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Changes to Security Status & Abyssal Filaments

Security Conscious Capsuleers,

As part of the Uprising expansion, we are making some important changes that will largely affect players in Highsec. The goal of these designs are to address the following issues:
  • Griefing of new players and low value targets
  • Risk vs Reward dynamic of Abyssal Deadspace filaments
  • Shortage of legitimate player targets in high security space

To achieve these goals, we’ll be introducing the following new restrictions and limitations:
  • Limit tethering for players with low security status in Highsec
  • Docking restrictions for outlaws in high security space
  • Changing the security settings for Alpha accounts and removing the option to disable safety (“Safety red”)
  • Updated rulesets for Abyssal Deadspace filament activation


[h2]Griefing versus Ganking[/h2]


It’s important to distinguish between Highsec ganking and griefing. Highsec ganking is a valid and necessary playstyle, where players will ‘suicide gank’ high value targets and offset the loss of their ships from the loot and salvage gained from their target.

Griefing, on the other hand, is where players ‘suicide gank’ low value targets (often new players) using relatively cheap ships allowing them to absorb the losses with very few consequences. For new players, ganking is very punishing as they lose their primary tool for making money and often lack the funds to immediately replace their losses.

Under the current mechanics, when players participate in such activities, their security status is reduced. Once a player’s security status falls below certain thresholds, they will be hunted by the Empire faction police when entering a high security system. Any cloaking device fitted to their ship will also be disabled based on the same criteria, so they cannot cloak up to avoid the faction police.

If a player’s security status falls below -5.0, the player becomes an outlaw, allowing anyone to attack them without CONCORD interference.

[h2]Limit tethering for players with low security status in Highsec[/h2]


However, some players have found a way to bypass this by placing structures next to gates and then tethering to them. Empire faction police will not attack players when tethered, regardless of security status meaning other players have no meaningful way to disrupt those tethered. Additionally, regardless of security status, players can dock anywhere to re-ship or hide from would be attackers.

To ensure that security status is significant and players face proper repercussions for a negative security status, we are making the following changes to docking and tethering for pilots with a low security status. These match the current rules for faction police standings:

Security status of -2.0 or below means they cannot tether in 1.0 systems. Security status of -2.5 or below means they cannot tether in 0.9 systems. Security status of -3.0 or below means they cannot tether in 0.8 systems. Security status of -3.5 or below means they cannot tether in 0.7 systems. Security status of -4.0 or below means they cannot tether in 0.6 systems. Security status of -4.5 or below means they cannot tether in 0.5 systems.

As players with negative security status can no longer tether, they will be vulnerable to both faction police and, potentially, other players.

[h3]Docking restrictions or outlaws in high security space[/h3]

In addition to being attacked by Empire faction police (and unable to cloak or tether) players with security status -5.0 and below (outlaws) will no longer be allowed to dock in any structure or station in high security space while piloting a ship.

Outlaw pilots in capsules, however, will be able to dock and will not be attacked by Empire faction police. It’s worth noting though, that they can still be attacked by other players. Outlaws will be able to undock in a ship, but once undocked they will be refused docking permission.

[h3]Additional limitations for Alpha pilots in Highsec[/h3]

By introducing these changes, the consequences for ganking have become more severe. To avoid players attempting to work around these new rules using Alpha clones, we are preemptively removing the ability for Alpha clones to disable safety while in high security space. They will still be able to enable partial safety in Highsec, and disable safety completely in any other areas of space.

[h2]Updated rules for Abyssal Deadspace[/h2]



Currently, the majority of Abyssal filaments are activated in high security space. The balance between risk and reward is misaligned as this offers very low risk from other players while being highly profitable for the higher tiers. Jita is the most popular area in high security space for running Abyssal encounters. This is due, in part, to a restriction of anchoring deployable structures in Jita. This means that players cannot use these deployables to prevent abyssal runners from immediately activating an Abyssal filament - a previous method of avoiding player aggression.

Not only does that mean that there is no real counterplay for players who want to aggress Abyssal runners, it also means that Abyssal runners are able to easily dock at trade hubs to sell their Abyssal loot with little risk of interference from other players.

[h3]Restrictions on Abyssals in 1.0 or 0.9 security space[/h3]



We’re removing the ability for Abyssal filaments to be activated in 1.0 and 0.9 space. This means that it will no longer be possible to run any Abyssals in Jita or any of the other trade hubs (besides Hek, of course). To be clear, this only applies to Abyssal filaments – Signal/Noise filaments, Pochven filaments, and Proving Grounds filaments will remain unchanged.

