about 2 months ago - EVE Online - Direct link

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5s today we are joined by my fellow
7s colleagues um do you want to introduce
9s yourselves CCP Frosty maybe
12s first sure uh hello I'm CCP Frosty I've
17s been with CCP nearly seven years at this
19s point uh I'm the lead backend engineer
21s on EV Vanguard and me and my team are
24s responsible for all things persistence
27s and sort of coordination of uh of the
29s game so like your items inventories uh
33s the sort of squads and matchmaking side
35s of things uh as well as running our game
37s servers and also how we actually
39s distribute the game client out to uh
43s everybody I KN I knew you've been at CCP
45s for a while I didn't know it was seven
46s years
47s though yeah me toes yeah you've
52s seen a lot then a lot of different stuff
53s it's
54s good Dem welcome welcome back hi good to
60s out here
61s again yeah I'm CCB dge I'm narrative
65s designer for Eve Vanguard I've been
67s working for CCP for
70s what well a narrative designer not for
73s super long actually just since last year
75s but
76s uh 2021 or so I think is when I started
79s so you know yeah you've been playing Eve
83s you've been playing Eve for a long time
84s oh yeah yeah I think what was it I
87s started playing Eve in late 20 12 I work
92s at the company it's like that uh spatula
94s City thing in the weirdo movie or
97s UHF yeah know that's really cool and I
99s am CCP peaceful the community Dev for
102s Eve Vanguard we also have CCP too in the
106s chat um probably causing chaos so I'm
108s going to try and keep an eye on her uh
110s while we're doing the Q&A um but uh yeah
114s so today we are going to go over themes
117s uh five and six uh which which was in
120s relation to the connections to Eve and
125s the mining um which are two very big
129s topics I think uh but we have the right
131s people to to answer the questions there
133s is going to be a CCP JS joining us a
136s little bit later to answer some of the
137s other questions um Unfortunately they
139s have to do a school run right now so uh
142s uh they will be back a little bit later
144s so probably halfway through the the
146s session um but if you guys are ready
148s should we go into the questions
152s I mean yeah that's good yeah yeah let's
154s do it um okay so the so the the first uh
158s question this came from posum Possum
160s this question is so long I had to
163s condense it um but this was the one that
165s was the most up voted so it says is uh
168s the visual direction of e Vanguard
170s intentionally moving away from the
171s iconic visual Heritage of the four major
174s Empires and if so why considering
176s players still recognize D 514 years
178s later and the current VIs visuals such
181s as
182s suits uh and wreckage offer limited
184s connection to the eve Universe when can
186s we expect more recognizable elements or
189s eye candy tied to the original Empires
192s so obviously I'm not the right person to
194s be answering this but I'm going to take
196s the answer that I've been given um by a
199s colleague who specializes in this so as
201s the art team on vangard continues to
203s build out the visual feel of the game
206s more
207s recognizable forets of Eve's major EMP
210s will become apparent there are many
212s things that the team would like to touch
214s upon and Vanguard is uniquely positioned
216s to In Time explore anesthetics of a
219s great number of areas that previous
221s games as well as Eve itself were or not
224s able to do due to their scope eventually
228s we would like to be able to show more
230s intimate and anced sides of new Eden as
234s well as the Grand and impressive aspects
236s that Eve itself brings just from another
239s perspective
241s um there is a large range of material in
243s Eve to draw from when contemplating the
246s visual designs in Vanguard and many on
248s the art team are intimately familiar
250s with the backgrounds of the visual looks
252s of the empires as development continues
254s and we start to touch upon more areas
256s you will begin to see design traits from
258s them flowing into the worlds structures
261s and tools you
262s experience uh the game with excellent
266s that answer actually comes from um CCP
268s malevolent who many of you may have had
270s the uh luxury of uh chatting to on on
273s Discord they are quite active um but
275s unfortunately they were unable to attend
277s today but yeah um we wanted to make sure
279s that we answered that one because that
280s was the most uh up voted by the
283s community so um is it can I just talk
287s yeah of course yeah yeah it's just um
291s well Eve's whole deal is continuity so
295s we're not definitely not dropping uh the
297s context of the world in which it exists
300s Vanguard that is it all matters uh we
304s have to establish some things for
305s ourselves but as we go it's still the
308s same place that we were in with Dust 514
311s and the same place we are in in Eve
312s online so expect to not lose that
316s DNA I actually never knew how connected
319s the um the law was in terms of like even
323s the first strike events I didn't even
325s know that they were so tied in with the
327s law uh until I've spoken to a bunch of
329s different commun members because
330s obviously I came in quite late towards
332s the first strike events I didn't even
333s know that they were narrative um so that
336s that was really interesting find out
338s yeah the thing with those is and this is
341s just a real quick aside uh though the
344s game itself is obviously very much in
345s development the story is happening as
347s the story is happening there's no uh
350s there's no branched off continuities for
352s Eve it all has to happen at once as it
354s goes so game is in development lore
358s is here
360s yeah it has to be I like that it's it's
363s really fascinating and it kind of Builds
365s on the whole like Community Driven game
366s um so I like it it does
369s help um okay so uh going down the list
373s then um there is a couple that CCP JS
376s will be answering when uh he gets back
379s but if I move on to the next question so
382s this one again was answered by CCP
384s malevolent um the question comes in from
386s uh HEB heod uh it's in relation to theme
390s six so are there plans for other
