Community Announcements - EVE: Valkyrie Official


Report in, Pilots.
A new Wormhole opens up each week and runs from Friday through to Sunday. Lean more about Wormhole events here
Community Announcements - EVE: Valkyrie Official
It’s that time of the month when we serve up a nutritious portion of gaming advice via the medium of video. For our latest video tutorial, we’re taking a look at the heavies and more specifically, the Micro Warp Drive (MWD).

Heavies are fairly sluggish beasts, but this characteristic is mitigated by the MWD, which enables these tanks to travel short distances at very great speed. You might think that the primary advantage of this would be getting out of a sticky situation and into nearby cover, but the MWD can actually be used in a variety of situations.

Have a gander at the video below and you’ll discover how to use the MWD to get into and out of the action, and even pull a feint on your enemies.

Once you’ve familiarized yourself with the wonderful world of warping, head over to our in-depth guide to piloting the heavies on all of EVE: Valkyrie's maps.

Enjoy the vid, fly fast and safe!



https://www.youtube.com/watch?v=EAMEgsnXgkc
Community Announcements - EVE: Valkyrie Official


Let’s face it, a Valkyrie pilot without a ship is like a plumber without a wrench… useless. Thankfully, we have people like Chung Wong, member of CCP's Newcastle development team and designer extraordinaire of space craft. For the latest in our series of developer focused interviews, we caught up with Chung to find out how one might become a spaceship designer in the first place and the process involved in getting our beloved Valkyrie ‘kites’ from the drawing board out into the void.

Let’s start with you, Chung. Admittedly we haven’t done the research but we’re pretty sure spaceship design isn’t on the average national school curriculum. What inspired you to follow the path to what you do now?

I’ve always been hopelessly addicted to videogames. At a young age, it was all about playing the latest games I could get my hands on. When the PlayStation launched, games got more mature and started to really hit the mainstream. Games like Resident Evil looked great at the time. I thought to myself "I’d love to have a career in this sort of thing." I had no idea what that involved back then, but the seeds were sown.

Did you always want to work in 3D design or are you from an illustrative/fine art background? What’s been your journey?

I always wanted to work in a creative environment. At college, I studied Illustration. I remember being surrounded by like-minded individuals. I realized that this was a realistic opportunity to really apply myself. After two years of traditional training, I decided that 3D was the route for me and went to University to study Digital Media. When that ended, it was all about portfolio building in between part time jobs. Forums such as Polycount and Gameartisans helped hugely as there is a great community that is always willing to lend a hand.

Where do you begin when designing a Valkyrie ship? Sketch? EVE blueprint? Just a flash of inspiration?

Like with most things, the ship designs start with the game designers. They design what the ship’s attributes are, talk about ideas and pass them over to the concept artist. The concept artist will then create block outs and drawings. There is always a back-and-forth element to this process to ensure the designs make sense. Once this stage is over, we (the 3D artists) turn concepts into 3D assets, which are then implemented into the game.

After the initial idea, what’s the next step in getting the design from paper into a workable form for the game designers? What are the tools you use in these initial stages?

When 3D artists get the concepts, this is where our main work begins. We start by blocking in the main forms with 3ds Max being our main program and that is where the bulk of the work is done. The asset (or ship in this case) is usually built to its most basic form, that’s minus all the small details. I tend to add the fine details in Zbrush (a super-fun 3D sculpting package), Substance or DDo. It all depends on the asset and the amount of time I have to spend. Afterwards, the asset gets unwrapped so textures can be created and applied. Textures are created in tools such as Photoshop, Substance and DDo. There are lots of processes in creating a final game asset.

Do function and capabilities of a ship inform the way it looks? Do you have to consider weapon placement, the bulk of the ship and its form?

Functionality is certainly something that is placed under consideration. I find designs that have purpose tend to create the better-looking ships. Take the Spectre (heavy class) for example. We wanted a ship that looked and felt heavily fortified. So we really focused on the armour design, we researched tanks and other similar vehicles and looked to incorporate elements into our own designs. The weapon assets had to be balanced to suit the ships, as well as follow the weapon designs. The Flak cannon (on Spectre) was head tracked. This meant that the weapon had to be mounted somewhere on the ship that gave the weapon enough leeway to aim at targets, but also make sense aesthetically. Of course, this process involves a lot of testing and can involve further design tweaks.

Finally, we’re sure you can’t reveal too much about what you’re working on next, but what are you looking forward to in 2017 in terms of design challenges?

Unfortunately, I cannot delve too deeply into what we are working on at the moment. We are constantly working on updates and content and have some exciting updates in the not too distant future.

So, watch this space. Many thanks, Chung! Your insights will, doubtless, inspire many other young designers to follow in your footsteps.

If you want to find out more about the fascinating processes involved in making a complex game like EVE: Valkyrie a reality, you should tuck into some of our other Dev Focus articles. A great place to start is our chat with Valkyrie concept artist Luc Fontenoy.

