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The Dev Blog has EVE Developers talking about ideas and the current state of the game in an informal manner. Player comments are viewable on EVE Insider (http://www.eveonline.com). The blog may contain links that do not work in the ingame browser.


Summer and Incarna 1.1
reported by: CCP Fallout | 2011.08.19 11:15:28

It's a tradition: every time summer rolls around, Europeans take nice, long vacations. As an American, I tend to become overly amused by this; my Puritanical (pure tyrannical?) self cannot fathom the idea of taking three or four weeks off at a time, and secretly, I envy my co-workers, those lucky, loveable bastards!

Another tradition: during the summer months, EVE Online players become anxious for more news and information about their favorite game. Vacation time, for the average capsuleer, is EVE time. Capsuleers rarely take time off from flying around in space, pulling the latest, greatest, ever-larger scams, or engaging in massive fleet battles that make CCP Veritas salivate with glee.

But what is going on at CCP when so many are on holiday? Does everything stop while holidays and return trips home occur? Does further development for EVE take a back seat to tanning oil and proper English breakfasts? Not at all! Even though many of my co-workers are on holidays, work towards improving the game and fighting the war on lag continues.

Now that you are better familiar with how work progresses on EVE Online during the summer months, it's time to talk about EVE Online: Incarna, and its future. A number of players have been asking me, both on the forums and on Twitter when the remainder of the Captain's Quarters will be released. Since the release of Incarna, we have continued to iterate and improve the Minmatar CQ while pushing forward with the development of the remaining racial quarters, as well as working apace on establishments. Incarna 1.1 will see the results of our progress on improving the existing CQ, and later this year we plan on deploying the remaining racial quarters to Tranquility as well as the next Incarna feature, establishments.

Racial Captain's Quarters and Establishments... coming soon to a door near you!

We also currently plan on releasing Incarna 1.1 on August 30. Detailed information will be provided in our patch notes, which will be released before Incarna 1.1's deployment. We look forward to sharing our work with you and hearing your feedback!

- CCP Fallout

 



The EVE Security Taskforce & Report a bot
reported by: CCP Pollux | 2011.08.16 11:42:30

Hello EVE Community,

Since this is my first post I would like to use this opportunity to introduce myself to the community. Some of you may already know me from the Security Presentation CCP Sreegs and I did this year at Fanfest. For those who don't, my name is CCP Pollux, and I am a Senior Security Specialist and a member of the EVE Security Task Force.  I joined CCP in February, and my job since then has been to identify and address software vulnerabilities and to design and implement various kinds of security related software functionalities/solutions into the EVE Server and EVE Client.

In the past months the EVE Security Task Force has been assigned various tasks related to security issues, but one of the main tasks this team has been given was to develop new systems and tools to identify, classify and track various kind of unfair player activity. The goal was to simplify and improve the daily mission of hunting down those who, for one reason or another, disobey the rules of EVE and cheat.

One particular type of cheating that the ESTF has been focusing its attention on is programs that automate EVE's gameplay on behalf of a player, or bots. In the past months of our war against the bots, we have been constantly identifying and tracking players using different types of bots, enforcing our policies and giving them their time off from New Eden.

In this blog, we will present you with how to use the Report Bot feature we have recently added to the EVE client.

| The Report Bot Feature

We recently added the Report Bot feature into the EVE Client. This feature should provide everyone with a straight forward way of reporting Bots right from within the game.

| How to report a bot ?
In order to report a player as being a bot you will have to carry out three simple steps.

  1. Open the Character Information Window (Fig.1).
  2. Select the Report Bot entry from the Actions Menu (Fig.2)
  3. Confirm the submission of the report (Fig.3)

To bring up the Character Information Window, right-click on the Character you want to report and select "Show Info" from the Menu. You should now see the Character Information Page as shown in the picture below (Fig.1):

Fig.1

Click on the Actions Menu on the upper-left side of the Character Information Window, and select "Report Bot" from the Menu as shown in the next picture (Fig.2):


Fig.2

By now you should see the Confirmation Window as shown in the picture below (Fig.3), asking you to confirm the submission of the report. Click "Yes" to confirm or "No" to cancel the submission. 



Fig.3

That is all you have to do to report someone as a bot, all from within the game! Easy isn't it? We surely hope it is.

