Welcome to Ashfell Community Hub
"Each problem that I solved became a rule which served afterwards to solve other problems", Rene Descartes
Active topics in General chat
There are currently no topics in this forum
EVE Online dev-blogs
64-bit client transition complete (4 days ago)
In May 2019, the 64-bit client open beta for EVE Online was announced and it went live a few days later. Although this was opt-in, over half of EVE’s players activated within four months which was well above our expectations.
Then in September the 64-bit client was made the default with the results being closely monitored.
The transition away from the 32-bit client is now fully complete and the EVE community deserves an enormous "thank you" for all the valuable feedback provided during the opt-in phase and beyond. The 64-bit client ensures that EVE Online can continue to grow, while also reducing the development time associated with maintaining two clients.
Sunsetting of the 32-bit client will take effect from Wednesday, 26 February.
Our metrics data shows a small number of users were on 64-bit capable hardware but still running a 32-bit operating system. In these cases we would encourage people to upgrade to a 64-bit operating system where possible.
We’ll be raising the minimum memory specification for the client to be 4GB as a result of the move to 64-bit. We're also taking the opportunity to update the space requirements to 23GB to match the additional game content that has been added in the past year.
Our ongoing investment into our technical infrastructure, such as this transition to the 64-bit client and upcoming support for DirectX 12, is all a part CCP's commitment to EVE Online into the future.
It's an undeniable fact that the friendships made in eve have a positive impact on its community. We managed to contact Arnor Maximillian shortly after he published his Master thesis in sociology about the impact that EVE Online has on the real world and wanted to share his findings with our amazing capsuleers.
Surely many have noticed the popular opinion that computer games affect people in overall negative way. That gaming has negative effects on academic performance, consumes peoples time and traps them inside this world of imagination. However, the world imaginary refers to a place where the players actions would not affect the real world or have any real consequences. This research paper was aimed to disprove this belief and expose the truly undenying link between the real world and EVE online. This was done by using sociological qualitive research techniques based on several in depth interviews with long term EVE online players which were coded based on Bourdieu’s sociological theory called theory of practise. Video games have changed drastically over the years like many of our other modern media. In the past computer games were simply categorized the same as movies and books since they often had simple narrative and the user had no control over the actual story. Pong for example was developed by Atari 1972 a very simple game where the main goal was to shoot a tiny square past the opponent, claiming a point. The only rules that applied in this game were based on the ingame hard code that was unchangeable for the regular user. This defined the separation between the virtual world from the real world. The real world was more complicated since the ways people react and behave to different circumstances are unimaginable. Normal people don‘t follow scripts like in the movies or video games, we have complicated unpredictable behaviour based on society’s social rules. Rules that are constantly changing and bending within our social structure.
Now fast forward to the present, where the video games have become online and filled with people with complicated social rules. The difference between worlds has now been officially broken since both worlds have emerged. The way people now play, how they win or reach the games goal has become personalized. A great example of different goals could be found in the interviews. One’s goal could be mining asteroids, controlling a large-scale group or a small group of pirates, even working the market or focusing industrial work. But sometimes these goals were simply making friends, or even foes. But still like any other goal people need to work towards it, and some people have it easier in a video game because of their real-life skills. People can use real life skills to empower their gameplay in the virtual world. These skills explained from Bourdieu’s theory of practise and is called sociological, economic, cultural and symbolic capital. Capital in short is what people have access to in life and makes up for what is called habitus which controls how we feel, what we say, what we do and how we act. It’s our experience throughout life come to one shaped by our environment like family and friends, gender, education, location, school, work etc. This capital was analyzed in the interviews and categorized as external and internal capital which was the main concept that established the link between the real world and EVE online.
