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Dev blog: Principles of Industry in EVE Online

First post First post First post
Author
Vaju Enki
Secular Wisdom
#101 - 2014-07-03 18:51:43 UTC
Risk vs reward, we can't have that in a sandbox mmo-rpg.....

Themepark carebears tears are delicious.

The Tears Must Flow

JOATMOS Incorporated
Serenity Rising LLC
Controlled Chaos
#102 - 2014-07-03 19:24:06 UTC
Came expecting poor excuse for implementing a poorly designed set of content changes which will only further the chokehold of power by a handful of groups.... Was not disappointed.

GG CCP, instead of giving industrialists tools which would enable collaborative team projects, like in game quota/demand tools so we could easily outsource parts of our production chains to other friends/allies, you give us "teams" of magical little elves which show up and tweak production slightly.

Instead of slightly reducing the number of production lines in factories or even putting in differing price schemes per production line in them to gently push things around.....you decide to create infinite production lines and then apply a costing formula over the top.

Your proposals to change the UI and make it better? Happy to see the attempt, not sure of the actual result quite yet.

But you are fixing a tactical problem with the UI, and creating a nightmare at the operational level with your other changes. Please, doing industry for a small alliance is enough of a chore already, why are you trying to make it even worse?

Welcome to Wincarna 2.0!

Dinsdale Pirannha
Pirannha Corp
#103 - 2014-07-03 20:14:10 UTC
Careby wrote:
Dinsdale Pirannha wrote:
...In the end, I expect Eve's sub base to grow to 2 million by end of 2015 (once the same wisdom is applied to T2 invention), and by end of 2016, will have surpassed Wow.
And when the new null sec cartel controlled star gates are allowed to be built to territory exclusively controlled by said cartels, well then, every household across the world will have an Eve account, and CCP will be larger than Facebook.

While you have your crystal ball handy, would you mind telling me what effect this will have on the in-game price of PLEX?



100 billion each.
Given they crossed 800 million briefly today, when the cartels start cranking up the ISK in the new area exclusive to them, were no fighting occurs, and with their being 1 billion households playing Eve by 2017, 100 billion is the low end for plex.

All because CCP had the wisdom to wreck high sec for the sake of the null sec cartels. Who would have thought such a thing would have happened.
SoHo White
Etoilles Mortant Ltd.
Solyaris Chtonium
#104 - 2014-07-03 20:26:21 UTC
7even0f9 wrote:
Gotta say that as a dedicated industrialist for the last 5 years almost ,that im not welcomeing the new changes.
CCP says its refined and focused on industrial work, but in fact what they have done is make it harder for us to make a liveing out of it.
you have taken away the ability to remote reserch,copy and invent from stations to pos's while saying that its easier and quicker to stick multi million if not billion isk BPo's directly into pos's for a time advantage.

Lets get real for a second.
No experianced industrialist in there right mind is going to put a billion isk plus bpo into a pos to copy or reserch with the new system as its too much to risk if we get wardecced and attacked.

And it will happen as i personaly know people in game who are swapping corps to get ready to solely wardec indy corps who have pos's, so they can take em out in the hopes of bpo's drops from labs.
So all you have done is create more war and conflict and encourage assholes to be bigger assholes against the people who make them their equipment.

Secondly forceing industrialist to travel all over eve to make profit from stations near and far is just shortsighted. i wont be doing it and neither will many others ive talked too.
In fact what we are going to do is stop manufacturing for the market and just do it for oursleves, as its all just too much effort for too little gain.

Bitter Vet you may so. i say im a realist.

you reduce the isk people can make from one patch to the next and expect people to just suck it up.
well this little bunny has had enough.
i run 13 accounts and 30 toons and have finaly decided to call it quits with industry work as its just getting all too hard.
the last 7 subscriptions have lapsed and wont be renewed and am just going to operate on 3 accounts. and thats if i even keep playing.

The problem in this game is theres just too many assholes who seem to get there kicks from makeing other people's lives hell. And the number of them is increaseing from year to year, makeing it harder to recruit new players and even harder convinceing them that this used to be the best space MMO out there. Which of course now its not anymore thanks to CCP's short sightedness.
I agree its hard to cater for all players. But it can be done.
Ive sent CCp many emails over the years with idea's and suggestions to keep indy people interested in the game and to keep new people who come into the game safe. all of which have fallen on deaf ears.
So keep going down the path and this game will be reduced to just one thing. Another game to look back on and say, yes i remember eve. it was really great game onece upon a time.
Something to think on.