Now, the players reported using this feature are automatically investigated. If a reported player is identified as being a bot, the following policies are enforced:

Note that updated policies regarding botting and other various types of cheating can be found on the policies page available on our forum.

| When to report a bot?

Bots are all about rules (events, states, conditions, transitions, actions) and goals! A bot reacts to events according to a predetermined limited set of rules, triggering appropriate actions in response in order to meet its goals. In a world otherwise driven by human players, most of the times this rule based behavior can be observed under close investigation.

Therefore, before submitting a report, we encourage players to perform a brief but structured investigation.

* Note
There are different types of bots, each type having other rules according to which they carry on their activity. Try to adapt your investigation to the type of bot you are observing.

| Abuse and consequences?

By the time of writing this blog, we have received more than 500 reports from players using this feature.  While some players successfully managed to report players who were bots, some players used this feature to report players who were far from being bots. There is a difference between not being able to distinguish a bot from a human and the clear intent to report players out of any other interests.

We strongly recommend against using the Report Bot Feature with any other intent than the one it has been designed for. Abuse of this feature will have consequences.

 

More to Come

In addition to this blog, we will soon release a dev blog about Automations that we encourage everyone to read. It describes Automated Game Agents such as Bots and Macros in much greater detail, including the principles, concepts and techniques used to bring them into existence, how they work and what their limitations are. It is meant to give everyone hints on how to differentiate Automated Game Agents from human players right from within the game.

Of course, if you have any questions, shoot!

Fly safe,
on behalf of the ESTF,

CCP Pollux

 

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Nullsec Development: Design Goals
reported by: CCP Greyscale | 2011.08.15 10:29:56

Where were we?

In the LAST BLOG, we explained the background for our current nullsec design efforts, and the high-level rules for all of nullsec. I'd recommend going back and reading that one first if you haven't already, as it lays the groundwork for this blog too.

The bulk of that blog was about defining things that should be true - in an ideal world - for everything that goes on in nullsec. That gives us a general framework to work within, but doesn't do a lot to explain where we're going with the different parts that make up nullsec today, and the things we'll be adding in the near future.

For this next bit, we had several brainstorming sessions, both internally and with the CSM, to define both what major areas of gameplay should exist in nullsec, and what the guiding principles for those individual areas or features should be. Again, we harvested the results, analyzed them, broke them down, built them up, and tried to pull them together into a unified vision of where we want to go. This all coalesced into a whiteboard covered in text, which I have reproduced below for your viewing pleasure.

Click image to enlarge.

(You will note here that my handwriting is in fact not very good. Also, the "money chart" is a future thing we'd like to look at where we map out how much money you should be making in different areas of the game - that's just a reminder to make a note about it. You may also find that some stuff was changed/dropped/added/condensed in the post-whiteboard refinement stages. Also also, "U I HAVE" is in permanent marker and we haven't got round to cleaning it off yet. Also also also, the Planets stuff still needs finalizing so it's blanked out for now, sorry.)

We then moved this over to our internal wiki, fleshed out the various areas, and then tweaked and refined for a while to get it into a position where we were pretty comfortable with it.

 

Spill the beans!

Rather than trying to talk about this further, I'm just going to copypasta it in here so you can have a gander. Once again, please be very clear in your mind that this is where we want to go in the long term, and the caveats about how much we're likely to get done in five years etc still apply. Hopefully the amount of stuff in here will also make it clearer why we're saying "more than five years": for example, those few bullet points under "exploration" mean replacing all of the exploration content that's been developed in the past five years.

 

We are creating a separate feedback thread in the Feature and Ideas forum for each of these sections, which are linked from the headers here and again at the bottom of the page. Please take specific feedback for each section there - one comments thread can't carry twelve separate conversations like this!

 

Mining

 

 

Industry

 

Movement and logistics

 

Exploration

 

PvE

 

NPC nullsec

 

Small Combat

(5-50 ships)

 

Large Combat

(100+ ships)

 

Smallholding

(Small-scale infrastructure)

 

Territory and Conquest

(The Sov bit)

 

Intel

 

"Home"

 

Your feedback here!

As noted above, we want to move feedback into a bunch of separate threads, so we don't have twelve discussions in one thread. Here are the links again in one convenient place:

We're doing these blogs now so we can get as much clear, well-argued feedback as possible before we commit to anything. Please feed us back!

