2 months ago - EVE Online - Direct link

Transcript (by Youtube)


1s [Music]
5s we should
9s start before we do so um should we maybe
12s introduce ourselves because I don't
13s think all of us are that well known well
17s besides he shortfall he's famous in
21s here and we have to start with shortfall
24s just for those who don't know I think we
26s should uh yeah
27s so uh so I'm shortfall uh most actually
30s know me by my full name uh so don't feel
32s like if you accidentally Nam Dro me
34s you've doxed me um I'm the senior
36s backend engineer over at e Vanguard so
39s I'm responsible for any the hosting
41s infrastructure scaling effectively
43s making the game multiplayer so I do a
45s lot of the the work outside of the game
47s itself uh and typically that's where
50s like my responsibilities how players get
52s to our
54s game all right Massie do you want to go
56s next all right I'll go I'll go next
58s then H Massie good next no no no no no
61s no no no no go ahead I'll go next so
65s hello I'm CCP catfish I'm a lead uiux
68s designer at TCP been on the Vanguard
71s team for coming up to two years um and
74s we work on all aspects of the UI so
75s we've done HUD we have done a bit of
77s front end um any new features that get
80s designed by Massie and the Gang we kind
82s of support and help get that into a
84s playable state for you
87s guys yep and uh my name is CCP Massie
91s and I am Senior combat slame designer um
96s I've been at CCP for about 18 months now
99s and uh yeah uh primarily as well as
101s looking after um most of the the combat
104s bits and Bobs um yeah just uh General
106s game design stuff and uh was the person
109s who put together the prototype for the
111s manufacturing stuff which we shared um
113s this week so yeah all sorts of bits and
115s Bobs not just uh not just combat mostly
118s giving Tom Tom who's Tom katata fish uh
123s yeah a series of uh prototypes for him
124s turn into good
125s stuff all right I'm CCP lumy I actually
129s work on the EV online team as a
130s community Dev but I have been asked to
132s hop in here today to host this Q&A as
134s CCP peaceful is on a train to London
137s right now and he did not trust his
138s internet
140s connection with that I think we should
144s just kick this Q&A off should
147s we yep sounds good do it first
151s question it's just my favorite of the
153s entire Q&A I think we can just stop
155s after this one it's rather philosophical
158s but uh which one of you guys can tell me
161s what was first during development of the
162s solstice event the egg or the
167s chipset yeah the uh so so we thought
171s about the chipsets first but we created
173s the eggs first so there's no right
175s answer um the the eggs were like a a
179s secret development prototype thing that
181s it yeah it's amazing that people found
183s it so funny while we were playing it the
185s first time we were like this is
186s fantastic meme content it's a shame it
188s not come out and then people found it
190s anyway so there you go whether the
192s chipsets or the eggs came first I think
193s we can all agree that the eggs are eggs
195s are
198s Supreme as they should be so is it is it
200s about who found the X first or who found
202s the chipsets first is that how you're
204s judging it I mean what what's the answer
207s to the real question who knows right but
210s chipsets were thought about first and
213s eggs were created first players saw
215s chipsets first and then they saw eggs so
218s really it's a matter of
219s perspective I'm going to go on Meme
221s impact the eggs are the biggest meme so
224s far so they've got to come first right
226s no one's meing about chipsets there you
229s go ex are the best feature of the
233s game all
235s right then I will address the question
239s to CCP short for first as he has kindly
242s volunteered himself to come answer the
244s technical questions we had no answers
246s to as the game expands and more players
249s engage with the blueprint emission
251s systems how does the backend
252s infrastructure skill to accommodate
254s increased demand are the specific cloud
256s services or containerization strategies
258s you use to dynamically skill
262s resources yeah so I started writing the
264s answer for this didn't and I ended up
265s taking up the entire screen in technical
267s Jagger and I was like you know what I
268s should probably just come on and explain
269s this um so there's kind of two levels to
271s this so starting off with like the
272s missions and brints like they represent
274s such a small portion of our overall
276s Compu and traffic like that increase in
278s Blueprint emission systems isn't likely
280s to have a net impact on our overall
282s systems um but I think the question kind
284s of goes wider into like how do we do it
288s um and I think again the question kind
289s of starts to eek out some of those
292s answers themselves so uh we do use CL
294s capabilities so AWS is typically where
296s we host all our containerization and we
298s make heavy use of containerization the
300s back end uh we use goang to write those
302s Services uh so combining that with Arm
304s based architectures to think like apple
306s a one chips or AWS graviton chips uh
309s means we can operate at a really
311s efficient per service basis so the work
314s that like massie's been doing to kind of
316s bring manufacturer stuff forward isn't
317s going to have an impact overall on the
319s back end because the back end just is
321s pretty efficient as it is already um and
324s the fact that it only takes about 15
325s seconds for new containers to come
327s online to add capacity so overall like
330s we've just got this massive overhead at
332s the moment uh not to say you should try
334s and break it just to be clear um but all
337s these are new features coming in just
339s they're not really a big concern for us
340s right now um I am going to be at um e
345s London so if anyone wants to reach out
346s to me London because I appreciate this
347s conversation could go on for about two
349s hours as it does at FanFest every year
351s um feel free to just come grab me and we
353s can have a talk about cloudbased compute
354s and
355s containerization and my general load of
