If you'd like to discuss this blog, head on over to the comments thread on the official forums.

Greetings once again, glorious capsuleers and welcome to the last security update for 2018 as we give more information on the ongoing fight against dirty botters, RMTers and other nefarious fellows who are attempting to infiltrate the EVE Universe.

This quarter’s report comes at a time when discussion regarding botting among members of the community is at an all-time high. It’s also a time when we’re receiving an elevated number of reports against those believed to be using various methods of client automation.

As always, we’re acutely aware that the fight against these kinds of activities remains a key issue for our players. It remains a priority issue for us too, and we’re looking at more and more ways to slap these guys around and boot them out of New Eden.

Here’s a quick update on the raw numbers since October 1st that charts the action we’ve taken against accounts associated with activities that are in breach of the EULA and ToS.

  • 2316 account bans for account hacking.
  • 4009 account bans for botting related activities.
  • 2595 account bans for RMT related activities.

The fight continues, and with a renewed focus on stamping this kind of activity out, we’ll be moving into 2019 with a more savage approach to getting pilots who RMT, bot or otherwise abuse the game and its economy out of New Eden.

FW Bots

This quarter we’ve had a bit more focus on faction warfare bots, as the clear majority of these are linked to already known RMT groups who are habitual re-offenders in New Eden. Several of these groups were last cleaned up in September but re-emerge from time to time in an attempt to make more cash.

The biggest weapon against these types of group is to remove the demand - Don’t buy dirty ISK from third party sites, and you won’t end up being caught up in the ensuing ban wave.

Market Botting

We’ve also started looking at market bots in more detail too and going forward we’ll have a zero-tolerance approach to these. We’ll also be changing our policies on how we deal with these types of bots. Starting 2019 we’ll be deleting market bot characters as part of the clean-up procedure.

Anomaly Botting

One of the largest sets of reports that we get is on 0.0 botting – typically groups of Gilas, Vexor Navy Issues, etcetera. It’s often tough to tackle these types of reports, but we’ll be putting more focus on these guys in 2019 with more robust banhammering, and additional changes to how anomalies work, similar to what was shipped this week with the December Release.

Courier Mission Bots

We’re also actively looking at ways in which we can target these groups faster and more efficiently. We’ve smashed a few rings of courier mission bots recently and want to make sure we can continue to stamp these guys out.

What Can You Do To Help?

Don’t use client automation, and don’t RMT. Don’t tolerate botting or real money trading in your corp, alliance or coalition. Most importantly, if you see it happening – REPORT IT.

Even if you think something may be a minor offense, report it. As we’ve explained before, nailing a single botter, ISK buyer or ISK seller can lead to a chain reaction that unveils an entire RMT operation that’s sinking substantial amounts of ill-gotten gains into the economy.

While we don’t respond to every individual report of botting or real money trading, they’re all taken 100% seriously, and are thoroughly investigated for credibility.

Multiple reports from different sources also remain incredibly valuable and allow us to cross reference behavior and nail these guys faster.

The main thing we want to emphasize though is that without a demand for RMT – without pilots in EVE buying dirty ISK from these guys, these guys can’t operate.

Aside from reporting botters and real money trading, the biggest help you can provide is not to buy from these scumbags.

Enable Two Factor Authentication!

Here at CCP, we know how much effort goes into growing and maintaining characters, as well as gathering all the assets that pilots end up with after a long an illustrious career as a capsuleer.

Protect it all. Enable two factor authentication on all your EVE accounts, and on the email accounts that are verified against them.

You can help keep your accounts secure by using 2FA, and reduce the risk of becoming one of the 2316 mentioned earlier in this blog by protecting access to them

In Closing

Every report makes a difference and every one of them is taken seriously.

Due to the sheer number of reports that we receive, sometimes it takes a while for us to get through them all, but they’re all investigated thoroughly to make sure we can act on any behavior that breaks the rules.

The unfortunate nature of botting and RMT is that it’s much like fighting a hydra – when you chop off one head another appears to take its place because these guys have the incentive of making real world cash from behavior that’s actively harming New Eden.

Keep the reports coming thick and fast and together we can keep up the fight against behavior that has no place in the universe we all love.

If you'd like to give feedback on this blog or discuss it, feel free to head on over to the comments thread on the EVE Online Forums!

Hello bellicose capsuleers, and welcome to another dev blog from your EVE Online dev team! Today’s blog will discuss some important changes to the formal war declaration system coming later this month.

The war dec system has been a staple of EVE since the earliest days, but it hasn’t been doing a good enough job of facilitating exciting player conflict and we are confident that it can be improved significantly. The EVE dev team has embarked on a project to improve the war dec system that will span across multiple releases in the coming months, and the first of these releases will be arriving on December 11th.

We have been discussing changes to the war declaration system with the CSM for a while now, and we brought these planned changes to the whole EVE community for discussion and feedback at EVE Vegas in October. We want to thank all the players who have provided feedback so far and helped refine this design.

The key goal of this first round of changes is to give player groups more control over their exposure to formal war declarations. We believe that the best EVE experiences involve players making informed choices with benefits and consequences. As much as possible we want to avoid having the game’s systems push players into situations where avoiding social interaction in NPC corps or logging off for a week are optimal choices.

At the moment far too many wars are lacking actual combat for either side, and we hope to start refocusing the war system with an aim to generate the types of wars that provide real value to players.

In future iterations beyond December, we intend to continue to improve the war declaration system with the long-term goal of encouraging wars that have real risks and rewards and are engaging for all sides.

Introducing War Eligibility

In this first set of changes coming next week, we are introducing the concept of “war eligibility” for corporations and alliances. If a corporation or alliance is war eligible it will be able to declare wars, have wars declared against it, and join existing wars as an ally of the defender. If a corporation or alliance is not war eligible, it will not be able to declare wars or have a war declared against it.

This iteration of war eligibility is tied directly to structure ownership. If a corporation or alliance owns at least one structure in space anywhere in EVE, then it will be war eligible. The location of the structure does not matter for war eligibility at this time.

Structures that count for war eligibility are:

  • All Upwell Structures (including Upwell FLEX structures)
  • Starbase Control Towers
  • Player-owned Customs Offices
  • Sovereignty Structures (Infrastructure Hubs and Territorial Control Units)

If at least one corporation within an alliance owns a structure in space, their war eligibility extends to the whole alliance.

