One of the guiding principles for the market in EVE Online is to keep intact how closely it mirrors aspects of real-world economics and financial markets. These principles are held firmly in mind when moving forward with any changes to the in-game market.
The Broker Relations update will be launching 10 March, and included in the release will be changes to the mechanics around creating and updating orders on the in-game market.
Last summer, permanent changes to both the sales taxes and broker fees for the market were implemented. Having monitored player behavior before and after these summer changes to taxes & fees, further alterations to the market will be made. These are highlighted in full below.
The intent behind these upcoming changes is to support a healthy and live open market, allowing competition to remain fair between players. The prohibited use of automation techniques used by malicious players on the in-game market is a frequent subject of discussion, so there is absolute commitment to fighting bots in New Eden. Needless to say, the market and the behaviors of players when these changes go live will be closely monitored.
Here's an overview of the changes that are being made. A more detailed breakdown and justification follows afterwards.
Change: Order prices can only be specified with a maximum precision of 4 significant figures.
Currently in EVE, all order prices can be specified to a 0.01 ISK precision, regardless of the magnitude. This will be changing and will use discrete ticks to a precision of four significant figures.
As an example, the following list shows the only acceptable ticks around the 1 million ISK region. All prices must be exactly set to one of these tick levels, and intermediate values will be rounded up/down to the next tick.
Important note: Existing orders at the time of this change coming into effect will keep their current pricing. If such an order is subsequently modified, then the new price must conform to the new tick rules. It will therefore take up to 90 days (the maximum player order duration) until all player orders fit this new rule.
As discussed above, there is a desire to follow some real-world examples in how markets can operate, so this change is heavily influenced by the way that regular stock/commodity markets handle pricing. There's more information here and here out there for those that are interested in reading more on this subject.
Change: Broker Fee payments in structures are split equally between the structure owner and an NPC. Increase the minimum fee setting to 1% (from 0%).
For orders placed in an Upwell structure, the Broker Fee is paid to the structure owner instead of being sunk out of the game. Therefore the fees do not represent the same true cost compared to NPC stations. It is not uncommon for structure owners to give themselves and their friends a 0% fee, meaning that they can effectively list and modify orders without limit or cost. Therefore two changes are being made to markets in Upwell structures: - The minimum broker fee that can be configured by the structure owner increases from 0% to 1%. Existing structure settings that are currently below 1% will be updated to this new minimum. For reference, this 1% compares to the 3%-5% range that is possible at NPC stations (depending on skills and standings), so player-hosted markets will continue to be the most competitive places to run a trade empire. - Charging structure owners a new tax on this broker fee income. When the owner receives their 1% fee, they will immediately pay half of it onward to the Secure Commerce Commission. This new ISK sink ensures that these markets contribute positively to the health of the in-game economy, and also to server/database health by adding a non-zero cost to large-scale order creation/update spam.
Change: Increase the ISK fees that are charged when modifying an order. Change the benefits (and name) of the Margin Trading skill to become Advanced Broker Relations, which will now give a reduction to these modification fees.
Last summer some alterations were made to sales taxes and brokers fees for the market. There will now also be changes to the fees for modifying active buy/sell orders.
Currently, the cost to modify an order by a small amount is negligible. The only real constraint is the five minute delay before an individual order can be modified, but this is relatively easy to minimize for a trader with many order slots. As a result, the optimal strategy becomes "Always create your orders at 0.01 ISK above/below the current best order, and always update your order ASAP by 0.01 ISK if it isn't the highest buy or lowest sell." Competition between traders comes down to who (or what) can micro-manage their orders for the longest period of time, rather than who is making the most intelligent pricing decisions. Instead, this will provide some incentive for order changes to happen less frequently and with more consideration. Increasing the modification costs will mean that the strategy of always modifying every order as quickly as possible will quickly become unprofitable. Creating a more equal playing field for market users and handing the advantage back to those who make educated pricing calls is a clear statement of intent in the fight against botting.
The graphs below show the data for which modifications were made to unique market orders over the course of 30 days. Note that the second graph is just a zoomed-in version of the first, with the initial "0 modifications" column removed.
