatl FortyTwo
- Richard Jomshof
- Rookie Zero
- S810 Jr
- Saken Ernaga
- Sappi Amatin
- Sara Kerrigun
- Sharisa Menhit
- Spike Warp 0ff
- Stella Aivoras
- Stella MacTavish
- Stephen Heimly
- T imeLord
- Taraas Enko
- Tau AD
- Terry Lee Collins
- That Ender
- The Suicide Apostle
- TwoPac Amaru Shakur
- Unst Auru
- Urdnot Wrecked
- useless fat nerd
- Vergina Magnet
- Vio Core
- Vrye Thellere
- wlsd 32
- Yeska Enaka
- Yeske Enaka
- Yonis Pserad
- Yukikaze Jiang
- Zerling Rush
The Monthly Economic Report for March 2020 is now available!
You can download all of the raw data used in this report here. As always, each image can be enlarged by clicking on it.
Greetings honorable citizens of New Eden,
The 15th democratic elections for the Council of Stellar Management are upon us! This blog will go over the changes that are being introduced this year and will provide you with the necessary information about the election timeline.
27 April-13 May – Submission period
28 April-15 May – Application processing
18 May – Candidate announcement
18-29 May – Campaign period
1-8 June – Voting period
12 June – CSM 15 reveal
This timeline has worked well in the past, so there are no significant differences here this year. Going through the CSM transition during summer allows enough time for comprehensive onboarding to be conducted for each member, with people new to the program able to receive the extra attention they might need before it all gets turned up to eleven for the second half of 2020!
With this strive for excellence, the program continually evolves through the introduction of changes designed for the betterment of the CSM, their role, and the benefit they offer to EVE Online players and CCP. There is much excitement here in sharing with you the changes that are going to be implemented for CSM 15:
Serving on the CSM is not an easy task, and facing the realities of fast-paced game development for the universe we love can take its toll on even the most fearless pilots in New Eden. There is also an undeniable advantage to having a fresh perspective on things that comes with new members joining the Council. The desire is to create a system that incorporates the value of having new personas without penalizing those players who find fulfillment in serving on the CSM.
For that reason, a three-year term limit is being instituted, after which a person will have to go on a one-year cooldown before being able to run for the CSM again. This rule will not be fully retroactive, but CSM 14 members will have one year counted towards their term limit, giving each person another two years of service before incurring a cooldown.
This will provide candidates with a necessary break to fly spaceships at their leisure and rekindle the love that might have been stifled while simultaneously ensuring that a confirmation bias is not fallen into by welcoming new faces into the program.
CAMPAIGN FORUM POST
To help voters get more information about candidates and challenge the applicants to think about their candidacy, the campaign forum post creation process will be formalized and considered as an integral part of everyone's application.
In the past, there have been all sorts of different posts. Some gave little insight into the type of candidate, and others focused mainly on specific changes or precise ideas players wanted to see implemented into the game. While reading your suggestions often creates discussion internally and is something to be enjoyed, being on the CSM requires thinking about EVE Online in much broader terms and rarely revolves around finally getting cat ears (kawaii!) customization options pushed through. Instead, it is hoped that the focus will shift towards people's strengths and the experiences they can bring to the table when discussing what makes them attractive candidates.
Therefore, when sending your application, you will have to create a campaign thread in the CSM section of the EVE Online forums answering the following four questions: - Your EVE Online story. - Your areas of expertise. In which areas of the game do you feel you are the most knowledgeable? What qualities set you apart from other candidates? - Why are you applying for the CSM? - What can players expect from you?
You are free to add more information and manage your campaign thread as you see fit, but the above four questions are the bare minimum that is required from everyone.
SINGLE 5-DAY SUMMIT PER TERM
CSM members devote a lot of their time to the program, and it is recognized that dedicating two more weeks on top to fly to Iceland and participate in highly intensive sessions (even if we love having them over!) is a lot to ask. Therefore, the barrier of entry will be lowered a little bit and the CSM will move to a single 5-day summit per term that is easier to plan around. By doing so, the CSM will be opened up to those individuals from the community that could not otherwise have considered running due to other important commitments.
With one summit, it will be necessary to be extremely strategic when deciding on the time to ensure everyone gets the most out of it. The efforts that are usually put into the second summit will then be spread throughout the term, making the frequent interactions between CCP and the CSM more meaningful.
CSM ROLES, EXPECTATIONS AND COC UPDATES
Several adjustments have been made to the Council of Stellar Management website to reflect the upcoming changes and to make sure that the rest of the information is clear and up to date. You are invited to read each of the sections carefully, paying close attention to the role, expectations, and the Code of Conduct that each member is expected to follow at all times.
