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EVE Online dev-blogs

Invasion Tournament Series (7 days ago)

If you'd like to discuss this devblog, feel free to head on over to the feedback thread on the official forums!

UPDATE 11/09/2019: Ships & Fittings for EVE Berlin, along with the bracket and information about teams have been released.

UPDATE 23/08/2019: The sign up page for the tournament at G-Fleet in Berlin is now available.

Pilots,

The EVE Invasion World Tour is taking us to several locations around the globe this year and every event will feature a single elimination 2v2 tournament to find the most bloodthirsty PvPers each region has to offer.

Brave Capsuleers who decide to take on this challenge will be fighting for more than just the title, PLEX and bragging rights. Every winning team from all seven locations will be invited for a paid trip to CCP’s home in Reykjavik to showcase their prowess in battle and compete against each other at EVE Fanfest 2020!

For those of you who cannot directly participate in the competition, we have prepared a Prediction Bracket Challenge. This little contest will let everyone submit their predictions for a chance to win one of five prizes consisting of swag and codes for digital items in EVE Online.

We hope that the EVE Invasion Tournament Series will deliver a solid performance of sportsmanship, destruction and create unforgettable moments throughout the year for all participants and live stream viewers around the world.

To be clear, this series is not designed nor intended to replace or fill the gap made by the Alliance Tournament taking a break in 2019. Rest assured, CCP is committed to carrying on the tradition of yearly Alliance contests in the future that many players get to love.

Invasion Tournament Series blog image

In the meantime, all members of the community who are looking to organize their own tournament are encouraged to reach out to EVE’s community team to discuss ways CCP can support your efforts. We have set aside internal resources to support selected player-organized competitions in 2019 by providing limited Thunderdome support and offering digital rewards to up the stakes whenever possible!

We’re looking forward to collaborating with you and will be evaluating all requests on a case-by-case basis. Please send an email to communityteam@ccpgames.com at least 90 days before the time you wish to host your event and please include dates, format, desired support as well as any other important information about your proposal.

This blog will function as a hub to store all the relevant information about the EVE Invasion Tournament Series like brackets, sign-ups, ruleset and links to forum discussions. Make sure to bookmark this page and keep a close eye on CCP channels for more details.

FORMAT


  • 2v2 single elimination tournament.
  • Best of One (Bo1) bracket with Best of Three (Bo3) Semis and Grand Finals.
  • 32/16 teams limit.
  • A selection of pre-determined ships and fittings that will be different each time and announce 48 hours before the tournament start.


TIMINGS


Invasion Tournament Series Blog Table




EVENTS


AMSTERDAM 23-24.03

  1. Ruleset
  2. Sign-ups
  3. 'Find Your Wingman' forum thread
  4. Bracket
  5. List of teams, pilots and waiting list
  6. Ships and Fittings


ST. PETERSBURG 04.05

  1. Ruleset (RU)
  2. Sign-ups
  3. 'Find Your Wingman' forum thread (RU)
  4. Bracket
  5. List of teams, pilots and waiting list
  6. Ships and fittings


SYDNEY 23-26.05

  1. Ruleset
  2. Sign-ups
  3. 'Find Your Wingman' forum thread
  4. Bracket
  5. List of teams, pilots and waiting list
  6. Ships and fittings


TORONTO 21-23.06

  1. Ruleset
  2. Sign-ups
  3. 'Find Your Wingman' forum thread
  4. Bracket
  5. List of teams, pilots and waiting list
  6. Ships and fittings


BERLIN 13-14.09

  1. Ruleset
  2. Sign-ups
  3. 'Find Your Wingman' forum thread
  4. Bracket
  5. List of teams, pilots and waiting list
  6. Ships and Fittings


LAS VEGAS 25-27.10

  1. Ruleset (available 04/10/2019)
  2. Sign-ups (available 04/10/2019)
  3. 'Find Your Wingman' forum thread (available 04/10/2019)
  4. Bracket (available 23/10/2019)
  5. List of teams, pilots and waiting list (available 23/10/2019)
  6. Ships and Fittings (available 23/10/2019)