This shows that the significant majority of orders (approximately 94%) never get modified at all. The costs associated with these orders will not be negatively affected by these changes. It is also evident that around 2% of orders are modified more than five times. For these orders, the modification fees will start to eat into the profit margins. A tiny minority of orders (less than 1.3%) are modified more than eight times. Among these are orders that are being modified hundreds of times, with behavioral patterns that are very likely not human. With these changes, such excessive behavior will quickly lead these market-addicts to bankrupt themselves.
The way this is being changed is the introduction of a "Relist Charge" component into the modification fee. This Relist Charge will be a function of the new price, rather than the delta between old and new. A skill-based way to lower (but never eliminate) the Relist Charge will also be provided.
Fee to create a new order at price P (this is unchanged):
Fee = BR * price
Fee to modify an existing order, changing price from P1 to P2:
Fee = max(0, BR * (P2 - P1)) + (1 - RD) * BR * P2
Note: Both types of fee will have a minimum charge of 100 ISK
Note: Modifying an order will reset its duration back to the original. Therefore, the modification fee also reflects the fact that the order creator is able to extend the lifetime of an order indefinitely.
As mentioned above, a way to reduce the modification fee with a skill is being provided. Rather than introduce a new skill, the debated Margin Trading skill is being re-purposed, which also ties into the EVE Online's strong new player focus.
The existing Margin Trading skill will be changed into Advanced Broker Relations. The skill's former ability to reduce the amount of ISK placed into escrow when creating a buy order is going to be removed. It will be replaced with an ability that provides an increasing discount to the Relist Charge.
The skill will keep its existing rank. Any points trained into Margin Trading will now apply to Advanced Broker Relations instead.
Here's the description of the skill in its new form: - Proficiency at negotiating the brokerage cost of relisting a market order at a new price. Each level of this skill adds 5 percentage points to the standard Relist Discount of 50%. - SCC regulations aimed at reducing market volatility mandate a cost for relisting a market order based on the Broker Fee rate applicable to a given market order at the time of the price change. - The total brokerage costs for relisting are calculated in two steps: - The full Broker Fee rate is applied to the increment by which the price has changed if the new price is an increase to determine the brokerage cost of raising the asking price. If the new price is a decrease this component of the brokerage cost for relisting is zero. - A Relist Discount is then applied to the Broker Fee rate and the discounted rate then applied to the total new price. The resulting amount is added to the increment charge calculated in the first step. - The total calculated in these two steps is the brokerage cost that will be charged for relisting the market order at its new price. - The standard Relist Discount on the total price brokerage fee has been set by the SCC at 50%. Advanced Broker Relations increases that discount by 5 percentage points per level, permitting a discount of 75% at level 5.
Here's a table showing the Relist Discount at each level:
| Margin Trading Skill Level | Relist Discount | | ---------- | ---------- | | 0 | 50% | | 1 | 55% | | 2 | 60% | | 3 | 65% | | 4 | 70% | | 5 | 75% |
Important note: The Margin Trading skill will no longer provide its current ability to reduce the amount of ISK placed in escrow when setting up a buy order. Existing orders that were placed prior to this change will continue to operate as before, but once completed/expired all new orders must be backed up by 100% escrow.
These changes will positively impact the market, and better support fair competitive trade between players. Once again, the commitment to fighting botting in all its forms in EVE is absolutely firm, and moving forward with these changes means that the market and the player behavior involved will be closely monitored once these changes are live and in your hands. Further adjustments will be made as necessary, but for now, any open feedback and discussions from the community are welcome as usual, so feel free to head on over to the discussion thread on the EVE Online Forums to take part.
The Monthly Economic Report for January 2020 is now available!
You can download all of the raw data used in this report here. As always, each image can be enlarged by clicking on it.
Last December, the endeavor towards a healthier mineral distribution throughout New Eden began. While this is a complex task, changes will be implemented in phases, over a period of time, to propel the project towards its ultimate goal: a dynamic mineral distribution system that will self-regulate based on inputs and outputs.
Of course, that is easier said than done, and the road to get there is long and fraught with peril. Drastic changes are being made that will be felt throughout the ecosystem, but there is confidence that they are positive changes for the long term health of EVE Online.
