Greetings Capsuleers.

"A healthy economic environment where players can find opportunities by making interesting choices is the goal. One of the key pillars of EVE is that loss has meaning and a state is being reached where loss is not meaningful anymore for veteran players. It is imperative, both for EVE's success and for the well-being of its inhabitants, that the economy resides within a healthy state."

Back in March, the EVE Online Ecosystem Outlook blog described the plans for resource distribution in New Eden. This endeavour started last December with asteroid belt changes, then moved on to ore anomaly changes and a moon resource shake-up, and now the fourth step of the Shortage Phase is planned to go live in mid-October. Alongside the final steps of the Shortage Phase, the first step of the Redistribution Phase will also go live in the middle of October.


Redistribution Phase

The main goal during the first steps of the Redistribution Phase is to create 'Primary Supply Zones' and give value to all space in New Eden. The process starts by creating the following map of minerals:

| Security Zone | Exclusive/Main Supplier of Mineral | Excluded Minerals | | ---------- | ---------- | ---------- | | Hisec | Tritanium | Isogen, Nocxium, Zydrine, Megacyte, Morphite | | Lowsec | Isogen, Nocxium | Tritanium, Zydrine, Megacyte, Morphite | | Nullsec | Zydrine, Megacyte, Morphite | Tritanium, Nocxium (some availability through Sov anomalies remains) | | Wormholes | - | Tritanium, Nocxium, Morphite |

This, as with anything else, will change according to how things in New Eden progress.

The above will be achieved through the changes detailed below.


Asteroid Ore DNA

The biggest change to come is with the ore DNA. This change is part of both the Shortage Phase and the Redistribution Phase. The Shortage part has to do with the exact values that were decided, while the Redistribution has to do with the material composition. 

The mineral output of all asteroid ores will be changing in order to create room for a better geographical distribution of minerals, as stated above in the Redistribution Phase Section.

Here are the changes (only standard ores presented, appropriate changes are in place for higher yield ores):

| | Tritanium | Pyerite | Mexallon | Isogen | Nocxium | Zydrine | Megacyte | Morphite | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | Veldspar | 400 (-15) | | | | | | | | | Scordite | 150 (-196) | 90 (-83) | | | | | | | | Pyroxeres | 0 (-351) | 90 (+65) | 30 (-20) | | 0 (-5) | | | | | Plagioclase | 175 (+68) | 0 (-213) | 70 (-37) | | | | | | | Omber | 0 (-800) | 90 (-10) | | 75 (-10) | | | | | | Kernite | 0 (-134) | | 60 (-207) | 120 (-14) | | | | | | Jaspet | | | 150 (-200) | | 50 (-25) | 0 (-8) | | | | Hemorphite | 0 (-2200) | | | 240 (+140) | 90 (-30) | 0 (-15) | | | | Hedbergite | | 450 (-550) | | 0 (-200) | 120 (+20) | 0 (-19) | | | | Gneiss | | 2000 (-200) | 1500 (-900) | 800 (+500) | | | | | | Dark Ochre | 0 (-10000) | | 1360 (+1360) | 1200 (-400) | 320 (+200) | | | | | Crokite | 0 (-21000) | 800 (+800) | 2000 (+2000) | | 800 (+40) | 0 (-135) | | | | Bistot | | 3200 (-8800) | 1200 (+1200) | | | 160 (-290) | 0 (-100) | | | Arkonor | 0 (-22000) | 3200 (+3200) | 1200 (-1300) | | | | 120 (-200) | | | Mercoxit | | | | | | | | 140 (-160) | | Spodumain  | 48000 (-8000) | 0 (-12050) | 0 (-2100) | 1000 (+550) | 160 (+160) | 80 (+80) | 40 (+40) | | | Bezdnacine  | 40000 (+26800) | 0 (-2200) | 0 (-3780) | 4800 (+3700) | | | 128 (-57) | 0 (-10) | | Rakovene  | 40000 (+37800) | 0 (-7200) | 0 (-855) | 3200 (+3200) | 0 (-450) | 200 (-70) | 0 (-83) | 0 (-2) | | Talassonite  | 40000 (+27400) | | | | 960 (+504) | 0 (-81) | 32 (+19) | |


_Asteroid Belts _

High Security

  • All variations of Omber and Kernite will be removed from Hisec asteroid belts.

Low Security

  • All variations of Veldspar, Scordite and Plagioclase will be removed from Lowsec asteroid belts.
  • The quantity of all variations of Pyroxeres and Kernite will be reduced by 75%.
  • The quantity of all variations of Hemorphite and Hedbergite will be increased by 400%.

Null Security

  • All variations of Scordite, Plagioclase, Omber, Jaspet, Hemorphite, Hedbergite, Gneiss, Dark Ochre, and Crokite will be removed from Nullsec asteroid belts.
  • The quantity of all variations of Kernite will be reduced by 75%.
  • The quantity of all variations of Bistot will be reduced by 70%.
  • The quantity of all variations of Arkonor will be reduced by 50%.
  • The quantity of all variations of Mercoxit will be reduced by 90%.


Ore Anomalies

High Security

  • All Ore Anomalies will be removed from Hisec systems.

Low Security

  • Certain Ore Anomalies will be removed from Lowsec systems.
  • The quantity of all variations of Gneiss and Dark Ochre in all Lowsec Ore Anomalies will be increased by 300%.
  • The quantity of all variations of Crokite in all Lowsec Ore Anomalies will be increased by 9900%.

Wormholes

  • The following ores and their variations will be removed from Wormhole Anomalies:
    • Veldspar, Scordite, Plagioclase, Jaspet, Hemorphite, Hedbergite, Dark Ochre, Crokite, Mercoxit, Spodumain.


