EVE Server
Pilots Online: 34524
Login



Categories
E-ON/EVE Strategic Maps

Livin’ on a Prayer

Whoa, we’re half way there. You might be wondering why I’m spouting Bon Jovi lyrics. It’s because much like Tommy who worked on the docks and Gina who worked in the diner all day, we at CCP are also half way there. Half way to bringing you Tyrannis, the next free expansion to EVE Online. I’m CCP Hammerhead, Lead Game Designer of EVE. Take my hand and we’ll make it – I swear.

The Singularity Test Server should be updated with the latest in-development code by the time you read this. That means enterprising young hackers will be pouring over the latest code and raw game data in an attempt to theorycraft the latest scoop about Tyrannis. Well in the spirit of transparency and in an effort to manage your expectations I’d like to tell you about the Planetary Interaction feature which is coming in Tyrannis and which you will be able to spot bits of if you really dig around on SISI (SISI is the test server’s nickname). This is a no holds barred trip into where we’re going and what you can get a tiny glimpse of and then watch evolve over the next months.

 

But before we get into that I would be remiss if I didn’t give a modicum of back story. Interacting with planets is something we’ve always wanted to do. We have even shown a rough prototype of planetary flight at the first FanFest. Well, a lot has changed since that first FanFest but our desire to explore these thousands of worlds has remained unwavering. The EVE universe is such a rich and interesting place it’s been a shame we haven’t been able to immerse ourselves deeper into it. Until today where we are witnessing the first baby steps out of space and into the place where the rest of the inhabitants of the EVE universe live. Steps which will soon be followed all the way to the ground by a link into DUST 514 and inside stations with Incarna. Our final destination being an all encompassing sci-fi simulator where you can experience any sci-fi experience you desire. But I’m getting ahead of myself; we’re here to sing 80s tunes and talk about Planetary Interaction.

A little about what Planetary Interaction is; PI is a feature in which industrial minded pilots can now take advantage of the resources on planets which had previously been laying dormant. To do that one simply opens the planet browser, finds a suitable planet via a scanning interface then plunks down various things we have internally been calling PINs (planetary interaction node), links those PINs together and then configures routes for all of the stuff moving between the PINs. PIN is just a working title and we’ve got our highly trained sci-fi experts on the task of renaming everything so you should expect the name to change by the time they reach Tranquility. Our ultimate goal being to create a nice additional revenue stream for people that’s wrapped up in a sexy UI with lots of sci-fi feeling content that eventually ties in seamlessly with DUST 514.

So now let me go a little deeper into the feature and tell you about what is and isn’t going to be visible on SISI. I’ll take it from the high level and move deeper into the granularity as I feel that’s the best way to wrap your head around the game mechanics. The first thing we had to do was come up with a method of distributing all of the resources to the various planets. We need to do this both globally and locally. By that I mean we need the resources distributed so there is a landscape to the regions including risk vs. reward balance of hi/med/lo sec space then that the individual planets also have resources spread across them in a way that looks natural when viewed from the planet viewing UI. This system for distributing resources is getting close to ready on the back end but no authoring or balance work has taken place yet. So on SISI the most you will could possibly get today is “1″ of certain test resources. We’re currently using our special development server dev hacks to put resources where we want them for testing and balancing on our local servers.

Once the resources are in place it would be nice to have some tools to find said resources. Well we’re working on that too. The way one goes about this is to launch a satellite over the planet they are interested in and using the new planetary scanning window to get a graphical result of where the specific resource is one is looking for. We use sexy colored spherical harmonics to represent hot spots for the best resources. The “scan planet” button currently only prints “mouseClicked” to the log so sorry you can’t use it yet. You can Google image search for spherical harmonics to get a preview. Our version is so cutting edge it’s only running on one computer in the whole world.