Fly safe out there pilots, and remember to enjoy all the sights and sounds of New Eden, a lot of work went into it.

Community Announcements - EVE: Valkyrie Official
Community Announcements - EVE: Valkyrie Official


What a weird and wonderful month it’s been for Valkyrie pilots. Since EVE: Valkyrie’s major Wormholes update went live on February 15th, our flyers have been experiencing some truly bizarre twists on the regular Valkyrie formula every weekend, with each new wormhole event delivering a twisted new take on New Eden’s environments.

Not yet had chance to try out a wormhole? Or have you only just joined the EVE: Valkyrie community? Then let’s take you through what’s been happening in the wormholes so far.

What is a Wormhole?



A wormhole is a rift in space that leads to an alternate version of the EVE: Valkyrie universe. On flying through a wormhole’s conduit, players find themselves in starkly different and corrupted versions of the Valkyrie maps they know and love. Physical structures can appear warped almost beyond recognition, environmental conditions are altered and, crucially, the gasses that permeate the wormholes have peculiar effects on the game’s ships and their weapons.

A new wormhole opens up every Friday through Sunday and while it’s open, players can dive in and play as much as they like. Once inside, players can pick up experience and VISK without their performance going on their permanent record. At the end of play Sunday, the wormhole - being an unstable beast - collapses in on itself, never to be seen again.

Where do I find it?



It’s easy. As soon as a wormhole opens up, you’ll notice a spooky orange glow just above the main menu screen (pictured below). Focus on that glow and you’ll be given access to the latest wormhole, along with a few details of what to expect plus the ship loadouts available. Yes, ship loadouts. One of the oddities through the wormhole is that you don’t have access to your hangar full of ships. You get what you are given, so you'll have to adapt to the situation.

What Have I Missed?

The first four wormholes have proved extremely popular with their variety of unique challenges and visual oddities. Here’s what’s been happening in the alternate version of New Eden so far.

Week 1

  • Wormhole: 13A/651-70JG5
  • Map: Cathedral
  • Ship loadout: Wraith, Dominator, Sentry, Goliath
  • Game type: Team Deathmatch
  • Details: Dubbed ‘Salvage Collector’, EVE: Valkyrie’s first wormhole featured a horribly corrupted version of the Cathedral map and ships that dropped three bits of salvage when destroyed, so it became a race to suck up all the spoils.


Week 2

  • Wormhole: 82A/134-53LC5
  • Map: Necropolis
  • Ship loadout: Sentry, Siren, Phantom, Revenant
  • Game type: Control
  • Details: A deliciously cruel wormhole. There was only one control point, instigating a constant back-and-forth battle to secure it in a map littered with mines that destroyed you on contact.


Week 3

  • Wormhole: 01B/555-51JX5
  • Map: Fire Forge
  • Ship loadout: Wraith
  • Game type: Control
  • Details: There was no shield modifier in this wormhole, so pilots were faced with the terrifying prospect of having to survive as long as they could merely with what they had.


Week 4

  • Wormhole: 70C/322-42JW6
  • Map: Ice Forge
  • Ship loadout: Displacer, Sentinel, Accord, Aegis
  • Game type: Team Deathmatch
  • Details: Boost speed was doubled and capacitor recharge rate increased, for a fast and ridiculously furious battling experience.


Lost in time, like tears in rain…

That’s right, once a wormhole is gone, it’s gone forever. But dry your tears! While we won’t be able to play them anymore, they will live on in the memories of our pilots and, to a degree, right here. We plan to document all the wormholes as they come and go for posterity. Each month, we’ll take a look back at what has gone before and we’d very much like to hear from you, our beloved pilots, about some of your experiences in the wormholes. Either sign up to our forums and get chatting, or hit us up on Twitter via #evevalkyrie, #wormholes and #PS4share.

Our original 'designing the future' thread is constantly throwing up some amazingly creative ideas from the community for future wormholes so head over there and add your own dash of color to the convo:




Also, we’re lucky enough to have people like SalsaKetchup (the community member who recently wore slippers on his ears while playing Valkyrie for charity), who keep a living record of the wormholes for us, just for the sheer joy of doing so. His musings on the latest wormhole are below, so be sure to check out his YouTube posts as they appear.

https://www.youtube.com/watch?v=0w47W-C76U0
Community Announcements - EVE: Valkyrie Official


Have you been to the movies recently? Nah, of course not. Why spend time in La La Land when you can hang out in New Eden.

However, in between actually playing the game and shedding blood, sweat and tears (well... maybe not the blood, thinking about it) to rip your way up the rankings, might we advise that you sit back and relax into a little session of passive video-watching action.