Sov Ore Anomalies

The ore quantity composition of the Sov Ore Anomalies will be as follows:

| Level | Pyroxeres | Omber | Kernite | Crokite | Bistot | Arkonor | Mercoxit | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | 1 | 600,000 | | | | 5,000 | 5,000 | | | 2 | 200,000 | 10,000 | | | 40,000 | 25,000 | 1,500 | | 3 | | 20,000 | | | 60,000 | 50,000 | 2,000 | | 4 | | | 20,000 | 2,500 | 135,000 | 50,000 | 2,500 | | 5 | | | | 5,000 | 175,000 | 50,000 | 3,000 |

Further changes are being made to other resources:

K-Space Gas Sites

  • The spawn probability of Mykoserocyn sites will be reduced.
  • The spawn probability of Cytoserocin sites will be reduced.

W-Space Gas Sites

  • The respawn time for all Fullerite gas sites will be increased.
  • The spawn probability of all Fullerite gas sites will be reduced.
  • All Fullerite quantities at all sites will increase by 100%.
  • Certain Fullerite sites will be removed from higher class wormholes.

Ice Sites

  • The spawn probability of all Ice Sites will decrease.


Closing Notes

As mentioned in the EVE Online Ecosystem Outlook blog from March, the goal for this update is the reduction of inventory. Alongside that, the following is expected: - More movement in Lowsec - and potentially more destruction - Increase of mining ship losses - More market transactions for ores/minerals - Mineral income from refining items to increase - Prices of minerals to change

This has now been almost a year long journey, and there is a lot more to come. For some this has been painful, but significant progress is being made towards the goals for a healthy New Eden ecosystem as mentioned in the EVE Online Ecosystem Outlook blog.

On this journey there have been very encouraging signs, and as New Eden reaches its final stages of the Shortage Phase, the journey into the Redistribution Phase begins.


CCPTV Stream

The New Eden Ecosystem, Resource Distribution, and more will be discussed on Friday 25 September 18:00 EVE time with CCP Rattati, CCP Psych, Carneros & Caleb Ayrania. Make sure you catch it live on the CCP Twitch channel!

If you would like to discuss this dev blog, please head over to the official thread on EVE Online forums.

Hello,

The Monthly Economic Report for August 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.

For discussion, please head over to the official forum thread.




0 produced.vs.destroyed

1 regional.stats

2 destruction.value.by.region

2 destruction.value.by.region bar

3 mining.value.by.region

3 mining.value.by.region bar

3 npc.bounties.by.region

3 npc.bounties.by.region bar

4 production.value.by.region

4 production.value.by.region bar

5 trade.balance.m3.by.region

5a trade.balance.by.region

6 trade.value.by.region

6 trade.value.by.region bar

6 trade.value.by.region barforge

6a contract.trade.value.by.region bar

7 imports exports

8 net exports

9a sinksfaucets

9aa services breakdown

9aaa top.sinks.faucets.over.time

9b isk.float.3

9c velocity

9d economy.indices

9d economy.indices.short

9ea index.decomp.ConsumerPriceIndex

9eb index.value.decomp.ConsumerPriceIndex

9fa index.decomp.MineralPriceIndex

9fb index.value.decomp.MineralPriceIndex

9ga index.decomp.PrimaryProducerPriceIndex

9gb index.value.decomp.PrimaryProducerPriceIndex

9ha index.decomp.SecondaryProducerPriceIndex

9hb index.value.decomp.SecondaryProducerPriceIndex

destroyed value (sqrt)

peak concurrent players

stargate jumps

Greetings Capsuleers,

It’s time to level up and push your Project Discovery performance to an even higher benchmark, as the data coming in will now be more complex, resulting in even better learnings for the science community! As immortal pioneers of New Eden, you have surpassed even the highest expectations for this project already, and those were expectations earned through your stellar performances in previous incarnations of Project Discovery.

“We have been working on Project Discovery for 5 years and it is amazing to see how the EVE player community even after all this time keeps tirelessly participating in research efforts. This contribution is especially important and valuable in these pressing times. Thank you all!” - MMOS CEO and co-founder Attila Szantner.

In designing and implementing this latest version of Project Discovery, a lot has been learned about flow cytometry and cell populations to make the content engaging while also delivering accurate results to our scientists. Given that 39.6 million submissions have been amassed since the project’s launch, it’s safe to say that EVE Online’s players have answered the call to arms in the fight against COVID-19.

“The participation and quality of the data produced by the EVE community has been truly amazing and exceeded all our projections. We are thrilled to be able to mine this unique source of wisdom for the immediate benefit of biomedical research” - Jérôme Waldispühl, Associate Professor, School of Computer Science, McGill University.

With 466,000 already verified and now able to be used in scientific research, it’s also fair to say that this is a quantity and accuracy of data that would not exist without the efforts of EVE’s dedicated players around the world, but with so many samples still flooding in, it’s time to level up the accuracy.

When the project was launched, the main aim was to teach you how to demarcate unique populations in flow cytometry graphs while sending the end result of your efforts, the analyzed graphs, to CCP’s partners at UNIMORE, MMOS, McGill, and the University of British Columbia who would then use that data to understand COVID-19 better. Solid progress has been made on that front, which is fantastic, and if you’d like to learn more about that, then give this podcast a listen or visit McGill’s website about the project. That said, it was always known that at some point in time the approach would need to be refined, and it turns out that that time is now.

“EVE Online players are doing an exceptional job. The accuracy of their analyses is very high, which demonstrates the extraordinary attention that is paid to what is actually not just a game but a real fight against COVID. Players from all over the world are proving that collaboration with scientists is absolutely successful and that together we can do a lot, in a very difficult moment in which the uncertainties are much greater than ever.” - Dr. Andrea Cossarizza, Professor of Pathology and Immunology at the University of Modena and Reggio Emilia School of Medicine in Italy.

While Project Discovery participants have produced invaluable flow cytometry data over the past three months, after our scientific partners compiled your submissions and looked them over with their decades of laboratory experience, they have now issued a challenge for you to produce even more accurate graphs. To do that, though, you will need to learn a few additional things about flow cytometry and the plots being used, as well as what could be done better.

