Release date: Tuesday, June 3rd, 2014.
These changes have been pushed to the Crius release on July 22nd.
- Building Better Worlds
- Industry UI
- Researching, the Future
- The Price of Change
- Team Up: Industry Work Teams
- Fortune Favors the Bold
- Drone Changes [devblog]
- POS gunning skill to only require Anchoring 4 instead of Anchoring 5 [reddit] [dev post]
- FW Plex Cloaking Change [reddit] [dev post]
- Phoenix and Citadel Missiles Change [reddit] [dev post] [fanfest slide]
- Freighter and Jump Freighter Rigging [reddit]
- POS ME Bonus [dev post]
- POS Changes [dev post]
- Factional Warfare Complex Improvements [reddit] [dev post] [dev post update]
- More lowsec K-K wormholes [dev post]
- Hull Rigs [dev post]
- Exploration loot spew removal [dev post]
- Faction drone modules [reddit] [imgur]
- Dreadnought Signature Radius increase [dev post]
- Freighter and Jump Freighter [reddit] [dev post]
- Blockade Runner [reddit] [dev post]
- Medium Micro Jump Drives [reddit] [dev post]
- Loot Scattering removed [reddit] [dev post]
- Pirate Implants [reddit] [dev post]
- Hyperspatial Accelerators Modules [reddit] [pastebin]
- Active mid slot scanning modules [reddit]
- Supercarrier changes [reddit] [news post]
- Right-click Menu Update [reddit] [youtube]
- Warp in/out animations [reddit] [gif]
- Faction Station Skins
- Team Pirate Unicorns Tooltip changes [dev post]
- Lens Flare Adjustments [dev post]
- UI Little Things [dev post]
- Audio Customization [dev post]
- Dominix redesign [reddit] [imgur]
- Moa redesign [reddit]
- Typhoon redesign [reddit]
- Condor / Crow / Raptor redesign [reddit]
- Mordus Legion [dev post]
- Prospect [reddit] [dev blog]
- 20 Ship Skins [dev post]
- Alliance Tournament XII Ships
- New skins [imgur]
- Dogma, the name for the system that calculates ship bonuses, refactoring to improve performance
After a lot of long nights and mountains of data parsing involving a 26GB dataset, I have information about the upcoming Industry related Devblogs to share before the official announcements out of CCP’s headquarters. The Heartbleed security exploit allowed me to gather information about the topics from the CSM-CCP private forum and here’s what I found.
Piecing together forum content 64K at a time was no easy task; there is a lot of change in the memory while people are using the forums. Now that I am living in GMT-8, I did a lot of the data collection over my evening to early morning hours. I knew that this was the best time to try to gather chunks of memory with the least amount of change due to the majority of the users being asleep.
I ran my exploit code at random intervals during the night from various VPN endpoints to try to keep the attack sources unidentifiable and obfuscated. Each time I was successful at getting a chunk of the server’s memory, I saved the output to a database.
Using some data mining techniques, I was able to make some of the 64K memory blocks overlap and build larger sections. Eventually I was able to get some partial HTML pages that were human readable, filled with the details of the upcoming devblogs.
So far CCP has released two out of the six total blogs and here is the detail on the upcoming content:
#3 Industry UI
John Lander, also known as CCP Unifex, gave an announcement during Fanfest 2013 that his team was going to deliver a mobile portal into the Eve universe to allow some game functionality on tablets and phones devices. He recently announced that he was leaving CCP and I found that there was a lot of questions about what to do with the code that has been created by his team.
Code equals development time, which equals money. As far as the investors are concerned, the code that was written is still valuable and since it is a line item on the balance sheets, it should be used in some fashion. The board of directors did not want to write off the value because the mobile development group was being shutdown.
CCP Punkturis, a respected User Interface Programmer, just returned from maternity leave and had a empty task list; she was put in charge of salvaging the mobile framework into something usable. What is being delivered is a Industry UI that is built entirely around a grid structure. Each of the block represents an input. The goal of the design is that you have to feed in items to equal 2048 in order to start the industry job. If you don’t reach a multiple of 2048, the job doesn’t start.
“This fits perfectly into the risk vs reward idea,” wrote Ripard Teg, Vice Chair of CSM8.
The intense hatred and heated ramblings that we see on the public forums regarding the Invention system and existence of Tech2 BPOs is also mirrored on the CSM-CCP private forums. The community backlash and scars from the t20 incident in 2007 are still not healed. The Summer theme of reworking industry was seen as a great time to change the design to ease the suffering and apologize for the hurt feelings.
