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Deciphering Tiericide

Dear Capsuleers,

Since the Tiericide efforts have been revived this year, it was deemed appropriate to remind old players and to introduce new players to what this process is about, so here is an update.

[h2]What is Tiericide?[/h2]
"Tiericide" is the name given to the process of balancing ships and modules, revamping them so that they fit into distinguishable specializations rather than simple power tiers. The goal of this process is to ensure that the options are more meaningful and apparent, making it easier for a player to discover and to pick the ship or module they want, depending on its role, power, requirements and price.

The Rebalancing EVE, One Module at a Time dev blog is recommended for some background information.

When a module group receives the Tiericide pass, you can expect the following:
  • Specific roles for some modules
  • Clear progression from low-end to high-end modules
  • Apparent naming convention indicating the role and power of the modules
  • Removal or consolidation of modules where no meaningful variation exists

To show what "changing the values in DB" entails for a module Tiericide, let's take an example of what gets done.

First, the whole module group gets looked at in order to identify the primary and secondary attributes, usage, quantities in game, prices, and the attribute patterns and extremes. At this point it is decided which modules should be removed, or whether some new ones need to be added, and what the module power progression should look like. For most module groups, the progression isn't just a singular line, but rather there are progression "bands" separating the group into sub-groups focused on different attributes. The main power progression indicator is the Meta Level. Some modules might have their Meta Level adjusted to represent their power level, while others might have their attributes adjusted to match the Meta Level they are on. Sometimes it's both.

At this stage it is also decided whether there's a need to change the names of particular modules or that of the whole group. Renaming modules is usually the most controversial part as it always affects some players negatively. There is always an effort made to find the correct balance between making the names more helpful and preserving some historical flavor elements, in order to appeal to as many players as possible.

A recent example is the Armor Hardeners group. Its analysis and design went as follows:

Armor Hardeners are divided into the following groups:
  • Included in this balance pass:
    • EM Armor Hardeners
    • Explosive Armor Hardeners
    • Kinetic Armor Hardeners
    • Thermal Armor Hardeners
  • Not included in this balance pass:
    • Reactive Armor Hardeners (only one module type)
    • Scriptable Armor Hardeners (Capital Flex Armor Hardeners)


Each of the damage-specific groups is divided into Meta Levels indicating power progression.
  • The primary attribute for the hardeners is the damage resistance bonus.
    • The calculations for progression purposes will take into account the fact that the value of the resistance module bonus is not added directly to the ship resistances, but rather it proportionally increases the resistance by reducing the difference between the current resistance and 100% resistance by a given percentage. One module is better than the other by the amount of the damage reduction, not by how big the difference is in the resistance bonus they provide. For example, -88% bonus is not 8%, nor 10% better than -80% bonus. It is 40% better as the better module reduces the remaining incoming damage of the weaker module by 40% (1 - 0.8 = 0.2; 1 - 0.88 = 0.12; (0.2 - 0.12) / 0.2 = 40%). As the base value for comparing all modules damage resistance bonus, the Meta Level 0 - Tech I module (-40%) is taken.


