EVE Online


May 25, 2006
Same here. I played for years, recently sold my 200+ PVP char and use it to Plex my other 200+ char. I have wife, kids, house, etc. now and just don't have the time to commit to a game like this. If you get into a good PVP corp (I was in No Trademark out of Syndicate and Solitude) then it's a game experience that's hard to beat. Tedious at times for sure, but some of my favorite gaming memories are playing this game with a great group of people.


[H]ard|DCer of the Month - July 2010
Sep 13, 2008
I wish I could make myself love this game again. I played 1000's of hours and got burned out hard years ago. I used all my ISK to buy PLEX before I left, so my toon is still training. He's around 200mil SP or so in PVP skills. I get on once a year or so and add more stuff to his skill queue.

Game is just such a time sync. You can't be in a fun alliance or corp without having all sorts of rules and participation requirements. I remember doing alarm clock OPs and shit. Waking up at 3 a.m. in the morning so we could attack a POS or something. Ah, the good old days

just gotta find the right people.. took me years to do it.. but hell even these days if all you care about is PVP you don't even need an alliance or corp for that shit with spectre fleet existing.. pretty much 23/7 NPSI community that anyone can just login and join any active fleet going on..


Oct 20, 2015
just gotta find the right people

This is true but not sure about the years part. It you that makes the game and finding pvp is not that hard in low sec. Any alliance or corporation
with strict rules is not for everyone so join one that doesn't have such barriers?

Luckily attacking pos's is less a part of this game these days and in the near future they will be replaced by citadels [but not immediately]. I'm still waiting for on-grid links that they have planned, fingers crossed it will happen this year.


Apr 21, 2000


Aug 8, 2009
yea time was a big factor why I quit eve, even the most menial of task seems to take a chunk of time


Aug 8, 2009
looks like CCP unveiled another FPS, didn't that other one they tried completely bombed?


Oct 20, 2015
The amount of Goonage has been significantly reduced in Deklein [i.e 0] with only parts of Fade and Pure Blind still being GoonSwarm Federation territory.


Citadels are currently being deployed and dying in various amounts

And a couple of real eve videos, 1st a citadel save in wormhole space

2nd is a Kronos battleship versus a gate camp



Apr 21, 2000
I'm thinking about trying Eve. What's the best way to start an account? I see that Steam has a couple of options, but that there are other "free trial" options out there, and some give more free time than others. I also see that Steam sells subs for $14/month, but the Eve website is showing subs at $9/month. What's the difference? What's with the add-ons? Are those available with in-game currency, or do you have to buy them with real world money?

If I make a toon with a certain faction, will that restrict me from joining certain player-controlled corps?


Oct 20, 2015
I'm thinking about trying Eve. What's the best way to start an account? I see that Steam has a couple of options, but that there are other "free trial" options out there, and some give more free time than others. I also see that Steam sells subs for $14/month, but the Eve website is showing subs at $9/month. What's the difference? What's with the add-ons? Are those available with in-game currency, or do you have to buy them with real world money?

If I make a toon with a certain faction, will that restrict me from joining certain player-controlled corps?

Those add-ons are just generally in-game items that you can for the most part get manually [and not through that much effort either]. I wouldn't pay for them myself. Since Eve Online is probably the greatest idea of a sandbox atm in MMO's I wouldn't go along with something that is trying to shoehorn you into a particular game playstyle. Id say the best way to start an account is through the main site and just download the launcher from there but look here - Setting an account name for Accounts created through STEAM - for some more info. Oh and 'character', not 'toon', eve has its own language.

Another thing is to embrace the multiplayer part of 'MMO', there are loads of corporations out there, some shabby, others decent. Solo you can do, but can be done in conjunction with others too. Making your own goals is also of an ethos in eve.


Apr 21, 2000
Anybody want to give me a referral? PM me.

NM. Got one from somebody else.
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Aug 8, 2009
You can still use the referral on a 2nd account right? I seem to recall being able to do that.


Oct 20, 2015
Recent and upcoming changes

Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018



Updated Wwise audio engine to the latest version for improved audio stability and performance.


This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread.