 If your scanner worked or if you have fancy slash commands and GM menus you would be able to find a good spot to put down your Planetary Command Center. The PCC is your base of operations for all of your infrastructure on a given planet. Skills will likely allow you to have PCCs on multiple planets. After your PCC is down on a good location the next thing you want to do is start placing extractors in good locations based on your survey results. Extractor PINS pull the various resources from the planet be they solid, liquid or gas depending on which type of planet you’re prospecting on. There isn’t really anything to extract on SISI currently unless you’re a dev but trust me, it’s amazing.

When you’ve got an extractor and PCC placed you’re going to want to do something with all those lovely resources and my recommendation to you is to add some storage PINS to hold your stuff while you’re offline. Although you won’t be able to move your stuff from the extractor to the storage without making some links. Links have (or will have) various levels of bandwidth. We’ve currently got only one test version and it’s called Highway to the Danger Zone. Once everything is linked up your next task to use the route designer (GM only for now) to set the resource flows around you network of PINS.

By now you should have a network of PCC, extractor and storage PINS on your imaginary planet (because you’ve been doing this in your mind as you read the blog). You might be thinking it’s time to get this stuff off the planet and onto the market BUT WAIT, THERE’S MORE! Why waste valuable storage space in your rocket or space elevator (more on that later) when you can do some processing dirt-side and just send up the good stuff? I thought the same thing. This is why we have process PINS. All kinds of process PINS for all kinds of processes which use all kinds of schematics (subject to change of course). You will be mixing and matching various resources and commodities based on those schematics to come up with intermediate commodities to eventually create final products. Some final products can be produced entirely on one planet but most will require transport to other planets to be produced. Nothing on SISI is currently balanced and you most likely won’t be able to get this far without dev hacks anyway but this would be a boring story if I just stopped halfway though so let’s continue.

Are you wondering about the Space Elevator I mentioned earlier? I am at this very moment. We call our first test version Stairway to Heaven. The Space Elevator is the best way to move things off of a planet. It is so good in fact that many planets won’t even have them and we’re not even sure if players will be able to build them in Tyrannis. Wars have been fought over access to these Space Elevators. I know because I’ve seen it. It isn’t the only way to get rid of your stuff though. Each command center can launch cargo rockets on occasion and there is a space port PIN that acts as an upgrade from the command center. There is also trade hub PIN which lets you buy and sell commodities from your neighbors on the planet. With a trade hub and a trade agreement setup it’s possible to create more complex networks that facilitate more advance process trees. THAT MEANS MORE FUN AND PROFIT! But of course you can’t do that yet on SISI as it’s technology from the future that hasn’t been invented yet.

So I hope you will join me in impatiently waiting for May and the launch of Tyrannis. Check out SISI now for a first glimpse of PI but also be sure to check back in 3 weeks to see all of the progress that happens during a single sprint. I know you can’t be here with me wandering around the office bugging everyone to work faster but I can assure you that’s what I’m doing. Should I sing Power Ballads until Tyrannis is out the door? Sing with me; YOU LIVE FOR THE FIGHT WHEN IT’S ALL THAT YOU’VE GOT WHOOOOAH WE’RE HALF WAY THERE!

Big hair bonus round: As a treat for everyone who read all the way to the end of the blog we’ve decided to give you a special something. CCP Nimbus, one of our QA engineers on the Planetary Interaction team drew up some concept art for the basics of how the UI and functionality in PI works. What follows is the unedited results of his labor. We hope you enjoy it and that it helps you visualize the complex structure of the PI feature.

 

PI Concept Art

 

* Instructions for downloading the test client and logging into SiSi can be found on the Singularity page in EVElopedia.

 

 

 

Livin’ on a Prayer

Whoa, we’re half way there. You might be wondering why I’m spouting Bon Jovi lyrics. It’s because much like Tommy who worked on the docks and Gina who worked in the diner all day, we at CCP are also half way there. Half way to bringing you Tyrannis, the next free expansion to EVE Online. I’m CCP Hammerhead, Lead Game Designer of EVE. Take my hand and we’ll make it – I swear.

