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  • Building the future of EVE
    published on July 4th, 2022 at 03:00 PM

    Evolving Capsuleers,

    It’s been a week since we unveiled EVE Evolved which represents CCP's commitment to continually invest in the foundations of EVE Online, and we wanted to share with you how CCP are continuing the journey of setting EVE up for its third decade. With a renewed focus on the foundational technology that EVE is built upon, our mission is to bring cutting-edge visual and technical capabilities to the EVE Universe. Through this, we can achieve our goal of visceral supremacy, remaining committed to making EVE the most beautiful, immersive sci-fi game ever made. 

    In this dev blog, we will be walking through some of the foundational improvements from the June release. You’ll be getting a deeper insight into what’s changed, what’s coming, and how these updates will enhance your EVE experience in the future. 

    DirectX 12 and Level of Detail

    Twitter Newsfeed Copy 1024x512

    As part of our continuous investments into EVE’s future, we have been hard at work to bring DirectX 12 to EVE in the June release. DirectX 12 will serve as the new foundation for rendering the game on Windows, allowing better utilization of graphics cards, reducing power consumption, and bringing better game performance on supported hardware. 

    While performance is important, releasing a DirectX 12 capable version of the client allows more modern graphical features to be utilized. It lays a better foundation for EVE so that we could bring even more amazing visuals to all pilots in EVE such as the hangar visual updates that are coming this fall. DX12 also opens the door to even more graphical upgrades in the future such as DirectX Raytracing, which will allow us to implement the next level of visual fidelity and provide an even richer, more immersive experience for all players. 

    Alongside DirectX 12, we have overhauled how the game calculates the Level of Detail and fidelity for ship meshes, textures, and other objects when they are rendered at different distances from the players’ camera. This improvement will allow our artists to upgrade assets from our previous three levels to as many levels as they desire. It allows assets to smoothly transition from foreground to background, attaining the best balance of performance and fidelity. 

    These LOD changes are designed to scale based on system hardware and settings to ensure the smoothest possible experience for players. 

    Along with this, you will also see an improvement in how the in-game camera calculates what it should render, ensuring that objects out of view are not taking up unnecessary system resources. This improvement will lead to better client performance, especially in busy scenes.

    Career Agent Site Overhaul

    As part of our commitment to providing a more immersive game experience, the career agent mission sites have been given a complete overhaul so that the visual experience in those sites is more in line with the new player experience which has been under constant iteration since its debut in 2021. The placement and appearance of interactable assets in those mission sites have been updated, as well as those in the background. You will also see several structures, effects, and objects that are never-before-seen in those mission sites.

    Steam NewsHeader 1920x622

    One notable inclusion in the revamp of those missions is new decorative asteroid models. They were generated using a novel art pipeline leveraging modern asset creation tools to help improve the overall sense of dynamism in these assets. We’re looking to expand upon this to include additional variations and shader changes in future releases as we continue to evolve New Eden's living universe.

    Asteroid3 NewsItem

    High-Res Nebulas

    The resolution of every nebula background in-game has been doubled, quadrupling the pixel count and increasing both the level of detail and quality of the starscape. The increased resolution of the cubemap also gave us the opportunity to remove unintended seam errors. In addition, the colors of each nebula have been rebalanced to further enhance and modernize your experience in space.

    Nebulas NewsItem

    Sightseeing in New Eden has now become more immersive than ever before! 

    Cloud Cover Updates 

    Speaking of sightseeing, how can we miss the reintroduced cloud cover effects? Previously deactivated due to quality and performance concerns at the time, these cloud effects have been brought back in the June release, with improved appearance and better utilization of our latest tech.  

    Tornado NewsItem

    These vast cloud formations have now returned to fill our skies with swirling gas funnels, raging stellar storms, and claustrophobic elemental vapor. You will now be able to see these effects throughout sites across New Eden, so keep an eye out for space weather in a system near you!

    Texture Compression Improvements 

    Significant updates have been rolled out in the June release that improve all textures in the game. 

    In days of yore, developers needed to be very mindful of memory usage and hardware limitations. A common technique was to save space by using fewer color channels from the textures and packing them together in a single, multi-channel texture. This would save space and reduce the data being sent to the GPU. However, doing this has an effect on the quality of the visuals such as blocky artifacts in the normal maps that are highly visible in specular highlights. 

    These errors were acceptable at the time because of the benefit to memory and processing power, but the technique has become less frequently used as hardware has become more capable. In EVE, texture packing has been removed altogether to ensure these artifacts will no longer appear while also giving a cleaner visual for every asset in game.

    Using unpacked textures also gives us more fine-tuned control when compressing each texture, as we’ve now selected a compression type that is best suited for each of the map types. This has allowed us to improve the overall detail of the in-game assets.

    In short, these upgrades will ensure that ships and stations now look the way our artists envisioned them with no lost details or unexpected rendering artifacts. And the more power we can give to our amazing artists, the more beautiful EVE can become in its third decade!

