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 Maximillian 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.
By now most of us have seen the distressing images coming out of Australia where severe bushfires continue to cause devastation to large parts of the continent. We have witnessed scenes of enormous firestorms, destroyed forests and entire communities driven out of their homes. Human lives have been tragically lost to the fires, and millions of animals have been wiped out.
But we have also seen inspiring scenes, too - volunteer firefighters valiantly battling the advancing flames day and night, emergency shelter staff providing displaced families with food, clothing and a place to rest their heads, and the ongoing efforts to rescue and rehabilitate injured wildlife.
Since the outbreak of the fires: - 29 people have lost their lives - Over 2,200 homes have been lost - Over 10 million hectares have burned - Hundreds of millions of animals have been killed
To put the actual scale of the fires into context, 10 million hectares is approximately 5 times the size of either the 2018 California wildfires or the 2019 Amazon rainforest wildfires. To put it another way, this is about the same size as the entire country of Iceland where CCP is based.
Many in the EVE Online community have called upon CCP to bring back PLEX for GOOD to lend a hand and we are happy to oblige, so today we are formally launching PLEX for GOOD for the Australian Bushfires.
What is PLEX for GOOD?
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.
The first PLEX for GOOD swung into action in 2005 to raise funds for the South East Asian tsunami. Since then several campaigns have taken place over the years and so far, the players of EVE Online have raised over US$470,000 for charitable causes around the globe.
Once again, we will be partnering with the Red Cross for our PLEX for GOOD drive. The Red Cross is active on the ground in Australia providing support to those affected by the fires. You can read about some of their relief efforts here.
How long will the campaign run?
This campaign has commenced as of the publishing of this dev blog and will run until 23:59:59 UTC Sunday, 26 January 2020.
How does it work?
EVE players can contract PLEX in-game to the character CCP PLEX for GOOD and the real-world monetary value of all PLEX collected will be donated by CCP to the Icelandic Red Cross at the conclusion of the campaign on behalf of EVE Online players. The Icelandic Red Cross will ensure that the donated money is delivered to their counterparts in the Australian Red Cross where it will then be deployed to aid their humanitarian efforts in bushfire affected areas.
We are requesting that players respect a minimum donation of 100 PLEX. This will help keep the processing of donations as efficient as possible while also allowing those with only a small amount of PLEX to participate.
To obtain PLEX to donate, players can: - Purchase PLEX from the EVE Online website - Transfer PLEX they may already have in their PLEX vault - Purchase PLEX from the in-game market with ISK
To purchase PLEX visit secure.eveonline.com/plex and select a PLEX bundle. Then follow the checkout procedure and once you have completed the purchase your account will be credited with PLEX and it will appear in your PLEX vault in-game.
Open your inventory and drag the PLEX from your vault into your item hangar and then contract the PLEX from your item hangar to the character CCP PLEX for GOOD with a 14-day expiration.
IMPORTANT: CCP regards any scamming attempts surrounding PLEX for GOOD to be morally reprehensible, and any attempts at scamming relating to this program will be met with the harshest and swiftest action at our disposal. If you become aware anyone of attempting a scam related to PLEX for GOOD please notify us at firstname.lastname@example.org
Community PLEX-raising efforts
Over the course of the campaign EVE players may wish to conduct their own PLEX-raising drives within their corps, alliances and other communities. If anyone is running a special event such as a stream or public fleet in support of PLEX for GOOD please reach out to us at email@example.com and we will attempt to help raise awareness of your efforts!
Brawl for Bushfires
One such event is taking place this Friday, 17 January at 11:30 UTC in Nalvula. Australian timezone players from all walks of New Eden will be converging on Planet I for a free-for-all brawl. CCP will also be attending and the event will be streamed by AUTZ player Chiimera on Twitch so grab a ship and come slug it out for PLEX for GOOD!
On behalf of everyone here at CCP Games - thank you!