Ditching industry too, after 8 years in the game. A move in the wrong direction for me CCP :(


Make you own stuff from now on.
Odoya
Aeon Abraxas
#105 - 2014-07-03 21:34:29 UTC  |  Edited by: Odoya
7even0f9 wrote:
Gotta say that as a dedicated industrialist for the last 5 years almost ,that im not welcomeing the new changes.
CCP says its refined and focused on industrial work, but in fact what they have done is make it harder for us to make a liveing out of it.
you have taken away the ability to remote reserch,copy and invent from stations to pos's while saying that its easier and quicker to stick multi million if not billion isk BPo's directly into pos's for a time advantage.

Lets get real for a second.
No experianced industrialist in there right mind is going to put a billion isk plus bpo into a pos to copy or reserch with the new system as its too much to risk if we get wardecced and attacked.

And it will happen as i personaly know people in game who are swapping corps to get ready to solely wardec indy corps who have pos's, so they can take em out in the hopes of bpo's drops from labs.
So all you have done is create more war and conflict and encourage assholes to be bigger assholes against the people who make them their equipment.

Secondly forceing industrialist to travel all over eve to make profit from stations near and far is just shortsighted. i wont be doing it and neither will many others ive talked too.
In fact what we are going to do is stop manufacturing for the market and just do it for oursleves, as its all just too much effort for too little gain.

Bitter Vet you may so. i say im a realist.

you reduce the isk people can make from one patch to the next and expect people to just suck it up.
well this little bunny has had enough.
i run 13 accounts and 30 toons and have finaly decided to call it quits with industry work as its just getting all too hard.
the last 7 subscriptions have lapsed and wont be renewed and am just going to operate on 3 accounts. and thats if i even keep playing.

The problem in this game is theres just too many assholes who seem to get there kicks from makeing other people's lives hell. And the number of them is increaseing from year to year, makeing it harder to recruit new players and even harder convinceing them that this used to be the best space MMO out there. Which of course now its not anymore thanks to CCP's short sightedness.
I agree its hard to cater for all players. But it can be done.
Ive sent CCp many emails over the years with idea's and suggestions to keep indy people interested in the game and to keep new people who come into the game safe. all of which have fallen on deaf ears.
So keep going down the path and this game will be reduced to just one thing. Another game to look back on and say, yes i remember eve. it was really great game onece upon a time.
Something to think on.


It is crazy how the disincentives to play are mounting. High sec mining and ice mining are not viable activities for a new player who wants to experience success mastering the game basics with better equipment. Gut check that against what the representation of high sec is. Basic game logic is so fouled that the disincentives to grief are trivial and these changes are an extension of that broken logic.

Why extend the risk for those of us who have put in a lot of real hours making significant investments of time and energy playing by the game logic? Now industrialists are being forced to expose years of built up assets to a risk of loss that is unreasonably disproportionate to the amount of time invested by moderately successful industrialists. There is a basic lack of parity here being made worse.

It costs a company more to acquire new customers than it does to keep existing customers happy.
Vaju Enki
Secular Wisdom
#106 - 2014-07-03 22:12:21 UTC
SoHo White wrote:
7even0f9 wrote:
Gotta say that as a dedicated industrialist for the last 5 years almost ,that im not welcomeing the new changes.
CCP says its refined and focused on industrial work, but in fact what they have done is make it harder for us to make a liveing out of it.
you have taken away the ability to remote reserch,copy and invent from stations to pos's while saying that its easier and quicker to stick multi million if not billion isk BPo's directly into pos's for a time advantage.

Lets get real for a second.
No experianced industrialist in there right mind is going to put a billion isk plus bpo into a pos to copy or reserch with the new system as its too much to risk if we get wardecced and attacked.

And it will happen as i personaly know people in game who are swapping corps to get ready to solely wardec indy corps who have pos's, so they can take em out in the hopes of bpo's drops from labs.
So all you have done is create more war and conflict and encourage assholes to be bigger assholes against the people who make them their equipment.