392s manufacturers for mining lasers with
393s different looks maybe even with some
395s minor differences one model might mine
398s slightly more but cut bolts to touch
400s slower for example and or a mod slot to
402s change up behaviors a bit so the answer
406s that we have for this is at this
407s specific moment in time no but in the
410s future it is certainly a possibility
411s that we can explore tools designed by
414s different manufacturers I think one of
416s the main questions that came out of um
419s the mining uh theme was who made it like
423s the cutting tool like who what faction
426s did it come from
428s um which I was very interested to see
431s that I don't know if that question
432s actually came up because there was a lot
433s of people asking it in the threads uh
435s okay so we'll move on down the list then
439s um okay so we have a question here in
441s relation to theme five and uh in regards
443s to quazer um which CCP fosty will
447s probably be the best person to answer on
448s this but it says uh quaza connection
451s will permit influences between two games
454s uh Bel literally what uh whatever will
456s happen in Vanguard will have Eve online
459s consequences and vice versa could this
462s evolve also in realtime links which
465s could bring synchronized activities like
467s orbital strikes operations creation for
470s Vanguard players from Eve client an eve
472s player could prepare a settlement to a
474s planet giving vanguards some tasks to
476s perform some objects uh objectives they
480s also building a self-sufficient base and
481s established territory or joint
483s operations between both clients other
486s examples in the support and Joint
488s operations sections uh this question
491s comes in from
493s pombo
495s Rossy yeah sure um so I can definitely
498s talk to the technical aspect of this uh
501s so the link that we're building between
502s the two games is between the the back
504s ends of the games which is sort of the
506s persistence aspects of Eve online and
508s the persistence aspects of uard as far
511s as like synchronizing data between the
513s two of them we're talking like tens to
515s hundreds of milliseconds uh sort of
517s latency which is you know a kind of real
521s time uh if not you know instant um so
525s that does open up the possibility for a
527s lot of uh I guess quite closely linked
532s gameplay um as far as like what we do
535s actually build uh I think it has to make
537s sense within the the different scales of
539s the game
540s with like what makes sense for a capsula
542s to be doing and what makes sense for a
543s war clone to be doing um I can't speak
546s too much on that I don't know if Dem has
548s anything they'd like to add around that
550s well this was about sorry just repeat
552s what the
554s uh uh so yeah given we have like a real
557s time link between the two games uh B
560s what kind of things can we do with that
562s uh so we're talking
564s about uh joint operations uh between
567s capsulas and I guess Vanguard walk
571s well I mean there's any number of things
573s that basically there are very few things
575s that you could not do if you really
577s wanted to have a thing happen right I
579s mean back with Dust 514 There Was You
581s Know orbital strikes and that kind of
584s thing uh the degree to which you'd
586s communicate in that regard is a question
588s as well but I mean anything can happen
591s planets are in space people are in
596s space yeah I've seen the theit
600s little bit of a nothing answer there but
602s you know it's there's reasons to
603s interact it'd be good to do more of that
606s yeah um I think the aital strikes
608s question comes up a lot um which I'm
610s assuming is something that was uh very
612s um very much used in in dust uh and I
616s think people have even talks about
619s having like linked chats across both
621s games like even just you know maybe
623s doesn't yeah's local chat for Eve online
626s would be the same chat you'd have for D
628s 514 you had little icons that would say
629s say how many uh mercenaries were in the
632s chat as well they have their own
633s different looking icons and things and
635s everything it's all in the same place oh
637s that's
639s cool um great so uh the next question
644s then um so this one is uh again in
646s relation to the the mining I do have an
648s answer here um so I will answer this
653s this is actually in relation
655s to uh sorry the answer here came from
658s CCP bloke uh if you remember from a
661s couple of sessions ago we did have um
663s them on I mean they did address
665s themselves as Neil you you peeps might
666s know them know him as Neil but the
668s question came from Juno and it's which
670s Corporation manufacturers uh which
672s Corporation manufactures the mining
674s laser will we see a consistent aesthetic
676s across their weapon tools I stand
679s corrected the question did come up um so
681s the answer to this one then is uh mimar
683s mining
684s Corporation um is still in existence uh
689s uh that can trace its foundation to
691s before the conquest of mimar space by
695s the amarian it managed to stay in
697s business while the amarian ruled the
699s minmatar only because it was useful to
702s the amarian now it is useful to The
705s Republic by providing the raw materials
706s to build a space Fleet to defend the
708s Republic against the Amar Empire and its
711s minions so the Vanguard are using
712s equipment made by them and Modified by
715s the
716s deathless would that sound
718s like not about covers it I guess you
721s know technology is a ubiquitous thing in
723s the universe right someone invents
725s something someone else picks it up at
727s one point or another uh it seems pretty
730s reasonable that the deathless circle
732s isn't inventing their own entirely new
734s take on on mining just to put it in the
736s hands of the Vanguard so yeah it coming
740s from a minmatar Creator originally you
742s know tracks quite
744s well and there's a lot you can do with
746s that there's a lot of things you can do
749s to improve that if you want for my
751s understanding um like Minar is always
753s kind of um I don't really know how to
755s describe it but it's kind of like
756s a the technology seems very like bansy
761s is that is that the right way to