Now, with the most significant changes covered, here's a look at the revised application requirements and a guide on how to apply.
Important disclaimer: incorrectly filed or incomplete submissions will be rejected. The rules are very clear, but if you are unsure about anything regarding the process, we are happy to answer any questions.
To be eligible for the CSM, applicants must meet the following requirements: - Your account must be older than 60 days at the time candidacy applications close. - Characters on both Alpha and Omega accounts are eligible to run. - You must have a history of honoring the EULA and the Terms of Service. We will screen every applicant thoroughly, and EULA/TOS violations on your record can result in a rejected application. - You must create a campaign thread in the CSM section on EVE Online forums covering the questions listed earlier in the article. - Your account must have updated and correct information at the time of your application. This includes your real-life name, correct date of birth, and the same email you use to submit your application. To view and edit this information go to the account management website. - Candidates must have reached 18 years of age. If the legal adult age in your home country (the age at which you have the legal capacity to enter into a contract) is higher than 18, that number applies instead. - As an applicant, you must consent to provide your personal details to CCP, including your real name and a copy of your passport. CCP needs to affirm your real-life identity for NDA contract purposes, and the ability to travel to a summit in Iceland is a key function of the CSM. - If you do not currently have a valid passport, we will accept a picture/scan of a valid and approved passport application accompanied by a picture of your driver's license. - You must consent to share your country of origin with the EVE community and having it displayed on the EVE Online website. You will not be required to share any other personal information with the EVE community. - If you are running as an "alt" and you control a character that has a reputation in the EVE universe, CCP may require you to run under that identity at its full discretion.
*All personal data will be handled in accordance with European data protection and processing laws.
HOW TO APPLY
There are two steps to applying: - Fill in the application form between 27 April – 13 May. Beware session time-outs and make sure to save your text in a document. If you don't get a confirmation, re-enter the information and try again. - Submit your document scans/pictures to firstname.lastname@example.org in high-quality with the subject "CSM 15 application". Both steps need to be completed within the submission window. - Remember that applications cannot be edited after you submit them, so make sure your information is correct! - All applicants will receive an email from the EVE Community Team, confirming their submission went through, and that the documents have been received successfully within a few days.
We look forward to receiving your applications and following all campaigns. At CCP, we feel we are stronger and do a better job of developing and maintaining EVE with the CSM by our side. By banding together with our players with common purpose and resolve, and by communicating with each other in a straightforward manner, we can realize our shared ambitions for the intrepid future of EVE Online.
Huge thanks to all who support the CSM project and vote for their favorite candidates every year!
Greetings noble citizens of New Eden,
The second summit for the democratically elected 14th Council of Stellar Management was hosted at the beginning of March at CCP headquarters in Reykjavik, Iceland. During the four days of the summit, over 30 sessions were held on various game-related topics, such as high-level overview plans for this year, ship balance, communications, resources & industry, and conflict drivers.
The content of each summit is a mix of CSM-requested topics and topics CCP schedules to get feedback on designs and projects. The meeting minutes are released to provide more transparency, and to give everyone a bit of additional insight into the realities of developing the greatest gaming universe ever created in co-operation with the amazing EVE community. However, the format that was being used was falling short on a few fronts: - It was more of a transcript from the meeting than a summary, and with all the lively and lengthy conversations that were often had, it was sometimes difficult to follow. - In some places, it was missing context because it was provided to the council before the summit, and the sessions were a continuation of ongoing discussions. - It also created unhealthy competition where CSM members would be scored by how many times their name appeared in the document, which – to put it bluntly – was irrelevant, as it does not translate into the true value they bring. There is a lot of meaningful interaction between the CSM and CCP that happens outside of the meetings that minutes will never be able to fully capture.
This will improve over time, and the change to a more concise format and individual testimonies from some EVE developers and the CSM is only a first step towards exploring better ways to let you in on the CSM Summit process.
It has been absolutely fantastic to engage in candid conversation with the council members, and listen to their feedback and concerns about EVE Online. We are lucky to have such a dedicated group of people that come for a week-long trip to Iceland to share their perspectives - as well as that of their constituents - based on different game experiences they have in New Eden.
Visit the dedicated forum thread to discuss the content of the minutes. Anyone who would like to chat with other pilots about specific sessions, either to provide more ideas or to share their point of view, is encouraged to create a separate forum thread in the CSM Jita Park section.