Secondly forceing industrialist to travel all over eve to make profit from stations near and far is just shortsighted. i wont be doing it and neither will many others ive talked too.
In fact what we are going to do is stop manufacturing for the market and just do it for oursleves, as its all just too much effort for too little gain.

Bitter Vet you may so. i say im a realist.

you reduce the isk people can make from one patch to the next and expect people to just suck it up.
well this little bunny has had enough.
i run 13 accounts and 30 toons and have finaly decided to call it quits with industry work as its just getting all too hard.
the last 7 subscriptions have lapsed and wont be renewed and am just going to operate on 3 accounts. and thats if i even keep playing.

The problem in this game is theres just too many assholes who seem to get there kicks from makeing other people's lives hell. And the number of them is increaseing from year to year, makeing it harder to recruit new players and even harder convinceing them that this used to be the best space MMO out there. Which of course now its not anymore thanks to CCP's short sightedness.
I agree its hard to cater for all players. But it can be done.
Ive sent CCp many emails over the years with idea's and suggestions to keep indy people interested in the game and to keep new people who come into the game safe. all of which have fallen on deaf ears.
So keep going down the path and this game will be reduced to just one thing. Another game to look back on and say, yes i remember eve. it was really great game onece upon a time.
Something to think on.




Ditching industry too, after 8 years in the game. A move in the wrong direction for me CCP :(


Make you own stuff from now on.


Hodor!!!!

The Tears Must Flow

Zifrian
Federal Defense Union
Gallente Federation
#107 - 2014-07-04 00:25:58 UTC  |  Edited by: Zifrian
Quote:
if you think there are ways we can do it better, please let us know in the comments and we’ll tune future iterations accordingly!

First appreciate the blog, it is nice to know the general vision you are attempting to achieve with a particular patch as it gives a broader picture to evaluate the changes. I do think you should continue to publish these however, I would like to see it before the patch. While I think this was generally conveyed in an earlier blog, maybe it should be published earlier with a clear intent before the subsequent blogs.

As far as the information in the blog, I’m not sure you are going to achieve one of your goals because if you achieve one, you don’t achieve the other.

The first goal is that “industry should be easy to understand” and the second, “industry should be interesting and skillful. You should feel that *you* are "good at industry", rather than just that your character is.” To me these goals are contradictory and based on what I’ve seen in Cirus, you did not achieve the first goal. The second goal is a bit closer, but again I’m not sure you fully explored what you could do to fully achieve it.

On the first, industry in EVE is complex and dynamic, which then relies on a complex and dynamic market. The thing is, industry will never be easy to understand – and that’s OK. There is no beginner industry, intermediate level industry, and advanced industry – There is just EVE Industry, and it is complex. CCP should own this and stop trying to create a simpler industry but instead try to match the complexity of PVP. Think about fitting a Rifter and flying out to fight…how many choices did you make for your modules? How did you fit? When you get in a fight, what tactics do you use? What ammo do you use? How do you fly? When do you overheat? CCP owns a much more complex and dynamic PVP system than many other games. Do the same thing with industry - Own the complexity and make it better.

The UI is an improvement and the removal of extra materials and R.A.M.s does get rid of unnecessary and needlessly complex parts of industry but you added Teams and Dynamic slot costs. Those two things make industry even harder to understand, but are steps in the right direction. Furthermore, the things the community really wanted in the UI was a reduction in the number of clicks and shortcuts to make tedious decisions, well less tedious. There is enough complexity with industry already that I should be able to select 10 of the same blueprints, enter max runs and click “Build”. But what we got was a rehash of what already exists. This is where I wanted to see the focus but you seemed to get caught on this “easier” goal when you really should have just focused on the complex nature of industry and improve on it.

On your second goal, I think you are getting close with the dynamics of line costs but you missed the mark with teams. Teams could have been done so much better and I’m afraid what will happen is we’ll figure out “the code” and then only a few teams will get used over and over again while the others won’t provide equal benefit. This will directly impact your second goal because then industry will fall into rote calculations again. Player run teams could have been a much better option and add even more complexity to the game where personalities make a difference.

To achieve this second goal though, one thing you could do is add some sort of mini-game (not like hacking) to the invention or production process that will affect the outcome in some way. One idea might be where you may have to target some sort of laser on a moving target for 30 seconds or something. That way player skill could be added to industry.