762s describe it it's very like um put
764s together
765s like uh I'd say yeah that's not for off
769s I suppose you know saying function over
771s form is probably the best way I would
773s describe it most of the time and when I
774s look at the cutting tool I I feel like
776s that's kind of what it's it's gone with
779s like the of style and
781s passion and where we go further with it
784s of course MH yeah yeah um oh so the next
789s question then um again this is probably
791s in relation to uh first CCP Frosty um
795s and we just touched on this actually in
796s regards to is text chat between a
799s Vanguard and an e pilot something that
800s will be possible through quaza uh the
803s question comes in from Levy
807s Levi uh yes yes uh definitely uh for
812s this question I did do a quick check
813s into the quazar event sort of definition
817s uh repository and they do have events
819s for like messages being sent and people
821s joining leaving channels stuff like that
824s so we could listen to those we can even
826s send uh requests in quaza that send
829s messages to channels things like that uh
832s I don't think we have any plans
833s currently to do this but I know it's I
835s think on the radar uh a sort of like an
838s idea
840s H um excellent oh sorry
843s go oh no I was just going to say any
846s used to bring back some of the inter
847s communication stuff I'm happy with the
850s stuff isn't my side of things certainly
852s encour know to to me what's quite
855s interesting would be like is it does it
858s make sense for kind of capsulas as these
860s sort of gods of solar systems and
862s alliances and stuff to be talking
864s directly to individual War clones like
866s narratively or would you would there be
869s it makes sense it's happened in the past
872s yeah fellow Immortals you
875s know like guess organiz let's talk that
878s intercepting the commanders coms and
881s giving them instructions oh even just
884s exactly yeah there's some old trailers
885s that sort of do a bit of that
887s too that would be cool um so uh I'll
893s scroll down a little bit then so we have
895s one again in relation to uh quaza um do
898s you think you could Implement camera
900s drones or capsuleers to deploy to the
902s battlefield and see the video feed in E
904s online client window panel built
906s specifically for that purpose this would
909s give capsulas an insight into vanguards
911s uh operations affecting in the future
914s capsula assets uh like Sky hooks
917s poos upwell structures Etc or for
920s watching Vanguard fights in blood Sports
923s Arenas created and run by capsuleers for
925s profit and entertainment or for
927s streaming live game content I do like
930s that that was quite funny um we're
933s streaming live gaming content in CCP
935s social media uh the Unreal Engine has
939s pixel stream uh for casting uee cameras
942s POV onto web browser window
944s orchestrating start/stop of the pixel
947s stream relaying endpoint info and
950s security synchronizations could be done
952s with the use of quaza maybe the UEI
954s pixel stream gives the ability of full
956s control of the UEI camera via web
958s browser which can be limited to WD only
961s of course the pixel stream endpoint
963s could be created by a headless EV
966s Vanguard game client started locally by
968s E online game client on the same PC if
970s the PC is able to handle it s
972s simultaneously with E online game client
974s or in the cloud in your infrastructure
977s and the stream could be cast onto
978s embedded web browser panel in Eve online
982s client that's an interesting one a
985s pretty comprehensive answer yeah yeah
987s it's kind of like feedback
990s yeah this this is a really interesting
991s one espar because it was more like a
993s technical proposal as well than as just
995s a question um so I'm not an unreal
999s expert um so I can't talk too much to
1002s the specifics of pixel uh but I think in
1005s your answer you did sort of propose
1007s solutions to the major obstacles uh that
1010s such a like a a feature might have um
1016s which would be just sort of like how do
1017s you orchestrate the stream like how do
1018s you communicate to all the different
1020s clients that want to listen in how they
1022s actually connect to it um and how you
1025s might overcome some of the resource
1026s strains on the the users PC by using
1029s headless clients in the cloud things
1030s like that um I think the the remaining
1033s issue that I see is just a cost of a
1035s replication within unreal so even with a
1039s headless client that's being used for
1042s this pixel streaming that is still a
1043s client that's connected to the unreal
1045s server and that has an overhead of
1047s having to replicate all data to that
1049s client so it knows what to render at all
1052s um so I think if you were to give
1055s anybody like any spectator their own
1058s client so that they can control it
1060s individually you'll hit issues of
1062s scaling that solution potentially if it
1065s was just a static stream or a shared
1067s stream um then you could do that uh but
1071s yeah I think my although very
1074s interesting my thoughts were kind of
1076s like we're very early on in production
1078s and we're we've got a lot of say low
1081s hanging fruit technically that we can
1083s deal with to bring a lot of value to the
1085s product so I think this would be the
1087s complexity of it would probably mean
1089s that it's not worth doing at this time
1092s but um it's a really really cool idea
1094s and it would be a very like tangible
1097s link into to Eve if you could actually
1099s watch what was happening down on the
1101s ground um and it kind of overcomes the
1103s issues of you know them running on
1105s separate engines and sort of like Tech
1107s compatibility issues that you might have
1109s um but yeah it's a really cool idea and
1110s I wasn't aware of pixel streaming as a
1112s as a
1114s thing so the next question that I have
1118s then uh so again this one comes
1121s uh one sorry the answer comes from Neil
1125s um the question again is from Ard danis
1127s and it's asking can you share more about
1129s the law behind the cutting tools
1131s development is there a specific faction
1132s or story line tied to its creation and
1134s we'll be see more law uh development
