Last month we announced impending changes to how minerals are distributed across Moons in New Eden. Now when we are getting closer to the actual date when these will be implemented to the game, we wanted to start expanding on the overall plan and explain our reasoning, goals, and objectives for this Herculean task of creating a healthier and more dynamic ecosystem.
Today, we are going to focus on what is changing in terms of moon mineral distribution. We will follow it up with additional information about the grander plan in the next few days.
What is Changing
- All basic ores (Veldspar, Scordite, Pyroxeres, Plagioclase, Omber, Kernite, Jaspet, Hemprphite, Hedbergite, Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, Arkonor), will be removed from moons. In some cases, they have been replaced with Moon Ore.
- All basic materials (Tritanium, Pyerite, Mexallon, Isogen, Nocxium, Zydrine, Megacyte) will be removed from moon ore DNA (refining materials output table below) with the following exceptions:
- R4 moon ores (Bitumens, Coesite, Sylvite, Zeolites) keep their original yield of Pyerite & Mexallon (Tritanium was removed).
| Ore | Pyerite | Mexallon | | ---------- | ---------- | ---------- | | Bitumens | 6,000 | 400 | | Brimful Bitumens | 6,900 | 460 | | Glistening Bitumens | 12,000 | 800 | | Sylvite | 4,000 | 400 | | Brimful Sylvite | 4,600 | 460 | | Glistening Sylvite | 8,000 | 800 | | Zeolites | 8,000 | 400 | | Brimful Zeolite | 9,200 | 640 | | Glistening Zeolite | 16,000 | 800 | | Coesite | 2,000 | 400 | | Brimful Coesite | 2,300 | 460 | | Glistening Coesite | 4,000 | 800 |
Moon mining extractions that are currently underway will not be affected by the ore distribution changes. As such, they will give the ores they promised when the jobs started. New extractions will be pulling the new ore distributions.
We are changing the contents of moon ores, but not basic ores. When you refine moon ores, you won't get basic minerals (as per the exceptions above). This will take effect immediately.
Combined, these mean that your current pull will give you the same ores you expected at the start, but you will get a different mineral yield than you expected when you refine the moon ores.
We understand that there is a minimum expense (structure + drill) associated with establishing functional moon mining facilities but, since the income was quite generous for quite some time, many moon mining facilities are already beyond the break-even point. The main issue after these changes will be associated with the choice to deploy new structures. We will be keeping a close eye on the profitability of new moon mining operations and plan further changes accordingly.
We are planning on increasing the demand for R4 moon goo through the industry (blueprint) changes. These changes don't have a delivery date yet.
Another ecosystem article is coming very soon, so keep an eye on our channels to make sure you won't miss a thing! In the meantime, we welcome your feedback on the matter on the official EVE Online forums.
The Monthly Economic Report for February 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.
Back in 2013, EVE Online hosted the Kings of Lowsec contest - a 24-hour killing spree that saw a tie for the coveted crown between Pandemic Legion and Urine Alliance (the precursor alliance to Snuffed Out). But now, some seven years later, it’s time to once again determine who the ultimate predators in the bleak lands of low security space are.
Champions of Lowsec will extend the contest into a 5-day carnival of carnage! The alliance or independent corporation that destroys the greatest ISK value of ships in low security space during the contest period will be named the Champions of Lowsec, and their flag will be displayed in CCP’s new HQ for a month to celebrate their unquenchable thirst for destruction.
Additionally, with a keen interest in lowsec space, Mordu's Legion is promoting these capsuleer combat trials across New Eden's lowsec systems. After the event concludes they will be awarding medals to the members of the winning alliance or independent corporation who have appeared on killmails in lowsec during the contest period. The medals awarded by the Legion will be added directly to the character sheets of the winning members.
Along with all that comes the bragging rights of being able to claim that they are an unstoppable force in some of the most dangerous space that New Eden has to offer, and so a special tribute video to the winners will be created and displayed on all in-station billboards across New Eden for a period of one month. Nobody in New Eden will be left with any doubts as to who the true Champions of Lowsec are.
