![]() Never mind how little fun it is to be one ship in a fleet of hundreds, sundered by a doomsday device. [Space-footnote! Death Star-sized ships equipped with doomsday weapons might sound like the coolest feature ever, but the reality of them was a big, fascist boot-print on the EVE landscape, despite them taking months and thousands upon thousands of man-hours to build. SK: It really broke with the release of Dominion in 2009. RPS: Supercapitals have been a bone of contention for a while, haven't they? People were upset when they were first introduced. So the more we take them off the field, the more regular people can participate in battles. Because as much as they're a cool in-game thing, they also act as a barrier to anyone that's not inside them. SK: And also when we nerfed capitals and supercapitals, we saw PvP go up. People were all buying blueprints for them, which is a huge hole in the financial bucket, and then people were all fighting with them because they changed how warfare worked. Introducing tier 3 battlecruisers recently was a massive thing. And when you add a new feature, it's like throwing a stone into a pond and you can watch the ripples go out. RPS: You're meticulously watching a kind of. And we were looking at that, and it was just going down, and down. A big metric we look at is the number of PvP kills per thousand users, per month. JL: So we just have to encourage people to get out there. ![]() Jon Lander (Senior Producer): Also there's a very big sink, which is people blowing shit up. And I think we're pretty good at doing sideways. SK: Well, you can expand upwards, and sideways. You're a game, which means players always have room to grow, but you're also trying to run an economy? We're getting to the point where we have to look at people using capital ships and supercapital ships, and slow that down, maybe. So the rate of income is increasing as well. Now, people are running them in carriers. Before, people were running them in battleships. That's a new sink.īut for example, anomalies in 0.0 space are a great source of income, yet people are getting faster and faster at using them, because we have power creep. Now, every time you take out a datacore you have to pay a small price. For example, up till now datacores had been tree. We need to either limit people's ability to generate goods, or increase the number of sinks. We've also noticed that mining hasn't been too profitable for some time, so we're putting bounties on NPC drones, and we'll have to deal with the result of that this winter. Right now we're nerfing a few of the income sources, because there's too much money coming into EVE. We actually make a lot of changes based on what we get from him. I have a monthly meeting with him, in his position as the central bank director. Sveinn Kjarval (Community Developer): Ahh, we had a chat yesterday. I was wondering whether you guys, as designers, ever get told that you can't implement a feature because you'd cause terrible damage to the universe's economy. Guðmundsson, to monitor their virtual world. RPS: Little expresses how rich the world of EVE is as much as CCP's employment of their own economist, Dr. Then you can blast on through to part 2, featuring player-run universities, Nicholas Cage, and an answer to the taxing question of how one runs the largest-scale arms race videogames have ever seen. ![]() If you missed part 1 of our interview with EVE's Lead Game Designer, Senior Producer and Community Developer, click right here. We're catching up with our favourite, maddest, favourite and most mad MMORPG, EVE Online.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |