There aren't a lot of specifics in it. It's mostly a set of general principles and lessons learned. But anyone with an interest in null-sec should be very pleased at the various statements. The lessons learned section, in particular, is quite good. CCP is finally doing the pre-production on this important area of the game that they should have done years ago, instead of just firing arrows at a target randomly and hoping they hit something (or if you prefer, throwing things at the wall and seeing if they stick).
Anyone who doubts the importance of a long pre-production cycle on any long project should watch Extra Credits's take on the issue.
Probably the single best line in this devblog?
Doing something just "because it would be cool/neat/awesome" is always a bad idea and will come back to bite you later.Yup. There's a list of examples, and nearly all of them had me nodding. The one (to my mind) exception that is listed as an example is cyno jammers, which is a little bit troubling to me. These days, cyno jammers have a definite, specific use. They are the moat around the castle forcing the enemy attacking to concentrate their offensive strength to a single point: the draw-bridge. In that way, they're the only thing keeping smaller alliances able to defend themselves from much bigger, stronger alliances. Yeah, yeah, there you go again, Jester, taking the small alliance's side. I know, I know. Shut up. ;-)
The funniest line in the devblog?
Players will always be richer than you think.I've made my opinions on this topic clear enough already, but this statement sure goes a long way toward explaining those NeX prices, doesn't it?
Anyway, go read the devblog. Greyscale is promising more specifics "in the near future", but he's asked for comments on this one in the meantime.