The plan consists of three phases: - Shortage phase - Re-distribution phase - Dynamic distribution phase
The shortage phase is a mandatory step in order to get the data that is needed, so that what constitutes a ‘healthy’ distribution for the current player base can be identified and understood. This step will also allow all the factors that should be considered during the creation of the dynamic system to be listed. Currently, there are three to five steps within this phase. The first step was executed last December, and the second step is going live with this patch. The next step will be going live sometime next month.
As explained in December, communication of the details is sensitive and there are huge interests at stake. Nevertheless, there is a need to give out a high level overview about the next step.
Since Moon Mining is a time sensitive activity that relies on multiple time windows, by giving you a heads up and allowing for some time, you can adjust your plans accordingly.
During the next release, a significant change in how minerals are distributed on moons is planned. You should expect the following changes: - Complete removal of all basic ore types from all moons - Adjustments on ore volume extracted per day, per moon - Adjustments on moon ore type yields of basic minerals
It is understood that the changes that will go live throughout phase 1 will affect the macroeconomic environment and the market reaction will be closely monitored. Predictions have been made and the readiness to take measures is in place. After all, the industry is an integral part of how minerals are consumed, and as such it plays a great role in the mineral market’s behavior as well as current stockpiles in inventory. No stone will be left unturned in the mission towards a better future.
Hello caring capsuleers!
On Wednesday, 15 January 2020 the PLEX for GOOD for the Australian Bushfires campaign got underway. In no time at all donations began rolling in, and players began organising their own PLEX drives and events to raise awareness and gather donations for the campaign.
The campaign concluded on Sunday, 26 January 2020 and now we’re happy to have some information for you about how this PLEX for GOOD turned out!
PLEX for GOOD is a charitable program operated by CCP Games on behalf of EVE Online players. It provides a way for EVE players to donate to a charitable cause through the use of the digital currency PLEX. There are many people who are quite wealthy in EVE Online but may not have much to spare IRL. PLEX for GOOD creates an opportunity for charitable giving for those who otherwise might not have the means to donate real money.
In the week after the campaign concluded we tallied up the total donations and were taken aback when we realised just how much the EVE community had raised:
An astonishing US$107,454 has been raised which far exceeded our predictions. To further put this amount in context, that equates to:
This makes PLEX for GOOD for the Australian Bushfires our second most successful campaign since the first PLEX for GOOD all the way back in 2005:
This campaign also brings the total raised for charity across all PLEX for GOOD campaigns to US$578,070 since 2005, an incredible feat which all EVE Online players can be proud of!
Of course we have to once again highlight the astonishing donation by Kelon Darklight who auctioned off the incredibly rare Gold Magnate he earned when the team he captained won the Amarr Championships at Fanfest in 2016. This exotic ship fetched a winning bid of 1,001,001 PLEX and once the auction concluded he immediately donated the full amount to PLEX for GOOD. His donation alone accounts for over a third of all the PLEX raised during the campaign and catapulted the total over the $100k mark.
Also deserving of special mention are all the players who organised and promoted public events to drive donations for PLEX for GOOD, such as the giant free-for-all brawl which brought together Australian timezone players from all over New Eden, or the Zirnitra kill event where over 1,000 players turned up to write themselves into EVE history by appearing on the killmail of the first Triglavian dreadnought to be destroyed in the game.
Then there was the two-day Raid-a-thon organised by the hard working team at Streamfleet which brought together dozens of EVE’s talented Twitch streamers to raise even more PLEX. Other valiant streamer efforts such as MyLeftArm's 24 hour stream and Squishy and the B-Team's drive that raised about 40k PLEX also helped the cause.
However, not everyone in New Eden has the means to donate or raise huge amounts of PLEX. The vast majority of donations made to this campaign were small, individual donations made by players who scraped together whatever they could and gave out of generosity of their hearts.
So whether you donated one million PLEX or one hundred PLEX is beside the point - ALL capsuleers who contributed to PLEX for GOOD can feel proud that they have made a contribution to an important cause, and the money raised will have a real, meaningful impact on those whose lives have been tragically affected by the destructive bushfires in Australia.
CCP Games and the Icelandic Red Cross came together at CCP’s headquarters in Reykjavik to officially hand over the cheque for the money raised on behalf of the capsuleers of New Eden.