Also, to repeat a thing from earlier in big letters, THIS WILL ALL TAKE A LONG-ASS TIME TO HAPPEN. Some of it will be changed or dropped before it ever gets implemented. Some of it will never happen. This is a roadmap, not a production schedule.

 

-Greyscale, on behalf of Team BFF (WHO ARE CURRENTLY CCP AFFINITY, CCP FRELLICUS, CCP GREYSCALE, CCP SOUNDWAVE, CCP PUNKTURIS, CCP GILSEV, CCP BETTIK, CCP DROPBEAR AND CCP TALLEST, and who thank you for your time and consideration in this matter.)

 

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Nullsec Development: Rules and Guidelines
reported by: CCP Greyscale | 2011.08.03 14:22:12

tl;dr This is a theory blog, there is no tl;dr. Sorry!

 

The top bit

So as you may or may not have heard, Team BFF are thinking about nullsec again, with an eye to making some improvements over the next year or so.

In the past we've often started thinking about nullsec again because we were unhappy with our sovereignty mechanics (again), which leads into a nice self-contained area of work. This time our initial discussions were about resources and industry in nullsec, which are things that we've not really tackled "for a while" and "in forever" respectively. Asking ourselves "so, uh... how should industry work in nullsec" set us off down a rather interesting path of putting aside the sovereignty mechanics (for the most part, for now) and looking at everything else.

It quickly became apparent that we needed to take a more structured approach to deciding exactly where our focus should be, leading to the resuscitation of an old project which you could somewhat-charitably describe as a Grand Unified Theory of nullsec design - a proper ground-up breakdown of how nullsec as a whole should work. This project meshed nicely with an internal drive we've been having recently in EVE Development to create and refine more robust roadmaps for where we want to be five years from now and how we'd like to get there, so it quickly got greenlit and we got to work.

What followed were several rounds of brainstorming, filtering, analysis and discussion. We formed an internal group of about twenty CCP employees with an interest in nullsec and held a series of brainstorming sessions; we got feedback from the CSM and ran an open session with them during the spring summit; we even consulted with a few of the Alliance Tournament experts while they were over here, because it seemed like a useful opportunity. All this input was condensed down into two large wiki pages and one very crowded whiteboard, and then refined into a sizable collection of "Epic Stories" for our Scrum backlog.

We've done extensive private refinement and we're reasonably happy with what we have, so the next obvious step is some public discussion. There will therefore be (at least) two theory blogs over the summer, of which this is the first.

 

The bit where I add some disclaimers

Before getting into the actual details, here are the parameters we're working from:

 

The bit with the actual information

This first blog is covering "nullsec as a whole". The work informing this blog was driven by three main questions:

Finally, please note that what we're trying to outline here are things specific to, or specifically important in, nullsec. There's a raft of EVE (and CCP) design principles that are assumed and left unspecified throughout this work, such as "getting people to interact with one another is good".

Ok, so with all that out of the way, here are some bullet points which we made earlier.

 

The functional role of Nullsec

 

Nullsec design rules

 

Lessons learned

 

 

The bit where we ask for feedback

The reason we're talking about this now rather than in three or four months' time is that we're making it a clear policy with this work to collect as much feedback as possible, as early as possible. We do actually want to hear your opinions on this. If there are things that you disagree with or would like to see added here (particularly in the "lessons learned" section as it relates specifically to nullsec), please list them - and explain them! - in the comments thread in as clear, constructive and succinct a manner as you can. We will be reading and thinking about the points raised, with a view to making any necessary alterations, in the near future.

 

The bottom bit

There will be another blog in the near future, in which we will be explaining where we're thinking about going for all the major areas of nullsec design (I think we have twelve sections there). In the meantime, comment away!

-Greyscale, on behalf of Team BFF

 

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Contracts in the API
reported by: CCP Elerhino | 2011.07.29 14:36:35

Hello!

We have been working on a new set of API pages that will give you access to Contract information. This functionality is due for a late August deployment but we wanted to get an early devblog out there to introduce our ideas and get some feedback from the experts on the other end.