    Compact Mode in Photon UI

    On our path towards modernizing the EVE experience, Compact Mode has been introduced in June as we continue to iterate and improve Photon UI. You can now enable this mode for select windows such as the Overview, Chat, D-scan and more. With Compact Mode, you will see an improved experience with the UI that is more consistent and easier to grasp – sometimes great things do come in small packages!

    Twitter Newsfeed Copy 1024x512

    We’re continually iterating and improving this feature, and we will be sharing more details on that in a dev blog later this summer.

    Propulsion Sound Rebalance 

    Building an enhanced sensory experience that you can get lost in needs more than just graphical improvements. In service of that, we’ve taken player feedback onboard and further improved the audio experience by allowing you to hear the propulsion modules of those around you. Along with this, the diversity of engine sounds has been expanded to give a more unique auditory experience for a wider range of ship sizes. Because after all, flying a Nidhoggur shouldn’t sound or feel the same as flying a Rifter. This improvement focuses on giving you an enhanced and more balanced sound experience in space.

    In addition to that, sound effects for career agent missions and other cloud covered sites have also seen an update as we continue to create a much more immersive audio experience for players.

    Audio Performance Improvements 

    Speaking of audio enhancement, we’re currently working on how the client handles audio in heavy scenes. The new audio prioritization system will ensure that scenes with a high number of audio objects such as fleet fights will have improved performance while also ensuring a clear and concise audio experience. Sounds at closer distances will be prioritized, and the number of audio events will be scaled based on machine performance to ensure a smoother audio experience for players. We’ll have more to share on this by early fall, so stay tuned!

    Distributed Tracing 

    In order to keep EVE healthy, we know that it's important to address any defects or bugs as quickly as possible. In service of this, we have been continuing the work to improve our tooling and have added improved debugging tools with Honeycomb, helping us find and squash bugs faster than ever before. With this improvement, we are now able to see the root causes of an issue more quickly. In addition, we can utilize distributed tracing to more easily identify opportunities for making EVE faster by finding performance bottlenecks. 

    Future Infrastructure Improvements 

    In the spirit of making EVE faster, we are also actively working on replacing some of the critical infrastructure under the hood, so that in future you will see EVE features become more responsive. But more on this at a later date.

    That about sums things up for now but stay tuned for blogs and streams on topics such as UI to audio as well as game updates in the weeks and months to come, as EVE continues to evolve into the next decade and beyond!

    Fly safe! o7


  • Building the future of EVE
    published on July 4th, 2022 at 03:00 PM

    Evolving Capsuleers,

    It’s been a week since we unveiled EVE Evolved which represents CCP's commitment to continually invest in the foundations of EVE Online, and we wanted to share with you how CCP are continuing the journey of setting EVE up for its third decade. With a renewed focus on the foundational technology that EVE is built upon, our mission is to bring cutting-edge visual and technical capabilities to the EVE Universe. Through this, we can achieve our goal of visceral supremacy, remaining committed to making EVE the most beautiful, immersive sci-fi game ever made. 

    In this dev blog, we will be walking through some of the foundational improvements from the June release. You’ll be getting a deeper insight into what’s changed, what’s coming, and how these updates will enhance your EVE experience in the future. 

    DirectX 12 and Level of Detail

    Twitter Newsfeed Copy 1024x512

    As part of our continuous investments into EVE’s future, we have been hard at work to bring DirectX 12 to EVE in the June release. DirectX 12 will serve as the new foundation for rendering the game on Windows, allowing better utilization of graphics cards, reducing power consumption, and bringing better game performance on supported hardware. 

    While performance is important, releasing a DirectX 12 capable version of the client allows more modern graphical features to be utilized. It lays a better foundation for EVE so that we could bring even more amazing visuals to all pilots in EVE such as the hangar visual updates that are coming this fall. DX12 also opens the door to even more graphical upgrades in the future such as DirectX Raytracing, which will allow us to implement the next level of visual fidelity and provide an even richer, more immersive experience for all players. 

    Alongside DirectX 12, we have overhauled how the game calculates the Level of Detail and fidelity for ship meshes, textures, and other objects when they are rendered at different distances from the players’ camera. This improvement will allow our artists to upgrade assets from our previous three levels to as many levels as they desire. It allows assets to smoothly transition from foreground to background, attaining the best balance of performance and fidelity. 

    These LOD changes are designed to scale based on system hardware and settings to ensure the smoothest possible experience for players. 

    Along with this, you will also see an improvement in how the in-game camera calculates what it should render, ensuring that objects out of view are not taking up unnecessary system resources. This improvement will lead to better client performance, especially in busy scenes.

    Career Agent Site Overhaul

    As part of our commitment to providing a more immersive game experience, the career agent mission sites have been given a complete overhaul so that the visual experience in those sites is more in line with the new player experience which has been under constant iteration since its debut in 2021. The placement and appearance of interactable assets in those mission sites have been updated, as well as those in the background. You will also see several structures, effects, and objects that are never-before-seen in those mission sites.

    Steam NewsHeader 1920x622

    One notable inclusion in the revamp of those missions is new decorative asteroid models. They were generated using a novel art pipeline leveraging modern asset creation tools to help improve the overall sense of dynamism in these assets. We’re looking to expand upon this to include additional variations and shader changes in future releases as we continue to evolve New Eden's living universe.