For most of the Capsuleer-analyzed plots, the data being produced is the gold standard of gold standards. Anything that looks like the following graphs is already being analyzed adeptly. Don’t change your approach for these.

ProjectDiscovery-Graph1

The hope is to improve clustering in charts that look like these two, which are more difficult to properly analyze because of the peculiarities involved in turning real-world blood and cell samples into 2D plots.

ProjectDiscovery-Graph2

It’s best to start by talking about what makes Type A samples unique: their fancy tails. Known as ‘smears’ in the world of flow cytometry, the thin band of cells on either side of the high-density cluster contain valuable information about how COVID-19 impacts cells. The presence of smears mean that cells are maturing slowly and that there are several cells in-between new and mature. In short, there are a lot of cell types present even though there aren’t that many dots on the plot. Figuring out where the populations are, that is, where the ‘clusters’ of cells are, is incredibly valuable when trying to understand viral impact on cell populations. These kinds of plots are a big deal and while it does not appear that there is a lot of information on them about cells, there definitely is.

Type A samples are also tricky to interpret because of a design choice made at CCP in tandem with MMOS and the scientists, namely, to remove the interval marks on either side of the plot. The removal of the labeling of these graphs was done in part to combat botting and in part to make a more streamlined user experience. That included removing the tick marks, which matters because all the plots we’ve been given are mapped on logarithmic axes. This means that as the number on the interval mark gets bigger, there are exponentially more proteins present at that portion of the cell. One dot becomes 1000 proteins at the tick mark labeled “3” on the Type A sample. Essentially, one dot at the top right of the plot is equivalent in protein amount to thousands of dots in the bottom left of the plot.

So how does this impact Capsuleer clustering? Simply stated, it is important to make sure to separate smears from high-density clusters. Instead of producing charts that look like this…

…we need to instead produce charts that look like this:

Doing this is relatively easy on plots where the side smear aligns with the high-density cluster like above. In this case, just demarcate the bottom smear by aligning your polygon with the lower end of the opposite smear. Try to mirror your clusters. Where it gets to be a bit more complicated is in samples like this:

In this sample, the side smear to the left is much smaller than the other and would cut straight through the high-density cluster if mirrored. Don’t do this. Instead, think of these samples like comets, where you’re trying to separate the tail of the comet from its body. Doing so will produce even more valuable data about these particularly unique cell populations.

Comet plots aside, it is also important to address the Type B graphs and how those can be better clustered. As seen above, these cytometry plots look like an amalgamation of cell populations. Until now, Capsuleers have done an excellent job of demarcating the left, right, and middle of Type B charts. However, you’ll notice that there is a cluster of data points sort of sliding off of the high-density area. Think of these as rogue cells, vying to break free from the larger cluster. They need to be categorized as a separate group accordingly.

To do so, one must simply mark the polygon at the thinnest point of separation between the two clusters. When that cannot be easily determined, try to mirror each cluster off the other and draw a separating line through the middle of the mirror.

All of this said, it is beyond impressive how many robust samples EVE Online players have submitted thus far, and there is no doubt at all that you’re up for the challenge of more accurately demarcating Project Discovery’s trickiest datasets yet.

“This project is crashing through all my expectations, with players continuing to show great engagement and interest in the work we are doing, as well as providing huge amounts of high-quality data for our research. Their efforts will not only contribute to the understanding of COVID-19, but the data they are generating will also be freely and widely shared with the entire scientific community. There is very high interest in re-using their results for the generation of machine learning algorithms. There is simply no other resource out there for this anywhere close to what is now being generated.” - Dr. Ryan Brinkman, Professor in Medical Genetics, the University of British Columbia, Distinguished Scientist at BC Cancer.

Committed Capsuleers,

In the continuing efforts to revisit and iterate on core gameplay features of EVE, a new update to Structures is coming. These upcoming changes will have a timeline associated with them which you can read about below.

In the next release on 8 September, Quantum Cores will be introduced, and they will be an integral mechanic of structure gameplay moving forward.

Quantum Cores will become a necessary item involved in the deployment phase of structures. In order for a structure to fully complete its deployment phase, the Quantum Core must be installed into the structure after the initial 24-hour anchoring phase. Once the structure becomes dockable after this anchoring phase, the Quantum Core will need to be installed into the Core Room in order for the structure to proceed past the initial onlining vulnerable state.

Once the Quantum Core is installed, the structure will begin the 15 minute repair timer that, when completed, will transition the structure to the shield vulnerable state. If no Quantum Core is installed, the structure will remain in the onlining vulnerable stage where the hull HP layer is exposed and the structure is vulnerable to destruction.

The Quantum Core is installed into the most central and heavily protected location within the structure, and because of this security, they will always survive the ultimate destruction of the structure intact. That is to say that the Quantum Core will drop 100% of the time from a structure's explosion. If a structure is unanchored instead of destroyed the Quantum Core will not be destroyed but also be placed into the same container that any fitted modules or service modules would be.

Here is an updated flow chart detailing the process for transitioning between structure state, with Quantum Core installation included in the new flow:

StructuresStates_2020.2_EN

Each structure will require its own specific core variant to be installed. The table below reflects the required core for each structure.

| Structure | Required Core | Value (ISK) | Core Volume | | ---------- | ---------- | ---------- | ---------- | | Astrahus | Astrahus Upwell Quantum Core | 600,000,000 | 500 m3 | | Athanor | Athanor Upwell Quantum Core | 700,000,000 | 500 m3 | | Raitaru | Raitaru Upwell Quantum Core | 800,000,000 | 500 m3 | | Fortizar | Fortizar Upwell Quantum Core | 4,000,000,000 | 50,000 m3 | | Tatara | Tatara Upwell Quantum Core | 3,500,000,000 | 50,000 m3 | | Azbel | Azbel Upwell Quantum Core | 3,000,000,000 | 50,000 m3 | | Keepstar | Keepstar Upwell Quantum Core | 30,000,000,000 | 250,000 m3 | | Sotiyo | Sotiyo Upwell Quantum Core | 10,000,000,000 | 250,000 m3 |

Please note that the Faction Citadels and Palatine Keepstar will require Quantum Cores appropriate to their respective variants, the Fortizar and Keepstar.