LONDON 23.11

  1. Ruleset (available 02/11/2019)
  2. Sign-ups (available 02/11/2019)
  3. 'Find Your Wingman' forum thread (available 02/11/2019)
  4. Bracket (available 21/11/2019)
  5. List of teams, pilots and waiting list (available 21/11/2019)
  6. Ships and Fittings (available 21/11/2019)


EVE Vegas 2019 - Player Speaker Submissions! (8 days ago)

If youd like to discuss the contents of this dev blog, head on over to the feedback thread on the EVE Online forums!

The last few months of the year are closing in, and that means it's time for EVE Vegas!

If you're coming along this year and want to be part of the player speaker line up, now's your chance to submit a proposal for a slot to speak on stage at The Flamingo Hotel and Casino during this year's event!

There’s a strong tradition of EVE Vegas being a venue where capsuleers present together on the same stage as the EVE Online Development Team, covering a wide range of topics from all kinds of playstyles and walks of life in New Eden.

We’re happy to announce that once again, we’re now accepting proposals for player speakers, so if you’d like to be a part of the line-up, you’ll need to shoot us an email as soon as you can!

If you’d like to submit a presentation or roundtable topic for consideration, you’ll need to email falcon@ccpgames.com with the following information:

  • Your main character name.
  • Your full name and contact phone number.
  • A title and description for your talk proposal.
  • A brief outline of your talk proposal (Feel free to submit more than one proposal).
  • The proposed duration of your talk (This can be anywhere from 15-45 minutes).

All player speakers will receive a complimentary speaker badge for EVE Vegas 2019, and a ticket to the Pub Crawl.

Those who’re selected to present who’ve already bought their ticket to EVE Vegas will of course have the full value of their ticket refunded.

We have already started to work on the speaker schedule for the event, so please send us your proposal as soon as you have an outline ready.

The deadline for proposals to reach us is Friday, September 27th.

Those who’ve been selected to present will then be contact and informed by Tuesday, October 1st and can start preparing their content.

VEGAS SKYLINE

More About EVE Vegas 2019!

EVE Vegas has been a staple North American event on our calendar for a decade or so now, and is a celebration of all things New Eden.

This year is a little special, as it'll be the last time we'll be hosting the event in Las Vegas before taking our largest North American event on the road for the future, with our first stop being San Diego in 2020.

This year's event will be hosted in the Flamingo Hotel and Casino right on the Las Vegas strip, with the Saturday night party hosted at OMNIA over at Caesar's Palace, right across the street.

The event takes place from October 25-27 and is sure to be one hell of a party!

If you’re intending on coming along this year, you should be sure to book your tickets as soon as possible, as they're selling fast.

At the current pace, the event will once again sell out before it kicks off, so be sure to get your tickets as soon as possible to avoid disappointment!

You can pick up your EVE Vegas tickets and find out more here!

Monthly Security Report - August 2019 (12 days ago)

If you’d like to discuss this devblog, head on over to the comments thread on the official forums.

Hello wonderful Capsuleers and welcome to the Monthly Security Report for August 2019, where we take a look over the month's activity against botting, RMT and account hacking.

Firstly the raw numbers for the month of August:

  • 994 account bans for account hacking.
  • 4,369 account bans for botting related activities.
  • 2,454 account bans for RMT related activities.

These numbers represent account action taken between 2019/08/01 - 2019/09/01.

Current Focus

For the last month our focus has been on smashing several botting and RMT rings that have been reported to us by the community, as well as monitoring the behavior of suspected botters after the start of the blackout to see if and how the methods used are adapting to the changes that have been made.

We'll be very interested to see what level of impact there will be on botting activities with the release of the cynosural field changes with the September Release on Tuesday, as well as the Venture changes which we hope will have a substantial effect on lowsec faction warfare botting.