Please note that your contribution to PLEX for GOOD is not tax-deductible. For information on the Icelandic Red Cross (Rauði Krossinn á Íslandi), please visit their website at www.raudikrossinn.is or contact them at Efstaleiti 9, 103 Reykjavík, telephone +354 570 4000, firstname.lastname@example.org
The Monthly Economic Report for December 2019 is now available for everyone!
You can download all of the raw data used in this report here. As always, you don't need a magnifying glass to read the graphs - simply click on each image to enlarge it.
The year in review video for EVE in 2019 has now been sent out to 214,713 unique email addresses associated with active EVE players, and if you have received one, hopefully you enjoyed the look back at your victories, activities and mishaps! If you did not receive a video, this blog will aim to outline some of the user restrictions placed in order to obtain that pool of users that received an email, and how the data was gathered and aggregated in general.
First off, it‘s important to note that even though it would have been great to summarize every second of 2019 for every player, all their user accounts and all characters, the data used for this project is for the most part from 1 January 2019 to 1 December 2019, and only for those that fit the criteria set for the Year In EVE video.
Another important clarification is that for the purposes of these videos, a playing customer was classified as a unique email. If players use multiple emails for their characters and fit the required criteria, they might get more than one video. Each video sums up all data associated across all characters and accounts connected to each email. The videos are not summarized across different emails that a player might have.
The required criteria for receiving a video is as follows: - Active Omega subscription at some point in 2019. - Omega time per email had to be greater than or equal to 30 days, for all users belonging to an email combined. Active playing time per email had to be greater than or equal to 25 hours, for all users and characters belonging to an email combined. That is log on, non-AFK hours. - Only valid emails were included, for instance, several Steam users had not verified their emails through our Account Management Site, and these were removed as no emails are associated with their accounts. - Stats were not collected for characters deleted this year. - Banned users were excluded. - Unsubscribed emails were excluded. - Players that did not have adequate activity to be categorized (see more on activity categories below) were excluded.
Essentially all data is gathered at the character level, and then aggregated up to the email level via user accounts.
Players are split into three different categories based on their activity, PvP, PvE and Industry. This segment controls the type of video sent to each email, as the latter part of the videos differ for each type. The split was decided based on averaged percentile rankings in the data points for each group. - For PvP, only one data point was captured: - PVP kills. - For PvE, three data points were captured: - NPC kills - Missions completed - Exploration Sites visited - For Industry, three data points were captured: - ISK’s worth of mined Ore - Manufactured items - ISK’s worth of PI Materials exported
If any character belonging to an email had more than 0 in any data point, it got a percentile rank, ranging from 1-100, 1 being the highest ranking. The percentile rankings for each category were then averaged and emails were placed into the category with the lowest average percentile rank. In case of ties, emails were placed in the PvP track first, then PvE, then Industry.
The last round of filtering on the data set occurred here, where several emails had not partaken in any of the above-mentioned activities and therefore essentially had no percentile rank for any of the data points. These were excluded from the data as, no matter which track they had been placed on, the endings of their videos would all have been empty.
Nemeses and Favorite Victims
A note on these stats for players on the PvP track. A ‘nemesis’ is simply the character which has collectively been on the most kill mails for all your characters combined. Ties here were settled with approximate ISK destroyed during those deaths. The same applies for favorite victims, which were simply the character most often found on kill mails where any of your characters were either the final attacker or involved party. Ties here were once again settled with ISK destroyed.
Players that received ‘DAILY DOWNTIME?’ as their nemesis had never been killed by another player during the tracked time period.
In the PvP track, kill count includes Structures, so there is a possibility some players will receive Structures as their most killed victim.
Other data points in the video are hopefully self-explanatory, as they were as previously stated collected on the character level and aggregated up to the user level.
In addition, if you share any of your standout moments from EVE in 2019 - including screenshots, stories or videos - also using #MyEVE2019, you can win PLEX, SKIN codes and there are two signed copies of the Frigates of EVE - Limited Edition book up for grabs! Winners will be selected at random.
It's Tuesday and it's been about two weeks since Team Talos' last content was released, so where's the new update? Well due to the holidays we couldn't push an update even if we wanted to! We hope you'll forgive us for taking a small break over the season and hopefully this dev blog will make up for it in some small way.