All Quantum Cores will be available to purchase from the stations owned by these NPC Corporations: - Ducia Foundry - Eifyr and Co. - Chemal Tech - Propel Dynamics - Outer Ring Excavations

The following NPC corporations will purchase Quantum Cores from Capsuleers: - Modern Finances - Amarr Trade Registry - Bank of Luminaire - Pend Insurance - Garoun Investment Bank


Rollout

There will be three distinct phases which will be communicated further closer to the time of each phase. Whilst the first one will go live on 8 September, the next phase will go live in October and the final phase in January 2021.

  1. Seeding - 8 September 2020
  2. Required for new structures – 13 October 2020
  3. Required for existing structures - 12 January 2021

Seeding

Beginning with the update on 8 September, Quantum Cores will become available on the market. This will allow you to begin acquiring them and moving them to your existing structures in space, or to prep for deployment of new structures.

All existing structures will have a new bay available to them, the Core Room. During the seeding phase, you will also have the ability to install the core into any existing structure's Core Room to be fully prepared for the future.

Required for new structures

The second phase of the rollout will enforce the rule that Quantum Cores will be a required installation to complete the anchoring process for any newly deployed structures. This phase is expected to go live during the October update.

Deploying a structure in space will also include a notice of requirement for the installation of a core through the deployment UI window when choosing a structure name, profile, and reinforcement settings.

Required for existing structures

The final phase for the rollout of Quantum Cores will see some basic services that all structures offer become disabled until a core is installed. Without a core installed, ship fitting, tethering, and ship/module repair services will be disabled. As soon as the core is installed into the structure, these services will become operational again. This phase is expected to go live in the December update.


Consequences and Stakes

In EVE, death is a serious matter.

Many of the current efforts in the EVE ecosystem are focused on the consequences of player actions and the stakes required to make them. It should mean something every time you place a structure and every time you destroy one. At the moment, that isn't always the case. Deploying structures haphazardly to bait opponents is often seen by many as a good strategy, because razing them all down can be unsatisfying and laborious. By placing an ante in the core of every structure in space, the amount of structure spam will be reduced. The incentive and reward for attacking structures will be increased and the chance of both sides showing up to fight is also increased.

Fly safe, o7

If you would like to discuss the content of this dev blog, please head over to the official thread on EVE Online forums.

Hello,

The Monthly Economic Report for July 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.

For discussion, please head over to the official forum thread.




0 produced.vs.destroyed

1 regional.stats

2 destruction.value.by.region

2 destruction.value.by.region bar

3 mining.value.by.region

3 mining.value.by.region bar

3 npc.bounties.by.region

3 npc.bounties.by.region bar

4 production.value.by.region

4 production.value.by.region bar

5 trade.balance.m3.by.region

5a trade.balance.by.region

6 trade.value.by.region

6 trade.value.by.region bar

6 trade.value.by.region barforge

6a contract.trade.value.by.region bar

7 imports exports

8 net exports

9a sinksfaucets

9aa services breakdown

9aaa top.sinks.faucets.over.time

9b isk.float.3

9c velocity

9d economy.indices

9d economy.indices.short

9ea index.decomp.ConsumerPriceIndex

9eb index.value.decomp.ConsumerPriceIndex

9fa index.decomp.MineralPriceIndex

9fb index.value.decomp.MineralPriceIndex

9ga index.decomp.PrimaryProducerPriceIndex

9gb index.value.decomp.PrimaryProducerPriceIndex

9ha index.decomp.SecondaryProducerPriceIndex

9hb index.value.decomp.SecondaryProducerPriceIndex

destroyed value (sqrt)

peak concurrent players

stargate jumps

Greetings Capsuleers!

Welcome to an update on some of CCP’s anti-cheating efforts in 2020. There is a lot of exciting stuff happening so let’s dive right in!

One of the recent changes is an automatic reply sent to all users whose in-game bot reports led to CCP taking action. This has driven use of the Report a Bot feature and added a much-needed feedback loop to make you all aware of the work being done daily to keep Tranquility healthy.

It is important to note that CCP never bans players based on reports alone, and each case is investigated and reviewed by the team.

Let’s have a look at some numbers:

  • Since 1 January 2020, 107,000 reports have been sent from 13,600 EVE accounts.
  • 27,000 of these reports resulted in permanent bans against a total of 4,600 EVE accounts.

Here is a visual representation of the year so far, in terms of amount of reports sent:

01 BotReports2020

It is fantastic to see how many of you are actively helping by sending in reports! Here is an anonymized top 10 list with the number of reports individual Capsuleers sent which have resulted in permanent bans:

| Reports| Reporter | | ---------- | ---------- | | 287 | FriendlyCapsuleer01| | 276 | FriendlyCapsuleer02| | 211 | FriendlyCapsuleer03| | 200 | FriendlyCapsuleer04| | 160 | FriendlyCapsuleer05| | 153 | FriendlyCapsuleer06| | 139 | FriendlyCapsuleer07| | 126 | FriendlyCapsuleer08| | 125 | FriendlyCapsuleer09| | 123 | FriendlyCapsuleer10|

Thanks to everyone for their reports so far this year and please keep them coming! Of course, there is still much work to be done, but sending a report is the best way to get potential cheaters on the security radar.

If you simply can’t get enough of juicy graphs and botting talk, it is highly recommended that you watch CCP Larrikin’s talk from EVE Vegas 2019.

Plans to reward people for reporting bots are currently being evaluated.