The Icelandic Red Cross sends their profound thanks to the players of EVE Online for this incredible display of humanity and generosity. They will now deliver the funds to their Australian Red Cross counterparts where it will in turn find its way to the relief services that are being provided on the ground to those affected.
As with previous PLEX for GOOD campaigns, people who donated the minimum 100 PLEX will receive in-game apparel as a ‘thank you’ from CCP for their generosity. This will consist of two t-shirts (one mens and one womens) featuring the logo of the Reserve Frontier Safeguard (RFS) for your avatars to wear proudly:
The DED's Reserve Frontier Safeguard service, commonly known as the RFS or "Safeguarders", has its origins in a lowsec/nullsec frontier patrol operated using reservists from the member states of CONCORD. The RFS originally provided a security patrol presence in lowsec systems with planetary colonies and other orbital settlements. Since the expansion of CONCORD's mandate and permanent DED fleet capacity in YC105, the RFS has evolved into an organization focused on providing disaster relief to colonies across lowsec space.
Anyone who donated the minimum 100 PLEX will receive one pair of the shirts. At 500 PLEX you will receive two pairs and then an additional pair for every 500 PLEX donated after that.
Our art team is hard at work on preparing these assets and we hope to have them delivered to donors sometime in March. In the event that you made your donation as part of a collection being taken up by your corp, alliance, player group or other means where you won’t be directly credited for it, we will provide instructions about what you need to do at that time to ensure that everyone who is entitled to apparel receives theirs!
Unlike many of the disasters that PLEX for GOOD has assisted with, the Australian Bushfires were not a sudden, jarring event like an earthquake or a tsunami. It was something that built up slowly over a long period of time and it would be several months before the true scale of the disaster had manifested.
Embarking on this fundraiser, we were uncertain if it would attract as significant an amount of donations as we’ve seen in the past. By the time PLEX for GOOD for the Australian Bushfires began, the scale of the catastrophe in Australia had been headline news around the world for some time. We wondered if people had already given all they could through other means, or if the impact of the event had already begun to diminish in peoples’ minds.
What we’ve seen instead is one of the biggest PLEX for GOOD campaigns we’ve ever run, and once again we here at CCP have been humbled and moved by the capacity for caring, empathy and generosity that the EVE Online community possesses.
We want to acknowledge those in the community who began calling on CCP to bring back PLEX for GOOD to help with this disaster, and also the many others who rallied to those calls. Our players are a constant source of pride and inspiration to us here at CCP and we truly feel that is the greatest online gaming community that has ever existed.
Before we sign off, we want to leave you with a special message:
And also on behalf of everyone here at CCP: Thank you, capsuleers. o7
In May 2019, the 64-bit client open beta for EVE Online was announced and it went live a few days later. Although this was opt-in, over half of EVE’s players activated within four months which was well above our expectations.
Then in September the 64-bit client was made the default with the results being closely monitored.
The transition away from the 32-bit client is now fully complete and the EVE community deserves an enormous "thank you" for all the valuable feedback provided during the opt-in phase and beyond. The 64-bit client ensures that EVE Online can continue to grow, while also reducing the development time associated with maintaining two clients.
Sunsetting of the 32-bit client will take effect from Wednesday, 26 February.
Our metrics data shows a small number of users were on 64-bit capable hardware but still running a 32-bit operating system. In these cases we would encourage people to upgrade to a 64-bit operating system where possible.
We’ll be raising the minimum memory specification for the client to be 4GB as a result of the move to 64-bit. We're also taking the opportunity to update the space requirements to 23GB to match the additional game content that has been added in the past year.
Our ongoing investment into our technical infrastructure, such as this transition to the 64-bit client and upcoming support for DirectX 12, is all a part CCP's commitment to EVE Online into the future.
It's an undeniable fact that the friendships made in eve have a positive impact on its community. We managed to contact Arnor Maximilian shortly after he published his Master thesis in sociology about the impact that EVE Online has on the real world and wanted to share his findings with our amazing capsuleers.