Team Talos was created back in October and our mission is straight forward:
- Challenge the Core of EVE and provide compelling content for veteran players.
- Ensure there is always something to look forward to through a rapid release cadence which provides new content or changes every two weeks.
We're excited about what we've accomplished so far and we feel like we're delivering on our mission through meaningful core changes at a consistent cadence.
Let's take a look back at Team Talos' updates in 2019 and the effect they have had on the meta of EVE Online!
Release #1 - Warp Drive Active (15 October 2019)
Warp Drive Active brought a straight-up warp speed buff for cruisers, battlecruisers and battleships. Just taking the Cynabal for example, you can see increased usage straight after the buff:
And jumps by some of the most popular battleships increased significantly:
Release #2 - Howling Interceptors (30 October 2019)
This update saw a 5% buff to the damage output of all Combat Interceptors (Crusader, Taranis, Claw and Raptor) and increased the CPU of the Crusader and Taranis to open up some fitting options. Additionally, Assault Frigates had their speed reduced a little bit. As a result there's been a slight increase in Combat Interceptor usage and Ramjags are a bit less annoying. Taking the Crusader as an example you can see a definite increase in usage after these changes:
Release #3 - Trick or Treat Event (30 October 2019)
This one was a lot of fun and a nice surprise for the pilots of New Eden. For one week over Halloween, 100% of all modules and cargo would drop from any player-owned ship destroyed in New Eden. Next time we do something like this, instead of a 100% chance of full loot drop we will probably try something more like "99% chance of full loot drop, 1% chance of no loot drop"... we have a feeling that would lead to a little less killboard padding. :)
Release #4 - Beat Around the Boosh (12 November 2019)
We made big changes to Micro Jump Field Generators and Bosons in this update. The dynamics between capital umbrellas and subcapital hunter fleets are in a tough spot and we want to keep making big changes here to work towards a more healthy balance. A theme in this update we want to continue pushing is commitment to engagements. We want to be increasing the chance of explosions with our changes and MJFGs were just a small part of the puzzle. Logisitcs, capital survivability, and low-risk PVE are other big topics that can have a similar dampening effect on conflict and they are all on the table for changes from our team next year.
Release #5 - Rapid Fire (26 November 2019)
Rapid Fire saw the Tempest Fleet Issue and Stabber Fleet Issue get some love with an increase to their Projectile Turret RoF bonuses and the Typhoon and Bellicose for got some explosion velocity improvements. Also all Autocannons enjoyed a RoF boost and greater falloff. You can see a clear increase in Medium Autocannon damage as a result:
We also tried to bring the Muninn down a notch but so far it's holding strong as a premiere fleet doctrine. We'll be watching the Muninn and Eagle both in the new year and looking for changes that promote variety for fleet pilots.
Release #6 - Kicking Over Castles (10 December 2019)
Changes to timezone tanking and other rules around structures, particularly tethering in Faction Warfare space. This was just a first step and we have so much more to do. We have a plan for low power structures that should make them much less work to remove but we didn't have time to include it in 2019. On top of that, we want to make structures more rewarding to destroy and continue improving the situation with timers. We don't expect to find any silver bullets for timezone issues but we think continuous iteration is the right strategy.
Release #7 - Naughty or Nice (12 December 2019)
And finishing up the year we, along with Team Event Horizon, created some special filaments for the Holidays. The reception has been overwhelmingly positive which is fantastic to see. Since release there's been almost 10,000 magical trips to null sec to spread holiday cheer and the amount per day is only growing! We're currently discussing the future of reindeer filaments and I can assure you this will not be the last you see of them. We do recommend you get your random roams in before these expire on January 14 - there may be a gap before they become available again.
In January and beyond we're continuing with the aim of releasing something every two weeks. Occasionally we may have release window conflicts, technical issues, or other events that might cause clashes (who is going to Fanfest 2020?), so nothing can be guaranteed. But we do have a long list of ideas for changes, which we are continuously updating and refining. So what have we got coming up in the near future?