This immediately removes several safety elements for Abyssal runners. First, they can now be disrupted on leaving an Abyssal encounter and prevented from immediate escaping by entering a new Abyssal encounter. Second, this will increase the amount of travel for Abyssal runners overall, offering more opportunities for other players to attack them, as they will be high value targets.

[h3]Added suspect flag for high tier Abyssals based on Security[/h3]



Another way that we want to add risk and encourage more activity in other areas of space is to limit which Abyssal tiers can be run without triggering a suspect flag by system security.

Security
Tier (no suspect flag)
Tier (suspect flag)
1.0
-
-
0.9
-
-
0.8
T0, T1, T2, T3
T4, T5, T6
0.7
T0, T1, T2, T3, T4
T5, T6
0.6
T0, T1, T2, T3, T4, T5
T6
0.5
T0, T1, T2, T3, T4, T5, T6
-

This allows for new or less skilled players to be able to run Tier 0 to Tier 3 Abyssal sites in the relative safety of 0.8 space. The lack of a suspect flag plus the consequences of a low security status - means that they are less likely to be targeted by other players, as they won’t be considered a high value target. Tier 4 to Tier 6 can be run in 0.8 systems, however doing so will result in a suspect on exit.

This means that players can still run the higher tier Abyssals but will have to choose between exiting an encounter with a suspect flag, or risk moving to a lower security system.

We believe that these changes to security status and Abyssal encounters will result in a better game for all, creating more legitimate PvP targets in high security space, while reducing low value ganking and increasing risk to Abyssal runners.

o7

Halloween PLEX Discounts + Free SKINs


Trick or treating capsuleers,

Something spooky is happening in the EVE Store and New Eden Store this Halloween. Devilish deals seem to have appeared as a special treat for capsuleers. In the EVE Store, you´ll find a range of PLEX packs with free Sanguinary Savant SKINs and select ones with a 13% discount! 13 might be unlucky for some, but not to the pilots of New Eden.

The PLEX deals are as follows:

  • Get 250 PLEX and receive a free Punisher SKIN

  • Get 500 PLEX and receive a free Punisher and Dragoon SKINs

  • Get 13% off 1000 PLEX and receive a free Punisher, Dragoon, and Prophecy SKIN

  • Get 13% off 1500 PLEX and receive a free Punisher, Dragoon, Prophecy, and Retribution SKIN

  • Get 13% off 3000 PLEX and receive a free Punisher, Dragoon, Prophecy, Retribution, and Paladin SKIN

  • Get 13% off 20000 PLEX and receive a free Punisher, Dragoon, Prophecy, Retribution, Paladin, Apocalypse, and Apocalypse Navy SKIN

And that’s not all. Over in the New Eden Store there is a 13% discount on all Omega until 7 November. You can also grab bundles of Malagrin Marshlight SKINs for every empire, as well as the Blood Raider pirates and Angel Cartel. It’s a chance to unlock all possibilities with Omega and fit your ships with a terrifyingly stylish look for the season. What a treat!

Emblems Mass Test & Fleet Fight

Competitive capsuleers,

The Uprising expansion – a major new narrative-driven update for EVE Online – is just around the corner and in addition to getting a sneak peek to some of the features, you can participate in a mass test today that will allow you to display corporation or alliance emblems on your ship, which in the Uprising expansion will be the initial phase of Heraldry in EVE, first announced at Fanfest 2022.

To take part in the scheduled fleet fight at 17:00 UTC today, 27th of October, start by visit the Paragon Loyalty Points Store in the Jita Trade Hub beforehand (available starting at 15:00 UTC) where you will be able to obtain emblems for free to put on your ships. Once your colors are on display, activate a SKIN on that ship and get yourself to the FD-MLJ system at 17:00 UTC today to join the fight!

For more details on how to get involved check out this dedicated forum post.

Crimson Harvest Proving Grounds

Brave Capsuleers,

With Halloween Horrors haunting New Eden, the year’s spookiest Abyssal Proving Grounds (APG) event returns. The Crimson Harvest APG takes the form of a frigate free-for-all, and is set to deliver some terrifying action. This unique Proving Ground 28-31 October.

For this year´s Crimson Harvest APG, all ships that dare to enter will receive a bonus that increases Stasis Webifier Range by 40%, increased Energy Nosferatu and Neutralizer drain by 30%, improved Turret damage by 20%, and added an additional +500 base armor and hull hitpoints, while causing Energy Nosferatu modules to drain capacitor regardless of your own capacitor level.

