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    Thursday, May 20, 2021

    Eve Online Weekly Recruitment Thread

    Eve Online Weekly Recruitment Thread


    Weekly Recruitment Thread

    Posted: 19 May 2021 05:00 AM PDT

    o7

    Once a week we provide an additional space for Corps/Alliance to post recruitment, and for people looking for a Corp to sell themselves.

    Please consider in your post to include;

    • Area of space (NPC/Sov Null/ Wormhole/ Low/High sec)
    • Type of Corp (Indy/Small gang/F1 blob)
    • Main and active timezones
    • Any requirements of SP/Alts etc
    • Any external discord/website links

    You can also post your recruitment on /r/evejobs which is open for recruitment all week - however keep in mind you can only post a fresh thread there once your previous post is 7 days old.

    **Comments are in contest mode and so are not influenced by vote count**

    submitted by /u/AutoModerator
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    Weekly /r/Eve No Question is Stupid Thread - May 20, 2021

    Posted: 19 May 2021 09:00 PM PDT

    Thread comments will be sorted by "New" by default so the newest questions are at the top.

    Newbies / Returning players please visit our newbie-help channel on the /r/eve discord: https://discord.gg/uHpxFaA

    Alternatively check out reddit.com/r/evenewbies

    Useful Links:

    submitted by /u/AutoModerator
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    Bought my first barge today!

    Posted: 19 May 2021 09:23 PM PDT

    Flair

    Posted: 19 May 2021 02:01 PM PDT

    For the people with the cloaked flair, can we have them be required to reactivate that flair every 15 minutes? Thanks!

    submitted by /u/LesterOfTheWeevils
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    I wish there was a market for corpses

    Posted: 19 May 2021 12:16 PM PDT

    Corpses are one of my favourite features of the game. It's fun to make them. It's fun to scoop them. It's fun to have meat lockers in every corner of the galaxy with momentos of fights and events I've been a part of.

    I just wish it was easier to buy, sell or trade these corpses. I wish I could put my vintage gigX up for auction. I wish I could see the price of a mittens corpse or a CCP corpse. But nothing in game really supports this: you can't sell them on the market, and contracts just state "Corpse Male" or "Corpse Female" without the name of the corpse so you could be buying anything.

    Essentially the CCPlease here boils down to: allow the name of the corpse to be incorporated somehow into a contract. Instead of a contract "Corpse Male (Item Exchange)" let me sell "gigX's Frozen Corpse"

    I don't know how feasible it is but it would be amazing.

    submitted by /u/curryandbeans
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    Revisiting the New Player Experience -- It's just as horrible as ever

    Posted: 19 May 2021 05:30 PM PDT

    As experienced players, we tend to forget the new player experience. Of course, we may remember the initial sense of awe, or vaguely remember that there were career agents and a initial tutorial. But beyond that, we're too busy with our different lifestyles in EVE to think back to being a new player. Hell, when most of us create alts, we skip through the new player stuff as fast as we can, ignore the career agents, send some ISK to the alt, and go about doing what we intended to do with that character.

    So, I decided to revisit the new player experience with an alt account, and spent a few days taking my time to pour over it. And at the end of it all, I can safely conclude that CCP has failed to improve the new player experience.

    Before I dive deeper, I want to emphasize that this is not intended to decry CCP or claim EVE to be a dying game. Rather, I hope this can help act as a call to action and ignite more discussion on this glaring shortcoming with EVE Online's NPE. I also want to state that I know that CCP has acknowledged their frustration with lack of retention, but I feel like nothing has been done to truly address it in years.

    Why am I bringing this up?

    EVE Online is not a growing game. EVE has not been in a proper long term phase of growth in many years, and veteran players can attest to this. Is EVE dying? No. However, I'm sure we would all agree that a new period of growth for EVE would be a net positive. Settlers for the thousands of empty systems across New Eden, more content, more people to profit off of at Jita, the list goes on. EVE has room to grow.

    New player attraction, if evewho statistics are to be believed, seems to be as high as ever, too. EVE appears to have a constant healthy influx of new characters being born. Hundreds per hour, every single hour, every day. With a nonstop influx like that, why is the game not growing?

    EVE Online is a hardcore game for hardcore gamers! Adapt or die... right?