Surely many have noticed the popular opinion that computer games affect people in overall negative way. That gaming has negative effects on academic performance, consumes peoples time and traps them inside this world of imagination. However, the world imaginary refers to a place where the players actions would not affect the real world or have any real consequences. This research paper was aimed to disprove this belief and expose the truly undenying link between the real world and EVE online. This was done by using sociological qualitive research techniques based on several in depth interviews with long term EVE online players which were coded based on Bourdieu’s sociological theory called theory of practise. Video games have changed drastically over the years like many of our other modern media. In the past computer games were simply categorized the same as movies and books since they often had simple narrative and the user had no control over the actual story. Pong for example was developed by Atari 1972 a very simple game where the main goal was to shoot a tiny square past the opponent, claiming a point. The only rules that applied in this game were based on the ingame hard code that was unchangeable for the regular user. This defined the separation between the virtual world from the real world. The real world was more complicated since the ways people react and behave to different circumstances are unimaginable. Normal people don‘t follow scripts like in the movies or video games, we have complicated unpredictable behaviour based on society’s social rules. Rules that are constantly changing and bending within our social structure.
Now fast forward to the present, where the video games have become online and filled with people with complicated social rules. The difference between worlds has now been officially broken since both worlds have emerged. The way people now play, how they win or reach the games goal has become personalized. A great example of different goals could be found in the interviews. One’s goal could be mining asteroids, controlling a large-scale group or a small group of pirates, even working the market or focusing industrial work. But sometimes these goals were simply making friends, or even foes. But still like any other goal people need to work towards it, and some people have it easier in a video game because of their real-life skills. People can use real life skills to empower their gameplay in the virtual world. These skills explained from Bourdieu’s theory of practise and is called sociological, economic, cultural and symbolic capital. Capital in short is what people have access to in life and makes up for what is called habitus which controls how we feel, what we say, what we do and how we act. It’s our experience throughout life come to one shaped by our environment like family and friends, gender, education, location, school, work etc. This capital was analyzed in the interviews and categorized as external and internal capital which was the main concept that established the link between the real world and EVE online.
The external capital stands for the real-world resources the players have while the internal capital stands for the ingame resources they have. The players can use these resources to affect their gameplay and the ingame world. A good example of a player using his external social capital within the video game is where he joins EVE Online with real life friends. He then gets advantage over those players without friends. Of course, this is not the only thing that matter in the game world, just an example of a small advantage. The player might not even be thinking about this advantage. They might just want to enjoy the company and the social aspect, but reaching that goal would still be based on their real-life social capital. In many cases the social experience is the players biggest enjoyment of the EVE online. The interviewees described how the people they played with were more than just names on ships. They were real people whom they cared greatly for. Many had made very close and serious relationship over many years. Here‘s an example of a player describing his experience:
We have made tons of really good friends and it‘s just awesome, and maybe not people you meet every day. But there‘s always this connection, a bond between you and the players you‘ve met, EVE is just something that connects us. [...] I remember especially during one Christmas, we were just hanging out on skype playing EVE together for hours and hours. It’s one of the most fantastic experiences I‘ve ever had. [...] People were sharing things, helping each other and for me, it was more about the company than anything else.
The players were in many cases the main reason why people kept on playing EVE Online. The game was basically the glue that kept their virtual social world together, their internal social capital if you will. Internal social capital is however not always something just stuck in the video game world. In every interviewees case they had developed a friendship that translates over to the real world. Sometimes the friendship brought on some economic benefits, like an access to friend’s house for vacation in another country. In an extreme case a friendship might even end up in marriage.
The second capital discussed in the paper was the economic capital, which usually represented currency ingame called ISK, or real-life currency. The movement between the internal and external economic capital was discussed by the interviewees in couple of ways. First regarding people selling ingame items for real life currency and vice versa. However, this of course is highly illegal in most video games and will result in a ban. The other movement was quite simple, and it was the exchange for real life money for ingame time or other benefits through CCP.
The third capital is cultural capital and was mostly analyzed in the players behaviour and what kind of people they liked to play with. Most people play with those who speak the same language. But the difference between players nationality can appear in more than just the language. They can have different social rules of what might be right or wrong, how to behave in certain situations, what is socially acceptable and what’s considered taboo. The real-life personality translates into the game and can affect what kind of group player becomes a part of. But of course, like other capital, people ingame can affect the real world in more ways than just perspective, both in a negative and positive way.
