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CCP Announcements => Dev Blog => Topic started by: CCP on August 03, 2011, 06:07:58 pm

Title: Nullsec Development: Rules and Guidelines
Post by: CCP on August 03, 2011, 06:07:58 pm
Nullsec Development: Rules and Guidelines (http://www.eveonline.com/devblog.asp?a=blog&bid=944)
3 August 2011, 2:22 pm

tl;dr This is a theory blog, there is no tl;dr. Sorry!

 

The top bit

So as you may or may not have heard, Team BFF are thinking about nullsec again, with an eye to making some improvements over the next year or so.

In the past we've often started thinking about nullsec again because we were unhappy with our sovereignty mechanics (again), which leads into a nice self-contained area of work. This time our initial discussions were about resources and industry in nullsec, which are things that we've not really tackled "for a while" and "in forever" respectively. Asking ourselves "so, uh... how should industry work in nullsec" set us off down a rather interesting path of putting aside the sovereignty mechanics (for the most part, for now) and looking at everything else.

It quickly became apparent that we needed to take a more structured approach to deciding exactly where our focus should be, leading to the resuscitation of an old project which you could somewhat-charitably describe as a Grand Unified Theory of nullsec design - a proper ground-up breakdown of how nullsec as a whole should work. This project meshed nicely with an internal drive we've been having recently in EVE Development to create and refine more robust roadmaps for where we want to be five years from now and how we'd like to get there, so it quickly got greenlit and we got to work.

What followed were several rounds of brainstorming, filtering, analysis and discussion. We formed an internal group of about twenty CCP employees with an interest in nullsec and held a series of brainstorming sessions; we got feedback from the CSM and ran an open session with them during the spring summit; we even consulted with a few of the Alliance Tournament experts while they were over here, because it seemed like a useful opportunity. All this input was condensed down into two large wiki pages and one very crowded whiteboard, and then refined into a sizable collection of "Epic Stories" for our Scrum backlog.

We've done extensive private refinement and we're reasonably happy with what we have, so the next obvious step is some public discussion. There will therefore be (at least) two theory blogs over the summer, of which this is the first.

 

The bit where I add some disclaimers

Before getting into the actual details, here are the parameters we're working from:


The bit with the actual information

This first blog is covering "nullsec as a whole". The work informing this blog was driven by three main questions:

Finally, please note that what we're trying to outline here are things specific to, or specifically important in, nullsec. There's a raft of EVE (and CCP) design principles that are assumed and left unspecified throughout this work, such as "getting people to interact with one another is good".

Ok, so with all that out of the way, here are some bullet points which we made earlier.

 

The functional role of Nullsec


Nullsec design rules


Lessons learned


 

The bit where we ask for feedback

The reason we're talking about this now rather than in three or four months' time is that we're making it a clear policy with this work to collect as much feedback as possible, as early as possible. We do actually want to hear your opinions on this. If there are things that you disagree with or would like to see added here (particularly in the "lessons learned" section as it relates specifically to nullsec), please list them - and explain them! - in the comments thread in as clear, constructive and succinct a manner as you can. We will be reading and thinking about the points raised, with a view to making any necessary alterations, in the near future.

 

The bottom bit

There will be another blog in the near future, in which we will be explaining where we're thinking about going for all the major areas of nullsec design (I think we have twelve sections there). In the meantime, comment away!

-Greyscale, on behalf of Team BFF

 

(http://www.eveonline.com/bitmaps/flags/de.gif) (http://wiki.eveonline.com/en/wiki/Nullsec-Entwicklung%3A_Regeln_und_Richtlinien) (http://www.eveonline.com/bitmaps/flags/ru.gif) (http://wiki.eveonline.com/en/wiki/%D0%A0%D0%B0%D0%B7%D0%B2%D0%B8%D1%82%D0%B8%D0%B5_%C2%AB%D0%BD%D1%83%D0%BB%D0%B5%D0%B9%C2%BB%3A_%D0%BF%D1%80%D0%B8%D0%BD%D1%86%D0%B8%D0%BF%D1%8B,_%D0%BA%D0%BE%D1%82%D0%BE%D1%80%D1%8B%D0%BC%D0%B8_%D0%BC%D1%8B_%D1%80%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D1%83%D0%B5%D0%BC%D1%81%D1%8F)

 

: eveonline.com | devBlog (http://www.eveonline.com/)

Title: Re: Nullsec Development: Rules and Guidelines
Post by: [FUN] Dreadlock Rasta on August 03, 2011, 06:29:29 pm
tl;dr
Title: Re: Nullsec Development: Rules and Guidelines
Post by: [FUN] Hanius Valm on August 04, 2011, 11:35:12 am
Seed goonies in syndicate would be my only wishlist item!