Named (Meta Level 1) modules
  • The following specializations for named modules have been established:
    • Ample - Used for named modules that specialize in extra capacity
    • Compact - Used for named modules that specialize in reduced fitting cost
    • Enduring - Used for named modules that specialize in lower cap use or otherwise longer running time
    • Restrained - Used for named modules that specialize in reduced drawbacks
    • Scoped - Used for named modules that specialize in longer range
    • Upgraded - Used for named modules where no specialization is possible (used sparingly for modules with few effects)
    • Precise - Used for named modules that specialize in better tracking
  • Armor Hardeners are active modules activated on self, providing one bonus and no drawbacks, and not requiring charges. This leaves two named (Meta Level 1) module variations: one with the Fitting specialization and one with the Usage specialization.
    • Fitting: all Armor Hardeners require only 1MW of Powergrid and this won't be changed. The CPU varies and it will be adjusted where necessary to create the Compact specialization.
      • Current Prototype type will become Prototype Compact. Current Limited is the one with lower CPU requirements, so it will be merged into Compact to avoid unnecessary issues with over-fitting for ships currently fitted with this module.
    • Usage: Activation cost and Duration should be combined here to get the actual Usage. This is because the bonus received is not a one-time event when the module is activated, but a continuous bonus while the module runs through its cycle. This means the longer the cycle, the cheaper it is to run the module. The disadvantage of longer cycles is the inability to overload/disable overloading too often. The Enduring version will be the Usage specialization module. The Heat Damage has been increased for Enduring, so the overall Heat Damage over time is the same as for the other modules.
      • Current Experimental type will become Experimental Enduring. Current "Upgraded" will be merged into it.
    • Meta Level 1 modules will have their resistance bonus increased from -40% to -42% to put their primary attribute between Meta Level 0 - Tech I (-40%) and Meta Level 5 - Tech II (-44%).
    • This design follows the scheme of the recent Shield Hardener Tiericide.


The naming scheme should make the module names indicate:
  • module group (Armor Hardener)
  • type of damage resistance (EM / Explosive / Kinetic / Thermal)
  • specialization for named modules (Compact / Enduring)
  • historical flavor for named modules (Prototype / Experimental)
  • Tech level for Tech I and Tech II
  • Meta Level:
    • Tech I - 0: the name includes the name of the group, damage resistance type and tech level
    • named - 1: the name includes the name of the group, damage resistance type, flavor and specialization
    • Tech II - 5: the name includes the name of the group, damage resistance type and tech level
    • Faction - 8: the name includes the name of the group, damage resistance type and the name of the Faction
    • Deadspace: the name includes the name of the group, damage resistance type and "Deadspace Type" designation letter indicating the position in the Meta Level progression (even Meta Level numbers from 10 to 16)
      • Meta Level 10: C-Type
      • Meta Level 12: B-Type
      • Meta Level 14: A-Type
      • Meta Level 16: X-Type
    • Officer - the name includes the name of the group, damage resistance type and the name of the officer. The name of the faction's officer indicates the Meta Level (odd Meta Level numbers from 11 to 17). Each officer's name indicates the same Meta Level across all module groups. For example Draclira's Modified modules should always have a Meta Level of 17.
    • Armor Hardeners can drop only from the officers of pirate factions that use armor-based ships: Blood Raiders, Sansha and Serpentis.
      • Meta Level 11: Tairei, Brokara, Brynn
      • Meta Level 13: Raysere, Selynne, Tuvan
      • Meta Level 15: Ahremen, Vizan, Setele
      • Meta Level 17: Draclira, Chelm, Cormack


All officers

Meta Level
Angel
Blood Raiders
Guristas
Sansha
Serpentis
Triglavian
11
Mizuro
Tairei
Kaikka
Brokara
Brynn
-
13
Hakim
Raysere
Thon
Selynne
Tuvan
-
15
Gotan
Ahremen
Vepas
Vizan
Setele
-
17
Tobias
Draclira
Estamel
Chelm
Cormack
Zorya


  • Current naming: Armor EM Hardener I, Limited Armor EM Hardener I, Khanid Navy Armor EM Hardener, Armor Thermal Hardener I.
  • This doesn't match the name of the group (Armor Hardener) as it puts the resistance type name between the two words.
  • Shield Hardeners, for example, use the following naming: EM Shield Hardener I, Domination EM Shield Hardener.
  • Armor Hardeners will match this pattern: EM Armor Hardener I, Enduring EM Armor Hardener, Khanid Navy EM Armor Hardener.
  • All blueprints will be renamed accordingly.


Skill requirements: Hull Upgrades level 5 for T2 and level 3 for everything else, no changes.

