Ok, no idea if ZP had anything to do with it or not, but for some strange reason CCP (EVE's developers) *finally* updated their "what things should come" pages.
And it's a looker...
The pages in question are only available to subscribers, in sub-headings under "patch notes".
http://myeve.eve-online.com/updates/indevelopment.asp -> Stuff they're working on
http://myeve.eve-online.com/updates/plannedfeat.asp -> Stuff they plan to work on.
For those of you that aren't subscribers, here's a couple of excerpts... yes, there's more than this on those pages, but these below are relevant.
IN DEVELOPEMENT
New Player Experience
The NPE Cell is iterating on previously released improvements, as well as looking towards the future with new features and improvements designed to make the game easier to understand for newer players. While the focus here is on the first few weeks of gameplay, the end products often have a useful life which lasts well beyond this period, such as the long-awaited EVElopedia
User Interface Improvements
With the official formation a new cross-disciplinary EVE UI Group, a crack team of programmers, designers and usability efforts have been given the mandate to examine all aspects of the screens and controls presented to players, and make whatever improvements they judge necessary. An ongoing process, this should eventually see every last button re-examined and reconsidered - expect improvements to roll out at a consistent rate for the forseeable future.
License to Kill
A structured system to allow players, old and new alike, to quickly pick out what skills they might want trained for a particular ship, or what general skills they might have inadvertently neglected for a particular playstyle.
Death and Glory
Another way of logging achievements, the medal system will allow corporations to mark out particularly deserving players with their own unique decorations.
Walking in Stations
“Get up, get on up…” Obviously James Brown wasn’t talking specifically about EVE, but he had the right idea. Get up, get out of your pod and take a walk on the wild side, strolling around through stations, dropping by the bar for a few drinks with your wingmen and then heading over to your corporation’s office for a board meeting. Of course, you’ll never have to leave the safety of your capsule if you don’t want to, but if you crave a little more social interaction, this feature is for you.
“Epic Arc” Mission Storylines
The Atlanta team is working on a series of extended mission story arcs that grant players the ability to make active choices and to see the results of those choices; these arcs will see players through perhaps 20, 30, 40, or more missions before they achieve their final goals. Ultimately, we would like to see the majority of missions we produce fall under this rubric.
THE DRAWINGBOARD
Objectives Expanded
Recon, Escort, and “Combat Courier” mission types will add a little more variety to the existing staples of “kill, kill, kill some more” and the occasional milk-run.
Agent Orange
This is a total overhaul from the ground up of the entire agent missions system/concept — slightly more ambitious than the previous entry, but much needed.
Viceroyalty
Viceroyalties are systems in low security Empire space which are administered by a player Viceroy, on behalf of their corporation or alliance. They’ll allow you to both turn a better profit and defend your chosen system from pirates, and act as both a way to populate low-sec space and an easier first step on the road to 0.0.
Rapid Reconfiguration
The ability to save, modify, auto-fit etc defined ship loadouts, to make the task of swapping setups that little bit easier
COSMOS 2.0
COSMOS is a CCP project which aims to paint additional variety onto the immense canvas of the 5000 solar-system universe. COSMOS Projects today pursue differing visions depending on their locations – an Empire COSMOS area might be focused on Agent Missions, Complexes and Mini-Professions, while a 0.0 COSMOS area is perhaps focused on unique resources in new environments, Exploration, Complexes and some unique end result (such as Combat Boosters) from the specific local resources. COSMOS 2.0 turns this on its head, allowing the player community to build up infrastructure all over the universe. Utilizing new environments, empty Deadspace pockets and other cosmic resources, players will be able to build Complexes to exploit key resources. Our role in this is to expose the canvas to the playerbase and create a big palette of cosmic paints. It will no doubt be a long, hard road, but the destination will be worth the effort.
Planetary Governor
The probable first step for planetary interaction, where you can manage planets from a Station or other suitable structure.
Planetary Explorer
This would feature flying over planets and interacting with the planetary surface. This will likely follow on from Simple Planetary Interaction.
Planetary Commander
Planetary RTS or other hybrid game form. Yarr. The long-term crazy professor phase of planetary interaction.
Mini-EVE
An EVE-themed mini-game that can be played inside EVE to pass the time, and will be tied into other areas of gameplay where appropriate.
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Well, I guess the ZP spank hurt enough for them to finally move their behinds and spill some beans