War eligibility status of corporations and alliances can be viewed in their show-info windows, and changes in war eligibility will trigger notifications to inform members.


When a player deploys the first structure for their corporation or alliance, they will be informed about the impact this structure would have on their corporation’s war eligibility.


As mentioned above, organizations must be war eligible in order to declare wars, have wars declared against them, or join an existing war as an ally. If either the attacker or defender of an existing war loses their war eligibility due to their final structure being destroyed or scooped, the war will end 24 hours later. If one side of a war loses their last structure during the 24-hour warmup period before a new war allows legal combat, the war will end 24 hours after the end of the warmup period (so combat will be legal for 24 hours total).

If a war is declared mutual, it will continue even if one or both sides lose their structures in space as long as it remains mutual.

On patch day all existing wars will be evaluated automatically to reflect the war eligibility of their participants. If a currently active war involves an ineligible attacker or defender on patch day it will enter the normal 24-hour shutdown phase and end on December 12th.

Control over Structure Transfers

One additional related change is also coming in the December release, allowing corporations to toggle whether they wish to accept structure transfers or not. This option is a generally useful tool for corporations and is especially important alongside the war declaration changes as it prevents the tactic of transferring a structure to a corporation to make them war eligible against their wishes.

This option will be available in the corporation details page and can be changed freely by the CEO and directors with immediate effect.


When this option is set to reject structure transfers, any attempts to transfer an Upwell structure or customs office to the corporation will be declined automatically. Transfers of sovereignty structures within the corporations of an alliance are not affected by this setting.

This setting will default to the “reject structure transfers” state for all corporations on patch day.

Thank you for taking the time to join us for today’s dev blog, and we hope to hear what you think about these upcoming changes! The changes described in this blog will be arriving in EVE Online’s December release on December 11th and we will be keeping a close eye on how the use of the war dec system changes over the next months. As mentioned earlier this is just the beginning of our project to rejuvenate the war declaration system and we will be bringing more concepts to the community for discussion and feedback in the near future.

Wishing you and yours good fights in-game and a peaceful holiday season out of game!

Please Note: Images below can be clicked to enlarge!

If you'd like to discuss this devblog, feel free to add your comments in this thread on the official forums!

Did you ever want to know how many NPCs you have destroyed?

Did you ever want to know how many Capsuleers you have obliterated? How about Citadels destroyed?

Maybe you are interested in Exploration? Resource Harvesting? Industry?

With this Winter's expansion, we are happy to announce that you will get access to your own personal activity tracking.

Whatever you play style, we are confident that within the Activity Tracker you will find meaningful visualization of you progress within New Eden's universe. The Activity Tracker is a place where you can set your own goals. It is also the best place to examine possibilities for a potential career change!

You can access the Activity Tracker from your Neocom menu, by clicking on the relevant icon:


AT 02

Categories & The Tree View

What we have tried to do, is map the context of the game into different categories and store data for each one of those categories. The visual representation takes the form of a tree, where your character holds the root. The tree is broken down into five main categories:

  1. Industry
  2. Exploration
  3. Resource Harvesting
  4. Encounters
  5. Combat

Let's see the breakdown of each category, what we store in the database and how you visualize the data. In the below images, each box is a node in the Activity Tracker tree. The gray boxes are where the counters are stored (visually) and thus represent the end of the tree.


This is the single largest branch of the entire tree. Industry is broken down into the following paths:

  1. Manufacturing
  2. Research
  3. Reactions
  4. Copying
  5. Invention

This is how each section is further broken down:

NOTICE: Manufacturing holds a special place in our hearts and we show it on a separate image below.

AT 03

AT 04


Exploration is broken down into three categories:

  1. Signatures & Anomalies
  2. Navigation
  3. Project Discovery

Here is the full tree for Exploration:

AT 05

Resource Harvesting:

Resource Harvesting has three categories:

  1. Mining
  2. Planetary Production
  3. Salvaging

NOTE: Planetary Production values in the Activity Tracker will update upon carrying out a new action on the planet

Here is the full tree:

AT 06


Encounters represent the biggest part of PvE content accomplishments within EVE. Here are the categories:

  1. Missions
  2. Incursions
  3. Pirate Strongholds
  4. Abyssal Deadspace
  5. Faction Warfare

and here is the full tree:

AT 07

_ Combat:_

Within the Combat branch you can find:

  1. the number of NPC ships you have destroyed,
  2. the total bounties you have been awarded for killing NPCs
  3. The number of player owned ships and structures you have destroyed and
  4. statistics on how you have been using modules in PvP

Combat is split into two categories:

  1. Capsuleer
  2. Non-Capsuleer

Here is the entire tree:

AT 08

Points, Weights & Node Leveling System

By now you have a clear understanding of the tree. Let us lay down some terminology regarding the nodes of the Activity Tracker tree:

The nodes of the Activity Tracker can be distinguished into the following:

  1. Leaf-Nodes: Nodes that don't have children. They are the ones that hold the actual counters (i.e. the number of Tech I Small Ships you have manufactured). In the above images, all gray nodes are Leaf-Nodes.

  2. End-Nodes: Nodes that have Leaf-Nodes as children. In the images above, all nodes that have gray boxes hanging directly below them, are considered End-Nodes.

  3. Inner-Nodes: Nodes that don't have Leaf-Nodes as children. In the images above all nodes that have a non-gray box hanging below them, are considered Inner-Nodes.

    • Every node has an associated 'weight' value.
    • Every node apart from the Leaf-Nodes has 5 Levels.
    • Each level requires a certain amount of points.
    • Leaf-Nodes don't have points, they have counters (the absolute value of what you have been doing).
    • Points for End-Nodes are calculated by the SumProduct of the counters and the leaf-nodes weights.

For example, the amount of points for the Distribution Missions would be:

(Number of Level 1 Distribution Missions COMPLETED) x (Level 1 Distribution Missions WEIGHT) + (Number of Level 2 Distribution Missions COMPLETED) x (Level 2 Distribution Missions WEIGHT) + (Number of Level 3 Distribution Missions COMPLETED) x (Level 3 Distribution Missions WEIGHT) + (Number of Level 4 Distribution Missions COMPLETED) x (Level 4 Distribution Missions WEIGHT)

  • Points for Inner-Nodes are calculated with the same principle, though this time instead of having the counters, we multiply the points of the parent nodes, since the parent nodes are either End-Nodes or other Inner-Nodes.