    EVE Online is not a hard game to play. It is simply a game with a lot of content and a lot of information to absorb, and of course plenty of hard lessons to learn. While yes, it will always be a hardcore game in comparison to others in the sense that it holds much more genuine stakes, the only barriers to learning EVE turn out to be in EVE itself.

    What's wrong with the NPE? It has hours of tutorials!

    This is where EVE fails. It has hours upon hours of tutorials and career agents that are supposed to teach you to play EVE. The issue is, all of these tutorials manage to blatantly fail in their one objective of teaching the new player.

    Here is a brief yet rather important list of things that the NPE will not teach you. [Note: Telling you to do something and teaching you to do something are two different things]:

    • Corporations, Alliances, and how to interact with them
    • Navigating the universe (agents will just set destinations for you, no info on changing home station)
    • How to re-ship or utilize the market
    • How to navigate ~90% of the available menus in the neocom (No first-time tooltips. Nothing)
    • System security statuses
    • Semi-proper mining technique (Telling the player to fit a Corvette with a civilian mining laser and a turret is just braindead)
    • Anything else that's actually useful

    To keep things from endless rambling, the career agents and tutorials basically force you into repetitive tasks. The majority of career agent missions involve shooting rats... including some of the business/industry missions. On top of this, the mission windows provide little information, and often no information, on completing the given task. The brand new player is expected to figure it out for themselves. Shooting the easiest available pirate rats over and over again for hours is NOT a proper tutorial.

    Simply put, EVE takes new players, teaches them how to navigate a few basic menus, how to fly their ship in a direction and click the shooty button, then dunks them headfirst into the sandbox. Of course, even with the best tutorials there's tons of people out there who still wouldn't want to stick with EVE, but the current NPE is possibly the worst possible thing that could exist for bringing players in.

    What should be done?

    My opinion: CCP needs to invest in a complete and total re-do of the New Player Experience. Cool ads about how "Industrialists shape EVE" are all well and good, but nobody will want to stick around in a game that flashes cool ads at them then throws them into the game without so much as a proper set of first-time navigation tutorial popups.

    CCP really needs to stop fleecing newbros with "Expert Systems". Stop spending hundreds of thousands on forcing ads onto people on YouTube, and start spending resources on actually building an introduction to EVE that will make people want to learn more. Stop putting out frivolous updates to make the tutorial lady animated for the whole thirty minutes she's in the game. Stop making people turn to EVE University for the bare basics (which CCP doesn't even help upkeep). Stop making people turn to the new player chat to ask how to purchase a ship, and give them a structured and well thought out introduction to the EVE universe that will have new players coming out educated in the basics and confident in the most fundemental core systems.

    In the end of the day, any MMO is only as healthy as the retention of its new players, and the best grade that EVE Online gets on that front is "Stagnation", and the worst is "Slow decline". I honestly believe that CCP needs to take a step back and overhaul this new player experience, and we would all be better off in the long run if they did.

    TL;DR the new player experience in EVE Online is bad. It fails to teach the absolute fundamental systems of EVE to newbros, and just dunks them naked into a sandbox with which they don't even know how to engage. I believe the new player experience needs a re-do, from the ground up. I want to see EVE Online grow again, but if the new player experience remains the same as it is today, it likely never will

    submitted by /u/RainDept38
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    3000 dps frig hole goes BRRRRRR

    Posted: 19 May 2021 11:38 PM PDT

    High effort well edited video of Eve Online succinctly showing the recent events of the war

    Posted: 19 May 2021 09:29 PM PDT

    You Won a Webby For EVE Project Discovery - THANK YOU!!

    Posted: 19 May 2021 06:08 AM PDT

    Hello, r/Eve, CCP_Grendel here. I'm here to say OMFG THANK YOU SO MUCH for helping Project Discovery win the Webby People's Voice Award for Best Public Service, Activism, and Social Impact Game at yesterday's 25th Annual Webby Awards. There's no doubt in my mind that your overwhelming, unanimous support and signal boosting helped us secure this prestigious accolade.

    This truly is an award won by the EVE community in recognition of your own efforts toward citizen science - both we at CCP and our scientist collaborators are sincerely grateful, as the quotes in this press release attest.

    https://preview.redd.it/u0x29g8ty3071.jpg?width=1920&format=pjpg&auto=webp&s=58d37b349368d1f242a4329b93b1de3113a1d6cc

    You can find the interactive listing for Project Discovery's win here - https://watch.webbyawards.com/winner/142-eve-online-project-discovery

    …and here's Dr. Andrea Cossarizza from UNIMORE - the face of Project Discovery - celebrating last night's win:

    The cytometry wasn't the only thing flowing last night!