The Problem

Contracts and Market Orders are very similar, and have caused us similar headaches, in terms of how do we give API consumers usable information without causing too much strain on the EVE datastore. What we wanted to do was conceptually simple, we wanted to give you non-expired items as well as items that expired less than X time ago. But it turns out we can't do this without taking an axe to the datastore because, without getting into details, the datasets simply aren't optimized for this kind of a query.

A Solution

So we decided to try a different approach and fetch only active non-expired items. This is what we did with the Market Orders to limit the amount of un-needed information the API needs to query for and forward to clients. This greatly improved the query for the datastore but shot API clients in the foot because we took away vital information.

One issue is that orders that are issued and processed within the API Orders cache period never appear in the API. To bridge this gap we want to include recently issued orders in the list. We're thinking a week's worth of orders would not only fix the problem but also come in handy if you only want to get the list once a day or every few days.

Another issue is that when an old order gets processed it disappears off the list without any mention of what happened to it. To fix this we'll add an API page, or perhaps an orderID parameter to the Market Order page, so that you can look up the missing order and find out what happened to it.

Contracts

Similar to the Market Orders, the Contract list will contain contracts that are outstanding or in progress, as well as recently issued contracts. We'll also have a separate page or a contractID parameter so that you can look up a single contract.

Actually there will be two sets of Contract pages, one for characters and another one for corporations. The character version will give you contracts that the character is attached to in one way or another. The corporation version will show you contracts that your corporation or alliance is attached to and you'll need a corporation key to access it. This is something we wanted to get your opinion on, the corporation contracts are visible in-game to any member of the corporation but in the API we're locking it behind a corporation key which only directors and CEOs can create. This is a kind of a security measure in the sense that it prevents members from accidentally giving corporate information to a 3rd party.

The contract lists themselves will not include items, bids or notifications. We'll have separate pages for items and bids but most likely completely skip notifications. The item page will display a list of items for a specified contract, the information will contain things like type ID, quantity and whether the item is being asked for or is included.

The bids page will be a bit different. It will display a list of recent bids on a character/corporation basis. Each time the cache is refreshed you'll get a list of bids that have been made on contracts issued by your character/for your corporation since the last time the cache was refreshed. The first time you request the bid list it will give you all bids since yesterday (relatively speaking).

 

A quick note on the deployment schedule - we wanted to get the Market Order fixes out ASAP but currently we don't have a deployment scheduled before the late August one. To take an API build from a development stage to deployment involves a number of people in a number of departments and it's very difficult to get anything like that coordinated during holiday seasons. So most likely you'll have to wait for that one.

- CCP Elerhino



Telemetry on Tranquility
reported by: CCP Veritas | 2011.07.27 14:04:50

Kids like to show off their new toys. I fancy myself a large kid, and we got a new performance analysis toy on TQ recently, so I want to show it off to you. This is a very handy tool that we use during fleet fights and other high-load situations to see exactly what the server is spending its time on.

I put together a quick little video at home with my crappy webcam about a month ago to show it off to you. Without further ado, I present: Telemetry on Tranquility.

 

Hope you enjoyed it. As always, if you have any questions for me on this or anything related to the War on Lag, hit me up in the comments thread.

Fly True, ~ CCP Veritas

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Price Indices - June 2011
reported by: CCP Recurve | 2011.07.25 11:17:12

Price Indices - June 2011

The four price indices of New Eden have been calculated for June 2011.  For more detail on the indices, please refer to the price level chapter of the QEN.

Mineral prices fall considerably for the second month in a row.  Mineral volume traded and used in ship production is falling.  The market seems to be cooling off after a period of expansion and inflation around the EVE Online: Incursion release.

Datacore prices have fallen sharply since May, when changes were made to the agent system.  Improved agent quality and lower requirements for use have increased datacore production, so prices have been pressed downwards.  Anticipation of this fall may also have lead players with stockpiles to sell them quickly, thus increasing the effect.

The most interesting development this month was the development of the PLEX price, which only grew by 0.4% from May to June, despite the launch of the Noble Exchange and the ability to convert PLEXes to AURUM for such transactions.  Admittedly, the price rose throughout May, spiking around June 1, but it has since fallen back to previous levels, making the monthly average prices in May and June roughly equal.