The external capital stands for the real-world resources the players have while the internal capital stands for the ingame resources they have. The players can use these resources to affect their gameplay and the ingame world. A good example of a player using his external social capital within the video game is where he joins EVE Online with real life friends. He then gets advantage over those players without friends. Of course, this is not the only thing that matter in the game world, just an example of a small advantage. The player might not even be thinking about this advantage. They might just want to enjoy the company and the social aspect, but reaching that goal would still be based on their real-life social capital. In many cases the social experience is the players biggest enjoyment of the EVE online. The interviewees described how the people they played with were more than just names on ships. They were real people whom they cared greatly for. Many had made very close and serious relationship over many years. Here‘s an example of a player describing his experience:
We have made tons of really good friends and it‘s just awesome, and maybe not people you meet every day. But there‘s always this connection, a bond between you and the players you‘ve met, EVE is just something that connects us. [...] I remember especially during one Christmas, we were just hanging out on skype playing EVE together for hours and hours. It’s one of the most fantastic experiences I‘ve ever had. [...] People were sharing things, helping each other and for me, it was more about the company than anything else.
The players were in many cases the main reason why people kept on playing EVE Online. The game was basically the glue that kept their virtual social world together, their internal social capital if you will. Internal social capital is however not always something just stuck in the video game world. In every interviewees case they had developed a friendship that translates over to the real world. Sometimes the friendship brought on some economic benefits, like an access to friend’s house for vacation in another country. In an extreme case a friendship might even end up in marriage.
The second capital discussed in the paper was the economic capital, which usually represented currency ingame called ISK, or real-life currency. The movement between the internal and external economic capital was discussed by the interviewees in couple of ways. First regarding people selling ingame items for real life currency and vice versa. However, this of course is highly illegal in most video games and will result in a ban. The other movement was quite simple, and it was the exchange for real life money for ingame time or other benefits through CCP.
The third capital is cultural capital and was mostly analyzed in the players behaviour and what kind of people they liked to play with. Most people play with those who speak the same language. But the difference between players nationality can appear in more than just the language. They can have different social rules of what might be right or wrong, how to behave in certain situations, what is socially acceptable and what’s considered taboo. The real-life personality translates into the game and can affect what kind of group player becomes a part of. But of course, like other capital, people ingame can affect the real world in more ways than just perspective, both in a negative and positive way.
The fourth and last capital is symbolic capital. It appeared when people and groups got recognized in the game, even got famous for certain actions. However, their repetition could be both negative and positive, based on perspective. This symbolic capital could even reach out of the game, where certain players got known in the real world. The interviewees also mention some examples of where external symbolic capital had moved into the game. There some celebrities started to play EVE Online got instantly known and respected by the community. The final conclusion of the paper closed the loop on how EVE online and the real world connects trough the actions of the players. They have the capability to use both internal and external capital to affect their ingame and their real-world surroundings in a major way by playing the game. A great example is EVE fanfest which is a huge festival which effects the real society in Iceland in a major positive way. The festival is something wouldn‘t be possible without the influence from the virtual world of EVE Online world and its player base. But in the end, for so many players EVE Online is something that’s been a part of their life for a very long time. Trough the game they made some serious social connections that translated over to the real world and sometimes not. But for them and so many more, EVE Online is so much more than just a game.
PLEX for GOOD for the Australian Bushfires (12 days ago)
By now most of us have seen the distressing images coming out of Australia where severe bushfires continue to cause devastation to large parts of the continent. We have witnessed scenes of enormous firestorms, destroyed forests and entire communities driven out of their homes. Human lives have been tragically lost to the fires, and millions of animals have been wiped out.
But we have also seen inspiring scenes, too - volunteer firefighters valiantly battling the advancing flames day and night, emergency shelter staff providing displaced families with food, clothing and a place to rest their heads, and the ongoing efforts to rescue and rehabilitate injured wildlife.
Since the outbreak of the fires: - 29 people have lost their lives - Over 2,200 homes have been lost - Over 10 million hectares have burned - Hundreds of millions of animals have been killed
To put the actual scale of the fires into context, 10 million hectares is approximately 5 times the size of either the 2018 California wildfires or the 2019 Amazon rainforest wildfires. To put it another way, this is about the same size as the entire country of Iceland where CCP is based.
Many in the EVE Online community have called upon CCP to bring back PLEX for GOOD to lend a hand and we are happy to oblige, so today we are formally launching PLEX for GOOD for the Australian Bushfires.
What is PLEX for GOOD?
PLEX for GOOD is a charitable program operated by CCP Games on behalf of EVE Online players. It provides a way for EVE players to donate to a charitable cause through the use of the digital currency PLEX.