This contest will run from 26 - 31 March 2020. At the conclusion of the event, all PvP kills that took place in lowsec that meet the criteria below will be tallied up to determine the ultimate winner!
With all the fantastic changes coming in the Loyalty to Lowsec update and now Champions of Lowsec as well, there's never been a better time to get out into low security space and shoot some people in the face!
- 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.
- The in-game logo of the winning alliance or independent corporation will be used on the flag that will be produced.
- In the event that the winning alliance does not presently have an in-game logo, we will work with the winning party to determine what design should appear on the flag.
So gather your best pilots, ships and fits, and strike out into lowsec space to determine who will become the undisputed Champions of Lowsec!
Vigilance against cheating in EVE Online is an ongoing process that we are fully committed to continuously improving. At CCP, we define the trifecta of cheating as: - Account Hacking - Illegal Task Automation (a.k.a. botting) - Payment Fraud
The special task force established almost a year ago to combat cheating in EVE has made tremendous and measurable progress in the war against bots, putting us on a winning trajectory in this fight. For security reasons, we cannot go into exact details on how this was achieved, but what we can share is that with the significant improvements to our investigation tools and more ideas lined up in the pipeline, we see a bright future for New Eden.
According to the quarterly player survey, botting remains among the top issues reported by pilots in New Eden. Even if all cheating methods undermine the hard work of honest players by supplying ISK from Real Money Trading (RMT), botting is undoubtedly the most visible from them all.
A key factor that contributed to the overall success was the implementation of the positive feedback loop, where everyone who reported a character that ended up getting banned received a thank you email. We do not ban players on reports alone, and each case requires a manual investigation – even with that, many reports are processed within 24 hours. Please keep the reports coming in!
The combined effect of our strategy of high-value targeting and organization takedowns reduced the impact of botting on the ecosystem by 80% when compared to the same time last year. That’s both the number of suspected botters and the wealth generated by botters. While botting still exists, we have zero tolerance for bots and will not rest until we eradicate them.
Account safety is something we also care deeply about, and while the main topic of this blog is cheating, we hope to have more exciting news to share on that later. Until then, please enable 2-Factor Authenticator (2FA) on your accounts to keep your assets safe.
Finally, buying ISK from third-party websites or RMT organizations is not acceptable. These organizations partake in all types of cheating and by buying ISK that way you are actively enabling them to continue their operation. Help us keep New Eden in order and stop purchasing ISK from RMTers!
One of the guiding principles for the market in EVE Online is to keep intact how closely it mirrors aspects of real-world economics and financial markets. These principles are held firmly in mind when moving forward with any changes to the in-game market.
The Broker Relations update will be launching 10 March, and included in the release will be changes to the mechanics around creating and updating orders on the in-game market.
Last summer, permanent changes to both the sales taxes and broker fees for the market were implemented. Having monitored player behavior before and after these summer changes to taxes & fees, further alterations to the market will be made. These are highlighted in full below.
The intent behind these upcoming changes is to support a healthy and live open market, allowing competition to remain fair between players. The prohibited use of automation techniques used by malicious players on the in-game market is a frequent subject of discussion, so there is absolute commitment to fighting bots in New Eden. Needless to say, the market and the behaviors of players when these changes go live will be closely monitored.
Summary of changes
Here's an overview of the changes that are being made. A more detailed breakdown and justification follows afterwards.
- Introducing tick size - a limit on price precision when creating/updating an order. An order's price can only be specified with a maximum precision of 4 significant figures.
- In Upwell structures, the minimum broker fee that can be configured by the structure owner increases from 0% to 1%, adding an ISK sink to these market fees by paying half of this incoming fee to an NPC.
- Increase the ISK fees that are charged when modifying an order. The fee includes a new additional component, the Relist Charge. This is in addition to the regular Broker Charge that covers the increase between old and new order value.