In the end though, this expansion will be interesting and add complexity and more dynamic changes to production but I really think you could have done more with this if you really got away from trying to make things simple. There is a particular type of player that likes EVE and they don’t play the most popular MMOs in the world. I really think you should just accept that industry is like almost all other things in EVE and set your vision on that.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#108 - 2014-07-04 00:58:21 UTC  |  Edited by: Aalysia Valkeiper
Lex Striker wrote:
I have been an Eve Player now for over 6 years. I have been an active Online Game Player for close to 13 years and have tried many online games over those years. I have to admit, the CCP Devs have been the absolute best, hands down, in communicating with the Eve Online Player Base than any other online game I have been involved with. Most online game devs hardly ever try to communicate with their player base and usually end up shoving whatever developments they come up with down their player base's throats. Even though the CCP Devs/Management have not always been on good terms with the Eve Online Player Base, at least there is communication... which the vast majority of online games just do not come close to having. The thing I like is if a CCP Dev Post comes up, I have a choice of reading it or not... but it is still there. I like this, and it is a damn lot better than not having any post at all. Most other online game dev/player base communications involve fixing what has already been developed... with most future development already fixed in stone in a five year business plan... with hope that the game lasts that long. CCP Devs at least post what they would like to do and ask 'what do you all think?'. A discussion can take place and the CCP Devs can decide if they wish to continue this line of development or tweak what they are doing, and move on. I like this... and why Eve Online is the longest running online game by far that I have played continuously over my online gaming experience... having shelved so many others.

Now I have to admit, CCP has done things with Eve Online that I have not really liked... but so what? CCP is a business. They need to balance making money and pleasing their customers. Basically, I feel they have done the best in the gaming industry in doing that. As long as the CCP Devs believe that the Eve Online Player Base owns Eve Online, I will find it hard to move on to another game.


I wish you had divided this post in several, so I could give you the number of likes it deserved.

I agree with you fully. CCP has a much better communications policy than any other MMO I have ever played, and that says a lot.

Some of the gaming companies out there have no idea... truly have no idea, no exaggeration... they need to look at customer satisfaction.

One particular company runs a game of armorred combat from just after WW1 to the Korean conflict. They now also run a flight combat game of the same time span. They have been losing players badly and aren't even asking the players why. I came to EvE online just after giving up on their armored game.

I was rather surprised when I received an e-mail from them asking why I left (communications with other players revealed they didn't contact the others). I guess losing a player who specialized in artillery and had in excess of 19 thousand matches in the system was an alert to them.

I understand many of the things I told them in my reply were fixxed, but they made others even worse for 'play balance'.
Ming The Merciless
Orbital Reclamation Services
#109 - 2014-07-04 01:36:48 UTC
Thank you Greyscale for spelling out the idea behind where CCP wants to go with Industry and giving us key points of what that means. We are only at page 6 and we have seen many specific replies to those key points expounding on how different styles of game play interpret them. Which is something you touched on in your post explaining what good feedback looks like.

I however have only general feedback related to the posts content. Please post more of these; however, please post them well before the teams have spent weeks/months going down a path that they could have gotten input on before starting their work.

This would have been an excellent pre-cursor at the beginning of April to the 6 part broken down dev blogs that started at the end of April. Those 6 dev blogs about the key points you mention in this blog would have had a deeper context and people could have started out even more constructive in their feedback.

I've said my piece about the changes in other forum threads, the only thing I want to re-iterate here is that if you re-read this dev blog about the principles of the change through the eyes of a leader/content creator for a group of industrial focused players there isn't a whole lot of "We", "Us", "your corporation", "your alliance", or the concept of teams(of players) doing things together. There are a whole lot of 'you's referring the player singly and that is unfortunate as I believe what keeps people playing Eve isn't Eve by itself its doing it with other people.

Again, thank you for this vision into the CCP teams principles of the Industry changes and please pass on that more things like this can only help players understand the motivations/principles of the CCP team.

CSM folks who pass thru this thread, breakdowns of the vision/direction/principles like this are always information your constituents I'm sure would appreciate and you might be in a better place to explain your interpretations of the vision/direction/principles as understood from working with the CCP'rs more directly.

vonDuck
Taggart Transdimensional
Virtue of Selfishness
#110 - 2014-07-04 02:20:18 UTC
JOATMOS Incorporated wrote:
Came expecting poor excuse for implementing a poorly designed set of content changes which will only further the chokehold of power by a handful of groups.... Was not disappointed.