1137s around it yep so we did kind of this
1139s earlier um being that it was minmar
1142s um I won't uh read this out again
1146s because I believe this just a copy paste
1148s um but I think it's safe to say that
1151s it's a part of the mimar um cre by the
1156s amarian that be right in saying
1160s that's the we're talking about the
1162s cutting again yeah
1164s yeah yeah sorry I got you're at the same
1167s time no you're fine I
1169s uh we just went over this few minutes we
1172s did yeah yeah yeah it's fine it looks
1174s like we had the same similar question
1176s again um with the same answer so we can
1178s just move on to the next one like the
1180s they
1181s do we've had the banana we've had the
1183s banana skin for a long long time so I
1186s think people are actually quite sad to
1187s see it go
1189s uh maybe we should make a I think we
1192s will yeah just call it the banana skin
1195s um DLC love it it a little overripe yeah
1199s yeah or just give it to the uh give it
1201s to people who were in the founders that'
1202s be
1204s interesting um okay uh before I move on
1207s to the next question then this one again
1209s is for CCP Frosty um was there any
1212s questions you want to pick out yourself
1214s de that you wanted to go into or should
1217s I just keep going through the list feel
1219s free to just keep going through I can
1221s always jump onto things they didn't seem
1223s to be many things that were
1225s explicitly l so I can always just add on
1227s to other things
1230s okay I think they used to be banana gun
1232s at some point we're going to have to get
1235s like an egg launcher I think as well for
1236s a some kind of Easter event that'll be
1238s fun um so again in relation to uh
1242s connections to Eve the Eda sounds like
1245s it could just plug in a number of
1247s sources rather than just two is there a
1250s sane limit to the number of sources
1252s there could be IE say if Valkyrie got a
1255s SQL for example could it plug into the
1257s system as well and if so are they
1259s Protections in place to prevent
1261s a convoluted Loop occurring between
1264s multiple different sources responding to
1266s various things causing other things to
1268s respond and so
1270s on
1272s rosty uh yeah so yeah I mean
1276s theoretically there's no real limit to
1278s how many um sources of events you can
1280s sort of plug into a common message bus
1282s and have flying around um I mean there
1286s are probably Sayan limits to that uh it
1289s might you might bring into question what
1290s you're building if it's getting to like
1292s insane levels like billions of different
1294s sources um but yeah the architecture
1296s itself as far as I'm aware there's no
1298s real limits uh your your question about
1302s kind of the forming of feedback loops so
1304s like if an event triggers an event that
1306s triggers the same event again and you
1307s just end up in a constant cycle uh is is
1311s a super interesting one um it's not
1313s something I think we explicitly protect
1315s against uh in the Vanguard back end at
1318s the moment but the kind of thing that we
1319s would pick up usually in development
1322s because we have you know various levels
1323s of testing uh environments that we
1326s promote through and and monitoring and
1328s stuff to to look at this kind of thing
1330s um but that's a problem that's dealt
1332s with in other network systems um like in
1334s the IP uh Internet Protocol H you have a
1337s time to live header so every time a
1339s internet packet hops through the network
1342s uh that header is incremented by one um
1345s and it has a max value of 255 so if a
1348s packet is stuck in a loop just hopping
1350s around backwards and forwards that value
1353s eventually hits its limit and uh the
1355s packet will get dropped you could do a
1356s similar thing and like with event chains
1358s as well just count how many how many
1361s events have been triggered and just say
1362s okay this is too many and
1366s stop um I know it's uh CCP JS you've
1371s joined us
1373s hello
1375s yeah welcome back no you're fine you're
1378s fine um we uh it was good timing
1380s actually I I saw you come in and you
1382s waved at the camera and I my camera is
1384s normally over to my right and I just
1385s went like that obviously looking than
1387s realizing that my camera's actually over
1388s here but uh anyway um welcome back nice
1393s to have you um do you want to introduce
1396s yourself sure yeah uh so I'm uh ccjs I'm
1401s a producer on the features
1403s team I've been at CCP for a couple of
1406s years working on Vanguard um well and a
1409s half F on
1410s Vanguard and uh yeah the features team
1412s we're responsible
1414s for yeah sort of all the in session
1416s features as well as like front end so
1419s adaptive we all that kind of
1421s stuff excellent make sure it's good yeah
1426s we um I we had you on for the first uh
1429s Q&A didn't we um previously so a lot of
1432s people probably remember uh from that um
1435s but yeah no it's great to have you uh so
1437s we do have a couple of questions then um
1440s if I are you are you good to answer yeah
1445s so awesome stuff so the the first
1448s question then I'll put to you um this
1449s one comes from posum and it's how has
1452s our feedback changed the game so far is
1455s there something we suggested that the
1456s team now wants to explore but didn't
1458s think much of before due to our
1459s discussions feedback and ideas I do like
1462s this
1463s question yeah um so uh yeah the feedback
1468s is is super important um obviously uh we
1471s have like a really strong vision for
1473s what the game is uh
1475s and um you
1477s know and that's really important too
1479s that we know what we want to make first
1482s um but that being said you know the the
1485s the feedback from from players and
1486s particularly the VIPs is used to kind of
1489s test that we're not crazy with a lot of
1491s that stuff so you know feedback is um is
1495s a huge part of us sort of verifying the
1496s things that we think are actually true
1499s um there's also you know feedback can be
1501s really interesting you know um you know
1504s I kind of call it like the problem
1506s beneath the problem sometimes we get a
1507s lot of feedback about a thing that's