All Assault Frigates maximum velocity increased by 18%
All Assault Frigates mass reduced by 10%
All Assault Frigates capacitor capacity increased by 30%

Ishkur: Assault Frigate bonus per skill level:

7.5% drone tracking speed (was 5m3 additional drone bay per level)
Drone bay increased to 50m3 (was 25m3)
Retribution Assault Frigate bonus per skill level:

5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed)
Power Grid increased to 62 (was 56)

Jaguar Minmatar Frigate bonus per skill level:

5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage)
7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed)
Assault Frigate bonus per skill level:

5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range)
5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage)
CPU increased to 185 (was 170)
Mid Slot increased to 5 (was 4)
Low Slot reduced to 3 (was 4)
Launcher Slot increased to 3 (was 1)
Turret Slot reduced to 1 (was 3)
Drone Bandwidth increased to 10m3 (was 0)
Drone Bay increased to 20m3 (was 0)


Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game.
We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment.


New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant.


Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread.
Added following Assault Damage Control types:

Assault Damage Control I
EFFA Compact Assault Damage Control
FFR Enduring Assault Damage Control
Assault Damage Control II
Shadow Serpentis Assault Damage control

Missions & NPCs:

Guardian's Gala Event runs from the 13th until the 27th of Feb.

Two sites to crash: The VIP sites may require a fleet.
Two challenges awarding points for the Agency-granted rewards.
Changes have been made to Pirate Shipyards and Forward Operating Bases:

Blood Raider and Guristas Shipyards can be found in all of Low and Null security space.
Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets.

Structures & Deployables:

All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog.
Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here.
All Upwell Structures are now either in "Full power" or "Low power" mode.
Upwell structures require an online Service module, of any kind, to be in "High power" mode
Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects:

-33% reduced shield and armor hitpoints
One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely)
“Low power” structures can be identified through a label on their text bracket beside the structure name
The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated:

Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively.
If this time and day were not selected prior to this release, they will default to 18:00 on Saturday.
Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health.
Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times.
An initial attack can now occur at any date and any time chosen by the attackers
A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack)
A final battle now occurs in the timezone and day chosen by the defenders
Reinforcement cycle times contain a random element. Cycle lengths will not always be the same.
Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within.
When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure:
0.5 days for Wormhole space
2.5 days for Lowsec and Nullsec space
5.5 days for Highsec space
The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer.
New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers:

Standup Target Illumination Burst Projector
Standup Weapon Disruption Burst Projector
Standup ECM Jammer Burst Projector
Standup Sensor Dampening Burst Projector
Standup Stasis Webification Burst Projector
Standup Warp Disruption Burst Projector
Standup Energy Neutralization Burst Projector
New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow.

Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded
Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value.
Standup fighter blueprints will be available on the market from any Upwell Consortium member station
The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material.
Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength.
Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost.
Fighters bay volumes have been increased significantly on all Upwell Structures
Structure Combat Modules are being rebalanced:

T2 Standup modules have been introduced
New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers
The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range.
The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure.
Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly
Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles
Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes
The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals
Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs
Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly
All Standup missile and bomb launchers now require 10 seconds to reload
Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors
The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL).
Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted.

The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate.
Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs).
To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat)
The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK
A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system
Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health.
The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown.
A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed.
NPC corporations may now be added to access lists in the same way that player corps can be added.
Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role
When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action
It is now possible to self destruct pods inside a citadel with a cloning bay service module


Added a new operation to the end of the tutorial that teaches players how to use The Agency.
User Interface:
Removed the Distance filter from the sites and signatures filters as these are restricted to current system
Autopilot can no longer be enabled while docked
Removed the DUST514 system channel
Removed the representation of DUST514 mercenaries in chat channels
Removed chat options relating to Infantry
Upwell structures are now listed with their name in the "In Space" section of corporation assets.


Oct 20, 2015


A completion issue with the mission 'Mannar Mining Colony' has been fixed.
Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes.
Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock.
Adjusted collision geometry on the Low-Tech Solar Harvester.
Improved the animation on strip mining turrets.
Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations.
Fixed an issue with the coloring on Miasmos special editions.
Fixed an issue where the Domination Titan wouldn't explode on death.
Adjusted collision geometry on the Fortified Drone Structure.
Adjusted some of the textures on the Ragnarok.
Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space.
Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers.
Adjusted the decals on the Raven, Golem, and Raven Navy Issue.
Fixed a texture issue that would occur on some ice asteroids.
Corrected an issue with a section of panels on the front of the Venture hull.
The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale.


It no longer possible to bypass the FW market restrictions by using multibuy.