We can see by looking at the graph below that a combination of the blackout as well as a renewed focus on hammering these kinds of illicit behaviors into the ground have had a massive impact on the amount of ISK being poured into the economy of New Eden by suspected botters.

image

What Can You Do To Help?

We'll keep reinforcing this message and stressing it every month - DON'T RMT, AND DON'T GET INVOLVED WITH BOTTING.

The most responsible thing you can do as citizen of New Eden is to say something if you see this kind of activity in game.

Report it to us and we'll investigate and action it as soon as we can.

We will give those involved in botting and real money trading no quarter. Those who harbor these people and profit from it will be stripped of assets and ISK that are gained through illicit means.

By RMTing, or by harboring people who bot and RMT, you’re contributing to the real-life wallets of people who do not care about EVE, or our community. These are people who destroy the accounts of innocent players, in some instances causing irreparable damage to characters and shattering years of progress for legitimate players who play by the rules and just want to enjoy EVE.

Most importantly, if you see botting and RMT happening – REPORT IT.

While we don’t respond to every individual report of botting or RMT, they’re all taken 100% seriously, and are thoroughly investigated for credibility.

Aside from reporting botters and real money trading, the biggest help you can provide is not to give these scumbags any business.

Use Two Factor Authentication!

We cannot stress this enough – we know how much effort goes into character development in EVE Online, and it’s worth the extra login step to protect your accounts from abuse and damage.

Protect it all. Enable two factor authentication on all your EVE accounts, and on the email accounts that are verified against them.

Most hacking cases that we deal with don’t originate from a simple password breach on an EVE Online account – they occur when a player’s email account is hacked, and a password reset request is sent to the email address, which then gives access to your characters and assets.

You can help keep your accounts secure by using 2FA on both your email and your EVE Online account and reduce the risk of becoming a victim of account hacking.

For extra security, you can also make sure you use a mobile authentication token to keep code generation on your mobile device and away from your email accounts.

To make life a little easier, with recent changes it’s also now possible to use one authentication token linked to all your accounts. You can check out more about this change in this devblog, which was also linked earlier in this report.

Final Words:

We're super happy to see that the EVE community remains vigilant against botting for the best part. Keep the reports coming, and we'll keep rooting these guys out as quickly and efficiently as we can.

We remain 100% committed to keeping up the fight against botting, RMT and account hacking in New Eden, and we'll continue to hit these guys as hard as we can while looking at ways to deter them further as best we can.

It can't be stressed enough that while you don't recieve a lot of feedback on individual botting reports right now, every report matters.

As always, we'd love to hear your feedback, so feel free to hit the comments thread for this blog if you'd like to chat more about this blog.

<3

September Release - Wormholes And Stars Get An Update! (14 days ago)

If you'd like to discuss this devblog, please feel free to head on over to the comments thread on the official forums!

Greetings Glorious Capsuleers!

Here's a quick TL;DR in one image that show's what's changing with the September release:

WormholesAndStarsB4AndAfter

The Long Version:

"What in space are you doing this time around?" you might ask.

Well, this update stems from an improvement made to the graphics engine over the summer which allows artists to author visual effects for EVE based on shader quality specifically. Before now, the functionality was such that certain effects would simply be removed from rendering based solely on which "Shader Quality" was selected in the options, and as such it was purely reductive.

Effect removal (deactivation) on lower settings is still in use, but the team can now author additional visuals (utilizing only what functionality is available at that shader quality setting), which will then specifically load according to the shader quality. It's a subtle difference, but with this ability effects can be mixed and matched so that any given effect might appear only on high and medium, or solely on low, or on any one or two quality combo!

This is great news for EVE's artists, as they really dislike when things look "less than great," a common result of the previous system. This was nowhere as noticeably prevalent as on the low shader quality stars; the revamp of stellar objects pushed far ahead graphically on the high end, but left a lot to be desired on low.