    Asteroid3 NewsItem

    High-Res Nebulas

    The resolution of every nebula background in-game has been doubled, quadrupling the pixel count and increasing both the level of detail and quality of the starscape. The increased resolution of the cubemap also gave us the opportunity to remove unintended seam errors. In addition, the colors of each nebula have been rebalanced to further enhance and modernize your experience in space.

    Nebulas NewsItem

    Sightseeing in New Eden has now become more immersive than ever before! 

    Cloud Cover Updates 

    Speaking of sightseeing, how can we miss the reintroduced cloud cover effects? Previously deactivated due to quality and performance concerns at the time, these cloud effects have been brought back in the June release, with improved appearance and better utilization of our latest tech.  

    Tornado NewsItem

    These vast cloud formations have now returned to fill our skies with swirling gas funnels, raging stellar storms, and claustrophobic elemental vapor. You will now be able to see these effects throughout sites across New Eden, so keep an eye out for space weather in a system near you!

    Texture Compression Improvements 

    Significant updates have been rolled out in the June release that improve all textures in the game. 

    In days of yore, developers needed to be very mindful of memory usage and hardware limitations. A common technique was to save space by using fewer color channels from the textures and packing them together in a single, multi-channel texture. This would save space and reduce the data being sent to the GPU. However, doing this has an effect on the quality of the visuals such as blocky artifacts in the normal maps that are highly visible in specular highlights. 

    These errors were acceptable at the time because of the benefit to memory and processing power, but the technique has become less frequently used as hardware has become more capable. In EVE, texture packing has been removed altogether to ensure these artifacts will no longer appear while also giving a cleaner visual for every asset in game.

    Using unpacked textures also gives us more fine-tuned control when compressing each texture, as we’ve now selected a compression type that is best suited for each of the map types. This has allowed us to improve the overall detail of the in-game assets.

    In short, these upgrades will ensure that ships and stations now look the way our artists envisioned them with no lost details or unexpected rendering artifacts. And the more power we can give to our amazing artists, the more beautiful EVE can become in its third decade!

    Compact Mode in Photon UI

    On our path towards modernizing the EVE experience, Compact Mode has been introduced in June as we continue to iterate and improve Photon UI. You can now enable this mode for select windows such as the Overview, Chat, D-scan and more. With Compact Mode, you will see an improved experience with the UI that is more consistent and easier to grasp – sometimes great things do come in small packages!

    Twitter Newsfeed Copy 1024x512

    We’re continually iterating and improving this feature, and we will be sharing more details on that in a dev blog later this summer.

    Propulsion Sound Rebalance 

    Building an enhanced sensory experience that you can get lost in needs more than just graphical improvements. In service of that, we’ve taken player feedback onboard and further improved the audio experience by allowing you to hear the propulsion modules of those around you. Along with this, the diversity of engine sounds has been expanded to give a more unique auditory experience for a wider range of ship sizes. Because after all, flying a Nidhoggur shouldn’t sound or feel the same as flying a Rifter. This improvement focuses on giving you an enhanced and more balanced sound experience in space.

    In addition to that, sound effects for career agent missions and other cloud covered sites have also seen an update as we continue to create a much more immersive audio experience for players.

    Audio Performance Improvements 

    Speaking of audio enhancement, we’re currently working on how the client handles audio in heavy scenes. The new audio prioritization system will ensure that scenes with a high number of audio objects such as fleet fights will have improved performance while also ensuring a clear and concise audio experience. Sounds at closer distances will be prioritized, and the number of audio events will be scaled based on machine performance to ensure a smoother audio experience for players. We’ll have more to share on this by early fall, so stay tuned!

    Distributed Tracing 

    In order to keep EVE healthy, we know that it's important to address any defects or bugs as quickly as possible. In service of this, we have been continuing the work to improve our tooling and have added improved debugging tools with Honeycomb, helping us find and squash bugs faster than ever before. With this improvement, we are now able to see the root causes of an issue more quickly. In addition, we can utilize distributed tracing to more easily identify opportunities for making EVE faster by finding performance bottlenecks. 

    Future Infrastructure Improvements 

    In the spirit of making EVE faster, we are also actively working on replacing some of the critical infrastructure under the hood, so that in future you will see EVE features become more responsive. But more on this at a later date.

    That about sums things up for now but stay tuned for blogs and streams on topics such as UI to audio as well as game updates in the weeks and months to come, as EVE continues to evolve into the next decade and beyond!

    Fly safe! o7


  • Building the future of EVE
    published on July 4th, 2022 at 03:00 PM

    Evolving Capsuleers,

    It’s been a week since we unveiled EVE Evolved which represents CCP's commitment to continually invest in the foundations of EVE Online, and we wanted to share with you how CCP are continuing the journey of setting EVE up for its third decade. With a renewed focus on the foundational technology that EVE is built upon, our mission is to bring cutting-edge visual and technical capabilities to the EVE Universe. Through this, we can achieve our goal of visceral supremacy, remaining committed to making EVE the most beautiful, immersive sci-fi game ever made. 