1509s complaining about something quite
1510s specific but actually the problem is
1513s something slightly different you know
1514s for example people could say oh mining
1515s is just not fun it's just like the
1518s mechan you know and they'll maybe
1519s complain about the me of thing but the
1521s problem is actually the controls for
1523s example and so so often there's not like
1525s a necessarily a onetoone thing but it it
1528s does help to identify problem areas um
1532s of the game uh I'm trying to think of uh
1535s this I didn't prepare for actually
1536s because this was one of the last
1537s questions I read I'm sure there is an
1539s example well I know there is because I
1540s had a document with a bunch of things so
1542s maybe
1544s uh uh I know there is an example of
1547s feedback that's come in that has been
1548s has directly turned into a thing that
1550s we've done I know that that's true I
1551s just can't think of one off top of my
1552s head um but I will uh find one and next
1556s time I do this or next time I maybe
1558s maybe by the end of this meeting I'll
1559s remember it and we can I remember one
1562s yeah about it but sorry I can't on on
1564s the spot I can't think I I'm totally
1567s mentally blocking no it's all good um
1569s it's a very good question um and I
1573s obviously he wanted to say yeah I was
1576s just following the chat um suppression
1578s contract was that
1580s one yes that's yeah that's a great
1582s example of one yeah that was something
1584s that uh I think
1587s uh yeah that came from the feedback and
1589s we we did it and it was like I think we
1591s did it between between the did I think
1594s um it December and January yeah yeah or
1596s December and March yeah that was a
1598s really Qui turn around there that came
1600s directly from from
1602s feedack add also stuff for story always
1606s is at least we keep an eye on what
1609s people say about things that doesn't
1610s mean stuff is uh changed based on that
1614s but never not taking into account at
1617s least uh
1619s or keeping an eye on how people interact
1621s with it or feel about
1623s it yeah like I can definitely think of
1626s stuff that's like was almost like
1628s embarrassing we didn't think of it you
1629s know like bad guys dropping ammo that
1631s was like that was like a big thing why
1633s don't the bad guys drop ammo like
1636s oh uh and catas um right being added
1643s yeah ready for November yeah
1647s uh keep talking about him guys keep
1649s talking about them um excellent yeah uh
1653s so the next question then um I'm just
1657s going to list a bunch off to yourself JS
1659s um and the other guys can jump in
1660s obviously if there's uh anything they
1662s want to add um but this one comes from
1665s pombo uh so what about adding a radial
1668s menu for the weapons to cycle quickly to
1670s a specific ammunition Crystal about the
1673s mining laser could there be also faction
1676s storyline variants to improve efficiency
1678s on specific activities mining or panel
1681s removing other than crystals could other
1685s resources be mined I.E liquids gases
1689s microbiomes for genetic
1692s micro microbiome
1696s researches Okay cool so let me try and
1698s uh do this piece by piece so the first
1701s part about radial menus um so we're
1704s working on a radial menu for equipment
1707s at the moment it's going to be in for
1708s November and it's really cool um we
1711s don't currently require something like
1713s that for weapons and ammo because we
1715s just have the one well we have a weapon
1717s and the cutting tool and uh so we don't
1719s we haven't really explored the how we're
1721s going to do that long term but it's
1723s definitely a possibility that that that
1725s it could be done in the same way that
1726s we're doing equipment you know maybe
1727s that would make sense and it's kind of
1729s you know on the theme with a lot of EES
1731s UI um but it hasn't been explored so I
1734s don't know how we're going to solve that
1735s solve for that just now um second part
1738s of the question about uh about um
1743s linking uh the mining laser to like
1745s faction stuff and story lines
1749s um I yeah there's there's there's not
1752s currently anything in the plans to do to
1753s do anything like that but we will want
1756s to add a lot more context and um depth
1759s and variety to um mining going forwards
1763s uh fluid mining different kinds of
1764s mining um we have fluid mining in the
1767s game right now as a prototype it's it's
1769s it's in its very you'll see it's like
1771s quite in its infancy it's like a very
1773s new prototype that's just gone in uh in
1775s the last maybe two weeks or week um it's
1781s like a it's like a kind of a big at the
1783s minute it looks like kind of a big kind
1784s of crazy Contraption next to and it's
1787s next to uh sort of big uh pools and and
1790s um sort of ocean um areas and uh you you
1794s have to kind of like tune it to uh uh to
1797s to optimize the flow of of fluid through
1800s the refinery and then it kind of gets
1801s picked up and it's it's it's very cor
1803s you know it's sort of like an area
1804s defense um uh um activity similar to
1808s like Mining rights um I think it
1810s probably needs some more work and so
1812s that's you know feedback on that is
1813s going to be going to be really important
1816s um and I can't remember the final part
1818s what was the final part about peaceful
1821s um could other resources be mind I
1823s liquid gases I guess that's kind of what
1824s you just talked about um yeah yeah yeah
1828s did I cover did I cover everything yeah
1830s I think so
1831s um so could there be also a faction
1836s story Varian to improve efficiency on
1837s specific activities other than
1841s crystals maybe I don't Nicholas has
1844s sorry yeah I
1846s mean you know lasers do a lot of things
1849s in the universe right could always do
1852s more fun stuff with them that isn't
1853s specifically the mining right now it's
1855s called the cutting tool uh you know I
1857s know what are it already does damage so
1860s it would be
1863s fun I got scared then because I didn't
1865s know if the uh the damage thing was uh
1867s public but yeah it is I just remember
1868s because we done it in the last theme
1870s yeah that is um that has created some