- Change the benefits (and name) of the Margin Trading skill - it becomes the Advanced Broker Relations skill. This will now give a reduction in the Relist Charge. The skill's old ability to create a Want-To-Buy order with only partial ISK escrow is removed, so all WTB orders will require 100% escrow to be paid up front.
Introduce price precision to EVE market orders through tick sizes
Change: Order prices can only be specified with a maximum precision of 4 significant figures.
Currently in EVE, all order prices can be specified to a 0.01 ISK precision, regardless of the magnitude. This will be changing and will use discrete ticks to a precision of four significant figures.
As an example, the following list shows the only acceptable ticks around the 1 million ISK region. All prices must be exactly set to one of these tick levels, and intermediate values will be rounded up/down to the next tick.
Important note: Existing orders at the time of this change coming into effect will keep their current pricing. If such an order is subsequently modified, then the new price must conform to the new tick rules. It will therefore take up to 90 days (the maximum player order duration) until all player orders fit this new rule.
As discussed above, there is a desire to follow some real-world examples in how markets can operate, so this change is heavily influenced by the way that regular stock/commodity markets handle pricing. There's more information here and here out there for those that are interested in reading more on this subject.
Increasing the minimum fee for player-hosted markets, and adding a new ISK sink
Change: Broker Fee payments in structures are split equally between the structure owner and an NPC. Increase the minimum fee setting to 1% (from 0%).
For orders placed in an Upwell structure, the Broker Fee is paid to the structure owner instead of being sunk out of the game. Therefore the fees do not represent the same true cost compared to NPC stations. It is not uncommon for structure owners to give themselves and their friends a 0% fee, meaning that they can effectively list and modify orders without limit or cost. Therefore two changes are being made to markets in Upwell structures: - The minimum broker fee that can be configured by the structure owner increases from 0% to 1%. Existing structure settings that are currently below 1% will be updated to this new minimum. For reference, this 1% compares to the 3%-5% range that is possible at NPC stations (depending on skills and standings), so player-hosted markets will continue to be the most competitive places to run a trade empire. - Charging structure owners a new tax on this broker fee income. When the owner receives their 1% fee, they will immediately pay half of it onward to the Secure Commerce Commission. This new ISK sink ensures that these markets contribute positively to the health of the in-game economy, and also to server/database health by adding a non-zero cost to large-scale order creation/update spam.
Increasing the cost of order modification
Change: Increase the ISK fees that are charged when modifying an order. Change the benefits (and name) of the Margin Trading skill to become Advanced Broker Relations, which will now give a reduction to these modification fees.
Last summer some alterations were made to sales taxes and brokers fees for the market. There will now also be changes to the fees for modifying active buy/sell orders.
Currently, the cost to modify an order by a small amount is negligible. The only real constraint is the five minute delay before an individual order can be modified, but this is relatively easy to minimize for a trader with many order slots. As a result, the optimal strategy becomes "Always create your orders at 0.01 ISK above/below the current best order, and always update your order ASAP by 0.01 ISK if it isn't the highest buy or lowest sell." Competition between traders comes down to who (or what) can micro-manage their orders for the longest period of time, rather than who is making the most intelligent pricing decisions. Instead, this will provide some incentive for order changes to happen less frequently and with more consideration. Increasing the modification costs will mean that the strategy of always modifying every order as quickly as possible will quickly become unprofitable. Creating a more equal playing field for market users and handing the advantage back to those who make educated pricing calls is a clear statement of intent in the fight against botting.
The graphs below show the data for which modifications were made to unique market orders over the course of 30 days. Note that the second graph is just a zoomed-in version of the first, with the initial "0 modifications" column removed.
This shows that the significant majority of orders (approximately 94%) never get modified at all. The costs associated with these orders will not be negatively affected by these changes. It is also evident that around 2% of orders are modified more than five times. For these orders, the modification fees will start to eat into the profit margins. A tiny minority of orders (less than 1.3%) are modified more than eight times. Among these are orders that are being modified hundreds of times, with behavioral patterns that are very likely not human. With these changes, such excessive behavior will quickly lead these market-addicts to bankrupt themselves.