- Updates for Factional Warfare and Wormholes are both a big priority for early in the new year. We spoke about both of these in Vegas but weren't able to fit them into 2019 so look for them in Q1 2020.
- Continuous work on Capital Balance and Structures. These two core systems are some of the most important we have and they are not exactly perfect at the moment. We want to keep iterating towards a healthier version of both.
- More ship and module updates of course, including a return to module tiericide.
- Completely new concepts and experiments! Holiday filaments definitely encourage us to keep experimenting with new ideas and we have so much more we want to try.
We are kicking off 2020 with a packed release on January 14th. I can't spoil it completely but here's a little teaser - a stocking stuffer if you will - to hold you over:
Wishing you the warmest of holidays,
Team Talos - CCP Paradox (Producer) - CCP Rise (Game Designer) - CCP Masterplan (Software Engineer) - CCP TrashMob (QA Analyst)
At EVE London in November, CCP announced a significant change to internal policies which govern how CCP employees interact with players when using their non-developer characters in EVE Online.
Our long-standing policy has been that a CCP employee must maintain anonymity when playing EVE on their player characters. While this was intended to be a safeguard against creating a perception of developer bias towards certain in-game groups, the unintended consequence was that it has prevented developers from fully engaging with certain areas of the game.
Although this affects developers partaking in many playstyles, it especially applies to engagement with sovereignty nullsec and wormhole groups. Due to the nature of EVE Online these groups in particular often have very sophisticated security measures in place to prevent infiltration by spies and attempts by a developer to hide their identity may only heighten suspicion and lead to them being exposed.
Additionally, the more front-facing developers at CCP can be quite well known in the community, to the point where their voices may be easily recognisable to players on comms when participating in fleets and other activities.
This all adds up to a situation where the probability of a developer’s identity being discovered is quite high, and as you can see in this excerpt from our long-established policy, being “outed” creates a big headache for both the developer and our internal affairs department:
“Employees should contact a Lead Game Master or IA immediately if their in-game identity is compromised or made public. The compromised character should not log into the game until the matter has been investigated and may be moved or removed, depending on circumstances.”
The risk of exposure and the consequences coming from it has had the unfortunate but understandable effect of discouraging many CCP employees from embracing certain playstyles and instead nudged them into largely solitary existences in EVE Online such as playing solo, retreating into alt corps, or sticking to small, CCP-only corporations where hiding their identity doesn’t pose an issue.
So it’s time for a change. Effective today, this policy has been updated to remove the requirement for anonymity. Developers may now play where and with whom they wish, and may decide for themselves what level of anonymity they want to preserve.
This policy change has come about from many discussions with EVE players at gatherings, advice from the CSM and internal discussions within CCP, and we feel that the benefits of this change are clear: lifting the restriction on sharing our identity will enable the developers to participate more fully in EVE Online and in doing so gain a better understanding of the experiences players enjoy and challenges they encounter in the game.
However, for this to work we’re also going to need some help from you, our players. It can be a bit daunting for some developers to reveal themselves and to make sure everyone is comfortable and having fun with you we humbly ask that you respect the following requests:
1. Let us suck
Not everyone who works at CCP is an EVE veteran. Lots of developers may not have roles at the company that have anything to do with design, content or game balance but still want to play EVE anyway. Others might be industry veterans who are skilled in their fields but are new to CCP and EVE and are learning the game as well. So if one of us leeroys a gate, misses your rep broadcast or asks a question about something basic you think should be common knowledge please don't come down on them hard about it. We ask for your patience while we're getting used to this new approach.
2. Let us play
This change will open up more ways for us to enjoy EVE so that we can develop a deeper understanding of the game and strengthen the connection with the players. If you have a known developer in your corp or alliance please don't come at them with balance issues, design ideas or "CCPlease" every time they log in. We already monitor various platforms to gather valuable feedback from the community and we'll continue learning about the issues you face just by interacting with you normally and playing the game together. If a developer doesn't have a "CCP" in front of their name at the time just treat them like you would any other spacefriend. It could have a negative impact on participation if logging in to play EVE began to feel like "work". And sometimes you may need to be our space police as well if you think that a developer is being made uncomfortable by other players within your corp or alliance due to their role as a CCP employee.