For example, the amount of points for the Missions node would be:

(Distribution Node POINTS) x (Distribution Node WEIGHT) + (Mining Node POINTS) x (Mining Node WEIGHT) + (Security Node POINTS) x (Security Node WEIGHT) + (Storyline Node POINTS) x (Storyline Node WEIGHT) + (Epic Arcs Node POINTS) x (Epic Arc Missions Node WEIGHT)

  • This paradigm continues down to the 5 main Categories (Industry, Exploration, Resource Harvesting, Encounters, Combat) and down to the root node, your Character.

Currently there are no plans for rewards or ‘unlocks’ from achieving levels within the activity tracker, but it is something we are considering for the future.

Info Panel:

The Info Panel shows useful information about the currently selected node. Note that the leaf-nodes are not selectable.

This is the information you should expect to find in the info panel:

AT 09

Closing Notes

Unfortunately there is no retroactive counting of your activities. We devised several new events for the purposes of the Activity Tracker and to be fair to everyone, we opted to get the counters online, the same day you will receive the client update. That is with this winter's expansion!

We are very excited to finally bring this to you and we hope you will find it useful!

Until next time!


If you'd like to discuss this dev blog, feel free to do so in the comments thread on the official forums!

Hello deadspace delving capsuleers!

EVE Online: Onslaught is just a week away and we want to tell you about all the new Abyssal Deadspace content you can expect and how to get your hands on it.

Screenshot 2560x1440

New Triglavian Ships

We have four new ships coming this winter. The Drekavac Battlecruiser and Kikimora Destroyer will be available on November 13th when Onslaught lands, and the Rodiva Cruiser and Zarmazd Logistics Cruiser will come one month later in the December update. Blueprints for the new ships will drop in Abyssal Deadspace from all difficulty tiers and pocket types. Maybe you will find the first one!

The Drekavac and Kikimora are both extremely powerful, here’s a look at their bonuses and slot layouts:


Bonuses: Precursor Destroyer bonus (per level): - 25% light disintegrator damage - 20% light disintegrator optimal range

Role: - 100% remote rep range - 50% reduced remote rep cap need - 50% reduced smart bomb cap need - 50% reduced neutralizer cap need - 50% light disintegrator optimal range

Slot layout: - 2 high / 3 mid / 4 low


Bonuses: - Precursor Battlecruiser bonus (per level): - 10% heavy disintegrator damage - 4% armor resistances

Role: - Can use command burst module - 25% increased heavy disintegrator range - 100% remote rep range - 50% reduced remote rep cap need - 50% reduced smart bomb cap need - 50% reduced neutralizer cap need

Slot layout: - 4 high / 4 mid / 7 low

For a full list of stats check patch notes later this week, log on to Singularity test server, or search in game next week.


Abyssal Deadspace Co-op

The most exciting addition to Abyssal Deadspace this winter is that you will now be able to enter in fleets of up to three frigates. These fleets will be intense and demanding, but extremely rewarding.

Entering Abyssal Deadspace in a group is simple; just activate three filaments of the same type from your cargo to create an Abyssal Entry Trace. Once the Trace is active, any member of your fleet in any frigate may activate it to enter your Abyssal pocket. The timer starts when the first player enters so coordination is important! However, if no one enters the Trace for 30 minutes it will collapse.

We are grateful for the testing that many of you have been doing on Singularity for co-op runs and we are very happy to hear that fleet runs are so exciting. With triple the rewards and all the other benefits of flying with friends, we hope everyone on Tranquility finds a reason to take a fleet into the Abyss.

Abyssal Deadspace PVP

During solo Abyssal Deadspace runs after Onslaught, keep your eyes out for ‘Triglavian Proving Conduits’. These mysterious connections lead to a ‘Triglavian Cladistic Cache’ which is locked by a ring of Triglavian Towers. Keeping your ship near the cache will disrupt the structures and eventually destroy the cache, allowing you to collect the contents, but, there’s a catch. These new pockets connect to multiple traces simultaneously and other players may enter and fight for the loot in a high stakes duel to the death where two enter but only one can leave.


This feature is our first dip in the water when it comes to Abyssal PVP. It will only be available to solo Cruisers to begin with, and only for those doing tier 3, 4 and 5 pockets. Players will not be matched or rewarded based on the difficulty tier or pocket type they came from. Instead, the Cladistic Cache will always have tier 5 rewards, with special favor given to the new weapon upgrade mutaplasmids.

New Mutaplasmids

We announced at EVE Vegas that Onslaught would contain several types of new mutaplasmids with a focus on weaponry. We are going forward with Decayed, Gravid, and Unstable mutaplasmids for the following groups:

  • Magnetic Field Stabilizers
  • Heat Sinks
  • Gyrostabilizers
  • Entropic Radiation Sinks
  • Ballistic Control Systems

We are holding off a little longer on Drone Damage Amplifier and Entropic Disintegrator mutaplasmids while we further investigate the implications of adding these mutaplasmids. We will update you as plans solidify.

The new mutaplasmids can be found in any type of abyssal pocket and of course the deeper you go the higher quality you can expect to find. Cladistic Caches in the new PVP pockets will have the highest chance by far, but you must decide if it’s worth the risk.


Triglavian Extractors

We are also making an addition to Abyssal Deadspace with big economic implications: Triglavian Extractors.

These are harvesting platforms that will appear all over Abyssal Deadspace during runs through any type of pocket. If you can spare the time, destroy and loot them to find Crystalline Isogen-10, Zero-point Condensate, and Triglavian Survey Data. We hope that these new structures will add an exciting new objective for fast Abyssal Deadspace pilots, while increasing the material supply enough to bring Triglavian ship prices down so more of you can use them.

Balance Updates

With all these changes for Abyssal Deadspace on the way, we wanted to make sure and remind you that we also have a hefty set of balance changes coming in Onslaught.

Force Auxiliaries will finally see significant changes after several rounds of feedback to refine our proposal, which you can read about in this forum post. The most important point is that Capital Ancillary Shield Boosters will now be restricted to one per ship, so adjust fits before release if possible!

We are also following up on our ECM mechanic rework by increase range and strength for all ECM modules, as well as updating fitting and signature radius stats for several ECM bonused ships. You can find all the specifics in this thread.