The Singularity Test Server should be updated with the latest in-development code by the time you read this. That means enterprising young hackers will be pouring over the latest code and raw game data in an attempt to theorycraft the latest scoop about Tyrannis. Well in the spirit of transparency and in an effort to manage your expectations I’d like to tell you about the Planetary Interaction feature which is coming in Tyrannis and which you will be able to spot bits of if you really dig around on SISI (SISI is the test server’s nickname). This is a no holds barred trip into where we’re going and what you can get a tiny glimpse of and then watch evolve over the next months.

 

But before we get into that I would be remiss if I didn’t give a modicum of back story. Interacting with planets is something we’ve always wanted to do. We have even shown a rough prototype of planetary flight at the first FanFest. Well, a lot has changed since that first FanFest but our desire to explore these thousands of worlds has remained unwavering. The EVE universe is such a rich and interesting place it’s been a shame we haven’t been able to immerse ourselves deeper into it. Until today where we are witnessing the first baby steps out of space and into the place where the rest of the inhabitants of the EVE universe live. Steps which will soon be followed all the way to the ground by a link into DUST 514 and inside stations with Incarna. Our final destination being an all encompassing sci-fi simulator where you can experience any sci-fi experience you desire. But I’m getting ahead of myself; we’re here to sing 80s tunes and talk about Planetary Interaction.

A little about what Planetary Interaction is; PI is a feature in which industrial minded pilots can now take advantage of the resources on planets which had previously been laying dormant. To do that one simply opens the planet browser, finds a suitable planet via a scanning interface then plunks down various things we have internally been calling PINs (planetary interaction node), links those PINs together and then configures routes for all of the stuff moving between the PINs. PIN is just a working title and we’ve got our highly trained sci-fi experts on the task of renaming everything so you should expect the name to change by the time they reach Tranquility. Our ultimate goal being to create a nice additional revenue stream for people that’s wrapped up in a sexy UI with lots of sci-fi feeling content that eventually ties in seamlessly with DUST 514.

So now let me go a little deeper into the feature and tell you about what is and isn’t going to be visible on SISI. I’ll take it from the high level and move deeper into the granularity as I feel that’s the best way to wrap your head around the game mechanics. The first thing we had to do was come up with a method of distributing all of the resources to the various planets. We need to do this both globally and locally. By that I mean we need the resources distributed so there is a landscape to the regions including risk vs. reward balance of hi/med/lo sec space then that the individual planets also have resources spread across them in a way that looks natural when viewed from the planet viewing UI. This system for distributing resources is getting close to ready on the back end but no authoring or balance work has taken place yet. So on SISI the most you will could possibly get today is “1″ of certain test resources. We’re currently using our special development server dev hacks to put resources where we want them for testing and balancing on our local servers.

Once the resources are in place it would be nice to have some tools to find said resources. Well we’re working on that too. The way one goes about this is to launch a satellite over the planet they are interested in and using the new planetary scanning window to get a graphical result of where the specific resource is one is looking for. We use sexy colored spherical harmonics to represent hot spots for the best resources. The “scan planet” button currently only prints “mouseClicked” to the log so sorry you can’t use it yet. You can Google image search for spherical harmonics to get a preview. Our version is so cutting edge it’s only running on one computer in the whole world.

 If your scanner worked or if you have fancy slash commands and GM menus you would be able to find a good spot to put down your Planetary Command Center. The PCC is your base of operations for all of your infrastructure on a given planet. Skills will likely allow you to have PCCs on multiple planets. After your PCC is down on a good location the next thing you want to do is start placing extractors in good locations based on your survey results. Extractor PINS pull the various resources from the planet be they solid, liquid or gas depending on which type of planet you’re prospecting on. There isn’t really anything to extract on SISI currently unless you’re a dev but trust me, it’s amazing.

