EVE Online dev-blogs

  • Monthly Economic Report - December 2019

    14. January 2020 17:30


    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.

    For discussion, please head over to the comments thread on the official forums.

    0 produced.vs.destroyed

    1 regional.stats

    2 destruction.value.by.region

    2 destruction.value.by.region bar

    3 mining.value.by.region

    3 mining.value.by.region bar

    3 npc.bounties.by.region

    3 npc.bounties.by.region bar

    4 production.value.by.region

    4 production.value.by.region bar

    5 trade.balance.m3.by.region

    5a trade.balance.by.region

    6 trade.value.by.region

    6 trade.value.by.region bar

    6 trade.value.by.region barforge

    6a contract.trade.value.by.region bar

    7 imports exports

    8 net exports

    9a sinksfaucets

    9aa services breakdown

    9aaa top.sinks.faucets.over.time

    9b isk.float.3

    9c velocity

    9d economy.indices

    9d economy.indices.short

    9ea index.decomp.ConsumerPriceIndex

    9eb index.value.decomp.ConsumerPriceIndex

    9fa index.decomp.MineralPriceIndex

    9fb index.value.decomp.MineralPriceIndex

    9ga index.decomp.PrimaryProducerPriceIndex

    9gb index.value.decomp.PrimaryProducerPriceIndex

    9ha index.decomp.SecondaryProducerPriceIndex

    9hb index.value.decomp.SecondaryProducerPriceIndex

    destroyed value (sqrt)

    peak concurrent players

    stargate jumps

  • Your Year in EVE Video Data

    30. December 2019 21:10

    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.

    Nemeses and Favorite Victims

    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.

  • Season's Greetings from Team Talos

    24. December 2019 16:15

    If you would like to discuss this dev blog please head over to the thread on the official forums.

    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:

    1. Challenge the Core of EVE and provide compelling content for veteran players.
    2. Ensure there is always something to look forward to through a rapid release cadence which provides new content or changes every two weeks.

    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!

    Release #1 - Warp Drive Active (15 October 2019)

    image 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:


    Release #2 - Howling Interceptors (30 October 2019)

    Howling Interceptors 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:


    Release #3 - Trick or Treat Event (30 October 2019)

    trick-or-treat-pvp-6-nov 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. :)

    Release #4 - Beat Around the Boosh (12 November 2019)

    BEAT AROUND THE BOOSH UPDATE 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.

    Release #5 - Rapid Fire (26 November 2019)

    3-Rapid-Fire+LiveNow-Text 2560x1440 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:

    medium ac 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.

    Release #6 - Kicking Over Castles (10 December 2019)

    Kicking Over Castles 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.

    Release #7 - Naughty or Nice (12 December 2019)

    NaughtyOrNice 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.

    2020 Preview

    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?

    • Updates for Factional Warfare and Wormholes are both a big priority for early in the new year. We spoke about both of these in Vegas but weren't able to fit them into 2019 so look for them in Q1 2020.
    • Continuous work on Capital Balance and Structures. These two core systems are some of the most important we have and they are not exactly perfect at the moment. We want to keep iterating towards a healthier version of both.
    • More ship and module updates of course, including a return to module tiericide.
    • Completely new concepts and experiments! Holiday filaments definitely encourage us to keep experimenting with new ideas and we have so much more we want to try.

    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:

    clue Wishing you the warmest of holidays,

    Team Talos - CCP Paradox (Producer) - CCP Rise (Game Designer) - CCP Masterplan (Software Engineer) - CCP TrashMob (QA Analyst)