That's it for now! We’ll see you in the Abyss in EVE Online: Onslaught, whether it’s in fleet or down the barrel of an autocannon.

Good luck!

If you'd like to comment on this dev blog, please feel free to do so in the discussion thread over on the Official Forums!

Hello well-travelled Capsuleers!

This dev blog will be covering the new Upwell navigation structures coming to EVE Online in the upcoming winter expansion.

These highly-anticipated structures will open up new opportunities for player alliances to build powerful travel infrastructure in their space. These structures also represent the first of a new line of Upwell FLEX structures, which are significantly faster to deploy and destroy than traditional Upwell structures.

We’ve been discussing plans for these structures with the community ever since Fanfest 2015, where we outlined the long-term plan for what would eventually become Upwell structures.

That first presentation described a series of potential future structure roles, including “Market and Trade Hubs” (which have since become Citadels), “Assembly Arrays” and “Research Laboratories” (which were combined into Engineering Complexes), “Drilling Platforms” (which became Refineries), and “Stargates” (which are now being released as Navigation Structures).

Many aspects of the designs have obviously changed over the past three years, but the basic goal of providing new powerful structures that players can use to influence travel mechanics has stayed the same.

The Onslaught expansion will launch with three navigation structures, each fulfilling a specific specialized role connected to ship movement. These first three navigation structures also upgrade and replace functionality that previously existed on starbases with newer and easier to use Upwell technology, bringing New Eden closer to the day when we can fully retire the venerable starbase system that will be celebrating its 14th birthday the same week as this release.

With these first new navigation structures we have a few goals that we are striving to achieve:

  • Replace the functionality of current jump bridges, cyno beacons, and cyno jammers with improved structures that are easier to deploy, use, and understand
  • Ensure owners have granular control over access to their services
  • Ensure attackers have ways to disrupt the infrastructure of their enemies

In general, the pattern with these structures is that they are somewhat more powerful and customizable than the starbase structures they replace, but that power comes along with quite a bit of vulnerability.

This blog will cover several topics related to these new structures, and we hope that it will answer many of your questions and get you excited to try them for yourself on the Singularity test server and let us know what you think in the forum comment thread!

  • The new Upwell FLEX structure line
  • Details on navigation structure deployment, reinforcement, and destruction
  • Improvements to the attack flow for all Upwell structures
  • The Pharolux Cyno Beacon
  • The Tenebrex Cyno Jammer
  • The Ansiblex Jump Gate
  • Navigation Structure Transition Plan
  • Some related miscellaneous changes


Upwell FLEX Structures

Upwell structures are incredibly effective tools for general-purpose capsuleers infrastructure, capable of docking huge starships, fitting numerous different service modules, and providing a home for thousands of players.

However not every structure needs to be quite so general-purpose as a Citadel, Engineering Complex, or Refinery. Upwell has seen the need for a line of structures that sacrifice some of their utility and defensiveness for easy deployment and incredible specialized roles. Fast Logistical EXpansion (FLEX) is the brand name of Upwell’s new line of fast-deploying specialized structures with built-in service modules.

These new FLEX structures have a lot of unique distinguishing factors separating them from the standard Upwell product lines:

  • They deploy extremely quickly, with the first FLEX structures requiring just 3% of the time of previous Upwell products to deploy and activate
  • They can be deployed closer to other Upwell structures, with the first batch sporting minimum ranges of 150km and 200km to the nearest standard Upwell structure
  • They are much faster to destroy, with a single short reinforcement cycle when in full-power mode and no reinforcement cycle when in low-power mode
  • They come with built-in service modules that control their core function, but do not have any other slots for fitting or rigs
  • They do not have standard docking facilities, instead being able to be boarded directly from space like a ship so that a pilot can control their service modules
  • Any pilot can place fuel into FLEX structures through the Upwell Cargo Deposit system
  • The initial group of Upwell FLEX structures do not have any weapons, asset safety, or tethering

The physical size and cost of Upwell FLEX structures will vary, with the first batch being slightly smaller and slightly more expensive than standard Upwell medium structures.

The Upwell navigation structures coming with the winter expansion are the first FLEX structures available to the public. Upwell is investigating other potential uses for the FLEX structure technology, including potential capsuleers advertisement/propaganda structures and potential capsuleer-built forward operating bases.

The Navigation Structure Lifecycle

Some of the most important differences between standard Upwell structures and the new FLEX structures relate to the structure “lifecycle”: deployment, attack, and destruction. Since these systems are so crucial to so much gameplay for both structure owners and any potential attackers, we’ll spend a bit of time going over the whole lifecycle in this section and pointing out some significant differences between the navigation structure and standard Upwell structures.


The basic process of deploying a navigation structure into space will be largely familiar to anyone who has deployed a standard Upwell structure, with a few key differences.

The first significant difference is that navigation structures can be deployed much closer to other Upwell structures. The Cyno Beacon and Jump Gate must be at least 200km from the nearest Upwell structure, and the Cyno Jammer must be 150km away.

The first three navigation structures all require sovereignty infrastructure hub upgrades in order to serve their functions, so if you attempt to deploy the structures in a system that does not have the correct infrastructure hub upgrades installed (including systems that cannot have player-controlled infrastructure hubs) you will be given a warning before confirming the deployment.

The navigation structures also have a per-system cap on the number of each structure role that can be deployed (one per system for the Beacon and Jump Gate, three per system for the Jammer). Once the system cap is reached new deployments of these structures will be prevented until one of the previous structures is unanchored or destroyed.

Once you drag the navigation structure into space, you will be asked to choose a name and structure profile just like with standard Upwell structures. However, you will only be asked to choose a reinforcement time for the structure, not a reinforcement day. The FLEX structure reinforcement system does not care about days of the week so only a time of day is required. We’ll go into more detail about this FLEX structure reinforcement system in the section below.

The FLEX structure deployment period itself is one of the most significant distinctions from standard Upwell structures. The deployment period for FLEX structures is very short (45 minutes for the initial navigation structures) and the structure is vulnerable to attack all through the entire deployment period.

This deployment period is multiplied for structures deployed into other alliance’s sovereign space just like previous Upwell structures, with each level of the system’s strategic index adding another full-length deployment period worth of time before the structure comes online. This means that a navigation structure deployed in a system with strategic index level 1 by a corporation outside the sov-holding alliance will take 90 minutes to deploy, up to 4.5 hours in a system with strategic index level 5.

