phoebe

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  • Phoebe update lands in EVE Online

    by 
    Justin Olivetti
    Justin Olivetti
    11.04.2014

    Outer space has gotten a little more interesting as of today with EVE Online's Phoebe content update. The update contains a smorgasbord of changes and quality-of-live improvements, including better search functionality, jump fatigue to slow down long-distance travel, looser restrictions for trial accounts, the ability to place multiple market sell orders, and a streamlining pass for exploration. Phoebe was EVE's fifth content release for 2014. Attention now turns to the game's next update, Rhea, which is scheduled for December 9th.

  • EVE's Phoebe adding better search functionality and more

    by 
    Jef Reahard
    Jef Reahard
    10.31.2014

    Another day, another Phoebe-focused dev blog from the folks at CCP. EVE Online is getting a bit of a search overhaul in its November patch, as items inside station containers will be included in search results. CCP is also calling attention to the "pretty powerful advanced search functionality" in EVE via a new question mark icon in the game's Asset Search tab that leads to a keyword tooltip. There are several other UI changes scheduled to debut with Phoebe, but you'll need to click through the links below to view them in the full dev blog. If you're a third-party EVE app developer, don't forget to visit CCP's newly published blog.

  • EVE Online uses jump fatigue to discourage long-distance travel

    by 
    Justin Olivetti
    Justin Olivetti
    10.30.2014

    Hold your horses, space buckaroo. Where do you think you're going so fast? EVE Online is preparing to deliberately slow down pilots with the introduction of jump fatigue in the upcoming Phoebe patch. Jump fatigue adds a timer following a jump that must be endured until the next jump is allowed. According to a dev blog (that includes an appendix!) on the subject, "This allows us to discourage people travelling longer distances using jump travel, while keeping penalties relatively light for tactical/occasional movement." Another dev blog tackles the changes to invention and manufacturing that are planned with the patch. One big change is the merge of invention with reverse engineering, which comes with an algabraic forumla because spaceships and laser battles are not exciting enough on their own.

  • EVE video dev diary talks Phoebe features

    by 
    Jef Reahard
    Jef Reahard
    10.28.2014

    CCP has published a new dev diary video focused on EVE Online's upcoming Phoebe release. The clip runs for nearly seven minutes and features a who's who of current EVE devs talking about various bits and pieces scheduled to hit Tranquility on November 14th. Phoebe features nullsec travel tweaks, an unlimited skill queue, a revamped invention system, mission objective guidance, and more. Click past the cut to watch the dev diary!

  • EVE Online loosens restrictions on trial accounts

    by 
    Justin Olivetti
    Justin Olivetti
    10.24.2014

    In an effort to draw in more prospective pilots, EVE Online is removing and reducing some of the current restrictions for its trial accounts once the Phoebe update hits on November 4th. Come the update, trial accounts will be able to send and receive ISK without limits, can post in trade chat channels, participate in incursions, and can apply to up to five corporations at a time. While many restrictions on skills will be lifted, those remaining will be easier to identify thanks to a clearer interface. "The goal of these changes is to open up the game to new players so they can explore a greater variety of the content available in EVE," the team reasoned. "We believe getting new players invested in the game early on will keep them playing longer than if we throw all the good stuff behind a subscriber wall."

  • EVE's Phoebe introducing simultaneous multiple market sell orders

    by 
    Jef Reahard
    Jef Reahard
    10.21.2014

    EVE Online's Phoebe release draws near, and as we approach the November 4th launch date, CCP is publishing all manner of dev blogs designed to apprise players of the patch's additions. The latest blurb concerns item-selling, and more specifically the long-awaited ability to create multiple market sell orders simultaneously. If you're an EVE trader you'll probably want to skim the details, and you can find them via the links below.

  • EVE Online tightens things up for Phoebe

    by 
    Justin Olivetti
    Justin Olivetti
    10.15.2014

    A new blog post at EVE Online reveals that the team is working on streamlining a few of its existing features for the upcoming Phoebe patch. The first tweak is to exploration, as the team will be making data sites more valuable and frequent. Career agents will also stop blabbing so much in the mission boxes, with shorter text messages to emphasize the objectives. Finally, the team is bringing its semi-hidden expedition content into the light with easier-to-follow breadcrumbs and bug fixes: "We've added in some messaging to guide you towards these specific structures. We have also increased the percentage chance of the rarer types of expedition occurring as we simply found these figures to be too low. These combined changes should help somewhat in bringing this 'hidden' content to the surface for you to enjoy."

  • EVE Online: Phoebe improves quality-of-life for subscribers and trial members

    by 
    Justin Olivetti
    Justin Olivetti
    10.10.2014

    Unpacking EVE Online's Phoebe content update is so involved that it takes another one of CCP's epic posts to do it. The big thing to take away from the notes is that this update features several quality-of-life improvements for both regular and trial players. When Phoebe hits on November 4th, players will have to adjust to jump fatigue during long-distance travel. To offset that, there will be the ability to set skill queues to unlimited length, place multiple market sell orders, enjoy better exploration rewards, and experience new cloaking effects. Trial players will also see some of their limitations lifted after the update, such as being allowed to fly battleships and be a part of faction fights.

  • EVE Evolved: Features coming in Oceanus and beyond

    by 
    Brendan Drain
    Brendan Drain
    09.28.2014

    It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity. The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time. In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

  • EVE Evolved: Expansion names are important!

    by 
    Brendan Drain
    Brendan Drain
    05.25.2014

    Since its launch in 2003, EVE Online has adhered to a rough schedule of releasing two free expansions per year, one at the game's peak play time in the summer and one to tide players over during the long winter lull in activity. Each expansion has had a particular theme and a descriptive name, launching with several major features and then being followed up with a series of smaller sub-releases. At EVE Fanfest 2014 we discovered that CCP plans to change that strategy and instead produce around ten smaller releases each year, aiming to release one every six weeks. Putting aside the mathematical impossibility of meeting that target with only 52 weeks in the year, the plan for smaller but more regular releases has been generally well-received. Players were very happy to hear that unfinished features will no longer be pushed out the door before they're ready just to meet an arbitrary expansion deadline, and it's great news that completed features and fixes will now wait a maximum of six weeks before deployment. There's no doubt that it's a great development strategy, but the more I think about it, the less sense it makes as a media strategy. In this EVE Evolved opinion piece, I look at why expansion names are important, the problems with CCP's new development schedule, and what can be done to fix them.