The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced)
Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying.
The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate.
Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength.
The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual.
The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties.


Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level.
It is no longer possible to sell empty capsules through contracts.
Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying.


Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs.
Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'.
Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission.
Fixed a formatting issue in the 5th exploration career mission completion text.
Fixed some NPC naming and model irregularities in the ' General's best friend' mission.
Science & Industry:
Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed.
Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window.
The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules.


The Shadow Fighter 'True Sacrifice' ability now works against Rorquals.
Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators.

Structures & Deployables:

Movement shortcuts are now correctly disabled when controlling an Upwell Structure.
Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay.
It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed.


Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon.
Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well.
Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task.
Fixed various text, voice over, and naming issues.
Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued.

User Interface:

Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows
Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen.
The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system.
Fixed an issue where Faction Warfare agents were not filtering properly in The Agency
Fixed corporations and alliances having a one-click-chat button in People&Places
A naming issue with an object inside the Core Garrison site has been fixed.
The missing gender attribute has been added to various clothing items.
Fixed an issue where some players had broken missions from an old tutorial in their journals.
Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window.
Casting a vote in a corporate vote no longer collapses all votes in the window.
The inventory window will no longer close when assuming control of an Upwell Structure.
Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen.
The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure.
Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear.
The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified.
Fighter Tubes now correctly have a tooltip in the Fighter HUD.
Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening.
The Shattered Ice Field now displays its information correctly in the Agency
Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window.
Fixed an issue with importing fittings from clipboard on localized clients.
Fixed an issue with exporting fittings with invalid modules as .xml file.
Fixed grammar errors in various item info texts.
Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters.



Removed: GET /corporations/corporationID:corporationIdType/structures/
Removed: PUT /structures/structID:integerType/
See this Dev Blog for full details on these changes


Hello Ship Balance Fans!

The February release has just landed and hopefully many of you are busy working out new Assault Frigate fits and Assault Damage Control doctrines, but we are already looking forward to March where we have another package of ship balance updates coming your way. This set of changes is heavily inspired by the CSM Winter Summit where balance was a big focus of conversation. There were two major takeaways from the CSM feedback during the summit:

1. More change is better, even if it’s small
2. The meta is feeling stagnant, particularly around Feroxes and the Marchariel

With that in mind, we are planning to adjust those two big boys, as well as the Orthrus, which should create space for other ships to shine. Alongside those changes we will also be giving some long-requested upgrades to Tech I Battleships (rest in pieces Mr Hyde113), allowing Attack Battlecruisers to fit Micro Jump Drives, and making improvements to some less popular hulls.

We are also introducing an entirely new ship in the March release: an extremely specialized defensive ship that can help fleet commanders avoid “headshotting” tactics in large battles


All Tech I Battleships (exact numbers vary slightly by ship):

Quality of life is the name of the game here. Longer lock ranges for synergy with MJDs and more cargo room for all.

+25% to cargo capacity

+20% to maximum lock range


We decided not to give medium MJDs to Attack Battlecruisers originally because at the time they were quite powerful kiters. These days they aren’t nearly as strong so we don’t think this restriction is needed any longer.

May now fit Medium Micro Jump Drive
The Orthrus has been a small and medium scale powerhouse since its release and it’s time to bring it down a notch. With more pressure on the tank through reduced fitting room, slightly less speed and a bigger sig we hope it will feel less oppressive. It may take a few visits to get the Orthrus in the right place, but this should be a good start.

-100 power grid
-15 maximum velocity

Reduced fitting here will force more tradeoffs between tank and damage, bringing the Ferox closer to its competition.

-100 power grid
-15 CPU
We looked at a lot of approaches for the Machariel and eventually decided that shifting a low slot to a mid was the best course. We hope it keeps the Machariel intact as a strong skirmisher with even more utility options than before while lowering its value as an armor-based fleet brawler.

Gallente Battleship bonus per level: 7.5% to large projectile falloff (was 10%)
+30 signature radius
+1 mid slot
-1 low slot
Drake Navy Issue:
We felt a big change was necessary to give this ship some new life and hope that a pivot towards pure offense will do the trick.

Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances)
-1 launcher slot
+15 signature radius

A simple buff here to nudge an already decent ship towards competitive viability

Minmatar Battlecruiser bonus per level: 7.5% to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire (was 5%)
The Eagle has had a place before in the fleet meta and may find one again between the Assault Damage Control and the Ferox nerf, but we still feel some added utility is a good idea.