If the owners of a deployed and undamaged navigation structure choose to unanchor the structure so that they can scoop it, they will be able to do so with a 45-minute timer.

Attack & Reinforcement:

Alongside their extremely fast deployments, FLEX structures also have a highly accelerated reinforcement system.

FLEX structures can be attacked at any time just like standard Upwell structures, and they can be hacked just like normal Upwell structures to determine their reinforcement hour. Unlike standard Upwell structures, navigation structures do not have any weaponry of their own. Defenses for navigation structures must come from allied ships or from a standard Upwell structure a few hundred kilometers away.

FLEX structures have a single reinforcement period (between their armor and hull hitpoints) when they are in full-power mode, and no reinforcement period when they are in low-power mode. Once the shield hitpoints of a FLEX structure have been destroyed the attackers can move directly to hitting the structure’s armor hitpoints. If the structure is in low-power mode when the armor hitpoints are destroyed, the attackers can move directly to hitting the structure’s hull hitpoints. However, if the structure has an active service module putting it into full-power mode when it loses its last armor hitpoint it will enter a short reinforcement period.

This reinforcement period lasts until the next occurrence of the defender’s selected reinforcement hour that is at least one hour away from the time that the structure entered reinforced mode. The reinforcement exit period is also subject to a randomized “jitter” up to 30 minutes in either direction. This means that the reinforcement period can last anywhere between 0.5 and 25.5 hours depending on when the aggressors choose to launch their attack.

During this reinforcement period the service module(s) on the structure go offline, similarly to the final reinforcement of a standard Upwell structure.

These reinforcement mechanics make the FLEX structures much more vulnerable to attack than standard Upwell structures, to match their faster deployment times and more specialized roles.

Changes to the Lifecycle of all Upwell Structures

Alongside the introduction of the first FLEX structures, the Onslaught expansion will also introduce some attack flow changes that impact ALL Upwell structures, both standard and FLEX.

We are making some significant changes to the attack flow for low-power structures that do not impact attacks against full-power structures:

  • We are reducing the total effective hitpoints of all low-power structures in order to make attacking unfueled low-power structures faster and easier
  • We are also changing the flow for low-power structure attacks to include shooting both shield and armor in the initial attack (at vastly reduced HP values) rather than skipping armor completely. We hope that this flow will feel more natural than having the armor of a low-power structure simply disappear instantly
  • Standup Layered Armor Plating modules will now only provide their armor hitpoint bonus to full-power structures

As mentioned above, the combined impact of these three changes will be that destroying all low-power Upwell structures will be significantly faster and easier, while attacks against full-power structures will be exactly the same.

As part of these changes the base shield and armor hitpoints of all standard Upwell structures will be reduced by 62.5%, and the hitpoint multiplier provided to full-power structures will be increased from 1.5x to 4x. This means that shooting through the combined shield and armor of a low-power structure after the Onslaught expansion will take 25% less time than shooting through just the shield of a low-power structure today.

After these changes, the attack flow for Upwell structures will look like this:


Additionally, we are planning to disable the ability to online a service module while the structure is damaged. This has the benefit of preventing abusive behavior with characters switching structures from low-power to full-power after they notice an attack but before the structure’s shields are destroyed. It also helps prevent some potentially unfun shenanigans with Cyno Jammers.

Now that we have covered the general properties of the FLEX structures and the changes to Upwell structures in general, let’s look at the details of the specific navigation structures coming with the winter expansion!

Nav CynoBeacon 03

The Pharolux Cyno Beacon

The simplest of the new navigation structures is the Pharolux Cyno Beacon. When developing this new structure, Upwell focused their development efforts on connecting the traditional cynosural generator array functionality with their customizable Access Control List system. This means that unlike ship-based cynosural field generators that are restricted to fleet members and starbase cynosural generator arrays that are restricted to alliance members, the new Pharolux Cyno Beacon can be used as a jump drive target by any pilot that has been granted access by the structure owners.

The cynosural beacon generated by this structure provides a valid jump destination for any jump-capable ship within range, just like a standard cynosural generator module. Ships jumping to a Pharolux Cyno Beacon follow all standard jump drive behavior including consuming their own jump fuel and receiving jump fatigue.

The Pharolux Cyno Beacon comes with a built-in Standup Cynosural Generator I service module that activates the jumpable beacon when active. This service module requires the same IHub upgrade that the old starbase Cynosural Generator Array required. This service module cannot be active in a cynojammed system and will turn off if the system becomes cynojammed.

Quick Stats:

  • Maximum of one structure per system
  • 45 minute deployment/unanchor time
  • Built-in Standup Cynosural Generator I requires the Cynosural Navigation strategic infrastructure hub upgrade to be active in the system
  • Service module consumes 15 fuel blocks per hour while active
  • May not be deployed within 200km from other Upwell structures

  • Slot Layout: 0H, 0M, 0L, 0 Rig, 1 Service

  • Volume: 4000m3
  • Low Power Mode Hitpoints (shields / armor / hull): 750,000 / 750,000 / 3,000,000
  • High Power Mode Hitpoints (shields / armor / hull): 3,000,000 / 3,000,000 / 3,000,000
  • Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
  • Damage Cap: 5000 dps

The materials required to build a Pharolux Cyno Beacon are:

  • Structure Construction Parts 2
  • Structure Storage Bay 1
  • Structure Hangar Array 1
  • Structure Electromagnetic Sensor 2
  • Structure Acceleration Coils 1
  • Liquid Ozone 500000

Nav CynoJammer 04

The Tenebrex Cyno Jammer

When turning their attention to building their own version of a system-wide cynosural field jammer, Upwell chose to focus on drastically improving the speed at which the jammer can be activated. The result of their efforts is the Tenebrex Cyno Jammer structure, which can jam a system in just five minutes.

The Tenebrex Cyno Jammer has a unique form of system cap, different from the other two navigation structures. Up to three Cyno Jammer structures may be deployed in the same star system, but only one can have an active service module at any given time. This mechanic is intended to allow sov holders more flexibility in recovering from an attack against their cyno jammer structures by either keeping a few jammers in space as buffer or deploying another structure if the first becomes reinforced.