The way this is being changed is the introduction of a "Relist Charge" component into the modification fee. This Relist Charge will be a function of the new price, rather than the delta between old and new. A skill-based way to lower (but never eliminate) the Relist Charge will also be provided.
- BR is the character's effective Broker Fee rate at the station/structure (factoring in skills/standing/settings as appropriate)
- RD is the character's Relist Discount rate (factoring in Advanced Broker Relations skill)
Fee to create a new order at price P (this is unchanged):
Fee = BR * price
Fee to modify an existing order, changing price from P1 to P2:
Fee = max(0, BR * (P2 - P1)) + (1 - RD) * BR * P2
Note: Both types of fee will have a minimum charge of 100 ISK
- Character has Broker Rate of 3% (from skills/standings) and has a Relist Discount of 60% (from Advanced Broker Relations skill)
- Character creates a sell order for 2,000,000 ISK. They are charged a fee of 60,000 ISK, calculated as follows:
- BR * 2,000,000 = 60,000
- Character then drops the price to 1,950,000 ISK. They are charged a fee of 23,400 ISK, calculated as follows:
- 0 + (1-RD) * BR * 1,950,000 = 23,400
- *(In this case, the delta is negative, so the first part of the fee is 0) *
- Character then drops the price again to 1,900,000 ISK. They are charged a fee of 22,800 ISK, calculated as follows:
- 0 + (1-RD) * BR * 1,900,000 = 22,800
- These two modifications cost them a total of 46,200 ISK
- Character has Broker Fee of 3% (from skills/standings) and has a Relist Discount of 60% (from Advanced Broker Relations skill)
- Character creates a buy order for 2,000,000 ISK. They are charged a fee of 60,000 ISK, calculated as follows:
- BR * 2,000,000 = 60,000
- Character then raises the price to 2,050,000 ISK. They are charged a fee of 26,100 ISK, calculated as follows:
- BR * (2,050,000 - 2,000,000) + (1-RD) * BR * 2,050,000 = 1,500 + 24,600 = 26,100
- Character then raises the price again to 2,100,000 ISK. They are charged a fee of 26,700 ISK, calculated as follows:
- BR * (2,100,000 - 2,050,000) + (1-RD) * BR * 2,100,000 = 1,500 + 25,200 = 26,700
- These two modifications cost them a total of 52,800 ISK
Note: Modifying an order will reset its duration back to the original. Therefore, the modification fee also reflects the fact that the order creator is able to extend the lifetime of an order indefinitely.
Changes to the Margin Trading skill
As mentioned above, a way to reduce the modification fee with a skill is being provided. Rather than introduce a new skill, the debated Margin Trading skill is being re-purposed, which also ties into the EVE Online's strong new player focus.
The existing Margin Trading skill will be changed into Advanced Broker Relations. The skill's former ability to reduce the amount of ISK placed into escrow when creating a buy order is going to be removed. It will be replaced with an ability that provides an increasing discount to the Relist Charge.
The skill will keep its existing rank. Any points trained into Margin Trading will now apply to Advanced Broker Relations instead.
Here's the description of the skill in its new form: - Proficiency at negotiating the brokerage cost of relisting a market order at a new price. Each level of this skill adds 5 percentage points to the standard Relist Discount of 50%. - SCC regulations aimed at reducing market volatility mandate a cost for relisting a market order based on the Broker Fee rate applicable to a given market order at the time of the price change. - The total brokerage costs for relisting are calculated in two steps: - The full Broker Fee rate is applied to the increment by which the price has changed if the new price is an increase to determine the brokerage cost of raising the asking price. If the new price is a decrease this component of the brokerage cost for relisting is zero. - A Relist Discount is then applied to the Broker Fee rate and the discounted rate then applied to the total new price. The resulting amount is added to the increment charge calculated in the first step. - The total calculated in these two steps is the brokerage cost that will be charged for relisting the market order at its new price. - The standard Relist Discount on the total price brokerage fee has been set by the SCC at 50%. Advanced Broker Relations increases that discount by 5 percentage points per level, permitting a discount of 75% at level 5.