The fourth and last capital is symbolic capital. It appeared when people and groups got recognized in the game, even got famous for certain actions. However, their repetition could be both negative and positive, based on perspective. This symbolic capital could even reach out of the game, where certain players got known in the real world. The interviewees also mention some examples of where external symbolic capital had moved into the game. There some celebrities started to play EVE Online got instantly known and respected by the community. The final conclusion of the paper closed the loop on how EVE online and the real world connects trough the actions of the players. They have the capability to use both internal and external capital to affect their ingame and their real-world surroundings in a major way by playing the game. A great example is EVE fanfest which is a huge festival which effects the real society in Iceland in a major positive way. The festival is something wouldn‘t be possible without the influence from the virtual world of EVE Online world and its player base. But in the end, for so many players EVE Online is something that’s been a part of their life for a very long time. Trough the game they made some serious social connections that translated over to the real world and sometimes not. But for them and so many more, EVE Online is so much more than just a game.
By now most of us have seen the distressing images coming out of Australia where severe bushfires continue to cause devastation to large parts of the continent. We have witnessed scenes of enormous firestorms, destroyed forests and entire communities driven out of their homes. Human lives have been tragically lost to the fires, and millions of animals have been wiped out.
But we have also seen inspiring scenes, too - volunteer firefighters valiantly battling the advancing flames day and night, emergency shelter staff providing displaced families with food, clothing and a place to rest their heads, and the ongoing efforts to rescue and rehabilitate injured wildlife.
Since the outbreak of the fires: - 29 people have lost their lives - Over 2,200 homes have been lost - Over 10 million hectares have burned - Hundreds of millions of animals have been killed
To put the actual scale of the fires into context, 10 million hectares is approximately 5 times the size of either the 2018 California wildfires or the 2019 Amazon rainforest wildfires. To put it another way, this is about the same size as the entire country of Iceland where CCP is based.
Many in the EVE Online community have called upon CCP to bring back PLEX for GOOD to lend a hand and we are happy to oblige, so today we are formally launching PLEX for GOOD for the Australian Bushfires.
PLEX for GOOD is a charitable program operated by CCP Games on behalf of EVE Online players. It provides a way for EVE players to donate to a charitable cause through the use of the digital currency PLEX.
The first PLEX for GOOD swung into action in 2005 to raise funds for the South East Asian tsunami. Since then several campaigns have taken place over the years and so far, the players of EVE Online have raised over US$470,000 for charitable causes around the globe.
Once again, we will be partnering with the Red Cross for our PLEX for GOOD drive. The Red Cross is active on the ground in Australia providing support to those affected by the fires. You can read about some of their relief efforts here.
This campaign has commenced as of the publishing of this dev blog and will run until 23:59:59 UTC Sunday, 26 January 2020.
EVE players can contract PLEX in-game to the character CCP PLEX for GOOD and the real-world monetary value of all PLEX collected will be donated by CCP to the Icelandic Red Cross at the conclusion of the campaign on behalf of EVE Online players. The Icelandic Red Cross will ensure that the donated money is delivered to their counterparts in the Australian Red Cross where it will then be deployed to aid their humanitarian efforts in bushfire affected areas.
We are requesting that players respect a minimum donation of 100 PLEX. This will help keep the processing of donations as efficient as possible while also allowing those with only a small amount of PLEX to participate.
To obtain PLEX to donate, players can: - Purchase PLEX from the EVE Online website - Transfer PLEX they may already have in their PLEX vault - Purchase PLEX from the in-game market with ISK
To purchase PLEX visit secure.eveonline.com/plex and select a PLEX bundle. Then follow the checkout procedure and once you have completed the purchase your account will be credited with PLEX and it will appear in your PLEX vault in-game.
Open your inventory and drag the PLEX from your vault into your item hangar and then contract the PLEX from your item hangar to the character CCP PLEX for GOOD with a 14-day expiration.
IMPORTANT: CCP regards any scamming attempts surrounding PLEX for GOOD to be morally reprehensible, and any attempts at scamming relating to this program will be met with the harshest and swiftest action at our disposal. If you become aware anyone of attempting a scam related to PLEX for GOOD please notify us at [email protected]
Over the course of the campaign EVE players may wish to conduct their own PLEX-raising drives within their corps, alliances and other communities. If anyone is running a special event such as a stream or public fleet in support of PLEX for GOOD please reach out to us at [email protected] and we will attempt to help raise awareness of your efforts!