The Tenebrex Cyno Jammer comes with a built-in Standup Cynosural Jammer I service module that provides the system jamming effect when active. Activating this service module requires the same infrastructure hub strategic upgrade that the old starbase Cynosural System Jammer required.

When the Standup Cynosural Jammer I service module is activated, there is a 5 minute spool up time before the system becomes jammed. This 5 minute timer will be extended by time dilation when applicable. The status of the jamming effect in each star system (either unjammed, jam pending, or jammed) will be clearly visible to all pilots in the system through the sovereignty info panel at the top left of the screen. This status display will also show when a system is jammed due to an active incursion.


Once the system jamming has taken effect it works just like the old starbase Cynosural System Jammer effect, preventing the activation of new standard cynosural beacons (but not impacting covert cynosural beacons). This effect will also deactivate any Cyno Beacon structures in the same system.

Quick Stats:

  • Maximum of three structures per system
  • Maximum of one online service module per system
  • 45 minute deployment/unanchor time
  • Built-in Standup Cynosural Jammer I requires the Cynosural Suppression strategic infrastructure hub upgrade to be active in the system
  • Cynosural System Jamming takes effect 5 minutes after service module is activated
  • Service module consumes 40 fuel blocks per hour while active
  • May not be deployed within 150km from other Upwell structures

  • Slot Layout: 0H, 0M, 0L, 0 Rig, 1 Service

  • Volume: 5000m3
  • Low Power Mode Hitpoints (shields / armor / hull): 1,000,000 / 1,000,000 / 4,000,000
  • High Power Mode Hitpoints (shields / armor / hull): 4,000,000 / 4,000,000 / 4,000,000
  • Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
  • Damage Cap: 5000 dps

The materials required to build a Tenebrex Cyno Jammer are:

  • Structure Construction Parts 4
  • Structure Storage Bay 1
  • Structure Advertisement Nexus 1
  • Structure Electromagnetic Sensor 4
  • Structure Acceleration Coils 3

Nav JumpBridge 02

The Ansiblex Jump Gate

The Ansiblex Jump Gate is the crowning achievement of Upwell’s initial research into navigation structures. This fast-deploying and powerful transportation structure was made possible thanks to Upwell “borrowing” technology both from underground pirate research labs and from reverse-engineered Triglavian gates salvaged deep within abyssal deadspace. Unlike previous long-distance teleportation technology available to capsuleers, Ansiblex gates enable movement for some capital ships as well as avoiding jump-fatigue for their users.

Ansiblex Jump Gates only work in matched pairs. When you deploy each Jump Gate you must select a target star system within 5 light years to align the gate towards. The deploying gate will then physically point towards the target system and check whether there is another gate in the target system pointing back. If two Jump Gates are deployed in systems with the required infrastructure hub upgrades and pointing at each other they will be able to be linked by activating their service modules. Two linked Jump Gates do not need to be owned by the same corporation/alliance or share the same access list profiles.

If owners of a deployed Jump Gate wish to change which star system their gate is aligned towards they can unanchor and redeploy the structure (requiring a total of 90 minutes).

The Standup Jump Generator I service module consumes fuel blocks at activation and every hour like a normal service module and also consumes Liquid Ozone whenever a ship jumps through the gate. Both types of fuel can be placed into the same unlimited fuel bay within the structure by any pilot outside the structure using the Upwell Cargo Deposit feature. Liquid Ozone consumption per jump depends on the length of the jump connection and the mass of the jumping ship. The currently planned formula for Ozone consumption per jump is:

  • Ozone Consumed = (Ship Mass in kg) x (Jump Distance in LY) x 0.000003 + 50

Owners of Ansiblex Jump Gates can use Access Control List profiles to control exactly which pilots and organizations are allowed to jump through their gates, as well as controlling tolls. Tolls are set as an isk value per unit of ozone consumed, so larger ships will pay more isk for using toll gate networks and gate operators can charge a predictable profit margin above and beyond whatever they are paying for their ozone. Individual pilots can set a personal threshold below which they will automatically pay for their jumps without prompting, and any value above the threshold will prompt them about whether they wish to pay before executing the jump.

Since pairs of linked Jump Gates do not need to be owned by the same organizations or follow the same ACL profiles, there will also be warning messages for jumping pilots if they might not be able to jump back through the connection or if the isk fees for return trips are significantly higher than the fees for their current jump.

Ansiblex Jump Gates have a mass limit of 1.48 billion kg which allows every ship other than supercapitals to use the gate. We will be keeping an eye on the feedback and behavior around these gates after release, and we can easily change this mass limit in either direction if we see the need.

The player experience of using an Ansiblex Jump Gate is extremely similar to that of using a standard NPC stargate. Using Jump Gates does not generate any jump fatigue and pilots will have a temporary jump cloak on the other side of the gate connection.

All Jump Gate connections will be visible for every pilot in New Eden via their map, along with information about whether they are allowed to use the gate connection. At this time player-controlled Jump Gates will not be used by ship autopilot systems.

Quick Stats:

  • Maximum of one structure per system
  • 45 minute deployment/unanchor time
  • Built-in Standup Jump Generator I requires the Advanced Logistics Network strategic infrastructure hub upgrade to be active in the system
  • Service module consumes 30 fuel blocks per hour while active
  • Jumping ships consume Liquid Ozone based on their mass and the length of the jump connection
  • May not be deployed within 200km from other Upwell structures
  • Maximum Jump Range: 5 light years
  • Ship mass limit: 1,480,000,000kg

  • Slot Layout: 0H, 0M, 0L, 0 Rig, 1 Service

  • Volume: 6000m3
  • Low Power Mode Hitpoints (shields / armor / hull): 750,000 / 750,000 / 3,000,000
  • High Power Mode Hitpoints (shields / armor / hull): 3,000,000 / 3,000,000 / 3,000,000
  • Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
  • Damage Cap: 5000 dps

The materials required to build an Ansiblex Jump Gate are:

  • Structure Construction Parts 4
  • Structure Storage Bay 1
  • Structure Advertisement Nexus 1
  • Structure Electromagnetic Sensor 1
  • Structure Acceleration Coils 3
  • Structure EXERT Conduit Coupler 2

The EXERT Conduit Coupler is a new structure component developed by Upwell and used exclusively to build Upwell Jump Gates.

