ccp-zulu

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  • CCP delaying Incursion to ensure excellence

    by 
    Krystalle Voecks
    Krystalle Voecks
    11.11.2010

    With the Sansha set to descend on EVE Online en masse, a new character creator that is the precursor to Incarna (when all will be blessed with feet), and a plethora of other goodies large and small, Incursion has been garnering a lot of attention from both active and retired capsuleers. According to a dev blog posted today by EVE's Senior Producer, CCP Zulu, the company has made a tough decision about the release date for its eagerly anticipated expansion. Rather than push it out with potential bugs and issues, CCP is opting to split up Incursion into a three-part deployment. The important part is that by doing so, CCP expects to be able to give each particular chunk of the expansion the time it needs to be "excellent." The first chunk, which will release on November 30th, offers a host of requested and needed tweaks. While CCP isn't willing to confirm the exact list of features at this time, the list of potentials is expansive, including changes to rockets, T2 ammo, 80 new storyline missions, faction ships' addition to the market, and more. From there, the second patch will be released in December and will contain wonders that "only Santa knows." January 2011 is when the company plans to release the third chunk, which should deliver Incursion's new character creation tool to the masses. If you're curious about more details on the reasons for the change in deployment dates as well as a bigger listing of all the things to come, pop on over to the EVE Online site and check out the devblog.

  • Upcoming EVE devblog series to show CCP's lag-busting efforts

    by 
    Brendan Drain
    Brendan Drain
    08.16.2010

    With EVE Online's single-shard universe, the server hardware and game code have to be continually updated to cope with the game's constantly expanding playerbase. Each time the server is upgraded, node stability and lag in large fleet battles improves significantly. Unfortunately, this trend of periodic improvements took something of a wrong turn when the Dominion expansion came along. Before Dominion, fleet battles took place with over a thousand ships on each side and no crippling lag or node deaths in sight. Since the expansion's release, however, fleets of only a few hundred have regularly experienced unplayable conditions. Frustrated by CCP's lack of visible progress in tackling lag, members of the EVE community have been making their outrage known. A recent appeal to the gaming media by a few players resulted in the issue getting very high exposure, which could be bad for CCP's public image. CCP issued a response explaining that lag is a high priority, and that there is even an entire development team dedicated to tackling it. Earlier this week, CCP Zulu expanded on CCP's lag-busting efforts in the first of a new EVE devblog series dedicated entirely to lag.

  • New devblog reveals only 54 developers working on EVE Online

    by 
    Brendan Drain
    Brendan Drain
    07.17.2010

    Icelandic MMO developer CCP Games has always made a point of being open and transparent with players. Through tools such as the Council of Stellar Management (CSM) and in-depth devblogs, a great deal of CCP's internal workings have been laid out in the open for all to see. In the latest CSM summit, CCP revealed that it couldn't commit any resources to CSM issues for at least the next 18 months as too many development resources were being used up by Incarna and Dust 514. EVE Online's new senior producer CCP Zulu (formerly CCP Zulupark) elaborated on the issue yesterday with a full devblog on CCP's current allocation of developer time. In the devblog, Zulu provides a complete breakdown of CCP's current development teams, what projects each developer is assigned to, and what we can expect to come over the next year and a half. The devblog confirms grim fate of issues raised by the CSM, with no teams assigned to cover player-raised game defects. Perhaps the most surprising thing to come out of the devblog, however, was that only 54 members of CCP's "200-person development team" are working on anything that directly affects the current EVE populace. Of those, only 22 are working on features for the next expansion. Skip past the cut to find out why there are only 22 developers working on features and what the reactions of the EVE player-base have been since the announcement.

  • Changes to EVE Online's PLEX make it possible to loot game time

    by 
    Brendan Drain
    Brendan Drain
    07.11.2010

    When it comes to fighting the gold-sellers, Icelandic game developer CCP Games took an innovative approach to the problem. Players of EVE Online can buy game time with cash and then trade it with other players as in-game "Pilots License EXtensions" (PLEX). This lets people with cash to spare effectively purchase ISK from other players, while those with plenty of in-game ISK can effectively play for free. With a legitimate method for buying ISK, players needn't face the inevitable threat of bans and key-loggers from nefarious sources. Fearing that the market for PLEX might not take off if they were at risk of being lost during transport. To combat this issue, CCP made it impossible to move them from the station they were redeemed at. In a new devblog, CCP Zulu explains plans to remove all the transport restrictions on PLEX. In addition to being able to undock with a PLEX in your cargo hold, you'll also be able to place them into courier contracts. When these changes come into effect, you might see someone hauling game time from station to station. If you plan to move any PLEX around, be extremely wary of suicide attacks. EVE's darker social element routinely scans passers-by in high-security space, looking for juicy targets to gank. The possibility of finding game time amongst the loot may send them into overdrive. The changes are due to come into effect on Tuesday the 13th of July.