_A quick recap of how bots are handled at present: _ - Punishment is never limited to the offending account; if successfully verified, all accounts that belong to the offender are penalized. - Alpha accounts are permanently banned on first offense; abusing Alphas is a serious issue which CCP is committed to tackling. _Do NOT do it. _ - Generally, Omega accounts may receive a 3-day suspension on first offense, and a permanent ban on second. - Some bots are permanently banned on first offense due to the methods used to manipulate the client.

The next graph tracks attempts at hiding from the law, year to date.

You can see an increase, and many people banned for botting nowadays know full well that it is against the rules. Bringing these numbers down is currently one of the key focuses.

02 BanEvasionPNG

Moving right along, this graph shows connect events from NVIDIA’s IP’s, and the teal line annotation is the launch date of their GeForce Now cloud-based game streaming service.

03 NVIDIADisclaimer: the gap in May should be disregarded

Using GeForce Now to play EVE Online is great and allows you to play on essentially any device if you have a good connection speed. It is allowed and not against the EULA.

This is being mentioned primarily because there were some reports earlier this year of people being banned for playing through the service that were unintentional. This should all have been corrected, but if not, please contact support to have your case reviewed.

Here is an illustration showing that bad guys are actively trying to get into legitimate players’ accounts:

04 hackers

The flat yellow/orange line is your baseline for a healthy EVE Online, and the spikes are attacks, where groups driven by financial motives are trying to break into EVE Online accounts. If you log into your account and check https://secure.eveonline.com/LoginHistory.aspx you might be able to see some of the activity.

_So please, please activate 2-Factor Authenticator today and protect your assets. Dormant accounts are particularly at risk. Also, for your own protection, NEVER reuse passwords anywhere. _

This kind of malicious activity is driven primarily by Real Money Trading (RMT). Another way to help is by not participating in such things and educating others, particularly new players, about the illegality of it in order to raise overall awareness. You especially do not want to be on the receiving end of stolen goods, whether it’s your corpmate’s brain goo or PLEX originally bought with a stolen credit card. If you purchase EVE assets from illegal third party sites, you are a part of the problem.

Thanks for reading and stay safe!

Hello,

The Monthly Economic Report for June 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.

For discussion, please head over to the official forum thread.



0 produced.vs.destroyed

1 regional.stats

2 destruction.value.by.region

2 destruction.value.by.region bar

3 mining.value.by.region

3 mining.value.by.region bar

3 npc.bounties.by.region

3 npc.bounties.by.region bar

4 production.value.by.region

4 production.value.by.region bar

5 trade.balance.m3.by.region

5a trade.balance.by.region

6 trade.value.by.region

6 trade.value.by.region bar

6 trade.value.by.region barforge

6a contract.trade.value.by.region bar

7 imports exports

8 net exports

9a sinksfaucets

9aa services breakdown

9aaa top.sinks.faucets.over.time

9b isk.float.3

9c velocity

9d economy.indices

9d economy.indices.short

9ea index.decomp.ConsumerPriceIndex

9eb index.value.decomp.ConsumerPriceIndex

9fa index.decomp.MineralPriceIndex

9fb index.value.decomp.MineralPriceIndex

9ga index.decomp.PrimaryProducerPriceIndex

9gb index.value.decomp.PrimaryProducerPriceIndex

9ha index.decomp.SecondaryProducerPriceIndex

9hb index.value.decomp.SecondaryProducerPriceIndex

destroyed value (sqrt)

peak concurrent players

stargate jumps

With the arrival of the Abyssal Proving Grounds in New Eden and an exciting quadrant full of conflict ahead of us we’re inviting capsuleers to vie for fame and glory by announcing Champions of the Abyss!

Over the course of Quadrant 3 there are nine Proving Grounds events planned. Each event will have its own unique filament which will work only during the period that event is running. Your victories for each event will be tracked on leaderboard and these leaderboards will be reset before the start of the next event. For more details check out the recent dev blog about the new Proving Filaments feature.

THE CONTEST

At the conclusion of the final event of Quadrant 3, the number of victories of the top 100 pilots from each of the Proving Grounds events will be added together, and the top 10 characters who have racked up the most wins across all events will be declared the Champions of the Abyss!

The formats for the first three planned events are as follows but may be subject to change:

July 16 - 28: 2v2 Tech One Combat, Attack, and Disruption Cruisers

Ship Types: Omen, Caracal, Thorax, Stabber, Maller, Moa, Vexor, Rupture, Arbitrator, Blackbird, Celestis, Bellicose

July 31 - August 2: Five Player Destroyer Free-for-All

Ship Types: Coercer, Dragoon, Cormorant, Corax, Catalyst, Algos, Thrasher, Talwar, Sunesis

August 7 - 9: Amarr Foundation Day Special Format: 3v3 Imperial Navy Slicers

Ship Types: Imperial Navy Slicer

The preliminary schedule for the rest of the Proving Ground events in Quadrant 3 are as follows (formats TBA):

  • August 14 - 23: Event 4
  • August 28 - 30: Event 5
  • September 4 - 6: Event 6
  • September 11 - 20: Event
  • September 25 - 27: Event 8
  • October 2 - 11: Event 9

HOW SCORING WORKS

Each victory in the Proving Grounds counts as a single point on the leaderboard regardless of the format of the event. So a victory in a 3v3 fight during one event will count as a single point for each member of the victorious team, while in an individual contest such as a 5-way free-for-all, only the overall winner of each battle will receive a point.

The final score used to determine the Champions of the Abyss will be the total of all wins recorded by a given character across all events during quadrant 3. The number of draws and losses will have no affect on your final scores.

Your pathway to victory may lay in complete dominance in just some of the events or consistent performances in all events across the entire quadrant. The ongoing leaderboard for Champions of the Abyss will be tracked in this forum post and updated at the conclusion of each event until we have our final winner.

THE REWARDS OF GLORIFICATION

Similar to the Champions of Lowsec event from back in Quadrant 1, there are some cool rewards for the glorification of the combatants who prove their mettle in these abyssal arenas.

