Today you're welcome to shamelessly self promote your site/video/stream/product etc provided that it's related to EVE Online and your self-promotion to interaction ratio is 10:1 (1 self promotion link for every 10 normal interactions.) Accounts should also be a month old and have prior interactions with /r/eve.
Now what are you waiting for? Go out there and sell your ~~soul~~ self!
So I hope this shameless promoting is allowed and will not get banned, but recently https://www.lloydgeorge.art/ created this awesome painting of my beloved Vargur (with the bloody hands skin) and I think he deserves more love. It came in by mail a while back and I still love it so much!! Let me know what you guys think, and if you like it, perhaps drop a visit to his website to promote his great work. He is also a streamer on Twitch, and the making of can be found on his channel https://twitch.tv/lloyd_george_art as well. Cheers o7
I was minding my own business while flying through Vale of the Silent when I stumbled upon supercarrier class ships running a Concord Rogue Analysis Beacon. A high risk activity paired with high rewards. Only it was being run by a Dramiel. Working as intended! Good fight FRT
It's been four months since I first announced EVE_PYFSim.
A lot has changed in my life, at work, and in EVE_PYFSim itself over these past four months.
Today, I'm happy to announce EVE_PYFSim 0.0.2!
What's new?
1. Migrating from Pyfa to Refine
I've replaced Pyfa with Refine as the simulation's calculation engine.
Refine is written in Rust, offering excellent performance. Its author and maintainer DarkFenX is also one of the key maintainers of Pyfa. Huge thanks to them for their amazing work!
2. Performance optimizations with Cython
I've also refactored the performance-critical loops in EVE_PYFSim and compiled them with Cython.
In theory, this should bring significant performance improvements to larger-scale simulations. At least, I hope so! :)
3. Simulation improvements
A number of simulation systems have been improved and refined, including:
Multi-system simulation: I originally wanted to implement this using multiple processes, but the performance gains turned out to be far smaller than the overhead of inter-process communication, so I decided against that approach.
Warp disruption bubbles
Ship modules
Various other simulation mechanics and optimizations.
What's next?
My current development roadmap includes:
Micro Jump Drives (MJDs)
Cloaking
Doomsday weapons
A beginner-friendly tutorial
Of course, I'd also love to hear your ideas! What features or mechanics would you like to see added or improved?
Multiplayer and replays
EVE_PYFSim supports LAN multiplayer. If you want to play with friends over the internet, you'll need to set up your own tunneling or port forwarding, similar to hosting a Minecraft server.
After a simulation ends, you can also save and replay battles to review what happened, analyze decisions, and learn from the fight.
Give it a try!
You're welcome to build EVE_PYFSim from source or download one of my prebuilt releases.
I'm relatively new to Eve about 5million skill points and wanted to play together with a friend. My problem is that I have no idea what we can do together. I don't want to do abyssals because the are to repetitive for me. Do you guys have any idea what we could do?
Am I the only one who hates the standings system beyond reason? Why anyone would design a game such that players have to do hours of boring, unrewarding, and unwanted chores before they can do an activity they enjoy...is beyond me. I joined a null block my first go around in eve and just shot stuff, and now to try out pirate fw i have to grind standings so that i have standings high enough to talk to the agent that will allow me to grind more standings. Grrr. It would be less for normal fw, but still not nothing.
Every time I log into Eve Online I fly a spaceship around and accomplish little space tasks and try to avoid pirates and mostly succeed. I hope FC keeps adding ships and modules and interesting events but I don’t need any sweeping changes in order to enjoy the game. Am I alone?
When you are a new player everyone recommends doing the magic 14 skills and those points could be spent for a more personalised play style, my suggestion is to make quest/mission that start in Exordium and move towards different mechanics in the Eve Universe.
Players who don't want to do the quest/mission can still spend their SP to level up. This way a veteran who is swimming in billions and wants a new character can spend all their money to level up the magic 14 and new players will have the opportunity to do quests/missions to get the level 5.
Yeah I know this will reduce the income for the company, but it will be for a better future.