When you’ve got an extractor and PCC placed you’re going to want to do something with all those lovely resources and my recommendation to you is to add some storage PINS to hold your stuff while you’re offline. Although you won’t be able to move your stuff from the extractor to the storage without making some links. Links have (or will have) various levels of bandwidth. We’ve currently got only one test version and it’s called Highway to the Danger Zone. Once everything is linked up your next task to use the route designer (GM only for now) to set the resource flows around you network of PINS.

By now you should have a network of PCC, extractor and storage PINS on your imaginary planet (because you’ve been doing this in your mind as you read the blog). You might be thinking it’s time to get this stuff off the planet and onto the market BUT WAIT, THERE’S MORE! Why waste valuable storage space in your rocket or space elevator (more on that later) when you can do some processing dirt-side and just send up the good stuff? I thought the same thing. This is why we have process PINS. All kinds of process PINS for all kinds of processes which use all kinds of schematics (subject to change of course). You will be mixing and matching various resources and commodities based on those schematics to come up with intermediate commodities to eventually create final products. Some final products can be produced entirely on one planet but most will require transport to other planets to be produced. Nothing on SISI is currently balanced and you most likely won’t be able to get this far without dev hacks anyway but this would be a boring story if I just stopped halfway though so let’s continue.

Are you wondering about the Space Elevator I mentioned earlier? I am at this very moment. We call our first test version Stairway to Heaven. The Space Elevator is the best way to move things off of a planet. It is so good in fact that many planets won’t even have them and we’re not even sure if players will be able to build them in Tyrannis. Wars have been fought over access to these Space Elevators. I know because I’ve seen it. It isn’t the only way to get rid of your stuff though. Each command center can launch cargo rockets on occasion and there is a space port PIN that acts as an upgrade from the command center. There is also trade hub PIN which lets you buy and sell commodities from your neighbors on the planet. With a trade hub and a trade agreement setup it’s possible to create more complex networks that facilitate more advance process trees. THAT MEANS MORE FUN AND PROFIT! But of course you can’t do that yet on SISI as it’s technology from the future that hasn’t been invented yet.

So I hope you will join me in impatiently waiting for May and the launch of Tyrannis. Check out SISI now for a first glimpse of PI but also be sure to check back in 3 weeks to see all of the progress that happens during a single sprint. I know you can’t be here with me wandering around the office bugging everyone to work faster but I can assure you that’s what I’m doing. Should I sing Power Ballads until Tyrannis is out the door? Sing with me; YOU LIVE FOR THE FIGHT WHEN IT’S ALL THAT YOU’VE GOT WHOOOOAH WE’RE HALF WAY THERE!

Big hair bonus round: As a treat for everyone who read all the way to the end of the blog we’ve decided to give you a special something. CCP Nimbus, one of our QA engineers on the Planetary Interaction team drew up some concept art for the basics of how the UI and functionality in PI works. What follows is the unedited results of his labor. We hope you enjoy it and that it helps you visualize the complex structure of the PI feature.

 

PI Concept Art

 

* Instructions for downloading the test client and logging into SiSi can be found on the Singularity page in EVElopedia.

 

 

 

Four Compression And Archiving Solutions Compared

Four Compression And Archiving Solutions ComparedWould you rather use 7-Zip, FreeArc, WinRAR, or WinZip? We put four of the most popular file archiving tools to the test, analyzing compression ratios and performance. Spoiler alert: WinZip 14, the latest version of this popular title, gets creamed.

Account Security

RMT elements drain our resources with incessant account hacking. This is an Industry-wide problem and most MMOs are beset by non-stop issues with players’ assets and hard work being stolen and sold off for real money by organized criminal networks, who will stop at nothing in order to profit.