Here's a table showing the Relist Discount at each level:
| Margin Trading Skill Level | Relist Discount | | ---------- | ---------- | | 0 | 50% | | 1 | 55% | | 2 | 60% | | 3 | 65% | | 4 | 70% | | 5 | 75% |
Important note: The Margin Trading skill will no longer provide its current ability to reduce the amount of ISK placed in escrow when setting up a buy order. Existing orders that were placed prior to this change will continue to operate as before, but once completed/expired all new orders must be backed up by 100% escrow.
These changes will positively impact the market, and better support fair competitive trade between players. Once again, the commitment to fighting botting in all its forms in EVE is absolutely firm, and moving forward with these changes means that the market and the player behavior involved will be closely monitored once these changes are live and in your hands. Further adjustments will be made as necessary, but for now, any open feedback and discussions from the community are welcome as usual, so feel free to head on over to the discussion thread on the EVE Online Forums to take part.
The Monthly Economic Report for January 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.
Last December, the endeavor towards a healthier mineral distribution throughout New Eden began. While this is a complex task, changes will be implemented in phases, over a period of time, to propel the project towards its ultimate goal: a dynamic mineral distribution system that will self-regulate based on inputs and outputs.
Of course, that is easier said than done, and the road to get there is long and fraught with peril. Drastic changes are being made that will be felt throughout the ecosystem, but there is confidence that they are positive changes for the long term health of EVE Online.
The plan consists of three phases: - Shortage phase - Re-distribution phase - Dynamic distribution phase
The shortage phase is a mandatory step in order to get the data that is needed, so that what constitutes a ‘healthy’ distribution for the current player base can be identified and understood. This step will also allow all the factors that should be considered during the creation of the dynamic system to be listed. Currently, there are three to five steps within this phase. The first step was executed last December, and the second step is going live with this patch. The next step will be going live sometime next month.
As explained in December, communication of the details is sensitive and there are huge interests at stake. Nevertheless, there is a need to give out a high level overview about the next step.
Upcoming Moon Mineral Distribution Changes
Since Moon Mining is a time sensitive activity that relies on multiple time windows, by giving you a heads up and allowing for some time, you can adjust your plans accordingly.
During the next release, a significant change in how minerals are distributed on moons is planned. You should expect the following changes: - Complete removal of all basic ore types from all moons - Adjustments on ore volume extracted per day, per moon - Adjustments on moon ore type yields of basic minerals
It is understood that the changes that will go live throughout phase 1 will affect the macroeconomic environment and the market reaction will be closely monitored. Predictions have been made and the readiness to take measures is in place. After all, the industry is an integral part of how minerals are consumed, and as such it plays a great role in the mineral market’s behavior as well as current stockpiles in inventory. No stone will be left unturned in the mission towards a better future.
Hello caring capsuleers!
On Wednesday, 15 January 2020 the PLEX for GOOD for the Australian Bushfires campaign got underway. In no time at all donations began rolling in, and players began organising their own PLEX drives and events to raise awareness and gather donations for the campaign.
The campaign concluded on Sunday, 26 January 2020 and now we’re happy to have some information for you about how this PLEX for GOOD turned out!
PLEX for GOOD is a charitable program operated by CCP Games on behalf of EVE Online players. It provides a way for EVE players to donate to a charitable cause through the use of the digital currency PLEX. There are many people who are quite wealthy in EVE Online but may not have much to spare IRL. PLEX for GOOD creates an opportunity for charitable giving for those who otherwise might not have the means to donate real money.