CCP plans to add an additional component to Tech 2 BPOs in order to complicate their production and create a bottleneck that can be controlled. All existing Tech 2 BPOs in the game are going to require various amounts of Fedo as inputs. This additional input allows CCP to control the spawn rates of Fedo asteroids that can only be mined by Modulated Deep Core Miner II’s.
Fedo asteroids can only be sourced from Palpis system in the Devoid region so this system is going to become as valuable as X-7OMU in Pure Blind, the primary source for Sisters of Eve LP mission runners.
#5 Job Cost Scaling
The idea on the table is to make industry more collaborative and nerf the profitability for solo-manufactures; CCP is forcing us to play with other people. Their idea is that the more people the better so job costs will sale with the size of your corporation with alliances receiving an extra bonus on top of that.
Initial proposed scaling numbers result in a 838.6% profit benefit to being in a 11,120 member alliance like Goonswarm Federation.
A major complaint of people is that if you want to partner up with a person from another corporation or alliance, you lack the ability to share resources in a secure fashion. A ‘team’ is a new tab in the corporation window where you can link external entities and give them access to your resources such as corporation hangars, and manufacturing slots, and POSes. A new, more tab-intense, nested window structure within the Corporation tab is being delivered to us.
Trebor Daehdoow, the CSM8 Chairman, was found stating that “this tabular, nested design is really the height of user experience. I can’t think of a better way to sort and filter for things.”
Note: I hope you enjoyed this troll post. None of the actions outlined actually occurred and everything reported is made-up.
Blueprint icons got a polish in the Odyssey update.
I still want an easy way to see the ME/PE of a Blueprint from the Inventory window. Perhaps this could be added to the tooltip.
Here are a few pictures that highlight my corporation’s venture into Wormhole space to strike it rich.
I’ve spent a lot of time designing API driven KPI style dashboards for my industrial operations and given the industry changes coming as detailed in the Summer 2012 CSM7 minutes, I want to share my designs to (hopefully) inspire people for upcoming Winter expansion (I wonder if CCP’ers read this blog).
My mission statement with these was to use a clean, elegant format to give a high level display into my industry operations while using Eve icons and market prices. I should be able to tell the materials and price/profit for items at a glance without referring to other menus, applications, or looking up historical prices.
The below shot is active industry jobs. I want to know what is being used, who is using it, current and future ME/PE/Copy numbers, and a pretty display for the job progress.
Another dashboard that I created was capital jobs only. Since these jobs were so long, I wanted to be able to see them progress on a calendar. This has allowed me to keep idle blueprints busy and schedule large-scale builds since capital jobs require large amounts of minerals.
Though the current Eve client does display industry jobs, I find it to be inelegant.
The information displayed is all text, almost like I was reading a database table. Also, I am constantly switching between filter options as the window does not remember my past settings.
When I experimented with supplementing my POS network with PI items, I wanted to be able to display my PI network. I needed to know who owned the item, what is was producing, the output quantity, and how much ISK/day that operation was making.
Additionally, I did some work with the database table for PI items (wonderful self-referencing table) to show me what items up the PI T0 to T3 tree I can currently make given what I am extracting. The page ends up being quite long as it displays all tiers so I cropped this shot after T2. The red marks next to the T1 items mean that I don’t have the T1 items in stock so I can’t make the resultant T2 item.
This is a great example of my ‘high level’ approach. I can now easily answer the question of “can I make Robotics?”. No, I need to be making this at T1 and this at T2. I don’t have to spend time looking at blueprints and their requirements — no additional pages or reference material.
Tech 2 Production
Tech 2 manufacturing can get quite complicated. I was spending a lot of time checking what I had in stock, the build requirements, and final costs. This page gives me the ability to simply move a blueprint from the left column (stock) to the right (build queue) and it queries the database to display everything that I need to make that item.
Multiple blueprints can be added to the queue and materials are aggregated together. This allowed me to place all my blueprints in a queue and create a shopping list of things I need to create the run.
The same story continues for capital ships. I can select my BPO/BPC, the ME level, the character producing it, and the production station. When the location is picked the bottom panes pull from the assets and tell me what I have in stock and what I need in order to complete the job.
I want to see a reduction in the amount of clicks and an increase in the amount of user feedback and intelligence given to the user. The displays should not just be a simple static display. They should be more dynamic — pull from your inventory when you select a production system and tell me what I need, display a build quote that doesn’t require me to have all the items or know their build requirements, and use the new Inferno universal market price for items.