+12 maximum velocity
+25 drone bandwidth
+25 drone bay
We hope with these improvements the Muninn can find a place as a more agile and slippery artillery option compared to Hurricanes or even Lokis, but that’s some stiff competition so we’ll have to see how it goes.

Minmatar Cruiser bonus per level: 7.5% Medium Projectile Turret damage (was 5%)
+150 armor HP
+20 maximum velocity
-750,000 mass
-10 signature radius
-1 high slot
+1 mid slot


Introducing the Monitor:
We have been gathering feedback from the community for quite some time now about the idea of creating a dedicated ship to combat “headshotting” in large fleet battles. “Headshotting” is the tactic of destroying enemy fleet commanders and other leaders to disrupt the organization of hostile fleets. It’s a clever and effective tactic, but it also has a tendency to prematurely end fights and makes it more difficult for newer fleet commanders to learn the ropes. When we’ve discussed this issues with the community at events like Fanfest and through the CSM the idea of a specialized ship designed to survive at all costs has received widespread support. Such a ship would need to be an effective option for resisting headshot attempts while avoiding becoming so powerful and versatile that it would become the only ship worth commanding from.

The Monitor is the first ship in a new group called “Flag Cruisers”. It will be completely focused on survivability at the expense of all other attributes, intended for players who absolutely need to be able to survive uncloaked in a battle. It has no cargo bay, weapons, or drones.

The only modules it can fit are Afterburners, Microwarpdrives, and Micro Jump Drives. In exchange for these limitations it combines command ship levels of effective hitpoints (including 90%+ base armor and shield resistances) with the signature radius of a frigate and built-in resistances against ECM, sensor dampeners, neutralizers, and target painters. This is a ship that will only be flown by a relatively small number of capsuleers but we know that those players will be providing content for many others.

We are very interested in hearing what you think about this new ship. All the details and discussion can be found in this forum thread.

Looking forward:
Along with the changes above, we had also hoped to ‘fix’ 500mn Heavy Interdictors in this patch. We decided to hold off until we can also ship a new module to replace the mass control for wormholers. Look for that set of changes in the near future. We also aim to keep up the pace on small changes like the ones above to make sure the meta is interesting and dynamic. Please let us know what you think of these changes in the comments thread for this blog and tell us what ships and modules you would like to receive balance passes in the future.

If you'd like to discuss the contents of this dev blog, you can do so in the comments thread over on the EVE Online Forums!

Until next time,


Limp Gawd
Jul 13, 2009
Since my group is making a big move soon, that timer change is great. But, I think they cut it too much. What I'm thinking is they change it to what they have planned, but if you engage in combat, then it goes back to the old cooldown. That'll stop the blobs, but it'll help just moving to different systems.


Oct 20, 2015
Fanfest 2018 Update

Into The Abyss Expansion on May 29th

Features Abyssal Deadspace [new space] that uses beacons detected by modules to delve submarine like into pve style zones that helpfully leave beacons for people to wait for you to come out.
Unsure of all the dynamics of it so far, time will tell. Can get new triglavian ships, new weaponry and special plasmids that can alter modules with good/bad stats.

Planetary Interaction improvements to make it less bad to set-up. FW will disallow stabs. SOCT battleships for the anniversary.

On June 6th outposts and npc conquerable stations being replaced with faction citadels.
POS cyno jammers and jump bridges being replaced. There is probably some more to come being that fanfest isn't over.

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Aug 8, 2009
looks a lot different from when I played, of course that was like 5-6 years ago, lost track now, might be longer than that.


[H]F Junkie
Feb 23, 2004
Well, I loaded up after not playing for 10 years and have no idea where to start. All my stuff is all over null sec, but I'm around 80 skill points and mostly Caldari missile focused, looks like I have a Drake and a Raven. No idea what to do to start having fun, or any goals.


Limp Gawd
Jul 13, 2009
Well, I loaded up after not playing for 10 years and have no idea where to start. All my stuff is all over null sec, but I'm around 80 skill points and mostly Caldari missile focused, looks like I have a Drake and a Raven. No idea what to do to start having fun, or any goals.
They really nurfed the Drake a few years ago. It was all anyone was using, and now it's down to a Meme. Or, at most a booster in a fleet.