The first PLEX for GOOD swung into action in 2005 to raise funds for the South East Asian tsunami. Since then several campaigns have taken place over the years and so far, the players of EVE Online have raised over US$470,000 for charitable causes around the globe.
Once again, we will be partnering with the Red Cross for our PLEX for GOOD drive. The Red Cross is active on the ground in Australia providing support to those affected by the fires. You can read about some of their relief efforts here.
How long will the campaign run?
This campaign has commenced as of the publishing of this dev blog and will run until 23:59:59 UTC Sunday, 26 January 2020.
How does it work?
EVE players can contract PLEX in-game to the character CCP PLEX for GOOD and the real-world monetary value of all PLEX collected will be donated by CCP to the Icelandic Red Cross at the conclusion of the campaign on behalf of EVE Online players. The Icelandic Red Cross will ensure that the donated money is delivered to their counterparts in the Australian Red Cross where it will then be deployed to aid their humanitarian efforts in bushfire affected areas.
We are requesting that players respect a minimum donation of 100 PLEX. This will help keep the processing of donations as efficient as possible while also allowing those with only a small amount of PLEX to participate.
To obtain PLEX to donate, players can: - Purchase PLEX from the EVE Online website - Transfer PLEX they may already have in their PLEX vault - Purchase PLEX from the in-game market with ISK
To purchase PLEX visit secure.eveonline.com/plex and select a PLEX bundle. Then follow the checkout procedure and once you have completed the purchase your account will be credited with PLEX and it will appear in your PLEX vault in-game.
Open your inventory and drag the PLEX from your vault into your item hangar and then contract the PLEX from your item hangar to the character CCP PLEX for GOOD with a 14-day expiration.
IMPORTANT: CCP regards any scamming attempts surrounding PLEX for GOOD to be morally reprehensible, and any attempts at scamming relating to this program will be met with the harshest and swiftest action at our disposal. If you become aware anyone of attempting a scam related to PLEX for GOOD please notify us at email@example.com
Community PLEX-raising efforts
Over the course of the campaign EVE players may wish to conduct their own PLEX-raising drives within their corps, alliances and other communities. If anyone is running a special event such as a stream or public fleet in support of PLEX for GOOD please reach out to us at firstname.lastname@example.org and we will attempt to help raise awareness of your efforts!
Brawl for Bushfires
One such event is taking place this Friday, 17 January at 11:30 UTC in Nalvula. Australian timezone players from all walks of New Eden will be converging on Planet I for a free-for-all brawl. CCP will also be attending and the event will be streamed by AUTZ player Chiimera on Twitch so grab a ship and come slug it out for PLEX for GOOD!
On behalf of everyone here at CCP Games - thank you!
Please note that your contribution to PLEX for GOOD is not tax-deductible. For information on the Icelandic Red Cross (Rauði Krossinn á Íslandi), please visit their website at www.raudikrossinn.is or contact them at Efstaleiti 9, 103 Reykjavík, telephone +354 570 4000, email@example.com
Monthly Economic Report - December 2019 (13 days ago)
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.
Your Year in EVE Video Data (28 days ago)
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.
Update on what’s going on in the region. For one we have new neighbors in 9R, thy have stated that we are allowed to rat and do belt mining there. We are NOT allowed to do moon mining ( other than our pull we had going ) and NOT allowed to do relic/data sites. They seem to be friendly small corp who was expanding. On the negative end, one of our alliances created a bit of grief in our system. Al…
When a Pilot Loses Their Shit
What happens when a pilot goes off book for his or her own reasons? Nothing predictable. The rules, if you will, are there to protect us. They can protect us from dangerous situations, but they also serve to protect us from ourselves.
The instinct to help others resides in most of us out there; however, if we don't first take care of ourselves, it becomes that much harder to help others. On a…
As most of you are aware the Ashfell family is growing, both in Hi sec and Null sec. Our industry rating hit the highest point it ever has thanks to the noble efforts of the miners and the capital pilots that risked billions to do so. This risk has almost caught our Rorqual pilots being tackled recently and were swifty dispatched by our own ACE pilots (insert zkillboard page). On top of industry and sucessful PVP campaigns we have plans for a new contest, best explosion in space.