Devblog – Metaliminal Storms


On August 4, CCP Fozzie released a forum post containing details of a new effect coming to Eve Online within the next month. The new effect is known as Metaliminal Storms, and is basically space weather.

This concept was brought up in a presentation at Eve Vegas last year, and was also discussed in the CSM minutes in September 2019.

According to CCP, the backstory for these storms is that the Triglavians have been carrying out stellar manipulation throughout Empire Space, and capsuleers have been using filaments. This has caused spatial instability outside of Empire space described as “Chaotic storms of Abyssal energy.”

Metaliminal Storm Effects

These storms will spawn in a system before spreading out to affect systems within three jumps. The Strong effects will be seen in the spawning system and one jump out. Systems two to three jumps out will see the weak effects. The systems affected by Strong storms will have the extra sites listed above spawn in them.

There will initially be eight storms spawning in nullsec, two of each type. The storms will move around nullsec slowly, with the centre moving every one to two days. The centre will move by one jump each time and will be controlled by an algorithm that should (hopefully) prevent storms cycling round the same area unless it is impossible for them to avoid it. This would occur in dead-ends or pipes where there is only one exit to a system.

CCP have also stated that these four types of storm are just the initial ones, and they will add and remove storm types over time to “keep things fresh.”

Notable effects in this first round of storms are the reduction in remote shield/armor rep with the Gamma Ray storms, and cloaking being disabled under the Electrical storms.

The changes will be on SiSi soon, and are slated to hit TQ next month.

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  • WillG

    Good plan CCP. Make sure even new players need 8 different ships to be useful.

    August 5, 2020 at 2:05 PM
    • Rammel Kas WillG

      This is likely to impact less organised groups more than the big ones yes.

      August 5, 2020 at 2:35 PM
    • Nate Hunter WillG

      There’s only 4 flavors, a great soul on reddit did the math and any given system should only see effects about 2% of the time about 10 days per year of any given system effected. Rare enough that players won’t need to adapt, kind of like FOB and Insursions if you don’t feel like dealing with them, just go somewhere else for a few days.

      August 5, 2020 at 4:15 PM
      • Rhivre Nate Hunter

        The 4 flavours are the initial ones only. Whether they keep them at 4 with 2 of each spawned at a time as they add new ones will be something we see later.
        But even if they increase it unless you are really unlucky and it gets stuck in your pipe for a bit you won’t see them much

        August 5, 2020 at 4:45 PM
  • Alaric Faelen

    I am all for making space- especially high sec- more dynamic. This is essentially WH effects brought to K space. Seems like the Trig content stalled at a single system being taken. I knew CCP wasn’t going to drastically impact high sec with that, but it’s nice to see some new elements being introduced there.

    August 6, 2020 at 8:19 PM
  • Once again, Fozzie’s game design team more concerned with gimmickry than fixing larger structural issues. Another dumb “feature” nobody needs, while we’re still stuck with sov wands and a ship meta where there are almost no viable ships between cruiser-size and capitals.

    August 7, 2020 at 9:36 PM