Until last summer we experienced regular issues with mass hacking a couple of times a year, usually around Christmas and then again in the middle of summer. Nowadays, this is pretty much constant with hundreds of accounts being targeted every day. Many of those are old trial accounts or accounts that have been disabled for years and don’t hold anything of value to the RMT types. Unfortunately, there are still a lot of accounts that do have assets and ISK that end up being cleaned out – even the characters themselves being sold off. The damages are sadly not repairable in some cases, regardless of valiant efforts by GameMasters to help the unfortunate victims. The cost in resources is high for Customer Support, with highly trained and experienced GMs working almost exclusively on hacking cases – good people whose time and talent would be much better spent on enhancing the gaming experience and increasing the quality of service we are able to give to our customers.

The methods the hackers use differ and constantly change but the result is always the same – your account is ruined. However, users can take steps to limit the chances of getting attacked and following is a list of things that can help make your accounts more secure.

 

Do not use the same usernames and passwords for different games

Every day, we see countless attempts to log in with pairs of usernames and passwords, amongst them many usernames that don’t exist in our systems. Obviously, those non-existing usernames have been harvested from somewhere else. They have been gathered via keyloggers, phishing sites, trojans, hacked forums and whatnot and long lists of such username/password pairs are traded between RMT types for use against gamer accounts all over the place. A good way to avoid problems with this is to simply use different login details for each game.

The same should also go for third-party sites and forums as those are quite often targeted by the hackers to harvest login details. Login details for such third-party sites may or may not be encrypted so keeping separate usernames and passwords for your gaming accounts is the way to go.

Change your passwords regularly

If your login details have been harvested, a regular change of passwords may prevent attacks from being successful.

Use strong passwords

Passwords should be complex and difficult to guess. Using a mix of numbers and small/capital letters can reduce the dangers from brute-forcing and lucky guesswork on part of the hackers. Avoid using common dictionary words and keep in mind that longer passwords are less vulnerable than short ones. A minimum length of 16 characters with a mix of lower case, capitals and numbers is strongly recommended for heightened security.

Do not share your login details with anyone

If you give someone your login details, your security is only as good as his. If he is hacked, you are hacked – given that he won’t simply use or sell your details himself.

Don’t accept files from sources you don’t know

A lot of the mal-ware on the Internet specifically targets gamer accounts. RMT in online gaming is a huge racket – your login details are a valuable commodity and the pitfalls are many. Keyloggers and trojans – all geared towards the destruction of your accounts lay in wait, poised to strike when you open that file or go to that website. Phising schemes abound and social engineering is rife, on an Internet that often seems without law or consequence. One cannot be too careful – it’s not paranoia when they’re really out to get you.

Regularly scan your systems for security threats with up-to-date anti-virus software

Protect yourself by running updated anti-virus software to find and fix security threats that may have found their way onto your systems.  There are many such programs available, some free and some not free, but definitely worth spending time to set up and the money to purchase. It’s imperative to maintain a virus scanner and Operating System by actively checking for new updates and applying them, especially for the virus scanner. Using a firewall is also recommended as an optional measure.

Also see this forum discussion for more suggestions on better security.

By following the simple steps above you can make your accounts more secure and limit the dangers of being attacked by hackers who are after your stuff. Please be sure that we are not sitting idly by either – we are currently working hard on account security upgrades to get this problem under control. There are several items on the menu and the we hope to implement the first countermeasures in the next few weeks.  However, we urge all of you to step up your own security at home by following the suggestions listed above.

Together we will vanquish this evil monster!

 

-  CCP Grimmi

 

 

CCP invades Frisco and GDC, March 9-13

A small army of developers from CCP will be at GDC San Francisco (Game Developer’s Conference), March 9-13. Specifically booth #2505 in the Career Pavilion in the South Hall. As you can imagine, we’ll be doing some heavy recruiting, some interviews and lots of note-taking. We’ll also be talking shop on Tyrannis and would love to chat with any EVE fans who make the trip.

Powerpoints are prepared and black dev shirts have been ironed. Come join us at any of the four speaking sessions we’ll be a part of–from fighting the good fight against RMT to cloth simulation and from scaling EVE’s universe to scaling CCP itself.