    In this dev blog, we will be walking through some of the foundational improvements from the June release. You’ll be getting a deeper insight into what’s changed, what’s coming, and how these updates will enhance your EVE experience in the future. 

    DirectX 12 and Level of Detail

    Twitter Newsfeed Copy 1024x512

    As part of our continuous investments into EVE’s future, we have been hard at work to bring DirectX 12 to EVE in the June release. DirectX 12 will serve as the new foundation for rendering the game on Windows, allowing better utilization of graphics cards, reducing power consumption, and bringing better game performance on supported hardware. 

    While performance is important, releasing a DirectX 12 capable version of the client allows more modern graphical features to be utilized. It lays a better foundation for EVE so that we could bring even more amazing visuals to all pilots in EVE such as the hangar visual updates that are coming this fall. DX12 also opens the door to even more graphical upgrades in the future such as DirectX Raytracing, which will allow us to implement the next level of visual fidelity and provide an even richer, more immersive experience for all players. 

    Alongside DirectX 12, we have overhauled how the game calculates the Level of Detail and fidelity for ship meshes, textures, and other objects when they are rendered at different distances from the players’ camera. This improvement will allow our artists to upgrade assets from our previous three levels to as many levels as they desire. It allows assets to smoothly transition from foreground to background, attaining the best balance of performance and fidelity. 

    These LOD changes are designed to scale based on system hardware and settings to ensure the smoothest possible experience for players. 

    Along with this, you will also see an improvement in how the in-game camera calculates what it should render, ensuring that objects out of view are not taking up unnecessary system resources. This improvement will lead to better client performance, especially in busy scenes.

    Career Agent Site Overhaul

    As part of our commitment to providing a more immersive game experience, the career agent mission sites have been given a complete overhaul so that the visual experience in those sites is more in line with the new player experience which has been under constant iteration since its debut in 2021. The placement and appearance of interactable assets in those mission sites have been updated, as well as those in the background. You will also see several structures, effects, and objects that are never-before-seen in those mission sites.

    Steam NewsHeader 1920x622

    One notable inclusion in the revamp of those missions is new decorative asteroid models. They were generated using a novel art pipeline leveraging modern asset creation tools to help improve the overall sense of dynamism in these assets. We’re looking to expand upon this to include additional variations and shader changes in future releases as we continue to evolve New Eden's living universe.

    Asteroid3 NewsItem

    High-Res Nebulas

    The resolution of every nebula background in-game has been doubled, quadrupling the pixel count and increasing both the level of detail and quality of the starscape. The increased resolution of the cubemap also gave us the opportunity to remove unintended seam errors. In addition, the colors of each nebula have been rebalanced to further enhance and modernize your experience in space.

    Nebulas NewsItem

    Sightseeing in New Eden has now become more immersive than ever before! 

    Cloud Cover Updates 

    Speaking of sightseeing, how can we miss the reintroduced cloud cover effects? Previously deactivated due to quality and performance concerns at the time, these cloud effects have been brought back in the June release, with improved appearance and better utilization of our latest tech.  

    Tornado NewsItem

    These vast cloud formations have now returned to fill our skies with swirling gas funnels, raging stellar storms, and claustrophobic elemental vapor. You will now be able to see these effects throughout sites across New Eden, so keep an eye out for space weather in a system near you!

    Texture Compression Improvements 

    Significant updates have been rolled out in the June release that improve all textures in the game. 

    In days of yore, developers needed to be very mindful of memory usage and hardware limitations. A common technique was to save space by using fewer color channels from the textures and packing them together in a single, multi-channel texture. This would save space and reduce the data being sent to the GPU. However, doing this has an effect on the quality of the visuals such as blocky artifacts in the normal maps that are highly visible in specular highlights. 

    These errors were acceptable at the time because of the benefit to memory and processing power, but the technique has become less frequently used as hardware has become more capable. In EVE, texture packing has been removed altogether to ensure these artifacts will no longer appear while also giving a cleaner visual for every asset in game.

    Using unpacked textures also gives us more fine-tuned control when compressing each texture, as we’ve now selected a compression type that is best suited for each of the map types. This has allowed us to improve the overall detail of the in-game assets.

    In short, these upgrades will ensure that ships and stations now look the way our artists envisioned them with no lost details or unexpected rendering artifacts. And the more power we can give to our amazing artists, the more beautiful EVE can become in its third decade!

    Compact Mode in Photon UI

    On our path towards modernizing the EVE experience, Compact Mode has been introduced in June as we continue to iterate and improve Photon UI. You can now enable this mode for select windows such as the Overview, Chat, D-scan and more. With Compact Mode, you will see an improved experience with the UI that is more consistent and easier to grasp – sometimes great things do come in small packages!

    Twitter Newsfeed Copy 1024x512

    We’re continually iterating and improving this feature, and we will be sharing more details on that in a dev blog later this summer.