The quest for a healthy Capital ecosystem continues with a massive update to Capital survivability, resistance modules, and more in the Surgical Strike update, coming this April!
As outlined in the recent Ecosystem Outlook blog, bold changes are being made across EVE in the search for diversity and new exciting options for pilots. Surgical Strike will bring Capital survivability more in line with the rest of New Eden, reduce the overwhelming power of logistics, make adjustments to some long-standing powerhouses in the Subcapital meta, and begin to establish more payoff for getting up close and personal with your enemies. Let’s get into it!
The biggest change coming in this update is a 20% reduction in the power of all modules that increase shield or armor resistances. That means energized plating, armor coating, armor hardeners, shield hardeners and shield resistance amps. This will lead to a drop across the board in effective hit points, but the more slots a ship has devoted to resists, the more important the change becomes. There is excitement here about this approach because not only does it lower Capital survivability, it also diminishes the overall power of logistics and will make modules focused on speed and damage a more attractive option. The hope is to see bloodier fights, less stalemates, and a huge cross-sectional shift in the fitting meta. This kind of shake up rewards those that adapt quickly, so get to theory crafting!
Alongside this update to resistance module power, tiericide for shield and armor resist modules is also underway, which you may have noticed beginning to appear on the Singularity test server. The tiericide adjustments are very small in scale and much more focused on sensible naming and organization of the modules in these groups, but you can expect the 20% reduction to be applied after the stats currently in place on Singularity for modules are affected by tiericide changes.
There is a vision for a Capital ecosystem with clear escalation steps based on distinct roles for each class. Part of that vision relies on moving Super Carriers and Titans away from all-purpose damage to a specific focus on Capital and structure killing. You will have seen one big step in this direction recently with the removal of High Angle Weapons from Titans. Now, substantial changes are being made to Super Carriers as well, but there is also an acknowledgement that Super Carriers need more to set them apart from Titans and Dreadnaughts as Capital killers before their Subcapital damage application can be fully removed. For now, their fighter tube loadout will be rearranged to promote more class diversity in your local Super umbrella and decrease long range Heavy Fighter damage application.
Capital changes in this update include:
- Removal of support fighter tubes for Super Carriers with the addition of one extra Heavy Fighter tube
- Bonuses to XL plates and extenders for Super Carriers reduced to 200% and for Titans reduced to 300%
- Long Range Heavy Fighter explosion radius increased 50%
- Short Range Heavy Fighter speed increased 50%
- Fighter bay size increased for Aeon and Wyvern
- Capital Capacitor Boosters limited to 1 per ship
Fleet diversity and an evolving meta are things that are always encouraged, and in that interest there is a small package of Subcapital updates coming as well. The resist module power reduction will naturally favor Tech II hulls slightly, and as these ships already dominate the fleet meta, Battleships will be given an upgrade to keep them competitive while adjusting critical bonuses for ships like the Muninn, Loki, and Eagle. - All Tech I Battleships - which includes faction hulls - receive 10% increase to base hp and 30% increase to scan resolution - Muninn bonuses to damage and optimal range reduced to 5% per level - Eagle max velocity reduced to 190 and powergrid reduced to 950 - Loki offensive subsystem bonuses to projectile optimal range, fall off and tracking reduced to 5% per level and powergrid reduced to 550 - Legion powergrid reduced to 625 - Deimos bonus to hybrid damage from Heavy Assault Cruisers skill increased to 7.5% per level, powergrid increased to 1100 and CPU increased to 380
Additionally, damage from bombs will be reduced by 20% to roughly match the loss in effective hp associated with the resist module change. Bomb hp will also be reduced by 20%.
Over the years, as fleet commanders and elite PvPers across New Eden have refined their skills, it has become more and more difficult to capitalize on the supposed benefits of short-range ships. Gone are the days of blaster slug fests on Lowsec gates between plated Megathrons and Armageddons. While a return to such primitive times is not expected, there is a desire to begin exploring new rewards and tools for those brave pilots who are willing to get up close and personal. As a first step in this direction, there will be an increase to the damage of all close range Tech II ammo (excluding exotic plasma) by 15%. This means Conflagration, Hail, Rage, and of course Void will all be packing an extra punch.
The Surgical Strike update will be live on the test server very soon, so keep your eyes on EVE social media platforms for that announcement. Its deployment to Tranquility is expected on 15 April.
This is a big step towards our long term capital vision, but we have also planned further updates later in the year to continue the journey towards a vibrant EVE ecosystem.
Until then, fly safe o/