3. Leave the tinfoil at home
If you run into an opposing fleet that you know has a CCP employee in it, relax - we're not using dev hacks to get intel on you or buff our resists or using any ~space magic~ stuff like that. It's strictly forbidden for devs to cheat in any way. We have to earn our ISK in the same ways you do, it takes just as long for our skills to train as yours do and if we want to buy a dank SKIN or some PLEX we have to open up our own wallets just like everyone else.
This is also a good time for a reminder that attempting to impersonate CCP employee is a violation of the Terms of Service:
"You may not impersonate or present yourself to be a representative of CCP or an EVE Online volunteer. You may not impersonate or falsely present yourself to be a representative of another player, group of players, character or NPC entity."
We at CCP are very excited about this new approach and the potential it has for guiding the development of EVE Online in the future. The quotes below are just a small selection of the comments made about this change during our internal discussions at CCP. They weren’t written with a public audience in mind, so you can see how genuine the enthusiasm within CCP for this really is:
We hope that you are as excited as we are for the possibilities that this will unlock. We’re looking forward to playing EVE with you again, properly.
See you in space! :)
P.S. Is anyone recruiting?
In the interest of transparency the updated part of the policy which pertains to what has been discussed here follows:
Updated CCP policy for employees playing EVE Online on player accounts. Effective 16 December 2019.
Most of the following should be common sense and can be summed up with: - Be professional! - Never cheat or otherwise misuse your position as a CCP developer.
Player identity as a CCP employee
The identity of an employee's CCP Player Character(s) is anonymous by default. An employee can however choose to publicly reveal their identity as a CCP employee.
- Employees can mix and match public & private characters. I.e. an employee can have two anonymous characters and three public characters.
- It's up to the employee to decide how public they want to be.
- Being public can mean anything from telling a select few people about your employment at CCP (i.e. your close friends or corp recruiter), to full outwards transparency.
- It's up to the CCPer to set these boundaries and enforce them. If you wish to remain relatively private, have that conversation with your friends up front.
- Never mention another employee's in-game identity in any way - it is up to each employee to decide the terms of his/her own anonymity.
- Contact IA first before going public.
- Characters are vetted to ensure other CCP staff who want to remain anonymous aren't inadvertently outed through previous association.
- Characters that have been members of CCP-only corporations - or participated in CCP player character fleets / roams - may need to undergo a witness protection process before going public.
- Once a character is public, it generally cannot go back to being anonymous. Witness protection can be offered in exceptional circumstances (i.e. severe harassment)
Developers who've chosen to publicly reveal their identity must take extra care! You are a representative of CCP and anything you say may be understood as such.
- Follow the CCP Social Media Guidelines at all times when communicating on your player character.
- Take particular note of the 'Representing CCP or as CCP affiliated employee on Social Media and Forums' section.
- Follow these guidelines both in-game and out of game when interacting under your player identity.
- Always be professional & respectful towards our customers
- Never joke about "dev hacks" or otherwise having any kind of advantage over other players.
Keep work & play separate and avoid having deep work-related discussion while on your player character. Even with the best of intentions, it's not a good look if certain in-game organizations are perceived as having special insight into upcoming features or bug fixes due to CCP Dev membership. - Redirect players to official channels when probed about work related matters, such as suggestions, feature requests and questions like "when will this bug be fixed?". - Don't discuss announced but unreleased features. Point to dev blog(s) & forum discussion threads instead. - Direct players to the in-client bug report form, support help center and forums. - Remember you can always state: "Sorry but I am not working now, I'm playing in my free time."
IA Monitoring & Penalties
- CCP Employee Accounts:
- Are monitored and audited by IA. Reports of potential CCP Developer misconduct are also investigated by IA.
- May be frozen if a routine audit raises suspicion of potential misconduct.
- May be frozen during investigations into credible reports of employee misconduct.
- In case of a verified breach of the EULA/TOS, regular penalties will apply to CCP Player Accounts - Warnings, temporary or permanent bans will be applied as appropriate according to standard procedures.