    Propulsion Sound Rebalance 

    Building an enhanced sensory experience that you can get lost in needs more than just graphical improvements. In service of that, we’ve taken player feedback onboard and further improved the audio experience by allowing you to hear the propulsion modules of those around you. Along with this, the diversity of engine sounds has been expanded to give a more unique auditory experience for a wider range of ship sizes. Because after all, flying a Nidhoggur shouldn’t sound or feel the same as flying a Rifter. This improvement focuses on giving you an enhanced and more balanced sound experience in space.

    In addition to that, sound effects for career agent missions and other cloud covered sites have also seen an update as we continue to create a much more immersive audio experience for players.

    Audio Performance Improvements 

    Speaking of audio enhancement, we’re currently working on how the client handles audio in heavy scenes. The new audio prioritization system will ensure that scenes with a high number of audio objects such as fleet fights will have improved performance while also ensuring a clear and concise audio experience. Sounds at closer distances will be prioritized, and the number of audio events will be scaled based on machine performance to ensure a smoother audio experience for players. We’ll have more to share on this by early fall, so stay tuned!

    Distributed Tracing 

    In order to keep EVE healthy, we know that it's important to address any defects or bugs as quickly as possible. In service of this, we have been continuing the work to improve our tooling and have added improved debugging tools with Honeycomb, helping us find and squash bugs faster than ever before. With this improvement, we are now able to see the root causes of an issue more quickly. In addition, we can utilize distributed tracing to more easily identify opportunities for making EVE faster by finding performance bottlenecks. 

    Future Infrastructure Improvements 

    In the spirit of making EVE faster, we are also actively working on replacing some of the critical infrastructure under the hood, so that in future you will see EVE features become more responsive. But more on this at a later date.

    That about sums things up for now but stay tuned for blogs and streams on topics such as UI to audio as well as game updates in the weeks and months to come, as EVE continues to evolve into the next decade and beyond!

    Fly safe! o7


  • Monthly Economic Report - June 2022
    published on July 1st, 2022 at 03:00 PM

    Economic Capsuleers!

    The Monthly Economic Report for June 2022 is now available. For this months MER we continue our work to make improvements to this report. You might notice that today is 1 July, moving forward we aim to deliver the MER in a timely manner in the first few business days of each month.

    The second addition is the new Dark Mode which can be accessed in the raw data in the download link below.

    You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.

    0_produced_vs_mining_vs_destroyed.png

    1_regional_stats.png

    2_destruction_value_by_region.png

    3_asteroid_ore_mined_by_region.png

    3_asteroid_ore_volume_history.png

    3_gas_mined_by_region.png

    3_gas_volume_history.png

    3_ice_mined_by_region.png

    3_ice_volume_history.png

    3_mining_value_by_region.png

    3_moon_ore_mined_by_region.png

    3_moon_ore_volume_history.png

    3_npc_bounties_by_region.png

    4_production_value_by_region.png

    5_trade_balance_by_region.png

    5_trade_balance_m3_by_region.png

    6_trade_value_by_region.png

    7_imports_exports_net_exports.png

    9_sinks_and_faucets.png

    9_top_commodity_faucets_history.png

    9_top_sinks_and_faucets_history.png

    9aa_services_breakdown.png

    9b_money_supply.png

    9c_money_velocity.png

    9d_economy_indices.png

    9ea_index_value_decomp_consumer_price_index.png

    9fa_index_value_decomp_mineral_price_index.png

    9ga_index_value_decomp_primary_producer_price_index.png

    9ha_index_value_decomp_secondary_producer_price_index.png

    10a_ess_regional_stats.png

    10b_ess_mainbank_thefts.png

    10c_ess_reservebank_thefts.png

    To join the player discussion, please visit the official thread on EVE Online forums.


  • Monthly Economic Report - May 2022
    published on June 8th, 2022 at 03:00 PM

    Economic Capsuleers!

    The Monthly Economic Report for May 2022 is now available.

    You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.


    0 produced vs mining vs destroyed

    1 regional.stats

    2 destruction.value.by.region

    3 asteroid ore mined by region

    3 asteroid ore volume history

    3 gas mined by region

    3 gas volume history

    3 ice mined by region

    3 ice volume history

    3 mining.value.by.region

    3 moon ore mined by region

    3 moon ore volume history

    3 npc.bounties.by.region

    4 production.value.by.region

    5 trade.balance.by.region

    5 trade.balance.m3.by.region

    6 trade.value.by.region

    7 imports exports net exports

    9 sinks and faucets

    9 top commodity faucets history

    9 top sinks and faucets history

    9aa services breakdown

    9b money supply

    9c money velocity

    9d economy.indices

    9ea index.value.decomp.ConsumerPriceIndex

    9fa index.value.decomp.MineralPriceIndex

    9ga index.value.decomp.PrimaryProducerPriceIndex

    9ha index.value.decomp.SecondaryProducerPriceIndex

    10a ess regional stats

    10b ess mainbank thefts

    10c ess reservebank thefts

    To join the player discussion, please visit the official thread on EVE Online forums.


