Dearest Factional Warriors and Interested Space Pilots,
Since the middle of 2011 we have had nearly 200 items of unreleased clothing sat in the EVE client waiting to be used. At Fanfest we had a large number of people asking us to give them more options for personalizing the look of their avatar. This was a repeated message at player gatherings and multiple forum posts both before and since then.
It has been a while since our last Dev Blog about ship balancing: we´ve hosted Fanfest 2012 and released Inferno in the time that's passed. We deployed the first batch of overhauled frigates with Inferno, collected a lot of player feedback and thus gained experience in the process.
Now that we've had a good glimpse of how the new balancing system works in practice, we want to speed things up and deliver the following for winter.
Hi there capsuleers. I’m SoniClover from Team Super Friends, here to bring you the highlights of what the team has been working on for Inferno 1.1. Without further ado, let’s hop to it:
The Bi-Weekly Attention Span
The EVE community is an incredibly vibrant collection of clever people and organizations who provide passion, innovation and excitement within the EVE Universe. These amazing Capsuleers have created countless wonderful EVE related projects, events and initiatives throughout the years and thus helped to create a unique EVE Online experience.
With the Escalation to Inferno release we made several changes to Incursions. We promised to monitor the result of these changes and we stand to our promise: after evaluating both your feedback and our internal metrics, we have decided to roll back a few changes. With so many tweaks made at once, it became very difficult to determine the success of each individual change. We have rolled back the following changes:
When some people notice a fire, their instinctive reaction is to reach for a bucket of fuel. Many of those people play EVE.
We’ve been hogging a lot of releases for the Unified Inventory recently and at some point we’ll need to go back to our regular release calendar. The last of our rapid response releases will be done this week (7 releases in less than 2 weeks so far), focusing on dealing with the biggest issue right now: Performance. Those improvements are going out Thursday, June 7, and should hopefully smoothen the experience considerably.