    For those of you interested in finding out more about MMOS' game-changing citizen science initiatives, then you may want to check out the latest episode of Off the Cuff, a documentary series that explores the most fascinating communities in the world. In the latest episode — "How Gamers are Changing the World with Citizen Science" — hosts Harris Dirnberger and Chris Parr examine how a team of innovative thinkers integrated cutting-edge research techniques into an untapped community to solve some of the biggest problems in science.

    All that remains to be said is that it remains my district honor and privilege to champion your efforts on Project Discovery, I tip my hat to you all! o7

    EDIT: Dr. Andrea Cossarizza's colleagues got him a little surprise in honour of the Webby People's Voice Award win, which he'd like to share with you all:

    https://preview.redd.it/fyjanhn8p3071.jpg?width=4032&format=pjpg&auto=webp&s=40ab5ab8d25e621bc5429eced7671cb7560f6421

    submitted by /u/CCP_Grendel
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    Why T2 Interdiction Nullifier is worse than T1 and a solution

    Posted: 20 May 2021 01:27 AM PDT

    Base stats

    Given the recent outrage of the modules just being hotdropped on the eve players without giving any time to adjust or actually test these items properly.

    This has lead to not only a bunch of random shenanigans from traits not being updated to highslots missing in ships that clearly need them, but furthermore, we have not actually been given the chance to theorycraft these modules.

    Let's take a quick look at these modules in the compare aspect:

    https://i.imgur.com/z5IS2AW.png

    In table format it looks as such:

    Name Powergrid CPU Activation Cost Duration Reactivation Delay
    Interdiction Nullifier I 1.0 MW 38.0 tf 50 GJ 10 s 150 s
    Compact Interdiction Nullifier 1.0 MW 32.0 tf 50 GJ 12 s 150 s
    Restrained Interdiction Nullifier 1.0 MW 38.0 tf 35 GJ 12 s 150 s
    Interdiction Nullifier II 1.0 MW 46.0 tf 50 GJ 15 s 150 s

    Fleet interceptor stats

    Alright, so what's the problem? If you're using an interceptor to scout ahead of your fleet, doing small gang, etc, you need to go fast and make sure you don't lose your interceptor every time you take a warp.

    So you take a fleet interceptor which is bonused for negating the negative effects of these modules and has a 100% duration bonus and 80% reactivation delay.

    What that means is that for any fleet interceptor, this becomes the table:

    Name Powergrid CPU Activation Cost Duration Reactivation Delay
    Interdiction Nullifier I 1.0 MW 38.0 tf 50 GJ 20 s 30 s
    Compact Interdiction Nullifier 1.0 MW 32.0 tf 50 GJ 24 s 30 s
    Restrained Interdiction Nullifier 1.0 MW 38.0 tf 35 GJ 24 s 30 s
    Interdiction Nullifier II 1.0 MW 46.0 tf 50 GJ 30 s 30 s

    The problem

    When you are traveling through hostile territory, let's assume that there's some reds / neuts in local, as such you'll probably want to play it safe and move around nullified.

    This means, every jump you want to be nullified.

    Now you might not be aware, but the active effect of this module gets removed whenever you jump. So if you jump, whatever time you had left on your active timer is disregarded and your reactivation delay starts to tick down.

    The other way the reactivation delay starts ticking down is when the duration of the module is up.

    If you're traveling you want this module to be active every time you initiate warp, so you only need it for a very brief second when initiate warp (bubble catching / dragging gets calculated when you initiate warp).

    When you jump there are 2 options:

    • Your interdiction nullification module was still active when you initiated jump: you now jump into a new system, it is no longer active and the reactivation delay of 30 seconds has started.
    • Your interdiction nullification module was no longer active when you initated jump: your reactivation delay is already ticking down when you jump

    The second option is clearly favorable since it means you can travel faster, less time to wait.

    WHICH MEANS THAT THE LOWER THE ACTIVATION TIME OF THE MODULE, THE FASTER YOU CAN TRAVEL WITH A FLEET INTERCEPTOR, FOR FUCK SAKES


    The solution

    Different modules should have different reactivation delays, since the logic clearly isn't there to carry active modules over through jump gates, and implementing that would break god knows what.

