Meanwhile on reddit

I jokingly posted some ideas for a future Eve on Reddit. The post is here. Let me copy the content of the post. The question is “It’s 2022. What’s happening in Eve?

  • there are no tech-4 ships (yet). There are however Tech-3 modules which are exceptionally rare, are difficult to trade, have very intricate and confusing benefits as well as striking drawbacks.
  • All ship models for all ships, as well as Citadels, have been overhauled – primarily focusing on animation and rendering of “close up” structures – that is, if you fly very close to a station more detailed close up structures render in view and make the experience a lot more aesthetic.
  • all grandfathered stations have been completely redesigned and look awesome, extending the improvements offered by citadels, with multiple docking bays, varied docking and the option to exit the station from a specific angle.
  • inside stations environments have been completely revamped and upgraded. When you are docked you see you ship in a docking clamp, with umbilicals and bridges and robotic activity. When you insert a feature in a ship, this now takes a small amount of time and you literally see the feature being embedded in the vessels before your eyes, i.e. deckplates being opened and robots working inside the ship for some 15-30 seconds. This is beautiful to see. When docked you see other ships that are docked. Docking is now realistic and *there are docking limits for stations for small stations vis-a-vis large ships. In other words, small stations will allow only a limited number of capital ships docking, etc. I.e. a LOT more realism and persistence.
  • there will be a new mining mechanic involving a mass project, involving an alliance, where a small moon is detonated in to a humongous and very volatile mine swarm.
  • ship crews have been announced and implementation is under development. The new emphasis on ‘people’ in eve creates for a plethora of new narratives, mechanics, interaction models and game affordances. There are a lot more NPC mechanics, NPC territorial disputes, a lot of NPC system traffic. You can pirate NPC cargo ships, and new cargo ships have been introduced. There is a new ablation layer to ships (shields, armor, structure, crews) and it is under rare circumstances possible to destroy a crew, leave the ship somewhat intact – so the ship can be boarded – these features are introduced too slowly, too cautiously by CCP.
  • there is now an in-game wikipedia that describes planets, offers lore and background fiction, describes systems and their history. This is a very popular feature and CCP allows players to propose lore to the wiki, and you can literally watch history of systems (and occupation by alliances) affect the history thread in the wiki. These stories are actively read outside the game and become a major recruitment feature drawing in new subscribing players.
  • stellar systems have been massively revamped in favor of astrophysical realism. That is – a whole bunch of new planets that follow current as well as evolving understanding of real-world astrophysics . There are temperature ranges in systems from hot to temperate to cold to cryogenic, each zone having profound effects on ships features. THis has major effects on occupation of systems (say – certain ship categories function a lot better in the kuyper belt of a system whereas completely different vessels are benefited in the inner zone of a system. New categories of ships monopolize on these system zones, including specialized categories that operate near jovian planets – which now are an awesome and intimidating part of the game, with deadly radiation zones. Fleet activity near a large gas giant (or even worse – a brown dwarf) functions completely differently.
  • there is a system with a black hole (neutron star, wolf-rayett star, multi-star system, giant red star on the verge of exploding) with a massive accretion disk in realistic, credible and awe inspiring graphics. These “exotic systems” are a damn lot more realistic and game play challenging than the current “underwhelming” crop of exotic systems and are intensely popular places to explore, and a lot more dangerous. Most these systems are part of the now extended range of wormholes (although some are also situated in nulsec) that runs from 1 to 10. Level 10 systems are near impossible to survive for any lenghh of time by even the most well-equipped and experienced players.
  • there is a completely new environment that allows combat “under very extreme circumstances”, i.e. something like subspace or warpspace. In this environment there are dangers, strange artefact NPC’s, and a great way to destroy new ships
  • a fairly new feature of the game involves players with new 3D design and VR technologies, acting out major scenes of drama in real time that are treated as major parts of the game lore. You can now watch alliance commanders in game give instructions, motivational speeches, etc. There is a new school of “eve online acting”, where people enact key scenes. These scenes are occasionally introduced as critical backstory machinima in the game lore wiki. To the chagrin of CCP these machinima are abused for VR porn, and for some reasons these feature a lot of futanari scenes.
  • the amount of ships has increased significantly, extending to a lot of NPC vessels, a second tier titan (which is hyperspecialized) and a range of T3 variants of established ships.
  • there is a range of very cheap ships that offer no skilled bonuses – these vessels are used by NPC’s.
  • the balance of powers has been largely disrupted by an NPC faction, probably jovians. Planets have been destroyed, systems have shifted alliance, there’s a large patch of neutral and destroyed systems inside highsec space, controlled by Jovian occupyers. These have an “understanding” with the four empires.
  • there might be a fifth faction in addition to amarr, gallente, Minmatar, caldari.
  • there is a range of a few dozen citadels with very intricate, hyperspecialized and quite beautiful citadels. There are factional citadels. There are citadel skins.
  • You can order content from CCP collaborative design agencies. The design agencies approve content by these contracted agencies (such as ship skins, factional ships – such as Goon faction frigates) and players are able to express their design, third parties produce the item, propose features to CCP, and CCP decides if they are good to introduce. This feature works fairly well – the new vessels start out weak (low bonuses) and gradually the bonuses increase to the point of consolidation and stablization.
  • There is a new way to travel, say a giant artefact ship asd big as a station. This ship goes around in circles through a few dozen systems. You can dock inside this massive structure, and get teleported from system to system, whereupon you can disembark. This allows players to reach systems that can not be reached by ordinary methods.
  • A few rooms have been added in “ambulation”. These are “low hanging fruit” solutions to the otherwise dead-end of ambulation. These features are very popular and very useful, but limited.
  • Players can invest in to massive trade, commerce, industrial, servicing structures on planets, or as systemic and visible add-ons to citadels. These add-ons require very esoteric and intricate skills and are thus quite difficult to realize. A citadel is can now be studded with a range of servicing entities (with visible objects) that offer a massive and wide range of services, tricks, specialties, benefits, etc. Players can rent citadel real estate, make profit in this manner, and often players are hired to service citadels in a very rare manner.
  • some features of the game are now played on handhelds, phones and other environments. These are unpaid and serve to hook in new subscribing players – and this genius strategy by CCP actually works, believe it or not. Where in 2015 people were playing pokemon and ingress, many people world wide now play similar game that actively mesh in to the Eve Online universe. You can see kids in high schools now occasionally discuss the merits of certain Caldari ships or more arcane aspects of eve space.
  • Players can rent mercenary NPC factions, after attaining respectability in such organizations, and can instruct NPC action – such as incursions, a high NPC pirate presence, etc. These “puppeteer” actions remain elusive and mysterious, and you never know if there’s a faction behind an incursion or whether it’s just random NPC hickups. These power games are becoming a rather important part of the game.
  • There have been added several completely new gameplay modes, that draw in new prospective players. These features are strikingly novel, mesh fine with established gameplay, and have resulted in a steady increase of new players. Many of these new subscribers ignore the staple of eve (spaceship pew) and focus on these new gaming models (and hence, skill structures) and at times benefit, bewilder, hinder or plan old annoy established player power factions. A Very popular feature introduces trade, traffic, exploration, commerce, transport, servicing with a whole category of new (and relatively small, frigate sized) ships, that function inside the game with a by and large new gameplay philosophy and ship interface.
  • CCP is now a widely admired, competent, a lot bigger game company. Paying subscribers have doubled since earlier peak concurrency. Players are now more satisfied with service, game design and affordances. Eve is Great Again.What do you think?
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