Meta Levels are not consistent with the current scheme. They are being changed as follows:
  • Named Meta 2, 3, 4 → Meta 1
  • Faction Meta 9 → Meta 8
  • C-Type Deadspace Meta 11 → Meta 10
  • A-Type Deadspace Meta 13 → Meta 14
  • X-Type Deadspace Meta 14 → Meta 16
  • Officer Meta 12 → Meta 13
  • Officer Meta 13 → Meta 15
  • Officer Meta 14 → Meta 17


Faction modules
  • There are two bands of Faction modules
    • Old Meta 8 (Domination, Republic Fleet) - resistance bonus lower than T2 (40%), high CPU requirements, lowest capacitor cost, rare modules.
    • Old Meta 9 - resistance bonus same as T2 (44%), lowest CPU requirements, average capacitor cost, less rare than old Meta 8.
  • All Faction will be moved to Meta 8 and will have the same main power level: resistance bonus at 44%
    • Old Meta 8 will keep the extremely low capacitor cost and will also get an increase in duration, lowering that cost further. The Heat Damage will remain unchanged at 6.6, which means that Domination and Republic Fleet Armor Hardeners will produce less heat damage over time, due to their increased duration. For comparison, the Enduring modules that got their duration increased as well, got their Heat Damage increased, for the heat damage over time to stay in line with other modules.
    • Old Meta 8 will keep the high CPU requirements, to balance out its advantages over Old Meta 9.


Deadspace and Officer modules
  • The power progression within those Meta Levels was off. The Officer modules are the rarest of the rare and that is visible in their quantities and prices, but their stats were exactly the same as the comparable Deadspace modules.
  • Now for each tier in power progression, the Officer will have a better resistance bonus than Deadspace. This change will smooth out the progression within the Officer/Deadspace tiers, without changing the extremes. The bands can be identified by the same CPU requirements and capacitor consumption.
    • Every next Deadspace Meta Level will be better by 1 percentage point in calculated resistance effectiveness bonus, than the previous Meta Level.
    • Every next Officer Meta Level will be better by 1.5 percentage point in calculated resistance effectiveness bonus, than the previous Meta Level.
      • Example:
      • Meta 10: Corpus C-Type Thermal Armor Hardener: -45.8% thermal resistance. This is 9.7% higher than calculated resistance effectiveness bonus of T1 at -40%.
      • Meta 11: Brokara's Modified Thermal Armor Hardener: -46.7% thermal resistance. This is 11.2% higher than calculated resistance effectiveness bonus of T1 at -40%. 11.2% - 9.7% = 1.5% power difference between Meta Levels if Officer is the higher Meta
      • Meta 12: Corpus B-Type Thermal Armor Hardener: -47.3% thermal resistance. This is 12.2% higher than calculated resistance effectiveness bonus of T1 at -40%. 12.2% - 11.2% = 1% power difference between Meta Levels if Deadspace is the higher Meta
      • Meta 13: Selynne's Modified Thermal Armor Hardener: -48.2% thermal resistance. This is 13.7% higher than calculated resistance effectiveness bonus of T1 at -40%. 13.7% - 12.2% = 1.5% power difference between Meta Levels if Officer is the higher Meta


Volume is 20m3 for Meta Level 0 modules and 5m3 for everything else. Changing all modules' volume to 5m3.

The above analysis was the basis for the name and attribute changes for 156 Armor Hardener module types. Some other nuances were considered but were either too obvious or too minor to be documented here.

[h2]The Progress[/h2]
The Tiericide process started in 2012 with ships and in 2014 work started on modules.