    Suggested table is below (base version)

    Name Powergrid CPU Activation Cost Duration Reactivation Delay Duration (fleet inty) Reactivation Delay (fleet inty)
    Interdiction Nullifier I 1.0 MW 38.0 tf 50 GJ 10 s 150 s 20 s 30 s
    Compact Interdiction Nullifier 1.0 MW 32.0 tf 50 GJ 12 s 130 s 24 s 26 s
    Restrained Interdiction Nullifier 1.0 MW 38.0 tf 35 GJ 12 s 130 s 24 s 26 s
    Interdiction Nullifier II 1.0 MW 46.0 tf 50 GJ 15 s 100 s 30 s 20 s
    submitted by /u/BreakGlassForGarlic
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    EVE Classic - Old Concord Cruiser

    Posted: 19 May 2021 12:31 PM PDT

    the Molok

    Posted: 19 May 2021 10:07 PM PDT

    [OPSEC] papi standing orders for 3-D assault LEAKED

    Posted: 19 May 2021 04:35 AM PDT

    PSA: Don Not Trust your Interdiction Nullification Timers on Cloaky Ships!

    Posted: 19 May 2021 10:37 AM PDT

    Until this bug is fixed, I recommend keeping personal track of when your activation if you have a nullified cloakly ship jumping through systems.

    How the bug works:

    1. Activate the nullification in system 1 (Functions as normal)
    2. Jump the Gate / Wormhole into System 2, and have your cloak active. (Functions as normal)
    3. Jump again to a unique system 3 (Cannot be system 1 or 2)
    4. Module will appear as being able to reactivate, however attempting to use the module will then update the reactivation timer and will display correctly.

    Notes:

    Jumps into other unique systems, even after updating the module by clicking on it will have produce the same error until the reactivation reaches 0.

    If you have the bug occur, and update the module, and then head back through systems that you had the re-activation timer persist in, this bug will not occur.

    If you have the bug occur, and don't update the module, it will appear as being off it's cooldown until either you update it by clicking it, or until the module actually finishes it's reactivation timer.

    Fly Safe!

    submitted by /u/TheTangerineTango
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    I swear every time I do a highsec run I get this mail. The telemarketers of EVE.

    Posted: 19 May 2021 08:31 PM PDT

    Damn parking ticket...

    Posted: 19 May 2021 11:48 AM PDT

    Nullifier Minor Testing

    Posted: 19 May 2021 08:20 PM PDT

    Some buddies and I decided to test a theory with the Nullifiers and how jumps work. When you warp jump, the path is planned out based off jump distance, capacitor and variables int he path (like bubbles). This jump plot is set in stone once plotted, it cannot be changed by outside factors. Because of this, a ship may slip through a bubble if the bubble was placed after the jump was plotted.

    For Nullifiers, this means that you must activate the Nullifier before jumping for it to work. When tested activating the Nullifier in warp, it failed every time to breach the hole. Conversely, even when jumping right at the end of the Nullifier cycle time, the ship still passes through the bubble, as well as when the activation expires mid warp. Setting the nullifier up pre jump does allow for passing through bubble you are warping from and to.

    Let me know what you's found in testing.

    submitted by /u/SolessComputer
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    Update 5, Week 19 2021: Analysis of the active participants involved in player vs player activities in Eve Online

    Posted: 19 May 2021 07:29 AM PDT

    Long Term Cloaking: Vital Tool for Smaller Groups

    Posted: 19 May 2021 06:56 PM PDT

    Colorado eve meet up this saturday

    Posted: 19 May 2021 06:19 PM PDT

    This Saturday (5/22) afternoon at 1pm we are going to be meeting up at Avery Brewing in Boulder, CO!

    https://www.averybrewing.com/

    Join the colorado eve discord here

    https://discord.gg/BUYTrhf

    submitted by /u/Dschrein21
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    Enjoying a Moon.

    Posted: 19 May 2021 04:40 PM PDT

    Hmmm.... I thought the recent changes looked familiar.

