Within EVE’s eternal crucible of warfare, politics and industry, even the most passionate and skilled are tested. EVE Online: CRUCIBLE pumps the bellows, turning up the heat on the space combat experience in EVE Online. In the factional shipyards, new ships have been forged to expand the reach of war and evolve the tactics of space engagement while existing vessels have been reimagined, bringing greater balance and diversity to large and small scale conflicts.
This winter, CRUCIBLE evolves the graphics, interface and game mechanics with dozens of updated and improved features based on feedback and challenges put forth by its players.
This is EVE re-forged.
Most of us still remember our first time in EVE and that special feeling of piloting our very first ship. We didn't have the comparison to the infinitely more powerful vessels we would soon command so to our fresh and unspoiled minds we were the king of the stars for a little while and the rookie ships were our chariots of destruction. At least until we met Tank CEO at a gate and were „gently“ removed from the throne.
Read moreDear Internet Spaceship Fans,
CCP Veritas here from the BRAND NEW Team Gridlock. I know, I know, it was just a couple days ago when I was here blogging about Time Dilation which is a thing that the old Team Gridlock did, but there was a period where there wasn’t one but now there is again and let me tell ya we’ve been busy, folks. We’ve got a couple new faces – CCP Snorlax and CCP Colgate, both experienced veterans when it comes to all things client. The servers are doing much better these days, so the performance target has moved over to that little piece of tech you all use to fly spaceships around with, making them excellent additions to the crew.
CCP Masheen posted up a blog asking for ideas on how we can make the client better, which has given us some fantastic targets to go after. But while that was going on, we were already busy hacking at some overgrown forests in the UI and the results are coming out in Crucible 1.2. Highlights include:
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Since Time Dilation (TiDi) was activated fully on Jan 18th, we’ve seen it trigger in many different places, from Jita to some of the biggest spaceship slugfests we’ve seen in some time. In all cases, it has kicked in appropriately when the server node has become overloaded, keeping things running responsively and sanely.
I want to share my favorite two graphs of the past few weeks with you folks. They display the amount of time dilation in red against the right axis with how delayed module processing is in blue along the left axis, in seconds.
Read moreThe subject says it all! Ok, it actually doesn‘t so I‘m going to write some more words about this.
We are adding the option for every corporation in EVE to have it‘s own Corporation Forum, on the EVE Online forum.
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The video crew journeys to the web department of CCP where a new EVE Online website has been in development for a while. Will they return, or will they have to be rescued by Navy Seals? Watch and find out!
Check out the blog here : http://www.eveonline.com/devblog.asp?a=blog&nbid=3390
Lead game designer CCP Soundwave talks about the content of EVE Online Crucible 1.1
I have some good news and some bad news. Which do you want first, random reader on the internet?
Let’s go with the bad news:
Team Best Friends Forever and Pink Zombie Kittens have been disbanded. In memory of their service to the internet, a small statue was erected in Reykjavik today, following a lengthy parade which also had cake. It’s been a fun ride and we hope you all enjoy the features the teams got to make.
Now it's time for the good news...
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Hi!
Here‘s a few more little things from Team BFF to make your life easier. We didn‘t have much time for doing this so we mostly just harvested good ideas from the forums and prioritized by how much work it would be to implement them (and things that I personally find annoying when playing EVE - heh).
Read moreA year ago we published this devblog, where we made all sorts of promises about a brand new, customizable neocom. Well, better late than never, right? To begin with, I would like to apologize for the latency and assure you that the blog was in fact not a poorly timed April fool’s joke. We did decide to push the Neocom project a bit back, as we felt it hadn’t received all the love it needed, and then, well, last year happened, so the project kind of got lost in all the turbulence.
Read moreThe focus on enhancements and updates to existing gameplay continues with Crucible 1.1, arriving at a client near you on January 24th, 2011. Some highlights include:
*** NOTE: Player Owned Structures (POS) will stop using legacy fuel and will operate solely on the new fuel blocks starting January 24th, 2012. Be sure to adjust your fuel supplies accordingly prior to the update. ***
Visit the feature page for an overview of the features and fixes headed your way in Update 1.1.