The module groups that went through the Tiericide process so far are as follows:
  • Armor Hardener
  • Armor Plate
  • Armor Repair Unit
  • Auxiliary Power Core
  • Ballistic Control system
  • Burst Jammer
  • Capacitor Battery
  • Capacitor Booster
  • Capacitor Flux Coil
  • Capacitor Power Relay
  • Capacitor Recharger
  • Cargo Scanner
  • CPU Enhancer
  • Damage Control
  • Drone Control Range Module
  • Drone Damage Modules
  • Drone Tracking Enhancer
  • Drone Tracking Module
  • ECM
  • Energy Neutralizer
  • Energy Nosferatu
  • Expanded Cargohold
  • Gyrostabilizer
  • Heat Sink
  • Inertial Stabilizer
  • Magnetic Field Stabilizer
  • Mining Laser
  • Mining Upgrade
  • Missile Guidance Computer
  • Missile Guidance Enhancer
  • Missile Launcher Light
  • Missile Launcher Rapid Torpedo
  • Missile Launcher XL Cruise
  • Missile Launcher XL Torpedo
  • Nanofiber Internal Structure
  • Overdrive Injector System
  • Power Diagnostic System
  • Precursor Weapon
  • Propulsion Module
  • Reactor Control Unit
  • Reinforced Bulkhead
  • Remote Armor Repairer
  • Remote Capacitor Transmitter
  • Remote Sensor Booster
  • Remote Shield Booster
  • Remote Tracking Computer
  • Sensor Booster
  • Sensor Dampener
  • Shield Booster
  • Shield Extender
  • Shield Flux Coil
  • Shield Hardener
  • Shield Power Relay
  • Shield Recharger
  • Ship Scanner
  • Signal Amplifier
  • Stasis Grappler
  • Stasis Web
  • Survey Scanner
  • Target Painter
  • Tracking Computer
  • Tracking Enhancer
  • Warp Disrupt Field Generator
  • Warp Scrambler
  • Weapon Disruptor


Here's a list of the remaining module groups:
  • Armor Coating
  • Armor Plating Energized
  • Automated Targeting System
  • ECM Stabilizer
  • Energy Weapon
  • Gas Cloud Harvester
  • Hull Repair Unit
  • Hybrid Weapon
  • Jump Drive Economizer
  • Missile Launcher Cruise
  • Missile Launcher Heavy
  • Missile Launcher Heavy Assault
  • Missile Launcher Rapid Heavy
  • Missile Launcher Rapid Light
  • Missile Launcher Rocket
  • Missile Launcher Torpedo
  • Passive Targeting System
  • Projectile Weapon
  • Shield Boost Amplifier
  • Shield Resistance Amplifier
  • Smart Bomb
  • Warp Accelerator
  • Warp Core Stabilizer


The next in line, scheduled for the June release, is the Shield Resistance Amplifier module group. It will be followed by Armor Coating, Armor Plating Energized, and Shield Boost Amplifier. That will conclude the armor and shield categories.

[h2]The Weapons[/h2]
Turrets and missile launchers are the most difficult to balance due to their number of attributes and the fact that those might be dependent on the charges used. Some launchers received the treatment already, but no turret-based weapons have been balanced yet, even though the very first example given for module Tiericide back in 2014 was the Beam Laser group. It is likely that all groups of turrets will receive a Tiericide pass at the same time.

To give you an idea of the scale of the task, here are the numbers of types of all turrets and charges:
  • Energy Turrets: 210
  • Frequency Crystals: 200
  • Projectile Turrets: 165
  • Projectile Ammo: 144
  • Hybrid Turrets: 221
  • Hybrid Charges: 224
  • Total number of valid turret-charge pairs: 27,683

Each turret has five prime combat attributes: damage multiplier, optimal, falloff, rate of fire, and tracking. Each type of charge provides its own damage type and damage amount, and for some charges, they also affect the turrets' attributes too, like range or tracking. On top of that, different turrets and charges have different designated roles, so they perform differently from each other in different scenarios. It gets even more complex when you take the fitting requirements and capacitor consumption into account.

To put it simply, there are too many turrets and charges and only a fraction of them represent a meaningful choice. 78% of total turret usage is generated by 10% of turrets (59 most-used turrets, out of 594 turret types).

It is still too soon to talk about the details, but you can expect dramatic changes to turrets and charges in the future.

Missile Launchers and Smartbombs will follow, but most likely those will be the last categories of module groups to go through the Tiericide process.

[h2]Feedback and Iteration[/h2]
You might have noticed that some of the module groups that went through the process this year have been updated again in May:
  • Armor Repair Unit
  • Shield Booster
  • Shield Hardener

The Tiericide passes for those groups have been revised due to the feedback received from you. You have pointed out some modules that didn't receive the usual treatment, and provided some other suggestions that have inspired further changes.