In the week after the campaign concluded we tallied up the total donations and were taken aback when we realised just how much the EVE community had raised:
An astonishing US$107,454 has been raised which far exceeded our predictions. To further put this amount in context, that equates to:
- 2,687,693 PLEX
- 448 years of game time
- 9.14 trillion ISK worth of PLEX at current market prices
This makes PLEX for GOOD for the Australian Bushfires our second most successful campaign since the first PLEX for GOOD all the way back in 2005:
- 2005 - $25,326 – South East Asia (Tsunami)
- 2010 - $34,350 – Haiti (Earthquake)
- 2010 - $38,900 – Pakistan (Monsoon)
- 2011 - $44,600 – Japan (Earthquake and tsunami)
- 2011 - $32,900 – United States (Hurricane Irene)
- 2013 - $190,890 – Philippines (Typhoon Haiyan)
- 2015 - $103,650 – Nepal (Earthquake)
- 2020 - $107,454 - Australia (Bushfires)
This campaign also brings the total raised for charity across all PLEX for GOOD campaigns to US$578,070 since 2005, an incredible feat which all EVE Online players can be proud of!
THE GENEROUS EVE ONLINE COMMUNITY
Of course we have to once again highlight the astonishing donation by Kelon Darklight who auctioned off the incredibly rare Gold Magnate he earned when the team he captained won the Amarr Championships at Fanfest in 2016. This exotic ship fetched a winning bid of 1,001,001 PLEX and once the auction concluded he immediately donated the full amount to PLEX for GOOD. His donation alone accounts for over a third of all the PLEX raised during the campaign and catapulted the total over the $100k mark.
Also deserving of special mention are all the players who organised and promoted public events to drive donations for PLEX for GOOD, such as the giant free-for-all brawl which brought together Australian timezone players from all over New Eden, or the Zirnitra kill event where over 1,000 players turned up to write themselves into EVE history by appearing on the killmail of the first Triglavian dreadnought to be destroyed in the game.
Then there was the two-day Raid-a-thon organised by the hard working team at Streamfleet which brought together dozens of EVE’s talented Twitch streamers to raise even more PLEX. Other valiant streamer efforts such as MyLeftArm's 24 hour stream and Squishy and the B-Team's drive that raised about 40k PLEX also helped the cause.
However, not everyone in New Eden has the means to donate or raise huge amounts of PLEX. The vast majority of donations made to this campaign were small, individual donations made by players who scraped together whatever they could and gave out of generosity of their hearts.
So whether you donated one million PLEX or one hundred PLEX is beside the point - ALL capsuleers who contributed to PLEX for GOOD can feel proud that they have made a contribution to an important cause, and the money raised will have a real, meaningful impact on those whose lives have been tragically affected by the destructive bushfires in Australia.
CCP Games and the Icelandic Red Cross came together at CCP’s headquarters in Reykjavik to officially hand over the cheque for the money raised on behalf of the capsuleers of New Eden.
The Icelandic Red Cross sends their profound thanks to the players of EVE Online for this incredible display of humanity and generosity. They will now deliver the funds to their Australian Red Cross counterparts where it will in turn find its way to the relief services that are being provided on the ground to those affected.
As with previous PLEX for GOOD campaigns, people who donated the minimum 100 PLEX will receive in-game apparel as a ‘thank you’ from CCP for their generosity. This will consist of two t-shirts (one mens and one womens) featuring the logo of the Reserve Frontier Safeguard (RFS) for your avatars to wear proudly:
The DED's Reserve Frontier Safeguard service, commonly known as the RFS or "Safeguarders", has its origins in a lowsec/nullsec frontier patrol operated using reservists from the member states of CONCORD. The RFS originally provided a security patrol presence in lowsec systems with planetary colonies and other orbital settlements. Since the expansion of CONCORD's mandate and permanent DED fleet capacity in YC105, the RFS has evolved into an organization focused on providing disaster relief to colonies across lowsec space.
Anyone who donated the minimum 100 PLEX will receive one pair of the shirts. At 500 PLEX you will receive two pairs and then an additional pair for every 500 PLEX donated after that.
Our art team is hard at work on preparing these assets and we hope to have them delivered to donors sometime in March. In the event that you made your donation as part of a collection being taken up by your corp, alliance, player group or other means where you won’t be directly credited for it, we will provide instructions about what you need to do at that time to ensure that everyone who is entitled to apparel receives theirs!