One such event is taking place this Friday, 17 January at 11:30 UTC in Nalvula. Australian timezone players from all walks of New Eden will be converging on Planet I for a free-for-all brawl. CCP will also be attending and the event will be streamed by AUTZ player Chiimera on Twitch so grab a ship and come slug it out for PLEX for GOOD!
On behalf of everyone here at CCP Games - thank you!
Please note that your contribution to PLEX for GOOD is not tax-deductible. For information on the Icelandic Red Cross (Rauði Krossinn á Íslandi), please visit their website at www.raudikrossinn.is or contact them at Efstaleiti 9, 103 Reykjavík, telephone +354 570 4000, [email protected]
The Monthly Economic Report for December 2019 is now available for everyone!
You can download all of the raw data used in this report here. As always, you don't need a magnifying glass to read the graphs - simply click on each image to enlarge it.
The year in review video for EVE in 2019 has now been sent out to 214,713 unique email addresses associated with active EVE players, and if you have received one, hopefully you enjoyed the look back at your victories, activities and mishaps! If you did not receive a video, this blog will aim to outline some of the user restrictions placed in order to obtain that pool of users that received an email, and how the data was gathered and aggregated in general.
First off, it‘s important to note that even though it would have been great to summarize every second of 2019 for every player, all their user accounts and all characters, the data used for this project is for the most part from 1 January 2019 to 1 December 2019, and only for those that fit the criteria set for the Year In EVE video.
Another important clarification is that for the purposes of these videos, a playing customer was classified as a unique email. If players use multiple emails for their characters and fit the required criteria, they might get more than one video. Each video sums up all data associated across all characters and accounts connected to each email. The videos are not summarized across different emails that a player might have.
The required criteria for receiving a video is as follows: - Active Omega subscription at some point in 2019. - Omega time per email had to be greater than or equal to 30 days, for all users belonging to an email combined. Active playing time per email had to be greater than or equal to 25 hours, for all users and characters belonging to an email combined. That is log on, non-AFK hours. - Only valid emails were included, for instance, several Steam users had not verified their emails through our Account Management Site, and these were removed as no emails are associated with their accounts. - Stats were not collected for characters deleted this year. - Banned users were excluded. - Unsubscribed emails were excluded. - Players that did not have adequate activity to be categorized (see more on activity categories below) were excluded.
Essentially all data is gathered at the character level, and then aggregated up to the email level via user accounts.
Players are split into three different categories based on their activity, PvP, PvE and Industry. This segment controls the type of video sent to each email, as the latter part of the videos differ for each type. The split was decided based on averaged percentile rankings in the data points for each group. - For PvP, only one data point was captured: - PVP kills. - For PvE, three data points were captured: - NPC kills - Missions completed - Exploration Sites visited - For Industry, three data points were captured: - ISK’s worth of mined Ore - Manufactured items - ISK’s worth of PI Materials exported
If any character belonging to an email had more than 0 in any data point, it got a percentile rank, ranging from 1-100, 1 being the highest ranking. The percentile rankings for each category were then averaged and emails were placed into the category with the lowest average percentile rank. In case of ties, emails were placed in the PvP track first, then PvE, then Industry.
The last round of filtering on the data set occurred here, where several emails had not partaken in any of the above-mentioned activities and therefore essentially had no percentile rank for any of the data points. These were excluded from the data as, no matter which track they had been placed on, the endings of their videos would all have been empty.
A note on these stats for players on the PvP track. A ‘nemesis’ is simply the character which has collectively been on the most kill mails for all your characters combined. Ties here were settled with approximate ISK destroyed during those deaths. The same applies for favorite victims, which were simply the character most often found on kill mails where any of your characters were either the final attacker or involved party. Ties here were once again settled with ISK destroyed.
Players that received ‘DAILY DOWNTIME?’ as their nemesis had never been killed by another player during the tracked time period.
In the PvP track, kill count includes Structures, so there is a possibility some players will receive Structures as their most killed victim.
Other data points in the video are hopefully self-explanatory, as they were as previously stated collected on the character level and aggregated up to the user level.
In addition, if you share any of your standout moments from EVE in 2019 - including screenshots, stories or videos - also using #MyEVE2019, you can win PLEX, SKIN codes and there are two signed copies of the Frigates of EVE - Limited Edition book up for grabs! Winners will be selected at random.
It's Tuesday and it's been about two weeks since Team Talos' last content was released, so where's the new update? Well due to the holidays we couldn't push an update even if we wanted to! We hope you'll forgive us for taking a small break over the season and hopefully this dev blog will make up for it in some small way.
Team Talos was created back in October and our mission is straight forward:
We're excited about what we've accomplished so far and we feel like we're delivering on our mission through meaningful core changes at a consistent cadence.
Let's take a look back at Team Talos' updates in 2019 and the effect they have had on the meta of EVE Online!
Warp Drive Active brought a straight-up warp speed buff for cruisers, battlecruisers and battleships. Just taking the Cynabal for example, you can see increased usage straight after the buff:
And jumps by some of the most popular battleships increased significantly:
This update saw a 5% buff to the damage output of all Combat Interceptors (Crusader, Taranis, Claw and Raptor) and increased the CPU of the Crusader and Taranis to open up some fitting options. Additionally, Assault Frigates had their speed reduced a little bit. As a result there's been a slight increase in Combat Interceptor usage and Ramjags are a bit less annoying. Taking the Crusader as an example you can see a definite increase in usage after these changes:
This one was a lot of fun and a nice surprise for the pilots of New Eden. For one week over Halloween, 100% of all modules and cargo would drop from any player-owned ship destroyed in New Eden. Next time we do something like this, instead of a 100% chance of full loot drop we will probably try something more like "99% chance of full loot drop, 1% chance of no loot drop"... we have a feeling that would lead to a little less killboard padding. :)
We made big changes to Micro Jump Field Generators and Bosons in this update. The dynamics between capital umbrellas and subcapital hunter fleets are in a tough spot and we want to keep making big changes here to work towards a more healthy balance. A theme in this update we want to continue pushing is commitment to engagements. We want to be increasing the chance of explosions with our changes and MJFGs were just a small part of the puzzle. Logisitcs, capital survivability, and low-risk PVE are other big topics that can have a similar dampening effect on conflict and they are all on the table for changes from our team next year.
Rapid Fire saw the Tempest Fleet Issue and Stabber Fleet Issue get some love with an increase to their Projectile Turret RoF bonuses and the Typhoon and Bellicose for got some explosion velocity improvements. Also all Autocannons enjoyed a RoF boost and greater falloff. You can see a clear increase in Medium Autocannon damage as a result:
We also tried to bring the Muninn down a notch but so far it's holding strong as a premiere fleet doctrine. We'll be watching the Muninn and Eagle both in the new year and looking for changes that promote variety for fleet pilots.
Changes to timezone tanking and other rules around structures, particularly tethering in Faction Warfare space. This was just a first step and we have so much more to do. We have a plan for low power structures that should make them much less work to remove but we didn't have time to include it in 2019. On top of that, we want to make structures more rewarding to destroy and continue improving the situation with timers. We don't expect to find any silver bullets for timezone issues but we think continuous iteration is the right strategy.
And finishing up the year we, along with Team Event Horizon, created some special filaments for the Holidays. The reception has been overwhelmingly positive which is fantastic to see. Since release there's been almost 10,000 magical trips to null sec to spread holiday cheer and the amount per day is only growing! We're currently discussing the future of reindeer filaments and I can assure you this will not be the last you see of them. We do recommend you get your random roams in before these expire on January 14 - there may be a gap before they become available again.
In January and beyond we're continuing with the aim of releasing something every two weeks. Occasionally we may have release window conflicts, technical issues, or other events that might cause clashes (who is going to Fanfest 2020?), so nothing can be guaranteed. But we do have a long list of ideas for changes, which we are continuously updating and refining. So what have we got coming up in the near future?
We are kicking off 2020 with a packed release on January 14th. I can't spoil it completely but here's a little teaser - a stocking stuffer if you will - to hold you over:
Wishing you the warmest of holidays,
Team Talos - CCP Paradox (Producer) - CCP Rise (Game Designer) - CCP Masterplan (Software Engineer) - CCP TrashMob (QA Analyst)
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