The values for June are:

  

June 2011

1 Month Change

12 Month Change

Mineral Price Index

72.2

-4.7%

15.3%

Primary Producer Price Index

78.4

-3.0%

50.2%

Secondary Producer Price Index

108.8

3.1%

51.3%

Consumer Price Index

66.1

-0.4%

15.3%

 

The graph shows the development of the indices since October 2003.

Click image to enlarge.

Full series of the four main price indices in Excel format

Full series of the four main price indices in CSV format

The July indices are expected to be published around the middle of August.

 

 

 



CSM prioritization crowdsourcing
reported by: CCP Diagoras | 2011.07.23 21:24:27

The CSM has just started their latest round of prioritization crowdsourcing, here's what they have to say:

Several times a year, the CSM enlists the aid of the community in helping us prioritize the issues that CSM has raised with CCP. The results of this crowdsourcing effort helps guide the CSM's efforts during not only our regular summit meetings, but also the all-important CCP release planning process. This is your chance to tell us which CSM issues you think are the most important and deserving of CCP's attention.

To make your voice heard, look at the list of issues on the Prioritization Wiki Page and then cast your votes in the associated Assembly Hall thread. Complete instructions on how to vote are available in both places.

Please help us push for more improvements by voting for what you think is important. We greatly appreciate your time and attention.

Sincerely,
The Members of the 6th Council of Stellar Management

 



Live Events: Only the Beginning
reported by: CCP Headfirst | 2011.07.18 17:06:26

Without going into too much detail about how much fun we had doing the Sansha Reborn live events last year or how pleased we are with the overwhelmingly positive reaction to them (you can watch/listen to CCP Dropbear and me whining about all that here, here, here, here, here, here and here), we'd just like to say thank you to the EVE Online community for once again amazing us with your input and helping us define one of the game's most iconic expansions. Seriously, without the dynamic storyline that evolved largely due to player activity, live events and Incursion wouldn't have been nearly as exciting. Nobody wants to sit around chatting about the good old days for hours on end, though, so on with the new stuff!

As some of you have already noticed, Sansha is back (uhm… again) with a vengeance (uhm… another vengeance), having switched his focus from abducting civilians off of planets to hunting down the people who worked to thwart that operation: capsuleers. He's upgraded his armada to include the types of ships found in incursions and he's no longer going to just sit around and wait for capsuleers to interfere with his plans, so he's never been more dangerous than he is now. If you're heading into incursion systems thinking you know what to expect, think again.

Beyond that, there are entirely new live event plot lines in the works, with at least one of them already in its initial stages of deployment. As both CCP Dropbear and I have advanced onset ADD, permanent insomnia, chronic workaholism, we're going to roll them all out simultaneously. There are going to be several stories unfolding, hopefully enough to appeal to a wide array of play styles. We’re aiming to please you lore hounds with some in-depth historical revelations, but everything we learned from the Sansha events let us know that players love to fight as well, so be ready for more of that, too.

The most important thing we learned, though, is that we're only half of the live event team; without a heavy involvement by the players, it's just static content, and that’s not what we want out of this. If you really want to get involved in the story of EVE Online, there’s never been a better opportunity!

It’s going to be one hell of a summer.

 

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CSM May summit - meeting minutes are out
reported by: CCP Xhagen | 2011.07.12 16:37:08

The CSM 6 and CCP had their first summit from Wednesday, May 18 to Friday, May 20, 2011. During this summit they discussed Flying in Space with Team BFF, the future of EVE with CCP t0rfifrans and CCP Zulu, the EVE-Dust 514 link with CCP TomB and much more. Full meeting minutes are available at this link. A table of contents are as follows:

 

CSM Intro

Team BFF and the ‘Little Things'

EVE: Flying in Space

EVE Future

The EVE-Dust link

EVE Marketing

Quality Assurance

Game Masters - Policies, Petitions and Large Fleet Lag

EVE Security Task Force

Team Gridlock - The War on Lag

ISD and Community Matters

EVE User Interface Issues

Starbase Issues

Feature Abandonment

Nullsec Industrialization

Incarna and the NPE

EVE Art

Meeting with Hilmar

EVE Economics

Ship Balancing

 

We understand that there is a lot of information in one document and there are sure to be a lot of comments from players on many of the issues. We would ask that you place your comments in this thread as it will be actively monitored by the CSM and CCP.