1873s really fun content uh so people can play
1875s laser tag in November if they want to
1879s um
1881s the next a question sorry Frosty did you
1883s want to add anything to that no cool all
1887s good awesome um let's move down then so
1891s we have a question here from Mac
1893s Macintosh um could there ever be a
1897s dedicated drops specifically made for
1899s mining for balance purposes you could
1902s limit weapon options to something like a
1904s sidearm you could also limit the extra
1906s capacity to be used only for minerals
1908s instead of ammunition or equipment EV
1910s online does this with dedicated mining
1912s ships and specific holds that only
1915s contain specific types of material or
1917s assets
1920s yeah so we we definitely don't have like
1922s any um for sure plans about this yet but
1926s the kind what we're thinking at the
1927s moment um so in November the Adaptive
1930s Weaponry sort of framework if you like
1932s is going to get extended into um into
1935s the cutting tool uh and then you know we
1938s what we're talking about right now is
1939s doing the same thing with um with the
1941s suit potentially so you can imagine you
1944s know you could in the same way that you
1946s now customize your gun you could
1947s customize your suit and maybe there's
1949s two different versions you could switch
1950s between you know um you know we're
1953s talking about things like that so you
1954s could certainly imagine in in that
1956s scenario that you could customize to be
1959s really good at mining but then if you
1960s have to defend yourself maybe switch to
1963s some something like a more defensive you
1965s know kind of configuration of of suit
1967s chipsets for example so nothing in stone
1970s yet but still very much sort of um in
1974s the sort of you know we haven't started
1975s working on on any of that stuff but that
1977s is what we're thinking is kind of
1979s carrying that
1980s same like philosophy through to all the
1984s different areas of of of the character
1986s from the weapon to the tool to the
1991s suit that's how we would do it yeah
1995s excellent um one of the uh it's like one
1999s of the posts that I'm putting out today
2001s because we have theme 7even going out
2002s today and Sim relation to the uh
2004s evolution of combat um and it's
2007s interesting because the first topic is
2009s going to be on weapons and it's always a
2011s case of um it's not like what what does
2014s it look like it's always who is it going
2016s to be used by how does it work it's
2018s never like you never design it
2019s specifically for a character it's more
2022s what is the function of it before that
2025s um and it's nice it's it's really good
2027s to see uh from the behind the scenes
2030s kind of
2031s perspective um which I guess is kind of
2035s how you described
2038s the the
2041s answer um yeah I think yeah we want to
2044s encourage you know rather than say to
2046s players like hey here's a mining suit
2049s you know it's more like here's a bunch
2051s of stuff what can you do with it yeah
2055s yeah add sand to the sandbox overing
2061s philosophy um so the next question then
2066s uh yeah so this one comes from danis
2068s again um so in the future will players
2071s working together receive any bonuses
2073s when using the cutting tooling group
2074s mining operations for instance could
2077s provide skill boosts increase yield or
2079s faster cutting times through bonuses
2081s like mining command modules for example
2084s the group
2086s activities yeah so I think um we're
2089s definitely starting to talk about ways
2093s to um you know create stronger like
2096s social ties and you know help um
2099s encourage people to play in squads more
2101s um and again I think there's there's no
2105s solid plans to for this kind of stuff
2107s yet um but uh the kind of stuff that we
2109s have spoken about has been
2112s um you know again weaving this into the
2115s adapted Weaponry um framework so again
2119s you can imagine a chipset where if
2122s someone else is using the same kind of
2123s chipset or like some sort of
2124s complimentary chipset or configuration
2127s that that would provide some kind of
2128s buff I that would be called out in the
2130s in the chipset when you when you would
2132s when you would install it into your
2134s weapon um so again we'd probably like
2137s use that adaptive Weaponry or you know
2141s similar with the suits or with the
2142s mining tool to um to create those those
2146s links between players but again it's all
2149s still like s super early days and no um
2153s nothing concrete yet but those are the
2155s kinds of conversations that we're having
2157s when we talk about about features like
2160s that
2163s cool um I saw Demi nodding his head I
2166s don't know if he wanted to add anything
2168s to that but uh most are just nodding
2171s along oh good um excellent so the next
2176s question then um again in relation to
2178s crystals um can they become rare
2180s Commodities in the game will there be
2183s different grades of crystals with higher
2185s tier crystals providing better yield or
2187s faster cut
2190s thing yeah so um right now for November
2195s the crystals are all
2198s um they're kind of matched to a a kind
2201s of resource or so particular Crystal
2204s will be better or more efficient at
2206s cutting particular resources um but all
2209s the actual crystals themselves at the
2211s moment are are like very common and um
2216s so we haven't started yet dividing the
2219s crystals into different tiers of we
2221s haven't sort of begun that yet so this
2223s just this first iteration I think is
2224s going to be quite quite simple with
2226s crystals all being quite um yeah like I
2229s said quite quite common but I think you
2232s know we again we're kind of looking
2234s for all the the the philosophy when it
2237s comes to this kind of thing is to create
2239s something quite basic present it to
2242s people and then see what see what see
2244s what happens and see how people are
2245s using it and then use that rather than
2248s tried to add to the complexity in before
2251s we before people are actually using it U
2253s we like to just present the most basic
2255s version and then once we see how people
2257s using it then start to like add more