  • Building the foundations for an evolved EVE experience
    published on June 2nd, 2022 at 03:00 PM

    As part of setting EVE up forever, we remain committed to delivering continual improvements that make EVE the most beautiful and immersive sci-fi game. Some of those changes are now available on the Singularity test server, while others will be added over the next few weeks.

    Get lost in the sensory experience

    Several visual and audio updates are available to experience on Sisi, including high-resolution nebulas, improvements to cloud visuals and audio in certain areas of space. Engine sounds are also getting an update and rebalance, in particular for other ships than your own. Additionally, an update to texture compression and packing will enable you to experience every asset in the game - including these updated elements - with higher visual fidelity than ever before, and with minimal impact on client performance.

    Before dungeonID4092-Before

    After dungeonID4092-After

    Laying the technical foundations

    Furthermore, in preparation for enabling DirectX12 we are planning mass test next week. DirectX 12 is key to modernizing EVE and laying the foundations for the third decade and is a crucial part of the narrative journey that lies ahead in New Eden.

    A fresh new look for Career Agents

    After their first introduction to New Eden, many Capsuleers engage with Career Agents to help get their bearings. The first phase of the Career Agent update is still underway but will introduce a visual overhaul of all dungeons and environments to make them more visually stimulating and modern. In addition, the Enforcer Career Agent will introduce guidance highlights and tooltips to aid new players, as well as a whole new and modern look for the agent conversation window when using Photon UI. Furthermore you will see the local text messages and other pop-ups move to the transmission window.

    Agent Conversation

    We are taking the Nodegraph editor, originally built for the AIR NPE, and co-opting this technology for missions and dungeons, beginning with Career Agent missions. This will enable more interactive experiences and build up a library of actions and events which will ultimately lead to faster development of new content and experiences. A bright future of scripted and flexible experiences awaits!

    Learnings from this first phase will inform the next steps in the modernization of EVE’s agents.

    Great things sometimes come in small packages

    On our path to modernize the EVE experience, the new Photon UI focuses on improving and modernizing the UI so that it is easy to grasp, even if it remains hard to master. Taking player feedback into account, you can now test out Compact Mode for select windows on Singularity. We prioritized those windows where information density is important, such as the overview, D-Scan, Chat and Fleet windows, People & Places, and more.

    Compact mode

    To enable Compact Mode, click on the "More" button adjacent to the “Close” button in the upper right-hand corner of the active window. From here, select the Compact Mode option from the drop-down menu that appears.

    Make sure to enable Photon UI in the feature preview system on Singularity and provide your feedback on Compact Mode.


  • Monthly Economic Report - April 2022
    published on May 13th, 2022 at 03:00 PM

    Economic Capsuleers!

    The Monthly Economic Report for April 2022 is now available.

    You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.


    0 produced.vs.destroyed

    1 regional.stats

    2 destruction.value.by.region

    3 asteroid ore mined by region

    3 asteroid ore volume history

    3 gas mined by region

    3 gas volume history

    3 ice mined by region

    3 ice volume history

    3 mining.value.by.region

    3 moon ore mined by region

    3 moon ore volume history

    3 npc.bounties.by.region

    4 production.value.by.region

    5 trade.balance.by.region

    5 trade.balance.m3.by.region

    6 trade.value.by.region

    7 imports exports net exports

    9 sinks and faucets

    9 top commodity faucets history

    9 top sinks and faucets history

    9aa services breakdown

    9b money supply

    9c money velocity

    9d economy.indices

    9ea index.value.decomp.ConsumerPriceIndex

    9fa index.value.decomp.MineralPriceIndex

    9ga index.value.decomp.PrimaryProducerPriceIndex

    9ha index.value.decomp.SecondaryProducerPriceIndex

    10a ess regional stats

    10b ess mainbank thefts

    10c ess reservebank thefts

    To join the player discussion, please visit the official thread on EVE Online forums.


  • Fanfest Day Two Wrap-Up!
    published on May 7th, 2022 at 03:00 PM

    News-hungry Capsuleers,

    Day two of Fanfest 2022 has been incredible. It was packed with amazing presentations, roundtables, developer interviews and updates, which means there’s a whole lot more news to share today, following all that was announced yesterday.

    Here you’ll find a round-up of key news, updates and announcements from day two of Fanfest, most of which takes a deeper dive into what was revealed at the previous day’s keynote which you can watch in full here. You can also catch up on lots of Fanfest content over at CCP TV.

    LOTS MORE ON FACTIONAL WARFARE

    Fanfest day-two provided a chance to learn a little more about factional warfare. This will involve iterating on and improving content and systems such as structure mechanics, territory control, ship and fleet balance, activities, faction warfare complexes, and amazing new 'battlefield' sites.

    The goal with these improvements is to create meaningful, dynamic geography in New Eden, reward player loyalty to their chosen faction, make players’ choices have greater impact in the factional warfare context, create lots of new content for pilots of all kinds, and encourage more of you to become part of shaping the player-driven stories the new factional warfare system is designed to create.

    As you can see, there’s a lot going on. That’s why, as we work on this, we're putting lots of care and consideration into making sure all the new factional warfare elements work together as a cohesive whole that balances effort, risk and reward. We're also putting player interaction first, meaning the new factional warfare framework is designed to bring players together in ways that see different playstyles and approaches combine to deliver truly memorable and distinct experiences.