Unlike many of the disasters that PLEX for GOOD has assisted with, the Australian Bushfires were not a sudden, jarring event like an earthquake or a tsunami. It was something that built up slowly over a long period of time and it would be several months before the true scale of the disaster had manifested.
Embarking on this fundraiser, we were uncertain if it would attract as significant an amount of donations as we’ve seen in the past. By the time PLEX for GOOD for the Australian Bushfires began, the scale of the catastrophe in Australia had been headline news around the world for some time. We wondered if people had already given all they could through other means, or if the impact of the event had already begun to diminish in peoples’ minds.
What we’ve seen instead is one of the biggest PLEX for GOOD campaigns we’ve ever run, and once again we here at CCP have been humbled and moved by the capacity for caring, empathy and generosity that the EVE Online community possesses.
We want to acknowledge those in the community who began calling on CCP to bring back PLEX for GOOD to help with this disaster, and also the many others who rallied to those calls. Our players are a constant source of pride and inspiration to us here at CCP and we truly feel that is the greatest online gaming community that has ever existed.
Before we sign off, we want to leave you with a special message:
And also on behalf of everyone here at CCP: Thank you, capsuleers. o7
- The EVE Development Team
In May 2019, the 64-bit client open beta for EVE Online was announced and it went live a few days later. Although this was opt-in, over half of EVE’s players activated within four months which was well above our expectations.
Then in September the 64-bit client was made the default with the results being closely monitored.
The transition away from the 32-bit client is now fully complete and the EVE community deserves an enormous "thank you" for all the valuable feedback provided during the opt-in phase and beyond. The 64-bit client ensures that EVE Online can continue to grow, while also reducing the development time associated with maintaining two clients.
Sunsetting of the 32-bit client will take effect from Wednesday, 26 February.
Our metrics data shows a small number of users were on 64-bit capable hardware but still running a 32-bit operating system. In these cases we would encourage people to upgrade to a 64-bit operating system where possible.
We’ll be raising the minimum memory specification for the client to be 4GB as a result of the move to 64-bit. We're also taking the opportunity to update the space requirements to 23GB to match the additional game content that has been added in the past year.
Our ongoing investment into our technical infrastructure, such as this transition to the 64-bit client and upcoming support for DirectX 12, is all a part CCP's commitment to EVE Online into the future.
It's an undeniable fact that the friendships made in eve have a positive impact on its community. We managed to contact Arnor Maximilian shortly after he published his Master thesis in sociology about the impact that EVE Online has on the real world and wanted to share his findings with our amazing capsuleers.
Surely many have noticed the popular opinion that computer games affect people in overall negative way. That gaming has negative effects on academic performance, consumes peoples time and traps them inside this world of imagination. However, the world imaginary refers to a place where the players actions would not affect the real world or have any real consequences. This research paper was aimed to disprove this belief and expose the truly undenying link between the real world and EVE online. This was done by using sociological qualitive research techniques based on several in depth interviews with long term EVE online players which were coded based on Bourdieu’s sociological theory called theory of practise. Video games have changed drastically over the years like many of our other modern media. In the past computer games were simply categorized the same as movies and books since they often had simple narrative and the user had no control over the actual story. Pong for example was developed by Atari 1972 a very simple game where the main goal was to shoot a tiny square past the opponent, claiming a point. The only rules that applied in this game were based on the ingame hard code that was unchangeable for the regular user. This defined the separation between the virtual world from the real world. The real world was more complicated since the ways people react and behave to different circumstances are unimaginable. Normal people don‘t follow scripts like in the movies or video games, we have complicated unpredictable behaviour based on society’s social rules. Rules that are constantly changing and bending within our social structure.