It consists of a combination of planetary materials, standard minerals, abyssal materials (harvested from Triglavian technology in Abyssal Deadspace), and covert research tools (stolen from pirate-operated covert research facilities).


Navigation Structure Transition Plan

With these new navigation structures first becoming available with the winter expansion, it will take a little bit of time for industrious capsuleers to obtain blueprints and manufacture these structures to meet initial demand. To ensure that existing Nullsec transportation networks have time to adjust to these changes we plan to keep the old starbase navigation structures operating for two weeks after the patch deployment.

This means that for two weeks after the release of the winter expansion, both the old and new navigation structures will be able to co-exist in the same star systems (allowing some temporary doubling up of the functionality). It is worth noting that even during this time old starbase Jump Bridges will not be able to link with a new Upwell Jump Gate. Both sides of a linked jump connection need to use the same type of structure.

After two weeks, we plan to automatically offline and unanchor all existing starbase cyno beacons, cyno jammers, and jump bridges during daily downtime.

In a future patch we will be implementing a reimbursement program for the old starbase navigation structures and their blueprints so that owners of the old structures can recoup some of their value. More details about that program will come when it is a bit closer.

Related Changes Coming With The Winter Expansion

Before we end this dev blog, there are two smaller changes related to the navigation structures that will also be coming with the winter expansion.

Alongside the addition of the new navigation structures that take advantage of Infrastructure Hub strategic upgrades, we are adjusting the isk maintenance costs for running strategic upgrades.

  • Cynosural Navigation cost per day increased from 2m isk to 5m isk
  • Advanced Logistics Network cost per day increased from 10m isk to 20m isk
  • Cynosural Suppression cost per day increased from 20m isk to 30m isk
  • Supercapital Construction Facilities cost per day increased from 1m isk to 40m isk
  • Base IHub maintenance cost remains unchanged

Some of the technological advances that Upwell made for the Tenebrex Cyno Jammer have also been applied to the Mobile Cynosural Inhibitor personal deployable structure, significantly reducing both its deployment delay and volume. These changes should make the Cyno Inhibitor more effective for springing traps before prey can scramble a cyno in the right fleet, as well as making them more viable to carry while roaming.

  • Deployment time reduced from 2 minutes to 1 minute
  • Volume reduced from 300m3 to 50m3


Thank you all for taking the time to follow along with this dev blog today.

Here at CCP, we hope that you'll enjoy playing with these structures when they release with the winter expansion. Please feel free to give all these structures a try on our Singularity test server and we encourage you to express your opinions and feedback in the comments thread attached to this blog.

Bon Voyage!

If you'd like to discuss this dev blog, you can do so over in the comments thread on the official forums!

Glorious Capsuleers. It’s October.

What does that mean? EVE Vegas season is upon us once again!

There’s a little over a week to go until EVE Vegas 2018 kicks off, and we’re gearing up to see more than 1100 capsuleers descend on Las Vegas for three days of spaceship related shenanigans.

Once again, EVE Vegas is breaking records and it looks like this year it’s going to be even bigger than last year’s event, which was the largest event outside EVE Fanfest in the history of New Eden.

This year, we’ve got roundtables, charity raffles, charity auctions, presentations, along with the legendary EVE Vegas party at Drai’s, and a new twist on a Friday night event this year – which we’ll get to in a short while.

We’ve only got a handful of tickets left at this stage, so if you haven’t already picked up your EVE Vegas 2018 Access Pass, then now is the time to do so – we anticipate that we’ll be sold out in the next couple of days, despite allocating more tickets this year!

Checking in at EVE Vegas 2018

You’ll be able to check in and collect your EVE Vegas 2018 access pass, as well as tickets and wristbands for additional events that you’re attending from 15:00 on October 18th, the day before EVE Vegas 2018 kicks off.

Our amazing team of volunteers led by GreyGal will be on hand to make sure you have everything that you need, and that you’re checked in as quickly and smoothly as possible.

Check in will continue throughout each day of the event during program hours.

The lay of the land!


Above is a handy map of the EVE Vegas floorplan.

On Friday afternoon, we’ll be using Showroom as the main presentation hall for the Opening Ceremony, CCP Presents, and the EVE Online Keynote.

Given that the capacity of this room is smaller than the total number of attendees at EVE Vegas 2018, we’ll be following the same setup as last year, with a large screen in Social A, along with a few beers, where pilots who can’t fit into showroom will be able to chill with a drink and watch presentations.

Please be aware that we anticipate that Showroom will fill to capacity on Friday, so seating in Showroom will be on a first come first serve basis until the room is filled.

For Saturday and Sunday, Social A will be our primary presentation room, where you’ll hear more about EVE Online, Project Nova, and be able to watch presentations by both players and developers alike.

On Saturday and Sunday, Evolution and Innovation will serve as our roundtable rooms, with Social B and Social C reserved for the EVE Store, and as a PVP and demo room.

The Schedule

Once again, the schedule is pretty simple this year.

You can find it in digital form right here on sched.org.

EVE Vegas 2018 will kick off at 14:00 PDT / 21:00 UTC with the Opening Ceremony & CCP Presents.

Due to popular demand, days two and three of EVE Vegas will start one hour later than last year at 11:00 PDT / 17:00 UTC, to allow pilots who have taken full advantage of the Vegas nightlife to jump into new clones and hydrate, ready for the day.

Here’s a brief rundown of the developer presentations that’ll be occurring over the course of the three days, which will be supplemented by roundtables and player presenters throughout the day

(All times are PDT/UTC)

Day One – October 19th

  • 14:00/21:00 – Opening Ceremony & CCP Presents
  • 16:00/23:00 – EVE Online Keynote

Day Two – October 20th

  • 11:00/18:00 – Upwell Structures – The Future
  • 14:00/21:00 – Project Nova
  • 15:00/22:00 – Ships & Balance

Day Three – October 21st

  • 11:00/18:00 – Introducing The Activity Tracker
  • 15:00/22:00 – Events & The Agency
  • 17:00/00:00 – Closing Ceremony

Please be aware that the line-up is of course subject to change, so be sure to keep up to date by checking the digital schedule.

For a full view of the schedule in picture form, check out the line-up below:

Schedule Friday

Schedule Saturday

Schedule Sunday

Twitch logo

Streaming Schedule

All the major events, announcements and information from EVE Vegas 2018 will be streamed live on the CCP Twitch Channel for free, so if you can’t attend, you don’t miss out.

