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EVE that november expansion of ours2

Heat Improvements
Following up on Heat, we're adding more strategic options. Taking a module offline will make it a heat dispersion module, giving you long-term overload at a more serious cost. Tech Levels are also getting different heat sustenance levels, some can take the heat better, such as the run of the mill Tech 1 modules that don't suffer from the delicate construction of specialized modules. Heat attenuation is being added, so heat damage spreads "sideways" from the overloaded module, not randomly in the rack. You can thereby create buffers by slapping your favorite named/faction module between two Tech 1s if you like. The heat is on, as the classic song said.
New low-sec boosters!
We're adding gas clouds to 8 low-sec regions as well as some more legal and milder versions of boosters. Overall, boosters in general are getting their stats revised and their industry numbers tweaked.
More exploratory material to explore, exploratorily of course
We're following exploration up with more encounters and also changing multifrequency probes. The Multifrequency probes take the selected scan group into account when deciding what results to return. With the Encounters being moved to Cosmic Anomalies and being given a Deadspace Anomaly beacon, you should be able to scan for either or both groups.
Edit note: There is also specific Drone Region encounters here.
Mo' better blues.
Or whichever genre of music you like to play for your fleets. EVE Voice gets more improvements and the ability to directly address a specific part of your fleet. Want your tacklers to hear you sing "It's Britney Bitch!" but keep your damage dealers oblivious because they might express their displeasure with guns? Done.
Edit note: This is not an ability to share music, it means that you can utilize your vocal chords in new ways than before.
Better kill-mail system
The aim of the review is to overhaul the killmail system, shifting it to a kill log available in the character sheet as a standard table, thus allowing a rich format view while keeping the current classic text format. The main benefit being the kill records are always persisted and won't fill your evemail inbox. All participants will be recorded and shown (no longer truncated at 20), NPC final blows (where NPC fired the death shot) will be shown and the kill log will update the highest damaging player as the recipient of the log update. Rigs and dropped items will be included alongside destroyed items. We hope this delivers.
Big-bada-boom Improvements.
We have a lot of combat related improvements, like allowing bombers to launch their payload without placing themselves in the blast radius, as long as the bomb is launched on a forward trajectory. They will also be made cheaper. We will introduce more filtering of damage messages so that you can see more clearly what is happening to your ship, and what ships are doing to others. Not only are module scripts allowing dual-purpose modules where you can switch between functionality on the features list, but more balancing and improvements to a range of topics, like Starbase Warfare.
Evelopedia and Corporate Registry
At the same time, we should have an Evelopedia in place, an official wiki for everything EVE in addition to a new Corporation Registry, allowing corps to list them as recruiting and for players to search for corps to join.
New client distribution, patcher and log-in
To be able to deploy our fixes in a more timely and less intrusive manner, we're creating a new mechanism for client distribution and patching. This feature will also include a new log-in complete with better news delivery, MOTD and other information. The reason is simple, we're patching more frequently and our current process makes deploying smaller fixes more difficult than it should be. With this feature, our (yet-again-increased) team of dedicated programmers focused on fixes-only can get them out faster. Till then, our goal is to fix more than half of the listed defects by the time of Revelations 3. Yup, you read that right, that's about 600 fixes. By November.
Edit note: Emphasizing this point for the "Fix-more-add-less-stuff-brigade" :)
600 fixes means we're fixing far more than we're adding to the game. This is further emphasized in the 6-to-1 Need for Speed ratio, an "improvement" is fixing something which is broken or inadequate. It's actually 1080 defects if we include "improvements" to content and such. All for November.
Beautiful becomes gorgeous
The focus in this expansion is obviously on Trinity 2, the new graphics, but there are quite a few other things in there and this blog is by no means a complete list. We often find time to get more in and we have more in the pipes already that we want to address. However, this is the list we are comfortably sure about getting done in November. By all means, if you feel there is something we should be addressing, chime in on the ideas forum. Chances are that we're working on it already.