GG CCP, instead of giving industrialists tools which would enable collaborative team projects, like in game quota/demand tools so we could easily outsource parts of our production chains to other friends/allies, you give us "teams" of magical little elves which show up and tweak production slightly.

Instead of slightly reducing the number of production lines in factories or even putting in differing price schemes per production line in them to gently push things around.....you decide to create infinite production lines and then apply a costing formula over the top.

Your proposals to change the UI and make it better? Happy to see the attempt, not sure of the actual result quite yet.

But you are fixing a tactical problem with the UI, and creating a nightmare at the operational level with your other changes. Please, doing industry for a small alliance is enough of a chore already, why are you trying to make it even worse?


Exactly. Industry is still an ad hoc individual activity. There are mechanisms in the game that can be leveraged but still are not. It makes what could be an awesome, well-oiled machine within and between organizations in the game something that makes Minmatar technology look shiny and well thought out.
Sizeof Void
Ninja Suicide Squadron
#111 - 2014-07-04 02:56:14 UTC
Fluff piece - the devil is in the details. (If I want to read "feel good" fluff about best intentions, then I can go visit the Star Citizen website & forums - save me.)

A lot of questions have been asked about the details of the upcoming industry changes; few have been answered by the devs (although I will give credit to the Goon economic cabal for trying to hold CCP's end up in the forums).

C'mon, folks... a devblog doesn't need to be a monumental masterpiece of creative writing. Break the stuff into smaller pieces - even a devblog consisting of a single paragraph to cover a single sub-topic - and post it. Bad grammar, poor spelling, all lowercase - all ok with us.

We're hungry for the details, CCP - please feed us!
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#112 - 2014-07-04 04:02:59 UTC
Barbara Nichole wrote:
Quote:
Firstly, industry should be easy to understand

disagree... this is eve online. If you don't have a lot of learn.. if it's not a struggle to understand .. you aren't doing it right.
Can't say that seems right about anything in EvE. When it comes to the basic mechanics this game feels like one of the most straightforward I've ever played. Not necessarily simple, just clear to understand how things interact once some basic effort is put forth finding out. It's figuring out how to use that to compete with others in most cases that gives the appearance of difficulty, so there is nothing wrong with industry itself being easy.
Mackenzie Nolen
Doomheim
#113 - 2014-07-04 04:29:49 UTC
Kusum Fawn wrote:
I like the idea that Devs will publish what they want to happen for an expansion, I like the idea that Devs will publish what they think should be happening afterwards. I don't like that devs have absolutely no clue that what they are doing is the exact opposite of what they state they want to be doing.


Everything in this post is dead on. The GUI feels like the kind of thing that happens when a designer is put in charge of something that needs to be functional above all else.

This is somehow simpler than what we have now?

Sisi is, as usual, so broken that it's hard to even tell how any of these changes are going to affect anything as you still can't even get accurate price quotes on anything industry related, let alone any sort of insight into the dynamic impact of these changes.

The barrier to entry for new players just went up, not down. The time to research those last few levels on BC/BS/cap BPs just went through the roof; but good news for any old players with 10/10 already, we will feel absolutely none of the pain that new industry characters will in trying to catch up on our insurmountable leads. Nevermind the cost of running multiple large POS's to remain competitive in hisec mfg as compared to the one small research POS you could manage before.
Mackenzie Nolen
Doomheim
#114 - 2014-07-04 04:35:01 UTC
Sizeof Void wrote:
We're hungry for the details, CCP - please feed us!


All of the details have already been posted. There are a series of 6 different blogs covering the industry changes, starting back in March with the reprocessing changes. Nothing new or significantly different from what was proposed in those blogs for Kronos is being added in Crius. There are a few tweaks to BP "ranks" and activity times taken from the feedback threads, as well as some details about the POS changes that came in a later blog, but, uh.. yeah.. what rock have you been hiding under?
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#115 - 2014-07-04 10:32:01 UTC
Tyberius Franklin wrote:
Barbara Nichole wrote:
Quote:
Firstly, industry should be easy to understand

disagree... this is eve online. If you don't have a lot of learn.. if it's not a struggle to understand .. you aren't doing it right.
Can't say that seems right about anything in EvE. When it comes to the basic mechanics this game feels like one of the most straightforward I've ever played. Not necessarily simple, just clear to understand how things interact once some basic effort is put forth finding out. It's figuring out how to use that to compete with others in most cases that gives the appearance of difficulty, so there is nothing wrong with industry itself being easy.