2259s depth and complexity to it afterwards
2261s but that's that's absolutely like one of
2264s the ways that we could add complexity to
2266s the crystal
2269s system um excellent um so there was a
2272s question put in chat um we don't have to
2275s answer it but if any um if any of you do
2278s wish to uh take a look at it it was
2281s submitted by uh
2283s oroboros who is a very active member of
2285s the community um but I'll move on for
2287s now uh maybe we can come back to it if
2289s we do wish to answer it um the next
2293s question
2296s yeah haven't seen it I'll read it as
2299s yeah yeah sure it's fine um so the next
2302s question then so I think this comes to
2303s you uh CCP Frosty um theme five so
2307s connection the eve the oh wait sorry two
2310s seconds hang on let me back down it
2312s wasn't that one I apologize
2315s um quer do you have it all sorted out in
2322s regards uh in regards to e Vanguard and
2325s Eve online connection or something is
2327s being worked on yet do you think there
2329s could be some sort of uml published for
2331s us to think of links specification
2336s specifications uh uh yeah so on that I'm
2340s assuming that they're they're coming on
2342s like um link specification that's on
2344s like what ideas would be good for a link
2348s so it comes from Elanor I think elor's
2350s in the chat um so maybe we can get some
2352s kind of confirmation on that yeah um I
2354s can talk on the the rest of it though uh
2357s so what we were focusing on for um for
2362s the first strike stuff was like a very
2364s shallow connection of just how do we
2367s like prove that we can talk into quazar
2368s that we can actually send things that
2370s are happening in Vanguard to quazar for
2373s then systems within Evon line to react
2375s to um we proved that out it worked and
2377s we were Keen to now like expand it into
2380s more you know more features
2383s um because what we effectively did was
2386s just grab a bunch of code from Evan
2387s Line's code base and drop it into EV
2389s Vanguard it's a bit juny and how it fits
2392s together with our code Styles and our
2394s paradigms and stuff like that um so that
2397s that mention of kind of a simplified
2398s implementation of that client was us
2401s sort of uh saying okay now that we know
2403s this works let's tackle it from scratch
2405s and do it the way that fits best with
2407s the sort of Vanguard back end and how
2408s we're doing things um so that's kind of
2411s what we were Keen to do before we built
2413s more features on top of this connection
2415s was like okay let's solidify it and make
2418s sure it works how we want it to work
2419s works well for our sort of development
2422s processes um that's sort of still a bit
2425s of ongoing work at the moment um as far
2428s as like publishing uh uml which is
2431s Unified modeling language I think is
2434s like a way of describing systems with
2436s diagrams um we could give a more a more
2440s detailed look at that I think that the
2442s key information you need to know is that
2443s it's near real time so like milliseconds
2446s of latency so any sort of ideas of links
2450s that work within that sort of latency
2452s time frame of like tens to hundreds of
2455s milliseconds uh latency or things we're
2458s interested in um a bit like uh you were
2461s talking about uh Ora boris's comment
2464s that's like a a really nice idea um
2467s there's a similar one earlier about
2468s having Eve ships in the Sky Box uh that
2471s would be kind of like a Vanguard
2472s representation of Eve ships that are
2474s nearby near the planet that's a really
2476s good idea for a link as well um and it
2478s fits within the constraints of the the
2481s connection the um the question that they
2484s asked yeah that's fine uh let me um read
2487s it that then um
2489s so uh had a crazy idea about Eve players
2492s defending their Planet Side Assets in
2494s RTS view uh deploying defenses and
2496s vanguards attacking them trying to
2498s overcome those is something like that
2500s even possible I like the idea of the RTS
2504s view uh that would be cool yeah I think
2507s it's really cool it plays to the
2509s strengths of like Eve being more on the
2512s coordination operational side so giving
2514s them a view that you know describes
2516s what's happening down on the the surface
2518s but slightly abstracted uh and it means
2521s that also reduces the amount of
2522s information you have to communicate back
2524s and forth which also then plays to the
2525s strength of like the connection um so
2529s yeah I think that's a a really cool
2531s idea yeah strategic versus tactical
2534s versus
2535s operational be fun to do something with
2538s that there is a particular game that oh
2544s sorry very cool idea there's a
2546s particular game that comes up uh uh now
2548s and again in in conversations um I'm not
2550s going to mention the game but uh the RTS
2553s functionality of it it's it's
2555s interesting um and I think it's
2557s something that we we do uh consider a
2560s lot and bring up um excellent so the
2566s next question I'm going to ask you about
2568s crystals again uh Jess um because people
2571s seem to be really interested in the
2572s crystals uh and rightly so so the the
2575s Dynamics um how many different Crystal
2577s types will they B at official steam
2579s launch and Will some crystals only be
2581s available in rare or high level sectors
2583s will players have access to any visual
2585s indicators or starts to know which
2586s crystal is the most effective before
2588s starting a cutting session or is it
2590s always trial and
2593s error okay uh so the first part of that
2597s question about how many we're going to
2598s have um for this stee launch I I have no
2601s idea no idea right right now we have
2604s four um but uh that that number is going
2609s to change I would imagine after November
2612s based on feedback and you know data that
2616s that we get from from our analytics
2618s um uh as for the Rarity question I think
2622s yeah that's kind of again I think this
2625s this iteration of is has very little
2628s complexity when it comes to crystals I
2629s mean crystals is the new layer of
2631s complexity that we've added um uh so
2634s crystals themselves the way they the way
2636s they work is quite quite simple um but