With the ability to author low shader quality versions of EVE visual effects comes the opportunity (and obligation) to update two of the lowest hanging fruit: the aforementioned stars on low quality, which perhaps represent the starkest contrast between good and bad graphics in all of digital gaming when compared to their high quality counterparts, and wormhole visuals, where the intent should be for low shader quality to be as "cheap" as possible with regard to graphics resources and performance but still gameplay-representative. The current low shader quality versions don't display crucial information which is available to those using higher settings.

The September release will reduce these disparities, and deliver some general fixes and improvements for users at all shader quality levels. Below, you will find a list of everything that changes with this feature!

What is changing with star visuals?

Most importantly, we're updating the low shader quality versions of the stars.

The new versions reconstruct how our old stars were made, with a slight bit of polish and increased texture variety.

Then compare it to the old effect:

LowShaderQualityBefore

Solar surface animation speeds increase to give stars a more dynamic appearance.

Stars are no longer "see through" on the inside ...cue playing of "bliiiinded by the light".

(Hopefully one day they will also incinerate anything that gets on their insides, but sadly, today is not that day.)

What's Changing With Wormhole Visuals?

Most importantly, low shader quality versions of wormholes will now show the destination system nebula.

On low shader quality, the center of the hole will display a slightly distorted image of the most identifiable parts of the target system's nebula. While it can be a bit hard to tell what the destination is with some null sec target systems (their nebulas are dark or mostly empty), attentive capsuleers will most likely be able to approximate where in space the destination lies, just as they currently do on high shader quality.

A representative image will be visible for all possible destinations, but you may have to look closely.

hiLoDifference

Wormhole tech has also been completely renovated under the hood.

There has been a complete conversion of all wormholes from the old EVE VFX structure to the new paradigm. All animations are now run by the fancy state controller system (yay for node based editing!).

Wormhole Field Lines (ship size limit visualizations) have moved from 2d to 3d.

The look of the wormholes' ship size limit visualization field lines was communicative, but they always felt annoyingly 2D and stuck to the camera. This will change for medium and high shader quality users.

Wormhole activation displays more like jump gate effects.

The effect indicating someone has passed through a wormhole has been updated to function in the same way that the jumpgate VFX were updated to last year.

It is now a 1:1 representation of the traffic going through, one ping per entrance, whereas before it would ping for the first ship going through and then be unable to fire again for a while. In the example image below you can see first one ship passing through, and then several all at once.

As before, the animation is the same for ships traveling in either direction.This is also visible on low shader quality.

Wormhole State Visualization

While the age and usage rules for wormholes remain unchanged in functionality, below is a description of how they will appear in their new visual representation.

Wormholes convey three key pieces of gameplay information visibly (the current state of the wormhole for each of these are also described in the "show info" window for each wormhole if you are ever unsure):

  • Age
  • Capacity (Remaining Mass)
  • Ship size limit

Wormhole Age Visual Differences

The age of wormhole is indicated by how bright and wobbly the wormhole appears. The core and field lines of a newer wormhole will appear brighter and more stable, whereas those of a wormhole close to death will appear much more variable and darker.

Wormhole Ship Size Limit Visual Differences

From left to right:

  • Golden field lines: allows all ships except titans and supercarriers to pass through.
  • Grey field lines: allows only battleships and smaller to pass through.
  • Teal field lines: allows only battlecruisers and smaller to pass through.
  • Blue field lines: allows destroyers and smaller to pass through.

WH ShipRestrictions

These visual changes are on the test server now.

Please login, do some exploring, and drop your feedback in the comments thread!

The Dev Team looks forward to hearing what you think!


Contract: Eve Patch Notes Eve Patch Notes

News

Local update

  • Posted May 6th 2019, 1:54 AM
  • By xkillua

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

Current events

  • Posted April 5th 2019, 12:44 AM
  • By xkillua

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.

Older news

March 9th 2019, 2:02 AM Market Troubles Galore 0 comments
February 27th 2019, 3:02 AM Wars is over!!! 0 comments
February 23rd 2019, 10:42 AM The current activity point system 0 comments
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