The top 10 characters on the final Champions of the Abyss leaderboard will receive:

  • 1000 PLEX
  • A unique medal commemorating their achievement added to their in-game character sheet

The top 5 characters will also receive:

  • a US$50 voucher and free postage for a single order from the EVE Online Gear Store
  • Their names up in lights on an in-game billboard advertisement celebrating their prowess for all of New Eden to see

In addition to that the top 3 characters will also receive: - the EVE Online ship model of their choice from our friends at Mixed Dimensions. The stand for your model will be signed by the development team who worked on the Proving Grounds feature.

And finally, the identity of the overall winner will no doubt become a very hot topic amongst the population of New Eden. That capsuleer can probably expect the most prominent news outlet in the cluster to feature them prominently in an episode to air sometime after the conclusion of Champions of the Abyss!

Hello quarrelsome capsuleers,

We thought it might be timely to issue a reminder about the Fleet Fight Notification tool. This tool is a means for players to give CCP advance notice of upcoming large-scale fights which could attract so many players to a single system or systems as to create a strain on the server and cause performance issues like time dilation which would adversely affect the gameplay experience of all those involved.

The Tranquility server which runs EVE Online is split into a series of nodes. Each node can play host to one or more in-game solar systems and those systems are distributed across the nodes every day during downtime.

A very busy system like Jita pretty much has an entire node to itself since it constantly has a large volume of players in local and a very busy market. On the other hand, a quiet system in the far outer reaches of Omist or a dead-end lowsec system somewhere in Solitude might be placed on a different node which it shares with many other similarly quiet systems that see very little traffic on a typical day. This method is generally how we balance the performance of systems across the cluster so that your experience in high-traffic areas remains consistent with those in low-traffic areas.

Where we sometimes run into problems (and you encounter things like time dilation) is when there is a large volume of unexpected player activity in a system which is on a node that is sharing its resources with several other systems. Some of you may have experienced the result of this in the form of unusual time dilation in an otherwise quiet system due to there being a sudden flurry of activity in an entirely different system several jumps away that your current location happened to share a node with.

Fortunately, we keep a few nodes in reserve for occasions when large player engagements occur so that we can allocate more resources to those battleground systems, and this is where the Fleet Fight Notification tool comes in.

Using the tool, players can let CCP know when a big fight is coming up, such as over a structure timer that one side or the other plans to contest in force, or if one group intends to invade another’s space en masse and attack their sovereignty. But it can also mean occasions where players are organising a public event like Stay Frosty’s Frigate Free-for-All, the annual Luminaire Snowball Fight or World War Chappy which saw 2,000 players show up for a brawl in Tunudan.

With enough notice we can take steps to reinforce the system(s) where the conflict will be taking place by distributing them to these reserve nodes at downtime in such a way that when the fighting does break out time dilation can either be avoided or at least mitigated somewhat. Our resources are limited however, so in order to make sure they’re applied to where they’re most needed please keep in mind the following when using the form:

  • Only a corporation CEO or director can submit a fleet fight notification. If you are working in collaboration with other corporations or alliances please coordinate with your allies so that only one submission is made from your side to prevent unnecessary duplication of requests.
  • Provide as much notice as possible when submitting your fleet fight notification. Systems are allocated to nodes at downtime so after downtime on the day of the fight it may not be possible to move systems to other nodes.
  • Only submit notifications for systems where you are reasonably confident conflict will be unfolding. Speculative requests may result in resources being misallocated to the detriment of other, more contested systems. If a player submits too many vexatious requests (eg. neither side shows up, not even the requesting party) that player's future requests may be given a lower priority in the event we are running short on nodes.
  • Refrain from requesting reinforcement of systems of “convenience”. Eg. a capital ship staging system which you only might want to use in the event that your opponent escalates the fight. Unreinforced, these systems may experience a temporary period of time dilation when there are mass logins after pings go out and when the capital fleet leaves the system, but for the rest of the time these systems tend to be very quiet and take up resources that could be allocated elsewhere. Main staging systems (eg. where the bulk of your subcaps form up regularly) may be an exception for this. Be sure to let us know the purpose of your request when you’re filling out the form in the comments field.
  • Please be as conservative and accurate as possible when entering the coverage time into the form. If you're expecting a big fight over a timer but it doesn't come out until 02:00 UTC you don't need to request reinforcement for the entire day. We also can’t take “reservations” on a node to reinforce a given system for an extended period of time.
  • The Fleet Fight Notification form has an internal timeout of 600 seconds (10 minutes) so make sure you complete the form before that time is up. If your submission is successful you will get a confirmation after you click the “Submit Notification” button at the bottom. If you submit the form and do not get this confirmation, and instead the page refreshes with all the fields empty, your request was NOT received and you should do it again.

In addition we would like to note the following:

  • Although the node allocation process has been automated for some time, during this period of heightened activity, CCP’s Player Experience department will be manually reviewing incoming fleet fight notifications daily to ensure that the distribution of systems to nodes is as optimised as possible for the best overall end-user experience.
  • Please understand there is no way for us to guarantee flawless performance during large fleet fights, even when the node has been reinforced. Although we are continually improving our infrastructure, our bloodthirsty players continue to bring larger and larger forces and there is a limit to what our technology can sustain. We will work our hardest to provide the best experience possible for our players however in the event that large numbers players show up for a fight, high levels of time dilation will be unavoidable.
  • Fleet Fight Notifications are only seen by a small number of Customer Support staff at CCP who treat this as privileged information and it is not public facing in any form. There are no risks to operational security by submitting a fleet fight notification.

EVE Online thrives on conflict and we celebrate the battles and ambitions of our players. It’s something not found anywhere else in gaming. CCP is committed to providing the best experience possible while you’re engaging in digital pugilism so please help us out by letting us know in advance of where and when you intend to fight.

Greetings competitive Capsuleers!