357s kubernetes
360s that hope answer the question I'm so
363s glad you were here to answer that short
364s for been very sad to read that out yeah
368s that's
371s fine then while we are on the topic of
373s Eve London I was going to save this for
376s the end but we might as well just do it
378s now uh there was a question can we talk
381s with devs about future fard development
383s plans during secret London meeting one
385s it's not very secret anymore it has been
387s announced it also been sld out sorry if
390s you don't have your
391s tickets um yes there will be devs at CCP
395s London of CCP London well they're always
397s at CCP London they will be at Eve London
400s too uh and yes you can ask them
402s questions but keep in mind that they
404s might not be able to answer everything
406s for other
412s reasons and I think that were the two
415s slightly off topic questions for today
417s so let's get back to the topic of this t
420s theme
421s Thursday uh two questions in one
425s go given the resource and blueprint
428s Focus gameplay how does the in-game
429s economy economy function can play a
433s straight blueprints resources or crafted
434s items with others and what impact does
436s this have on the game's overall economy
438s and at the same go is there going to be
441s any sort of market for players to buy
442s These Blueprints outright and sell the
444s fragments other loads from field as well
446s as other items and supplies if so does
448s the area we're currently in effect
450s market supply
454s availability yeah so did a lot of the
457s questions um that we we saw come in kind
459s of cover a few of these bits so it'll be
462s broken up across different questions so
463s sorry if this first one is a bit uh a
465s bit dull but we'll explain all of this
467s as as kind of we go um so we're focusing
470s on the individual manufacturing
471s experience first so that's kind of the
473s the main Loop of you discovering new
475s resources in the session bringing them
477s out uh crafting them into items that you
480s can then prepare to predeployment
510s experiences in a good place in the first
511s place so trading in Vanguard is a big
514s topic and it needs careful consideration
516s um so but in the short term with uh with
519s manufacturing like the first version of
520s the feature that you might see in play
523s tests you'd be able to drop items for
524s each other with Squad makes you'd be
525s able to drop items in the session so if
527s there was you know some more organic
529s social interactions between uh players
531s or some you know temporary alliances to
533s to you know basically barter and trade
537s um that would be doable because all of
538s the the blueprints and the
540s manufacturable items will be able to be
542s put in the in the backpack and then
543s dropped in the session we're not making
544s any sort of uh limitations on that um
547s but in terms of like more uh Global
549s Systems um thus for something further
551s down the line um once we're sure that
553s this is actually the the kind of thing
554s that's going to add um a lot of
556s enjoyment to to the game and acquiring
559s items um so we we and and yeah we we
563s often talk in the Design Group about
564s like the diversification of the the
565s overall Vanguard experience between
567s different players um so you know we want
570s some players to be able to treat
571s manufacturing and weapon customization
573s as a key part of the their game um
575s delivering and selling highly optimized
577s Blueprints and items to to those who
579s just want to shoot stuff in the face
581s like um so being able to have that
583s player driven interactions with this
585s system is a core part of where we want
587s to go longterm but it probably won't be
589s in the first feature uh the first
590s version of the feature that you'd see in
591s a play test we want to make sure we get
593s the the smaller Integrity bits right
595s before we go wider with
598s it yeah and I think it's kind of like
600s for free almost that we can take these
602s into session we can drop them because
604s that functionality exists already These
606s Blueprints and items are just like any
607s other item so we don't kind of do any
609s extra work to stop that from happening
611s but I guess that's something that we'll
612s Monitor and just see how people use
617s it okay I hope that answers your
620s questions or done as a neop
623s spectrum moving on to the next one as
625s players advance and acquire higher tier
627s blueprints how does the game Ensure
629s continued engagement what sort of
631s endgame content or long-term goals can
632s players work towards using these
634s crafting and Bounty
636s systems yeah so it feels like there's
638s kind of two parts to this question
639s there's like protection against the um
642s the game kind of falling apart as
644s players start to acquire the higher tier
646s stuff but then there also like what is
648s it the players are looking towards um
650s when they're looking to get towards end
652s game and and build like really strong
653s inventories so as you may have seen in
656s the concepts most of the blueprints um
658s work more like copies um they have
660s limited use and the items manufactured
662s from them can all be lost on deployment
664s um which means that outside of like
665s maybe specific item types or you know
667s certain things that we deem make sense
669s to be permanent um most items weapons
673s suits Etc you acquire you manufacturing
676s are somewhat volatile um we have ideas
678s to introduce even more volatility in in
681s fun ways you know not just to take stuff
682s away from you um but it's it's hard to
685s talk about endgame with any certainty is
686s the the discussion thread covered it
688s heavily right like other games have
690s suffered significantly when their
692s Community acquire high level gear and
693s keep it forever with no sort of
695s maintenance cost or upkeep or syncs
697s associated with it so um especially
699s while we're a game in pre-alpha it
701s serves us well to have most of the
702s content be losable or expirable somewhat
705s um so again like with the first