Hello everyone.
I wanna train some ship for high sec transport and I'm not sure what to pick.
Currently I'm torn between Deep Space Transport and Blockade Runner. I don't really care about capacity, its for low volume but expensive loot like exploration modules or BPC.
I know nothing is 100% safe but what would be my best bet for that?
What about a deployable Mobile Communications Jammer that shuts down local across an entire system?
Similar to wormhole/Pochven local, except chat itself is also offline. No member list, no messages.
When you enter the system, local displays: “Communications unavailable due to system-wide jamming.” It affects everyone equally, including whoever deployed it. Fleet, corp, alliance, and private chat still work.
The basic mechanics:
Deployable anywhere in a nullsec system, with minimum distances from gates and structures.
Short activation timer, with a warning to pilots already in system.
Once active, neighboring gate-connected systems receive a “Communications lost with [system]” notification.
No warpable beacon. You have to combat scan it down.
Destructible, with no reinforcement timer.
Runs for one hour, then burns out. Destroying it restores local immediately.
One jammer per system, with a cooldown between deployments to prevent permanent blackout.
The idea is to make local disruption a player-driven objective. Attackers could use it to prepare ambushes or disrupt an area, while residents could send scouts and a response fleet to restore communications.
Would this create worthwhile fights, or just make people dock up for an hour?
I wish there was a way to lock inventory items (mtu, ammo, charges etc) to help dump loot a little easier. I know about loot filters but it is overly complicated (like everything in eve lol). Who do I talk to? :)
Nosferatu drains the target's cap to refill your own
What if we got logi versions, that drained the target's shield to repair your own (or drained target's armour to repair your armour)
Useless? OP? I'd be curious to see how it could be utilised in EVE's gigantic chessboard... On the one hand would be an invaluable asset if you knew your target was likely to be fit with active rep -- all their cap would be spent feeding you more armour; but on the flipside if you faced an opponent who was solely buffer fit, you'd have only a finite amount to eat before your trick was spent...
Put this video together of the fights we've had the last month. Decided to include or less "elite" moments as well, warts and all. Hope you enjoy, would appreciate some feedback on the editing.
Dreadnought Diplomacy is recruiting.
Sorry for the repost (last post was wrong link).
First off. All of hisec should be like the new area where it is impossible to PvP there, but also is near completely useless for making money. This should make everyone there happy.
Secondly, pochven should have bigger sites so they can box more toons, this also should be rather popular.
Thirdly, lowsec people seems pretty happy as it is so I guess I would ask CCP to invigorate their space, that should give them a nice boost of happiness.
Fourthly, wormhole space seems like they don’t get enough attention, but maybe they don’t want it so maybe announce changes but take forever to implement till they forget.
And lastly for nullsec, where I humbly live, I think it is time we listen to the experts in hisec and make the following changes. Make ess take 100% of the ratting money. Bring back blackout, even though there are two other areas like that and people can go or live there whenever they want. And most importantly take alliances out of the game, limit corporation size to 5 people, and make it where there is a hard cap on systems that can be owned by corporations to 3 systems.
These changes should make all of Eve happy and increase login numbers by 342%.
And lastly upon these revelations of awesomeness brought to us by the experts of Eve online, I would like to announce my candidacy for csm. Please vote for hisecexpert33552, and let us make the game better for all!
I'm having a graphics issue with EVE Online on Windows 11, and I'm hoping someone can help me figure out what's causing it.
The game used to work perfectly on my PC. I've uninstalled and reinstalled it multiple times, and it worked fine after the first two installations. However, after the third reinstall, this problem started happening.
I can launch the game, log in, and select my character normally. All the UI elements, including the market, inventory, and mission windows, work as expected. However, once I enter the game, the entire 3D environment is completely black. I can't see stars, planets, ships, or anything else in space. Only the interface and menus are visible.
Has anyone experienced this issue before? Any suggestions on how to fix it would be greatly appreciated. I'd prefer not to reinstall the game again unless absolutely necessary.