Yes, EvE online seems more like chess than checkers in many ways.

The rules regarding movement/use have some complexity, but not greatly.

The actual complexity comes in the actual play.

As somebody who will NOT be leaving high sec, I am watching all the aspects of the game. Industry is a big part of it. I will be adjusting and adapting.
Chiralos
Chiral's Angels
#116 - 2014-07-04 10:37:36 UTC
This is exactly where industry should head. There actually needs to be a strategic industry game, an unstable equilibrium, not just skill up, buy up, and sit around with optimal efficiency.

Not that there aren't already aspects of this in industry and trade already. Just that more people should be able to have fun that way.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#117 - 2014-07-04 10:44:27 UTC
Mackenzie Nolen wrote:
The barrier to entry for new players just went up, not down.


This is a surprise?

EvE online is no longer a game for the new player (if it ever was). Nothing in the game is of "entry level" anymore.

A good example is the ease in which experianced players prey on noobs in high sec (ganking). Sure, the players who enjoy smashing helpless and inexperianced can (somewhat rightfully) say there's difficulty in setting up the ganks. The problem is their actions STILL convince new players to leave the game after the free trial account expires.

IF (and that's a big "IF") a new player stays after his trial account, industry and mining are two big reasons he might continue playing. CCP seems determined to make those as unfriendly as possible to the new player.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#118 - 2014-07-04 11:35:02 UTC
My own design philosophy for Eve:

Eve should be complex. It should not be complicated.

What I mean is:
Eve is a whole bunch of simple concepts. Each concept should be easy to grasp on its own. The complexity comes from how those concepts interact with each other.

Complicated is where the underlying concepts aren't simple. Where you have to memorize things, because they're not obvious from context.

I'm not talking about the math involved in things. That can be complicated. Take missiles. Small things take less damage from big missiles. Fast things take less damage from big missiles. That's simple. The math actually governing it is harder.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Sizeof Void
Ninja Suicide Squadron
#119 - 2014-07-04 11:36:39 UTC
Mackenzie Nolen wrote:
Sizeof Void wrote:
We're hungry for the details, CCP - please feed us!


All of the details have already been posted. There are a series of 6 different blogs covering the industry changes, starting back in March with the reprocessing changes. Nothing new or significantly different from what was proposed in those blogs for Kronos is being added in Crius. There are a few tweaks to BP "ranks" and activity times taken from the feedback threads, as well as some details about the POS changes that came in a later blog, but, uh.. yeah.. what rock have you been hiding under?
Probably the rock which is sitting on top of the rock you have been living under.

Those devblogs are two months old and the devs did not have all of the details figured out at that time. This is part of the reason why the industry changes were delayed to Crius and not released in Kronos, as originally planned.

In addition, there are a number of issues which were raised by the devs in the original devblogs, but never followed up on by them - not in later devblogs nor in the forums.

For example, I'd like to hear if CCP Greyscale has made any final decision with regards to reimbursing, or not, ME/PE levels above 10 on BPOs. I've posted the question a few times in different forum threads, during the past couple of months, but I haven't seen an answer from CCP yet. (If CCP Greyscale did post an answer, perhaps I was indeed under the rock at the time - in which case, I apologize.)
Theo Sotken
Caldari Provisions
Caldari State
#120 - 2014-07-04 12:01:31 UTC
Steve Ronuken wrote:
My own design philosophy for Eve:

Eve should be complex. It should not be complicated.

What I mean is:
Eve is a whole bunch of simple concepts. Each concept should be easy to grasp on its own. The complexity comes from how those concepts interact with each other.

Complicated is where the underlying concepts aren't simple. Where you have to memorize things, because they're not obvious from context.

I'm not talking about the math involved in things. That can be complicated. Take missiles. Small things take less damage from big missiles. Fast things take less damage from big missiles. That's simple. The math actually governing it is harder.


It is cheaper to do everything in Nullsec.
You get more in Nullsec.

I think I'm getting the hang of it :)