- In case of serious infractions (such as verified cheating or misuse of insider knowledge and Developer Tools), further disciplinary measures - up to and including termination of employment - may also be taken by CCP.
The full text of the CCP Bible as it's known is available here.
The Monthly Economic Report for November 2019 is now available for everyone!
You can download all of the raw data used in this report here. As always, you don't need a magnifying glass to read the graphs - simply click on each image to enlarge it.
Don't forget that on Tuesday 10 December, the Free Market Release will land on Tranquility introducing the new slick Wallet UI, adjustment to the Direct Trade system, and a brand new HyperNet Relay feature. More details will be released tomorrow, so keep a close eye on the EVE Online news section.
The sign up for the Invasion Tournament Series Online Qualifiers closed yesterday at 23:59 UTC and you can find the list of 32 teams that will compete for the last spot in the Invasion Global Finals at Fanfest 2020 at the bottom of this article.
The bracket and details on the ships and fittings that we will use up until the Grand Finals are now available for everyone:
We will be reaching out to all participating pilots tomorrow with information about the Discord server and expected match start times for the weekend.
| TEAM NAME | PILOT A | PILOT B |
| ---------- | ---------- | ---------- |
| Da Hive | Rajecz | maka RTH |
| ViolenCrabClaws | Escuro | ToseterMZ |
| Gallente-macy | Nomistrav | Azazel Drakonis |
| Whatever | Fiedan | Aman A'mir |
| THUKKER TRUKKERS | Deep Bleu | Pol Macsliebh |
| Lone Gnomes | Charlotte Collette | Dahhhnlaaddd Shoop |
| Did he say meow | Alexandr Dern | Lorianna Lee |
| Phoenix Rising | Ashley Parisi | Serena Fonulique |
| Stay Frosty | Rixx Javix | Watson Crick |
| Team 7 | Jose Zampano | Bap1811 |
| What the Horse? | Daxx Phila | Mendell Shouna |
| #EXILECREWSKI | Leon Baxster | ZehNarume |
| dead inside kids | Frenzy Chaos | Yoshitoshi |
| EVE after school | VLD Miromme | Kidein Orlenard |
| Blue Republic | Insidious Sainthood | Metal Jack |
| I aim to be shot | aerikon | Hephaestus Orestes |
| QUIET Boys | Murray Rothbardo | Ten Ahrest |
| Amarrian Meme | Damassys Kadesh | Arsia Elkin |
| CALSF AMERICA | Solidus Obscura | TheLastSparton |
| RightClkApproach | HuntingFighter Oramara | Thaiax Isu |
| L'Afrance 2019 | aria yatolila | Illyria Mimikry |
| Team AKIMA | JuuR Zibaoo | Hema T'oolan |
| Team Piglets | Mira Chieve | CraftyCroc |
| Josh Anotehr Duo | TehEbil1 | Joshua Mistweaver |
| Dopamine | Phinix Erebus | Faith Evingod |
| spittin kittens | Viksoo | Robin Hood7 |
| Say Geronimo | T'ern | Durandal Thoth |
| MBLOC Reloaded | Corvus Onzo | Commander Gauntlett |
| Pewpew Chickens | Marie Beldrulf | Icarus100 |
| FurryFury RC | Ambrose Ohmiras | Jamico Toralen |
| Lootscript | Cable Uta | Tikktokk Tokkzikk |
| Dead Terrorists | Larf1986 | Antar Lechs |
We are thrilled to host the last Invasion tournament of the year online and cannot wait to see the fierce competition between new and more established teams.
Please visit this thead to provide feedback on the No Downtime experiment. (Thread locked until 11:00 UTC on Wednesday, December 4th).
Every day I think about downtime and wait for it to pass.
Downtime today is not like downtime was a few years ago when it was usually up to an hour, enough time for a long lunch, including dessert. These days Tranquility's auto-reboot on weekends takes approximately 4 minutes and 20-40 seconds, just enough for a quick cup of tea. But it is still an inconvenience since you must time your activities to be at a safe place at 11:00 UTC. Downtime waits for no one.