Now fast forward to the present, where the video games have become online and filled with people with complicated social rules. The difference between worlds has now been officially broken since both worlds have emerged. The way people now play, how they win or reach the games goal has become personalized. A great example of different goals could be found in the interviews. One’s goal could be mining asteroids, controlling a large-scale group or a small group of pirates, even working the market or focusing industrial work. But sometimes these goals were simply making friends, or even foes. But still like any other goal people need to work towards it, and some people have it easier in a video game because of their real-life skills. People can use real life skills to empower their gameplay in the virtual world. These skills explained from Bourdieu’s theory of practise and is called sociological, economic, cultural and symbolic capital. Capital in short is what people have access to in life and makes up for what is called habitus which controls how we feel, what we say, what we do and how we act. It’s our experience throughout life come to one shaped by our environment like family and friends, gender, education, location, school, work etc. This capital was analyzed in the interviews and categorized as external and internal capital which was the main concept that established the link between the real world and EVE online.
The external capital stands for the real-world resources the players have while the internal capital stands for the ingame resources they have. The players can use these resources to affect their gameplay and the ingame world. A good example of a player using his external social capital within the video game is where he joins EVE Online with real life friends. He then gets advantage over those players without friends. Of course, this is not the only thing that matter in the game world, just an example of a small advantage. The player might not even be thinking about this advantage. They might just want to enjoy the company and the social aspect, but reaching that goal would still be based on their real-life social capital. In many cases the social experience is the players biggest enjoyment of the EVE online. The interviewees described how the people they played with were more than just names on ships. They were real people whom they cared greatly for. Many had made very close and serious relationship over many years. Here‘s an example of a player describing his experience:
We have made tons of really good friends and it‘s just awesome, and maybe not people you meet every day. But there‘s always this connection, a bond between you and the players you‘ve met, EVE is just something that connects us. [...] I remember especially during one Christmas, we were just hanging out on skype playing EVE together for hours and hours. It’s one of the most fantastic experiences I‘ve ever had. [...] People were sharing things, helping each other and for me, it was more about the company than anything else.
The players were in many cases the main reason why people kept on playing EVE Online. The game was basically the glue that kept their virtual social world together, their internal social capital if you will. Internal social capital is however not always something just stuck in the video game world. In every interviewees case they had developed a friendship that translates over to the real world. Sometimes the friendship brought on some economic benefits, like an access to friend’s house for vacation in another country. In an extreme case a friendship might even end up in marriage.
The second capital discussed in the paper was the economic capital, which usually represented currency ingame called ISK, or real-life currency. The movement between the internal and external economic capital was discussed by the interviewees in couple of ways. First regarding people selling ingame items for real life currency and vice versa. However, this of course is highly illegal in most video games and will result in a ban. The other movement was quite simple, and it was the exchange for real life money for ingame time or other benefits through CCP.
The third capital is cultural capital and was mostly analyzed in the players behaviour and what kind of people they liked to play with. Most people play with those who speak the same language. But the difference between players nationality can appear in more than just the language. They can have different social rules of what might be right or wrong, how to behave in certain situations, what is socially acceptable and what’s considered taboo. The real-life personality translates into the game and can affect what kind of group player becomes a part of. But of course, like other capital, people ingame can affect the real world in more ways than just perspective, both in a negative and positive way.
The fourth and last capital is symbolic capital. It appeared when people and groups got recognized in the game, even got famous for certain actions. However, their repetition could be both negative and positive, based on perspective. This symbolic capital could even reach out of the game, where certain players got known in the real world. The interviewees also mention some examples of where external symbolic capital had moved into the game. There some celebrities started to play EVE Online got instantly known and respected by the community. The final conclusion of the paper closed the loop on how EVE online and the real world connects trough the actions of the players. They have the capability to use both internal and external capital to affect their ingame and their real-world surroundings in a major way by playing the game. A great example is EVE fanfest which is a huge festival which effects the real society in Iceland in a major positive way. The festival is something wouldn‘t be possible without the influence from the virtual world of EVE Online world and its player base. But in the end, for so many players EVE Online is something that’s been a part of their life for a very long time. Trough the game they made some serious social connections that translated over to the real world and sometimes not. But for them and so many more, EVE Online is so much more than just a game.