Today’s dev blog will dive into an exciting set of new PVP events that will be launching with EVE’s third quadrant this July.

Alongside their ongoing invasion of empire space, the Triglavian Collective is also inviting capsuleers to prove themselves in all-new Proving Grounds within the depths of Abyssal Deadspace. Unlike the old Abyssal Proving Grounds, which were accessible through a Triglavian gate at the end of some standard Abyssal PVE runs, these new Proving Grounds will become directly accessible via a new set of dedicated Proving Filaments that will be active during a series of limited time events. For the first time ever, the new Abyssal Proving Grounds will be accessible to small groups of Capsuleers, fighting against each other in a variety of ship types.

ProvingGroundsTrigText

In the tradition of other recent additions to the game, such as the Needlejack Filaments, the new Proving Filaments are intended to provide players with another unique form of short session PVP that is full of variety and that complements the other PVP systems already available in the game.

These Proving Grounds will allow players to face off against each other, using their mastery of both piloting and theorycrafting to overcome their opponents. They will also be able to track, compare and boast of their prowess through leaderboards that will allow players to follow the action throughout each event.


The Story So Far

ProvingGroundsStory

The original Abyssal Proving Grounds were introduced in the Onslaught release in late 2018 as an experimental addition to the popular Abyssal Deadspace content. Many players have enjoyed the old Proving Grounds over the past couple years, however we have been hearing a lot of similar feedback from active abyssal PVPers, whether it was on social media or the forums, or when we’ve seen them in person at the player events like the EVE World Tour. This feedback has often included a few of the same concerns:

  1. Many pilots want the ability to enter the Proving Grounds directly instead of being required to complete an Abyssal Deadspace run first. While the combination of PVP and PVE can be interesting under the right circumstances, many of you have expressed that you want to be able to PVE when you feel like PVE and PVP when you feel like PVP. The current system requires you to go through one to get to the other, and that was an impediment to some players engaging with the content.
  2. We have also heard that the existing Abyssal Proving Grounds meta has been “solved.” After a year and a half of the same format, PVP in the Proving Grounds has become stale, and players have developed a handful of optimal fits that are repeatedly used, and the result has been the stifling of innovation and creative thinking. Over the first half of 2020 over 83% of the kills within the old Abyssal Proving Grounds were made by the same five ship types, and 48% of the kills were made by one ship type, the Ikitursa.

ProvingGroundsGraph_EN

  1. We have also received quite a few requests from players who would like to compete in Proving Grounds style PVP engagements with their friends, rather than being restricted to 1v1 engagements. While the Abyssal Deadspace PVE content gives players the option to enter with groups of up to three frigates instead of a single cruiser, the old Proving Grounds PVP engagements have been limited to solo cruisers only. We all know that EVE is at its best when played with friends, and we completely agree with the players asking for the ability to compete alongside their friends in the Proving Grounds.
  2. Finally, we have heard from players that the system for finding opponents could do with some improvements. In the old system, the gate to the Proving Grounds would spawn when it detects that enough characters were active in the Abyss. Players could then choose to enter the Proving Grounds and might wait for significant periods of time for an opponent. It was even possible for them to win by default when no opponent could be found within the time limit.

We really appreciate all the feedback about the old Proving Grounds that the community has passed along, and we are planning to address all of these issues with the new Abyssal Proving Grounds and Proving Filaments system this July.


_The New Hotness _

ProvingGroundsLavaRock2

Starting next month with the launch of EVE’s third quadrant, the old Abyssal Proving Grounds feature will be replaced by a new set of limited time events where the Triglavians will invite Capsuleers to enter the Proving Grounds to compete in a variety of formats. To enter the Proving Grounds, your fleet will activate a new Proving Filament, which will find your group a suitable set of opponents and then launch you directly into a pocket within Abyssal Deadspace for a fight to the death.

The “format” for each Proving Grounds event in Q3 2020 will consist of a set of ship types that are able to use that filament to enter the Proving Grounds, as well as a specific fleet size of Capsuleer participants. Over the course of the third quadrant, we are currently planning for 1v1, 2v2, 3v3, 5v5, and 5 player free-for-all formats. We will be mixing and matching ship restrictions and fleet sizes to ensure that each event provides players with a unique PVP experience, and that the meta never grows stale. Each Proving Filament event will last for a limited time, generally either three days over a single weekend or ten days across two weekends and the intervening week.

The following events are work in progress and subject to change:

July 16-28: 2v2 Tech One Combat, Attack, and Disruption Cruisers
Ship Types: Omen, Caracal, Thorax, Stabber, Maller, Moa, Vexor, Rupture, Arbitrator, Blackbird, Celestis, Bellicose

July 31-August 4: Five Player Destroyer Free For All
Ship Types: Coercer, Dragoon, Cormorant, Corax, Catalyst, Algos, Thrasher, Talwar, Sunesis

August 7-11: Amarr Foundation Day Special Format: 3v3 Imperial Navy Slicers
Ship Types: Imperial Navy Slicer

We can also share our preliminary schedule for the rest of the Proving Ground events in Quadrant 3. The details of the formats for these events will be revealed nearer their dates: - August 21-25: Event 4 - TBA - August 28-September 1: Event 5 - TBA - September 4-8: Event 6 - TBA - September 11-22: Event 7 - TBA - September 25-29: Event 8 – TBA - October 2-13: Event 9 - TBA

We plan on adjusting our format plans based on community feedback from each event and we will be using these events to experiment with a wide variety of different format options to see how you all enjoy them. Most events will focus on relatively inexpensive and accessible ships so that the widest variety of players can participate, however we plan to have some special events with more flashy ships as well.

In Quadrant 4 and beyond we will be continuing these events, with the frequency of the events depending on how popular this version of the Proving Grounds proves to be with the EVE community. We will adjust the frequency of events to maximize the likelihood that players will be able to promptly find opponents when they compete during each event.


