While the player activity stats might suggest otherwise, the past few years have been a real rennaisance for EVE Online
. Developers have gone back and iterated on dozens of old game features that were starting to show their age, and some of them have been pretty huge. The war declaration and criminality overhauls
in 2012 were fundamental changes to core gameplay that had been stagnant for almost a decade, and the recent industry and warp acceleration changes were equally fundamental shifts. These were all features we had previously been told were essentially off-limits for iteration because they relied on undocumented legacy code from 2003, and none of the programmers wanted to poke that sleeping beast.
Now it seems that no idea is off-limits, and developers aren't afraid to challenge fundamental parts of EVE
's original design that may not make sense today. This week's Phoebe update
revisited capital ship force projection for the first time since the ships were added in 2004, for example, and it removed the 24-hour skill queue limit that CCP
insisted on adding in Apocrypha
. In Thursday's episode of The EVE Online
Show, developers announced the next big legacy feature to be put on the chopping block in the game of progress: As part of December's Rhea release, clone upgrades and skill point loss on death will be completely removed from the game.
In this edition of EVE Evolved
, I look at the problems caused by the cloning system, why it needs to be removed, and what could possibly replace it.