    We'll also be introducing a new system for creating allegiance and loyalty to bring the best out of factional warfare. You’ll be able to declare allegiance to a faction – all without needing to leave your corporation. This system is separate from (but connected to) standings.

    You’ll also see that NPC factions will set their own goals, adding to the dynamic, ever changing experience factional warfare will soon offer. Players allied with those NPC factions will be rewarded for helping them achieve those goals – and success or failure will never be pre-determined.

    Ultimately, the new factional warfare system will let you share in your organization's successes by joining in with more of their endeavours. You'll be rewarded for your loyalty too. So, get ready to ally with your Empire of choice (perhaps even a Pirate faction!).

    DYNAMIC FRONTLINES

    180 total star systems form the setting of current factional warfare, with each being entirely equal in terms of gameplay. Now it’s time to mix that up! Factional warfare star systems which border an enemy controlled system will become clearly marked on the in-game map, making it easier to identify and get to the real action. There you will find better rewards, faster turnover than seen in other systems, and more unique, added content. Meanwhile, the existence of uncapturable Highsec systems will ensure there is always a frontline, even if the warzone is dominated by one side.

    SET YOUR FACTIONAL WARFARE GOALS!

    Each faction will have its own agenda and be able to declare objectives to see them achieved. The nature of these objectives will be introduced through narrative elements, while we make sure the victory conditions will be explicitly clear. Players who assist their allied faction in achieving stated objectives will be generously rewarded.

    And by adding new gameplay experiences via factional warfare, we can service a wider range of interests and types of pilots. That means bringing more people – and more life – into the warzone, which in turn will be supported by new goals, new activities and new content.

    The work here is ongoing, and we are carefully examining and exploring how new factional warfare objectives could include activities such as warzone logistics, battlefield salvaging, hacking, espionage, and more!

    REBALANCING STRUCTURES

    A lot of changes are coming to structures, with a focus on motivating more attacks and interaction. Future adjustments will ensure the era of near instant replacement of destroyed FLEX structures comes to an end. We’ll also be working to offer more open tactical windows before defenders can replace them. Capital ship re-tether time will also be adjusted to more appropriately scale with their larger HP – again, with a view to improving interactions with structures. We’re also putting a lot of care into improving gameplay and counterplay around ansiblex gates. And we will continue to replace POS functionality, in terms of forward operating bases with limited capacity and services.

    NARRATIVE DRIVEN DESIGN AND NARRATRIVE ARCS

    New narrative arcs are being introduced to EVE. Each arc will tell a cohesive story in which you play an important role in helping decide the outcome.

    Each arc features a steady stream of narrative-driven events and content that ultimately leads you to a climactic moment that reveals a significant change to New Eden.

    To deliver the absolute best arcs possible, we’ve been taking a new approach of narrative-driven design. It’s a method shaped to deliver more moments where you take a part in a story unfolding on a grand scale that leaves permanent marks on New Eden. That means your decisions, actions and allegiances help determine the outcome. Many new features will be introduced through narrative arcs too, with some focussed on bringing you a more meaningful sense of belonging to your faction.

    In other words, arcs do more to make you an important part of the future of New Eden.

    EXPANSIONS ARE MAKING THEIR RETURN

    We’re reintroducing expansions to EVE. Going forward, expansions will become the major content releases in EVE. They will contain big content moments presented as immersive arcs, new features, significant tech evolutions, art and audio enhancements, and much more. However, a key difference here with this new era of expansions is that you can still expect a steady stream of releases, seasonal events, challenges, story progression moments, and balance changes in between. You can expect the first in this new era for expansions is coming in Q4 of this year.

    MORE ON HERALDRY AND INTERBUS CREDITS

    The coming heraldry system lets you show off your achievements by displaying logos, visual changes to your ships, holograms that reflect your social standings, killmarks, structure skins and other customizations. You’ll be able to purchase those items with InterBus credits, which are earned by doing activities in-game. Those activities could be as simple as a daily challenges or events, or something more complicated. In almost every case, the activities will be focused on the social and interacting with fellow pilots.

    To go along with this there’s a new unified fitting window coming that will combine heraldry and modules.

    We’re also aiming to establish strong, healthy corporations, giving their members plenty of activities and goals, while providing more tools for corps to recruit, train and retain new pilots as they grow their member base.

    We’ll also be helping corp leaders streamline their corp’s activities by making InterBus credits, taxable (though they won’t be tradable). We’ll also be giving corporations the tools to automate these arduous bookkeeping tasks with two optional taxes, LP Tax (on earned LP) and Value Tax (on sold goods on the market), in addition to the new Spreadsheets in Space tool mentioned in yesterday’s keynote that exports data directly from EVE into Microsoft excel.

    This is all to help strengthen corporations in New Eden.