2639s again I think that after post November
2642s once we see how people are using the
2644s system um and playing with mining uh we
2648s we'll sort of steer what the next step
2649s is and what how we choose to add
2651s complexity uh after that and then the
2653s last part I can't quite remember what
2655s was it um will players have no you're
2657s fine uh will players have access to any
2659s visual indicators or stats to know which
2661s crystal is most effective before
2662s starting a cutting session or is it
2664s always trial and error
2667s uh so we we are going to um
2672s so the over overarching philosophy with
2675s lot this stuff is about uh making some
2679s of these things you know so we don't
2680s want to just make it super obvious with
2683s like UI immediately how everything works
2685s straight away right out the box and we
2687s want some element of like mystery and uh
2690s people have to figure things out so that
2692s that's like an overarching philosophy
2693s that applies to everything um so you
2696s know because what that leads to is
2697s essentially is like e expertise in
2699s certain areas you know you have players
2700s that are really good at mining because
2702s they've invested a lot of time in it and
2703s so if you if you would need to go on a
2706s some sort of uh you know session that
2709s requires a lot of mining you'll want to
2711s bring that person along who's who's very
2713s good at it and someone who's very good
2714s at it will want to go to those kind of
2715s play sessions often um but to have that
2718s you it means that everything can't be
2720s immediately out the box obvious how it
2722s works even at its most complex level so
2724s there will be um yeah sure I would call
2727s it trial and error but certainly like uh
2730s yeah maybe there isn't a better way to
2732s describe it but yeah like
2733s experimentation with how things work and
2735s expertise that's built up over time um
2738s but yeah but what we do want to add is
2740s uh you know you know obviously some
2743s level of feedback about whether or not
2744s what you're doing is efficient or
2745s inefficient so you can say okay this
2747s Crystal is not working with these kinds
2748s of rocks or this crystal is great um in
2751s this kind of situation so there'll be
2753s feedback on that L on that level like
2755s the in session level and then you know
2758s also on the front end level there'll be
2761s feedback about you know what kinds of
2763s resources you'll expect to find in which
2766s kinds of deployments and you know well
2769s obviously through the this the front end
2772s end systems you'll kind of know and have
2774s goals about what you need to acquire
2776s what kind of resources you need to
2778s gather and so then you'll be picking
2780s deployments based on what you need um to
2783s do your sort of front- end projects uh
2786s so yeah we'll obviously be giving
2786s players feed Feb about that so they know
2788s I need to go to this planet to get this
2790s stuff and then I need to go and find a
2791s you know planet that has this this
2793s resource so I can finish building this
2795s thing um so yeah so we want to kind of
2798s uh yes so we need to make that really
2800s clear and we're sort of that's one of
2802s the things we're working on just now um
2804s yes so it has two levels to it hopefully
2806s that answers answers the question yeah
2809s yeah there's a lot of detail I feel like
2810s every time I play the game there's
2811s always uh something new that's been done
2813s to the mining um it's like always adap
2817s it's always changing always evolving um
2820s yeah cuz it's like every time I play
2822s it's always something different and it's
2824s sometimes just like the smallest details
2825s as well um as you said like the UI uh
2828s interaction and you know telling you
2829s which crystal is better Etc um and you
2833s said you want to make it feel a little
2834s bit more realistic uh and Visually um
2837s seeing the difference when you're using
2838s different crystals
2840s um hard line to to walk between having
2844s something be intuitive enough that it's
2845s not just annoying and completely obuse
2848s when you first pick it up but
2850s also um you know having layers of of of
2854s depth that you can find if you spend the
2857s time it's like but that's that's
2860s the the
2864s design um I think uh like a lot of
2866s people they say you know they don't they
2868s don't particularly want to be playing
2869s Vanguard for for mining um and I like
2872s now that we've actually been able to
2873s show a lot more in depth into how it's
2876s going to play out with the cutting tool
2878s um and we've already seen that like
2880s through Solstice it has so many more
2881s different
2884s um uh what do you call it like
2886s activities to use on um more than just
2889s just mining um but it'll be really
2892s interesting to see how we plays uh and
2894s whether people who do just want to go in
2896s for the FPS uh feel of the game to see
2898s whether they do actually uh participate
2900s in the mining because it could be
2901s rewarding enough for them to uh to do it
2904s um yeah cool um
2908s so I believe that was the last uh
2911s question that I had answers for was
2914s there anything in particular uh that you
2917s guys wanted to answer was there anything
2918s that we
2925s missed yeah yeah I don't think anything
2928s else
2930s came excellent um we've finished like
2934s literally perfect timing um 5 minutes to
2937s uh so that is that is great um what I
2939s will say is there is going to be a
2942s transmission going on uh on YouTube on
2944s the
2945s CCP uh channel on the Eve online Channel
2948s sorry um if you guys want to go and
2950s check that out um it's the deathless
2952s transmission uh imminent idles um if you
2955s want to go and check that out thank you
2956s for the link I appreciate that um there
2958s is also a blog post going out in the
2960s next couple of minutes as well um the
2962s only uh key information that I will tell
2965s you about is that the play test dates
2968s are the 28th of November to the 9th of
2971s December so that is going to be the next
2973s play test dates um and that will be
2975s listed in the blog post um so check out
2979s the E online website
2981s [Music]