Click on the ‘videos’ tab at the top of evevalkyrie.com and you’ll be transported to a treasure trove of visual treats offering not only some smashing game footage, but invaluable tips and tricks too.

In this section of the official EVE: Valkyrie website, you’ll find a back-catalogue of trailers from our various update launches, behind the scenes footage including voice recording from the amazing Katee Sackhoff (she plays Rán Kavik in the game), plus a whole series of video tutorials that will help you get to know the game and improve your combat skills.

Head over to the videos page right now to check out what’s on offer.

To get you started (particularly if you’re a rookie), head straight to the tutorial below that helps you get match fit for your life as a Valkyrie pilot.

Fly, my pretties, FLY!

https://www.youtube.com/watch?v=NyzmtYnkXhw
Community Announcements - EVE: Valkyrie Official


Please confirm, Pilots.
Community Announcements - EVE: Valkyrie Official


No, your flight suit hasn’t shrunk in the wash and no, your controller isn’t
malfunctioning. These are symptoms of a condition known as PiLaRS, or Pilot Laurel-Resting Syndrome. It means you’ve not been pushing yourself hard enough, so we’re here to remedy that.

As in previous months, we have three challenges for you. You can attempt any or all of them and we want you to share screens, vids or GIFs of your attempts over on our forums and via Twitter using #EVEValkyrie.

So, jump to it! Get those pampered baby-soft hands on the stick and show us what you’re made of.

Challenge #1 – Going for the Treble

During any viable team deathmatch situation (and by viable we mean it contains the necessary mix of ships) we want you to consecutively kill a fighter, a heavy and a support ship, in that order, without dying and performed as quickly as possible. Timer starts on exiting the launch tube and stops when the dust has settled after the third kill. Think you’re up to that? Then you’d better crack on and prove it.

Challenge #2 – Kill Streak

This next one was suggested by heavy pilot and community contributor Nydwen, whose recently published guide to Valkyrie’s maps has been helping new pilots up their game. The suggestion is that in a Team Deathmatch environment, pilots (that’s individuals, not as a team) try to rack up a kill streak as large as possible. Count up consecutive kills until either you die or the match ends, whichever occurs first.

We like it. That’s the sort of thing to stoke up the competitive spirit.

Challenge #3 – The Ramsay Bolton Manoeuvre

Granted, Ramsay Bolton Manoeuvre (or the RB) is an odd name, but we’re assured by our pilots that it is indeed a ‘thing’. The aim of this tricky move is to destroy all of a carrier’s turrets leaving it defenceless on a single pass. It’s not a solo mission, you can do it as a team. It takes great team co-ordination and a steely determination so prepare to have your skills firmly tested.

We could probably use a snappier title for it though. Single Pass Turret Takedown, or SPATT… no, that’s woeful. Let’s stick with the RB.

The ball is most definitely in your court now pilots, don’t let us down.


Fly Safe!
Community Announcements - EVE: Valkyrie Official


This Wednesday EVE: Valkyrie will receive a small patch (2017_R1.1) containing a reset for the EVE: Valkyrie League Alpha, and many performance improvements and bug fixes.

Feature Reset: EVE: Valkyrie League Alpha

As part of our continuing work on the Valkyrie Leagues Alpha, we’ve taken your feedback on board and updated our League score calculation. With this update, all current League scores will be reset, and we’ll need players to take some time playing PvP matches while the new League calculations get to work.


This feature is still in Alpha, and we’re committed to using your feedback to help us keep improving it, so please do keep an eye on your new League score as it progresses and let us know your thoughts!

In addition to our work on the Alpha Leagues feature, we have a range of improvements for matchmaking, general game play and various bug fixes - you can read the full list of improvements and patch notes here
Community Announcements - EVE: Valkyrie Official


Something very strange is happening on the other side of the conduit. Pilots who have been flying through this week’s wormhole have been finding themselves in a bizarre version of the Forge map, dubbed the Fire Forge. It is an insanely busy and hellish place, all fire and brimstone and more asteroids than is strictly healthy.

But it’s more than just a head-spinning cosmetic makeover. The Fire Forge plays host to a frantic Control mission that’s standard insofar as you have to secure the three control points. However, the difference here is that there is a ‘no shields’ modifier, so the health you have doesn’t regenerate. You have to last as long as you can with what you’ve got.

Interestingly, there’s no multiple ship loadout on this one either. It’s Wraiths only. A Wraith Rumble, if you like. It’s a desperate and thrilling fight for survival, it’s hugely competitive and because of the lack of health regeneration, there are plenty of opportunities to prey on the weak.

Oh, and as in previous events, random respawns make for some interesting launches. Faceplanting an asteroid immediately after launch is not a rare occurrence, so pay attention.

If you haven’t tried this week’s wormhole yet, get a move on. It’s going to collapse at the end of the day.

Are you new to wormholes? Better bone up on them with our handy Q&A.

Good luck!
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