
Consortium Agent
|
Posted - 2010.07.20 13:57:00 -
[1]
CCP Zulu - you need to dumb it down a little for the masses my friend. I get it as a fellow developer, but most do not, apparently, reading these comments.
Originally by: CCP Zulu Actually one of the teams is spending one and a half releases on Incarna, the other about three releases.
In other words, they are putting a massive effort into the Winter 2010 expansion which will likely include things like the ability to choose full body avatars using some basic UI and probably the ability to walk around your own ship's quarters... maybe, with 70 developers, even a bit of WIS (Walking In Stations). It means Eve will finally begin to become what Eve has set out to be from the beginning - a complete space simulation. I, for one, am all for it - been all for it since they touted it back in the day and have been sadly disappointed at every release since ;)
Incarna IS Eve, by the way. As with many aspects of Eve, it's not more space fighting stuff, it's yet another realm within eve just like PI, just like manufacturing or research, just like missions, exploration (wormholes) and half a dozen other aspects of Eve that aren't 'shoot him in the face'. Don't get me wrong... I love shooting people in the face and I hate that there's so much lag on large fleet fights that you can't get a shot off edgewise sometimes - but they are growing pains. Eve is *the only* game that has improved this much since it's inception. Period. Why? Because CCP is committed to providing the best experience possible, flaws and all, and keeps its staff on the bleeding edge of technology. Want proof? Go look at screen shots of Eve in 2005 and screen shots today. For that matter, look at the promo videos then, and now. Now do the same for WoW.
Originally by: CCP Zulu Currently, the plan is to have three teams working on EVE (the space parts): a feature team, the mission design team and an art/effects team. The feature team has chosen to work on a PVE related iteration. In short, theyæll be expanding and iterating on PVE in EVE, bringing together players for immersive and engaging group content. The art/effects team will be finishing up on left-over work all the way back from Apocrypha and on some level even Trinity, where we have not fully taken advantage of new features of Trinity 2.0. This will mean prettier effects that perform better, especially in fleet fights.
iterate - to say or do again and again (courtesy marriam-webster)
Thus, the feature team will be expanding greatly on mission related content - a high five on that!
Fleet fight lag during explosions (missiles, ships, whatever uses the old particle engine) is dramatic, and as such CCP has recognized they need to focus on updating these parts of Eve to improve performance. A side benefit of this is the enhanced visuals capable of being produced using the new particle engine - hence the 'prettier effects'.
And anyone who has logged on since Tyrannis knows that there is much to be done on the art side of things in general, so I expect these guys will be quite busy.
So, that's 22 more developers added to the 70 already working on Incarna at this point, for 92 developers working on Eve, the game, specifically.
Originally by: CCP Zulu In the 2011 winter expansion weæll certainly focus more than ever before on iterating and polishing up all the features that EVE has expanded to in the then eight years.
In other words, they recognize the need to expand and polish the existing content of Eve and have slated a timeframe within which they can devote the majority of their resources to this phase of development. This does not mean they are not continually improving and polishing Eve - it is obvious to anyone who plays the game regularly over time to recognize the changes that have taken place, and the problems that still exist. CCP is simply stating the obvious - they know the concerns of their players amd are addressing them in line with their current schedule. Better than any other MMO does.
|