    Posted: 19 May 2021 06:46 AM PDT

    I can't for the life of me get to Kino

    Posted: 19 May 2021 10:24 PM PDT

    I used to be based out of Kino long ago in the before time. Recently I got interested in going back and retrieving some err "valuables" using a Home-5 'Pochven' filament which has a 1/3 chance of taking me to Kino. except it has so far after three tries has only taken me to Niarja. Is there a better way? am I doing something weird or wrong? Should I just go back to mining?

    submitted by /u/fatkat61
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    Recent adventures have brought me so far

    Posted: 20 May 2021 01:15 AM PDT

    Player-made SKINS in Eve - A discussion

    Posted: 20 May 2021 12:18 AM PDT

    Hey there guys. It's 2 AM and I've been wanting to type this up for awhile, so here goes nothing:

    For awhile now CaldariPrime has been making awesome posts about various custom skins, and while the topic has been talked about for awhile, I wanted to dig deeper into the how, why, and what on bringing custom player made skins can do to the game.

    The first thing I wanted to bring up was the obvious thing were all thinking, dicks. We all know the first thing we'd do is make dicks. You know it. I know it. Well I brainstormed for awhile, and came up with a slight idea to make customized skins sort of more, refined. I took a page from Valve and thought if maybe we created something similar to the Steam workshop, for those of you who don't know how it works, the steam workshop gives players the assets of various games, and the tools to edit those assets for your average joe to be able to create things like CSGO Skins, items for various games like H1Z1 etc. and submit them to the workshop. Once submitted, others can rate, vote, and share these skins. Every couple months game devs search through the workshop, take a few of the highly most voted items, and vote themselves internally if they wish to add it to the game. I feel like eve could run on a similar system. Or even, since eve already can go through steam, add it to the steam workshop itself?

    Now I brought this idea up to CCP quite recently in fact, and CCP Aurora (who is fucking amazing) did some digging and came up with some of the problems CCP as a company would face in terms of the idea of custom player made skins. Here are some highlights from our conversation:

    1. The tools used to create and edit eve online assets aren't "super friendly" but Aurora doesn't believe that could stop many of us from figuring things out
    2. The art team takes some serious pride in their work on the game, and they would have to create a team to review and approve all these skins. (I believe this issue could be fixed by CCP setting this team up to review skins on a 3-6 month period rotation, that way they aren't dedicating TOO much time to reviewing these skins)
    3. Monetization, the how and when these "approved" skins would be sold, which is a lot more manual authoring.

    The big thing here is that for CCP to do something like this they would need to put in the research and weigh the potential gains vs Investments. Most likely it will come down to current SKIN revenue, and decide if the time and effort would bring in enough revenue to grow from the current rate.

    So I want to hear your guys opinions, what do you think of this workshop type idea?

    Would you think you'd be more likely to buy skins if they were made by your fellow capsuleers?

    If you created a skin for eve would you expect to gain apart of the generated revenue (assuming it would have been added to the game)?

    submitted by /u/MifuneSwordGod
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    Rusty Hyenas, P A R A B E L L U M, X-Zest Voyage VS Hole Sale

    Posted: 20 May 2021 12:03 AM PDT

    Small fight in WH between Rusty Hyenas, P A R A B E L L U M, X-Zest Voyage VS Hole Sale

    https://www.youtube.com/watch?v=xITZ5dlKJH8&ab_channel=KrommXIV

    https://zkillboard.com/br/122672/

    submitted by /u/Stasetskiy
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    Warfare in Wirashoda! (46.4b BR)

    Posted: 19 May 2021 05:51 AM PDT

    https://br.evetools.org/br/60a48073cb6002001362ae02

    AAR

    A small group of Minmatar roleplayers supported by various batphones came to punch the Triggy bois last night.

    There were two timers. First, an Astrahus, then a Tatara 1 hour later.

    With the Astrahus armor timer upcoming, the Baltec fleet established a gatecamp, and took the fight on the in-gate. Some miscommunications with our logi anchor meant that our logi ended up too far away and we bled losses - we held grid long enough for the Astrahus to repair, then extracted, having taken heavy losses and killed not a lot.

    Baltec fleet reshipped and took position on Tatara for the second timer.

    Arsia Elkin was on grid making bookmarks decloaked before the fight, and as such all of the attacker's bookmarks were burned.

    When the Typhoon fleet came in on the Tatara, the Baltec fleet was ready to warp to 0 right on top of their bookmark. This was an absolute slaughter and the Typoon fleet lost 15b in 6 minutes, before desperately extracting.

    With the Typhoon fleet completely broken, Rote Kappelle Cerbs were forced to extract as well.

    End result: Triglavian coalition ends ISK negative, but holds grid and wins both objectives.

    GF

    submitted by /u/Mahebourg
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