You’ll be able to check out all the action, as well as a few gameplay demonstration videos and interviews with developers and attendees over the course of the full three days.

We’ll also be running a whole host of giveaways and contests over the course of the three days of EVE Vegas, so be sure to tune in for your chance to win some kick ass prizes!

Helping us with the live Stream this year we have such legends as Bjorn Bee, Manic Velocity and Chocolate Rahn plus a whole fleet of streamers flying under the #Streamfleet banner.

They’ll be streaming live from Vegas on their own channels, so there will be plenty to watch for all!

Keep your eyes on the news for more information on the streaming schedule this week and be sure to follow us on our various social media platforms for updates, contests and more!

Stream Schedule Friday

Stream Schedule Saturday

Stream Schedule Sunday


Friday Special Event – Top Golf with the Devs

21:00 - Top Golf Las Vegas

This year, we’ll be running a different take on our Friday night event to get the competitive juices flowing.

EVE Vegas attendees and the CCP development team will take over a whole floor of Top Golf Las Vegas, with 33 golf bays open for two hours.

And of course, what goes well with golfing competition? An open bar for those two hours with all draft, canned and bottled beers on sale, selected wine, New Amsterdam, Sauza, Bacardi and non-alcoholic beverages included. What could possibly go wrong?

This event will kick off at 21:00 and end at 23:15 at Top Golf Las Vegas, and tickets are now on sale for $89, which includes the open bar, and golf coaching too!

To get the competitive juices flowing even more, we’ll also be offering random PLEX, SKIN and Pirate Corvette prizes during the night for those who perform the best, and of course, the worst!

Come join us at Top Golf Las Vegas for the chance to watch the dev team show you how terrible they are at golf and win amazing prizes!

Tickets are on sale for this additional event now, and you can grab them here - space is limited so be sure to grab them while you can!


Eve Vegas 2017 DAY 2 -2

The EVE Vegas 2018 Party – Drai’s Nightclub

19:00 – Drai’s Beach Club & Nightclub

Following last year’s amazing night at Drai’s, we’ll once again be returning there for EVE Vegas 2018.

The venue was unanimously loved by those who responded to the EVE Vegas 2017 survey, so it makes sense to party on the rooftop once again!

The party starts at 19:00 and features 3-hours open bar service, through until the place opens to the public at 22:00.

Attendees should be aware that this year, there will be a dress code for the whole evening. “Business casual” dress code will be in effect for the whole evening, so this means no hoodies, flip flops, shorts, t-shirts, face paint or face masks are permitted.

It’s super important to remember this so that there’s no issues with being admitted to the venue!

Eve Vegas 2017 DAY 2 -147

The EVE Vegas Store

The EVE Vegas Store will once again return this year, with more new apparel, accessories and spaceship related paraphernalia for sale over the course of all three days of EVE Vegas 2018.

In addition to this, we’ll also have the player created designs on sale from the poster propaganda contest that we held in July and August!


Charity Ventures

As a part of EVE Vegas, each year we host several charity initiatives to raise funds for a worthy cause.

This year, we’ll once again be looking to donate proceeds to AbleGamers that are raised during EVE Vegas 2018.


As always, raffle tickets will be available during the whole event, and we’ll be raffling two main prizes this year.

• Green Raffle – High end graphics card (TBC) from our friends and sponsors at AMD • Orange Raffle – Free trip to EVE Vegas 2019 – Flights, accommodation for 5 nights, event pass and airport transfers included.

This year, tickets will be available from the EVE Store throughout the whole event in support of AbleGamers.

Silent Auction

In addition to this, our fabulous volunteer team will be hosting a silent auction over the course of EVE Vegas that aims to raise cash for AbleGamers too.

Lots will include framed expansion key art, player-built and donated 3D printed ship models, a signed Limited Edition of Frigates of EVE: The Cross Sections, as well as a set of ultra-rare Limited Edition Embossed EVE China Titan Art Cards with zero (00000) serial numbers.

Charity Avatar Badges

Once again, the EVE Vegas volunteers will be manning the badge printer to provide EVE Vegas attendees with badges decorated with their in-game avatars. Historically, badge printing for attendees has raised thousands of dollars for charity at both Fanfest and EVE Vegas, and we can’t wait to see how things go this year!

Check out the Opening Ceremony for more information what’s coming in terms of charity fundraising at EVE Vegas 2018!

The CCP Art Corner

Over the course of EVE Vegas, we’ll also have a dedicated EVE art corner that pilots can drop in and be part of.

Everything from live concept art and EVE art creation demos as well as portraits and chat about all things Art of New Eden will be part of this corner, so come on down and check it out to look behind the scenes of art creation in EVE Online.

LasVegasPropertiesMontage 2015BLACK

EVE Vegas 2018 is now super close and is already the biggest EVE Vegas ever.

Here in Reykjavik we’re super excited to be shipping out early next week to start setting up for three days of epic spaceship shenanigans.

19-21st October – The Linq.

If you don’t have your ticket already, we recommend you get them as soon as possible, as they’ll be selling out in the next couple of days.

We’ll see you there, or we’ll see you in twitch chat!


On behalf of the EVE Vegas Team

Dear space voters,

The first summit for the democratically elected 13th Council of Stellar Management took place September 3-6 at CCP headquarters in Reykjavík.

Here you can download the meeeting minutes from the summit.

For those new to the CSM process, the CSM is elected for one year and summits are held twice a year. Members of the CSM are flown to Iceland for a week of meetings with EVE Online teams and management. The purpose of these summits is to give ourselves a chance to sit down and do a deep dive on developing features, ideas and issues, with representatives of the EVE community.

The content of each summit is a mix of CSM-requested topics and topics CCP schedules to get feedback on designs and projects.

Releasing detailed meeting minutes from each summit is our way of providing as much transparency to the process as possible, and to give the community more insight into the realities of developing the greatest gaming universe ever created in co-operation with our amazing community.

If you have questions about the contents of these minutes, we've opened a forum thread where you can discuss them and ask us questions.

This summit was very productive, with all 10 CSM members able to attend in person. It has already resulted in an impactful balance round discussed in this blog. The ripples from the summit will continue to travel through the EVE universe in the coming months.