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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP SoniClover
C C P C C P Alliance
0
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Posted - 2012.01.16 17:22:00 -
[1] - Quote
Hello capsuleers!
One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.
To give a little bit of framework and to get the ball rolling, here are a few keywords:
Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).
Thanks in advance, SoniClover
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CCP SoniClover
C C P C C P Alliance
5
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Posted - 2012.01.17 09:33:00 -
[2] - Quote
Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here.
Just a quick note on why we're looking into adding new modules, rather than focus completely on fixing/balancing existing stuff - what we're looking into is creating a fluid tactical environment that shifts over time. So we're not looking into creating an uber-balanced utopia ala Starcraft II that, once achieved, we can then walk away from. Rather, we want to achieve a more chaotic environment where 'best' fittings change rapidly and the value of items (modules, rigs, ships) is relative based on the current metagame rather than fixed in eternity. The idea is that a fluid, ever-changing environment like that will have more long-term appeal in a game like EVE than a static uber-balanced system does.
There is of course many more things that come into this, I will probably have to write a devblog at some point to discuss the finer details. For now, all I can say is that it will take more than a release or two to realize this, so we're still in the very early stages.
Also, I want to stress that the stuff above does not mean we will not touch existing stuff, a big part of this work is aimed at fixing existing issues, fill existing holes, etc. Modules with completely new functionality is just the tip of the iceberg.
To fuel the idea creation a bit more, here are a few more keywords to mull over:
Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input. |
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CCP SoniClover
C C P C C P Alliance
161
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Posted - 2012.08.01 13:42:00 -
[3] - Quote
Andy Landen wrote:Is CCP reading these ideas?
Yes, I regularly go through this thread and harvest all ideas into an excel sheet. Of course, no promise of if/when something is implemented, but a lot of good ideas have been generated already. Thanks guys and keep it up |
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CCP SoniClover
C C P C C P Alliance
184
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Posted - 2012.09.23 00:51:00 -
[4] - Quote
Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street.
Yeah, I'm still here
I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. |
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CCP Ytterbium
C C P C C P Alliance
1858
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Posted - 2013.05.02 16:53:00 -
[5] - Quote
Unstickied. |
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