Thanks must go to all of you who came up with suggestions through various channels, and to Neugeniko and other players reporting on Tiericide on the EVE forums. That thread inspired us to pick up this whole task back in November 2019.

It might not be apparent that we react to your feedback if we don't reply to it right away, but rest assured that all of it is taken into consideration. Whether you criticize, praise, or suggest solutions, please keep it coming!

Fly safe!

Clear Vision Screenshot Competition

Competitive Capsuleers,

As part of the Clear Vision update that went live into EVE Online on 4 June, which included a series of graphical updates, you can now participate in the Clear Vision Screenshot Competition in EVE and win some awesome prizes!


[h2]How To Participate[/h2]
To take part in the contest and have a chance of winning one of the prizes for yourself, you need to do the following:
  • Take an in-game screenshot that shows the beauty of EVE Online.
  • Submit it on Twitter using @EVEOnline and #EVEisBeautiful hashtag, or on Facebook in the comments directly under the contest announcement post.
  • The contest starts now and you have until 23:59 UTC on 21 June to share your screenshots.
  • The winners will be picked by a panel of EVE developers live on CCPTV on 26 June.



[h2]Prizes[/h2]
To match the stunning universe of EVE Online, the rewards need to be equally incredible! The winners of this screenshot competition will receive:
  • 1st place - AMD 5700 XT Graphics card + 1500 PLEX + player's choice of T-shirt from the EVE Gear Store
  • 2nd place - 1500 PLEX + player's choice of T-shirt from the EVE Gear Store + SKIN
  • 3rd-5th places - 1000 PLEX + SKIN


In addition, to make things more interactive for our viewers we will have another prize that will be given to one of the 5 finalists based on live Twitch voting during the show:
  • The Rifter (USB Charger hub) + EVE Online card set



[h2]Content Rules[/h2]
There are also some specifics regarding how to take and present your screenshot for it to be eligible for entry into the Clear Vision Screenshot Competition. Please see the guide below for taking your screenshots:

  • Only one entry per person
  • Screenshots should be unedited
  • There should be no UI showing (press CTRL+F9 in game to hide it)
  • Screenshots should be in the default PNG format EVE saves them in
  • Where possible, use the highest graphical settings
  • Screenshots should be in 1920x1080 or above


Best of luck, Capsuleers!

Mass Test on Singularity - 9 June 2020

Hello everyone,

We are conducting a mass test on the Singularity test server on Tuesday, 9 June at 17:00 UTC.

Remember that what you see on Singularity is not final and is subject to change based on feedback and final touches of our development teams, before it arrives later this month on Tranquility.

[h2]What are we testing?[/h2]
The main focus of this event is to test the performance of the new lightning Arcing Vorton Projector weapon. The test participants should pay attention to any performance drops or issues when using a large number of ships equipped with this god gifted weapon.

More information about the test can be found in the official thread on EVE Online forums.

[h2]How to log in to Singularity?[/h2]
Accessing Singularity is very easy! All you need to do is change the server from Tranquility to Singularity in the bottom right corner of the launcher and log in as usual. More detailed instructions are available here.

Gathering Storm and Lightning Strikes

Electrifying Capsuleers,

The Gathering Storm and Lightning Strikes events are imminent! With them come a series of daily login rewards, an in-game event, as well as three thrilling new EDENCOM ships featuring electrifying new Upwell technology. The excitement will begin on 9 June at 11:00 UTC with the Gathering Storm daily login rewards which end at 11:00 UTC on 15 June, leading straight into Lightning Strikes. Read on for more details.

[h2]Gathering Storm[/h2]

You will receive free rewards during the Gathering Storm event for logging in to EVE Online daily between 11:00 UTC on 9 June and 11:00 UTC on 15 June. Building anticipation and helping you to prepare for the new upcoming EDENCOM ships featuring Upwell technology, the Gathering Storm login rewards will include thousands of Skill Points and Booster Gift Boxes. Capsuleers in Omega Clone State will get those rewards, as well as the skills necessary for piloting the new EDENCOM ships and their brand new Arcing Vorton Projector weapons!

You will need to log in on at least 5 days throughout the Gathering Storm event in order to get all the rewards.

[h2]Lightning Strikes[/h2]

To coincide with the end of Gathering Storm and the release of the new EDENCOM ship line, the Lightning Strikes event will run from 11:00 UTC on 15 June to 11:00 UTC on 29 June.

With secret Upwell Covert Research Facilities in lowsec and parts of nullsec having come under attack and been destroyed by Rogue Drones, Capsuleers can enter the sites and face off against the Rogue Drones, looting the Upwell tech from the wreckage.

In addition, each event site offers the chance of spawning a rare escalation that can be investigated for additional rewards.

Rewards include manufacturing and invention materials, Skill Books, and more related to the new EDENCOM ship line.

[h2]New EDENCOM Ships and Weapons[/h2]

The Gathering Storm and Lightning Strikes events provide the perfect launch for EDENCOM's new line of ships, built exclusively for them by Upwell to aid in the fight against the Triglavian Collective.

The new EDENCOM Skybreaker (Frigate), Stormbringer (Cruiser) and Thunderchild (Battleship) will belong to their own EDENCOM ship tree and be equipped to carry a brand new ship weapon called the Arcing Vorton Projector, based on Upwell's technology for the chain lightning-style superweapon found on Keepstar structures.

Make sure to log in daily and stock up on Skill Points, as well as getting a head start on training the necessary skills to pilot these awesome new ships, and wield their fearsome new weapons!

Clear Vision Update

Perceptive Capsuleers,

The Clear Vision update to EVE Online is now live, featuring big graphical improvements to a number of key elements across New Eden! These changes are part of the ongoing mission to continue pushing the boundaries of immersion and the stunning visuals of EVE.

[h2]Jita IV Station - The Next Phase[/h2]

Eagle-eyed Capsuleers may have noticed gradual changes, improvements and additions to the main Jita IV station over the last few months as work began on its major redesign, celebrating the largest trade hub in New Eden. The Clear Vision update brings further steps in the redesign of nearby structures, with the completion of the Jita IV Communication/Science station and significant progress on the Mining Center.

So, next time you travel to Jita in order to carry out your trading activities, be sure to check out the continuing improvements!

[h2]Jump Tunnel Animation[/h2]

Note: The new jump animation has been temporarily reverted. We will do more work on the feature to address concerns about the jump cloak timer starting before the animation has completed.

A further visual improvement that comes as part of the Clear Vision update is a new graphical effect for travel between certain types of location in New Eden. This new animation for jump tunnels applies to K-Space jumps through stargates, Abyssal Deadspace jumps, Cyno jumps, and Black Ops Cyno jumps.

It is worth noting that you will now see your ship moving through these tunnels, with an extremely smooth camera entry mechanic. The color of the tunnels will also vary depending on the security and type of destination.



[h2]Contrast Adaptive Sharpening[/h2]

In addition, the Clear Vision update also introduces further visual enhancements to EVE Online with Contrast Adaptive Sharpening (CAS) from AMD, a process that considers the contrast of the pixels during the sharpening process. CAS will accurately sharpen visuals all across New Eden, including areas that have large contrast differences where normal sharpeners often struggle, bringing even further clarity and immersion to moon surfaces, ship hulls and more. Furthermore, CAS will be platform agnostic.

This feature will only be enabled when the ‘Post Processing’ setting within EVE is set to ‘High’ for the moment, but this will have almost zero impact on performance. You can check out the full details of this feature in the CAS dev blog [link to dev blog].

There will also be details coming up very soon about an exciting EVE Online screenshot competition with awesome prizes including AMD hardware, PLEX and EVE merchandise, so keep an eye on all EVE social and news channels for that info!

These visual improvements continue to push the boundaries of how computer games can look, and represent investment in the future of the EVE in order to set it up for a thriving third decade!