Capsuleers will also find high numbers of exploding Bonus Nexus objects littering the Proving Grounds. These powerful spheres detonate when a ship comes into close proximity, triggering a blast that applies weapon and mobility buffs to your ship – but not your rivals’; unless they arrive at the Nexus within one-to-two seconds of you. That means you can expect pacy, dramatic PvP where sudden changes of fortune and closely fought battles are the flavor of the day.

To maintain that pace and action, sensor dampeners, weapon disruptors, shield boost amplifiers, shield rechargers, shield power relays, shield flux coils, and core defense field purgers are all banned for this event. Combatants are also limited to a maximum of one fitted local repair module across shields and armor. Additionally, modules, boosters or implants with a meta level higher than 0 are also prohibited. Are you brave enough to head into the Proving Grounds this Halloween? Then pick up your Proving Filaments and make your way to the Proving Grounds between 28and 31 October. As ever, the Proving Grounds leaderboards will let track Capsuleer performance throughout the event.

Oh. And.... BOO!

Frontlines Wargame on Singularity

Combative capsuleers,

The Uprising expansion – a major new narrative-driven update for EVE Online – is coming in November and brings with it the biggest overhaul to Factional Warfare that New Eden has ever seen. The arrival of Frontlines will be a big change to how the empires’militias compete for control of the warzones on Tranquility.

To encourage participation during the testing period on Singularity and thereby obtain as much valuable feedback as possible on this new feature we are hosting a Frontlines Wargame on the Singularity test server with some cool rewards to be granted on Tranquility for individual capsuleers and player corporations who distinguish themselves!

The wargame will commence at 14:00 UTC on 26 October when Singularity becomes accessible to players after the initial state of the Amarr/Minmatar warzone on Singularity is set up and it will conclude at 14:00 UTC on 4 November when Singularity will be taken offline and analysis of the outcome will begin.

There will also be a livestream on CCP TV today, 25 October at 16:00 UTC where CCP Aurora and CCP Swift will go over all the changes coming to Factional Warfare and the content first shown at EVE Vegas last week. For details about the wargame refer to this forum post.

[h2]THE THEATER OF WAR[/h2]

The Frontlines Wargame on Singularity will take place in the Amarr/Minmatar warzone only. By confining the wargame to a single warzone we hope to maximize participation in one place and make monitoring the progress of the event easier.

Factions don’t matter for the purposes of this contest, though, and so within the context of this wargame on Singularity the Amarr militia will simply be regarded as the "Blue Force" and the Minmatar will be the "Red Force". So, if you’re a proud Gallente or loyal Caldari on Tranquility, you don’t need to feel bad about fighting for the Empire or the Republic on Singularity.

On the day the wargame commences, control of all systems in the warzone on Singularity will be evenly divided between the militias.

[h2]VICTORY CONDITIONS[/h2]

As this is just a wargame which is primarily to help with testing this new feature, you’re a winner just by taking part. That said, we realize EVE players won’t be content with mere platitudes, and so the militia with control over the most systems in the warzone at the conclusion of the testing period will be declared the winner of the wargame.

There will also be compelling rewards for individual capsuleers AND corporations for both sides who distinguish themselves in the warzone during the wargame period, regardless of the final outcome.

We appreciate any time capsuleers can dedicate towards helping test the Frontlines feature on Singularity. This wargame will be a great opportunity for you to dip your toe into a potentially new and exciting space vocation in New Eden!

For those participating in the wargame who would like to provide feedback on their experience, the team would welcome contributions to this thread on the official EVE Online forums.

We look forward to seeing where the first Frontlines emerge on Singularity. Let’s make Frontlines the best it can be.

[h2]DYNAMIC BOUNTY SYSTEM CHANGES LIVE[/h2]

Additionally, an update to the Dynamic Bounty System (DBS) mentioned at EVE Vegas has gone live today on EVE Online’s Tranquility server! The minimum payout for the DBS has risen from 50% to 100 %, meaning that ISK rewards for pirate hunting in Nullsec will now be higher.

Until 30 November, there will be a bonus 10% payout - making the minimum payout 110% for the whole month - which represents a significant increase in payout for blasting NPCs, so get out there and bring in some bounties! Changes will take place during the DBS updates, so solar systems with modifiers below the floor may take some time to adjust.

Whether you´re participating in the wargame on Singularity or checking out the new DBS changes on Tranquility it’s an exciting time in space.

Fly Safe!