The 0.0 or 'null security' area of EVE Online's universe has always been where the game's action has been and where most of the intriguing stories of the game come from. Most of the corporate intrigue and large tactical battles have been set in the game's so-called 'outlaw space' area.
In part because of the t20 controversy, CCP announced in March 2008 that a Council of Interstellar Management would be created. Nine players would be elected to the Council and would be flown to CCP headquarters in Iceland and would hold court with CCP developers and be able to voice the concerns and suggestions of the games' player base.
Since the creation of the CSM in 2008, they have claimed several vital improvements in EVE time card as their doing. First and for most, being the skill training queue. For the uninitiated, skills in EVE are based on 'setting a skill to train' and then waiting for a timer, as opposed to a certain game with elves and mages aion cdkey where you kill butterflies for hours, grinding your way to a higher skill level. The timer on these skills range from just 30 minutes for some low level ones to 25 days for some higher level ones. Formerly, if you weren't online to change your skills when the previous one ran out, your character would stop skilling. The skill queue, which the CSM claims as a product of its existence, allows players to plan skills to train up to the next 24 hours.
Our next expansion for EVE Online which will be our twelfth free expansion to our subscribers is called Dominion and it is coming out this winter and we're pretty excited about it. It is already on our test server Singularity. In Dominion our focus was providing tools and mechanisms for stories to emerge themselves. What that means is? As you are familiar with EVE time code is a sandbox heavy game. Our most cherished feature is the fact that our most interesting story is; our most compelling interactions come from alliances and players interacting with each other. So years ago we built a sovereignty system which allowed you to lay claim to solar systems, constellations, and regions. This system has been used a lot and has been the setting for many exciting battles and adventures in the game, but it was sorely needed an iteration. We knew and our players knew that it could be better, more cerebral, and more tactical. It needed a good polish. So we put our best people on collecting ideas and feedback from our community and our Council of Stellar Management and mixing those with lineage2 cdkey ideas that had been brewing within the company for years. This manifested into a system that we feel is a highly engaging and an interesting system for claiming sovereignty, owning it, maintaining it, developing them and building infrastructure.
In Eve Online, different star systems have different security statuses. 'High sec' is the most secure, where the game's NPC police force will respond and destroy any outlaws quickly. In the 'low sec' systems, only stargates and stations in-game are plaync time card protected by weak NPC turret systems, and in the 'null sec' systems, there is nothing between you and that pirate gate camp. Null sec systems are not owned by the game's NPC empires, and instead, player alliances are allowed to claim them through a sovereignty system.
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