Therefore, for the first time in the more than six thousand days of EVE Online, there will be no downtime on Wednesday, 4 December! We will begin the first 48 hour run ever of EVE at 11 o'clock on Tuesday 3 December and end it on Thursday, 5 December.
This will be the first small step to evaluate what needs to be done for us to improve the EVE Online experience for players in different time zones around the world. Even a short downtime has an impact on your experience and to set the game up for yet another thriving decade then we must address that.
First, let’s take a step back and look at the reasons why we have downtime in the first place: - We have excessive memory consumption and lack of clean-up in certain areas, and we don't necessarily refresh cache since the daily reboot will take care of it all. - We still have daily database jobs that run during downtime. - There are certain things that must be done regularly, and it is most convenient to do them during startup when there are no players online.
This is our dirty laundry. We have documented all the things we know that can go wrong. Then there are the things we don't know about and testing is the only way to find out…
We know that some things will be less than ideal, e.g., asteroid belts will probably be barren in the last 24 hours. Other things may not get updated (e.g. average market prices) or may break, even badly, and we are fully prepared to have to emergency reboot Tranquility in the evening on the 4th. Time will tell.
So why take this chance, why not try and move downtime? Wouldn't some other time be better? Well, not really. The only real solution is no downtime. Everything else is just trying to pick the least-worst solution.
EVE players are all over the world, and roughly grouped into three areas by time zones: - Europe, including Western Russia, and Africa - Separated by the Atlantic from America - America - Separated by the Pacific from Asia - Asia, including Eastern Russia, and Oceania - Separated by the east part of the Mediterranean / west part of the Indian Ocean from Europe (yeah, I know this is a stretch, I'm picking oceans here to try and fit a pattern)
The primary play sessions are visible in the online graphs:
The first instinct would be to say that downtime should be at 7 o'clock when the online population is the lowest. This is the "Pacific Downtime"; after the American play session and before the Asian play session. I'll come back to why it isn't the right choice.
The population is, however, not the same as an activity. Using CPU usage on Location Nodes (the nodes in the Tranquility computing cluster that host the solar systems) as a proxy for activity then a different picture emerges:
There are noticeable dips and peaks here, and downtime is not where you think it is.
If you look closely at the peaks, then you will notice a small dip at each one of them. That's downtime at 11 o'clock. There is a decline in activity between 10:40 and 11:20 UTC each day, which fits nicely with Central European lunch. EVE is real and requires food.
The lowest dips, however, are at 23 o'clock (around 23:30 UTC actually). This is the "Atlantic Downtime"; after the European play session and before the American play session.
But downtime at 23 o'clock in between the primary play sessions of the two largest player timezone groups may be a terrible idea even if this is most often the overall low point of activity. For example, wars at a time suitable for both player groups would happen at that time.
There is more than can be read from these graphs such as that CPU usage overnight and at 7 o'clock, during the lowest population, is quite high, so activity per player is high during the American play session. Americans also play longer into the night than, say, Europeans. Shortening the American play session at the tail end with the "Pacific Downtime" is, therefore, not the right choice.
What about the "Mediterranean Downtime"? It is probably the worst spot of the three possibilities with a high online population and activity.
So all choices are bad, but it must be acknowledged that Asia currently gets the short end of the stick.
We could nudge downtime a bit earlier into the morning but realistically no earlier than approximately 9:30 UTC, and perhaps we will. Rest assured, we are always looking at our metrics and wondering if downtime can be placed better.
But honestly, then there is no ambition in moving downtime around. As I said at the beginning, the only real solution is no downtime.
No downtime on Wednesday, 4 December, will be a singular experience! That being said, then I don't want players to log in to try and break any online records. I really want as close to a typical Wednesday as possible.
We want to gauge the impact to inform our priorities. What should we fix to try and get to a place where we can normally run Tranquility for, say, 48 hours at a time and perhaps have four downtimes each week. And then continue to increase the run-time and reduce the downtimes by focusing on the pain points as they surface.
See you in space,