    MADE BY PLAYERS FOR PLAYERS

    A new program will soon be introduced allowing you to manufacture or purchase items, making them available for other players to purchase. Players who participate will be rewarded with heraldry, which unlocks many cosmetic items that help you establish your individual and alliance identity in New Eden. This is all aimed to lean into EVE’s player-driven economy and provide more avenues to participate in the economy, and be rewarded.

    EXPLORATION OF OTHER QoL IMPROVEMENTS

    Improvements to several other aspects of EVE are also being explored, including balance changes to many different ship classes (including navy ships), adjustments to station jump clone cooldown, improving the readability of maps, and applying a clearer focus on reducing ganking to make PvP gameplay in Highsec more equitable and fun for all players.

    DAY 2 IN CLOSING

    All these new updates and features are focused on making EVE even more of a living online universe that unites the players that shape it, with New Eden existing as a vibrant, dynamic metropolis that is influenced by factional warfare and narrative arcs. We’re bringing more content, more experience and more ways to play – and we want our amazing and diverse spread of pilots to all get more from every moment they put into EVE.

    There have been so many great presentations and discussions all day and we hope you get the chance to catch up on all the fun on CCP TV

    Otherwise, we’ll be sure to see you at Jita 4-4. Either at the Top of the World, or in New Eden.

    Fly Safe!


  • Siege Green
    published on April 13th, 2022 at 03:00 PM

    Capital Capsuleers,

    A new update is now available to test on the Singularity test server bringing sweeping changes that are sure to shake the landscape of capital combat and structure defense.

    For starters, the blueprints of industry components used to manufacture battleships, capitals, and supercapitals will be adjusted to lower manufacturing times and costs. Dreadnoughts, in particular, will see their costs become significantly cheaper, giving you more chances to use them in space without as much impact on your wallet.

    You can find all the juicy details on the EVE forums so head over and check them out, provide your feedback, and join the conversation!

    After you’ve built your brand-new ship, you’re going to want a SKIN for it. Be sure to browse the New Eden Store as a plethora of cosmetics will be returning for battleships and capitals. You can get your hands on SKINs such as Raata Sunset, Ghostbird, Glittering Dream, Lavacore, and more from 14 April.

    EVE News 820x

    Further updates to Structures

    In addition to blueprint tweaks, Upwell structures will be receiving significant changes to reinforcement mechanics and timers as follows:

    • All Upwell structures will have their shield damage cap removed. (Armor and hull damage caps remain in place)
    • Medium structures will have their hull reinforcement timer removed.
    • +100% to medium structure shield hitpoints.
    • +25% to large and extra-large structure shield hitpoints.
    • -75% hull hitpoints for medium structures.

    These changes are aimed at creating more interesting gameplay around attacking and defending medium structures such as an Athanor or Astrahus. Groups making use of Upwell structures will need to be more strategic in their placement and will be under more pressure to valiantly defend against attackers.

    Removing the shield damage cap from all Upwell structures will help quicken the pace towards more meaningful content rather than an uneventful shield bash. Additionally, following on from recent updates to structures, this will help return the role of structure bashing to dreads without locking them in for six siege cycles.

    By removing the medium structure hull reinforcement timer, armor reinforcement becomes the only timer. Accordingly, medium armor timers will now obey the following schedule:

    • Highsec: 4.5 days ± 3 hours
    • Lowsec & Nullsec: 2.5 days ± 3 hours
    • Wormholes & Pochven: 1.5 days ± 3 hours
    • War HQ: 24 hours

    After this, you will be able to bash both armor and hull in succession. This means that if you want to defend your medium structure then you must do so on the armor timer as there will not be a second chance.

    Low power structures will still retain their single armor timer, similar to full power structures. Remember, though, that if left low power for a week then it will enter an abandoned state!

    With the structure updates now available to test and more still to come, this is the perfect time to begin scheming and planning your carnage. And with the capital blueprint changes, dreadnought pilots can siege green while being safe in the knowledge that the wheels of industry have their back. So, get out there and bring on the wrecking machine!


  • Monthly Economic Report - March 2022
    published on April 12th, 2022 at 03:00 PM

    Economic Capsuleers!

    The Monthly Economic Report for March 2022 is now available.

    You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.


    0 produced.vs.destroyed

    1 regional.stats

    2 destruction.value.by.region

    3 asteroid ore mined by region

    3 asteroid ore volume history

    3 gas mined by region

    3 gas volume history

    3 ice mined by region

    3 ice volume history

    3 mining.value.by.region

    3 moon ore mined by region

    3 moon ore volume history

    3 npc.bounties.by.region

    4 production.value.by.region

    5 trade.balance.by.region

    5 trade.balance.m3.by.region

    6 trade.value.by.region

    7 imports exports net exports

    9 sinks and faucets

    9 top commodity faucets history

    9 top sinks and faucets history

    9aa services breakdown

    9b money supply

    9c money velocity

    9d economy.indices

    9ea index.value.decomp.ConsumerPriceIndex

    9fa index.value.decomp.MineralPriceIndex

    9ga index.value.decomp.PrimaryProducerPriceIndex

    9ha index.value.decomp.SecondaryProducerPriceIndex

    To join the player discussion, please visit the official thread on EVE Online forums.


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