The Proving Filaments

The new Proving Ground matches will follow a simpler process than the old Proving Grounds mechanic. There will be a unique filament for each event. When activated, the filament will launch a capsuleer and his fleet into the Proving Grounds, just like an Abyssal Filament launches a player into Abyssal Deadspace or a Needlejack filament launches a player into a random nullsec system.

The filaments will be obtainable through several different methods (which may change over time and between different events), including as loot from Triglavian PVE content. We will be experimenting with a number of ways of distributing the filaments in the future, so the methods available for obtaining the filaments may change from event to event. The filaments can be sold on the market, so if you just want to focus on pure PVP you will be able to obtain them there. Each filament will have a specific start and end date for its event, as well as information about the details of the Proving Grounds match format for that event.

The process of using one of the new Proving Filaments will be very similar to that of a Needlejack filament. Your whole group will need to be in a fleet together, and at a location away from stations, gates, and other obstacles. The player with the filament activates it, and their fleet will enter the queue for the Proving Grounds event. While the group is in the queue, they will remain outside of Abyssal Deadspace and will be able to cancel their match and have their filament returned if they choose to do so. Once the Proving Grounds find a random opposing team, both teams will be transported through the trace directly into the Abyssal Proving Grounds arena.

The new abyssal Proving Ground arenas are a variety of visually stunning Abyssal environments, including crystal rock formations that Abyss players will recognize and an all-new environment above a large hot asteroid. The Triglavians have also constructed a new set of structures around their Proving Grounds, to better observe the Capsuleers who have come to prove themselves through ritual combat.

ProvingGroundsCrystalFormations


The Matches

The new Proving Ground battles will last a maximum of 15 minutes, with the resistances of all ships being reduced around the 8-minute mark, just like in the old Proving Grounds. The combat field is contained within a bubble of safe space and exiting the boundaries will result in progressive damage to your ship. The match ends when the only ships (other than capsules) left on the field belong to a single team of Capsuleers, or when the 15-minute match timer completes (whichever comes first). The winning team can choose whether to show mercy and allow the losing Capsuleers to escape with their pods or whether to send them directly back to the home station in a fresh clone. If the timer runs out before one team has succeeded, the bubble of safe space within the abyss will collapse, destroying all the ships and capsules from every team and rendering the match a draw.

Once a team has been crowned the winner, a Triglavian cache will explode within the arena, allowing the victors to collect their spoils: loot that will often include Triglavian Survey Data and more filaments. An origin gate will also activate, allowing the surviving players to return back to the same location in normal space where their adventure began.


_Glorification of the Fit _

ProvingGroundsRewards

Individual results in each limited-time Proving Filament event can be tracked through a new window that will be accessible through a link in the filament UI or directly through the Neocom menu. This window will allow players to view the format for the current event, track their wins, losses, and draws, as well as view a leaderboard displaying the top 100 Capsuleers by total number of wins in that particular event. At the end of each event, a set of prizes will be distributed to the accounts that reached this top 100 leaderboard and then the leaderboard will reset for the next event.

The rewards for reaching the leaderboard in an event in Quadrant 3 will include a set of unique ship SKINs. These SKINs will only be accessible by reaching the top 100 in one of the Proving Ground events during Quadrant 3 2020. This means that if you see one of these skins being sported in space you can know you’re looking at a top competitor in one of the Quadrant 3 2020 Proving Ground events. In addition to the unique skins that will be shared by all the Quadrant 3 events, there will also be specific rewards for those on the leaderboards of each event, and those rewards will change from event to event. These rewards are in addition to the loot from both the Triglavian cache and the wrecks of opposing ships that will be available to the winners of each individual Proving Grounds fight!


_Looking to the Future _

ProvingGroundsAsteroidEnviroment

We hope that many of you will enjoy these new Proving Filament events, and we strongly encourage interested players to give them a try and let us know what you think about them and what you’d like to see us add to them in the future. Just as the old Abyssal Proving Grounds and the needlejack filaments were built on the foundation of the abyssal deadspace filaments and as these new Proving Filament events are built on the foundation of the old Abyssal Proving Grounds, we would love to see these Proving Filaments serve as a building block towards even greater things in the future. Your feedback is absolutely key to that progress so keep talking to us digitally and (eventually) in person and we’ll do our best to incorporate your feedback into our future plans.

Some of the future additions that we are especially interested in exploring are the addition of new forms of format restrictions including restrictions on fitted modules and implants that would allow for an even greater variety in Proving Ground event formats.

We are aware that any discussion of structured PVP will raise questions from the players who miss the old annual Alliance Tournament about whether this is intended to “replace” the AT. We want to make it clear that this feature is intended to stand separate from tournament gameplay and was primarily designed to replace the old Abyssal Proving Grounds. We know there is an appetite among the community to see organized tournament gameplay return to EVE, and we have built this feature in a way that might potentially allow parts of its code to be useful for potential future work. That being said, we want to focus on making sure the new Abyssal Proving Grounds gets the attention it deserves and we have time to iterate on the feature based on data and player’s feedback before we start exploring the next exciting opportunity. In the meantime, if you are looking at organizing a tournament using existing options on the Thunderdome server, please reach out to the Community Team by sending an email to communityteam@ccpgames.com.

We will be opening the new Abyssal Proving Grounds for public testing on the Singularity test server tomorrow, and we hope that all interested players will try them out and let us know what you think. We will also be organizing a mass test soon to stress test the feature on Singularity. More information about dates and times for the mass test will be coming soon.

The team of developers working on this new feature will be reading the forum feedback thread for this dev blog as well as future feedback threads that we will be creating in the test server feedback section of the forums. Please feel free to let us know what you think. What about this feature excites you? What would make it even better? What formats would you like to see later in Quadrants 3 and 4? We look forward to chatting with you there.

From all of us on the EVE Dev Team, thanks for reading today’s dev blog, and best of luck in the Proving Grounds!

If you would like to discuss this article, please visit the EVE Online forums.