708s iterations of the feature don't expect
709s to be crafting certain items and have
711s some sort of permanent advantage over
713s other players um that kind of uh yeah
716s the volatility of your um inventory
720s and whether that leaks into like count
721s progression and things like that is uh
723s is really important for us to look at as
725s as a game that's supposed to be you know
727s persistent we don't we you know so uh
731s yeah it's it's a case of making sure
734s that players can lose things to to keep
737s things interesting uh and as you're
738s moving towards end game it's a it's a
740s climb where you can fall rather than
742s just a steady sort of
746s optic yeah and especially because the
747s front end right now the stash is pretty
749s limited it's quite a wonky interaction
752s to kind of look at the stuff you have
753s and organize it properly we've not
754s thought too much about that so really
756s even if you were to try and keep this
758s stuff long term you're got to be
760s fighting the amount of space you have at
761s least in the short term while we work on
763s those
764s systems so uh even if it's possible
766s maybe don't do
771s it maybe don't do it that sounds like a
773s challenge to
777s me all right it's very e as is it it
782s is next up a question from pombo knowing
786s the industry assets you're showing is
788s just for mechanic feature concept
789s demonstration will you be able to use
791s the manufacturing feature to build also
793s stuff that is not only equipment gear
795s will you be able to build entire rifles
797s drop suits grenades knives or Vehicles
799s when the letter will be released will
801s you be able to build or buy anchorable
803s structure to set bases or automated
805s industry for your Vanguard Eve
806s Corporation to claim also Planet reach
811s s yeah so the first half of the question
814s about like you know um will you be able
817s to use the manufacturing feature to
818s build stuff that's not just equipment
820s gear and is also you know um rifles and
822s drop suits and grenades this is
824s absolutely the intent right um
826s manufacturing is supposed to be the main
827s system for acquiring items so anything
829s that could be considered customization
831s or items will be built into Blueprints
833s and and Manufacturing recipes um the
836s last part about structureal automation
838s is kind of beyond the scope of this
839s feature discussion but if we were to do
841s it then there's no reason that we
842s wouldn't use Blueprints and
844s Manufacturing as part of the acquisition
845s Loop for it um but you know it's uh it's
848s a bit early to to know exactly or to be
851s able to communicate especially like what
853s kind of stuff could happen long term
854s with this um it's an it's a yet untested
857s system that we think we can have some
858s confidence in because of some of the
859s parallels we can draw with um the eve
862s systems um but we're going to have to
865s learn how to apply this to to a shooter
867s ecosystem so in the short term we know
870s like what kind of content we have in the
871s game right now and how it can work with
873s with those things and how we could
874s extend things from there um but how it
877s jumps ahead to to all of the other
879s different types of content in the game
881s um it would it would kind of be guess
882s work at this stage so we're we're
884s keeping everything kind of local the the
886s early tests of manufacturing the things
888s that you're going to be doing in session
890s as the game is um now and in the short
894s term okay and while we were on the topic
898s I also saw a question about
901s Transportation are there any ideas in
903s the works for our mode of transportation
904s in the galaxy do we get our own custom
906s ships for this uh think like the hell
908s divers
911s Lobby yeah I guess if we're talking
913s about the hell divers Lobby it sounds
914s like it's more of a things we do outside
917s of session rather than gameplay so I can
918s take it for that part um no there aren't
922s really any current plans for that at
923s least outside of the session um the
926s current ideas I think we explored them
928s in the themes we posted but the current
929s idea is that you are an infomorph that
932s lives within the fulcrum's virtuality
933s it's a very virtual space it's very
935s digital space the front end longer term
938s hopefully reflect that context um so you
942s as a player is are going to exist within
943s this virtual space and make interactions
945s within the virtual space um so it
948s wouldn't really make sense for us to
949s have you occupying a clone body in a
952s physical location that said deployment
955s is physical and so maybe there's things
957s we could look at throughout the
958s deployment flow that look and feel a bit
960s more physical um but that's stuff that
963s we need to explore in a bit more detail
965s I
969s think all right then we're moving on to
973s more questions from NE Spectrum who the
975s last question also was from he was very
978s kind to bundle them for
981s us um talking about regions or sneaky he
986s assumes the region we are operating in
988s will have an effect on low types yes or
994s no yeah so that's something we're
996s currently exploring I think the idea at
998s the moment is that you'll be able to
1000s deploy to multiple variants or
1003s variations of the level with different
1005s setups for Loot and different Mission
1007s types and activities you can be taken so
1010s there'll need to be an element of how we
1011s communicate that to the player in the
1012s front end maybe that's something we
1014s outright to all the player maybe that's
1016s something that you can discover for
1018s yourself um but there'll certainly be a
1020s way to to figure that stuff
1023s out okay and on the question of loot is
1026s it still possible to find and load the
1028s full items on the field
1032s still uh yeah so uh sorry let me just
1036s get my lost my notes there um yeah so
1041s kind of by intro introducing a system
1043s where players can be much more selective
1044s over what items they acquire we'd be
1046s losing that moment of Discovery where
1048s you loot like a tier to referal it and
1051s go hm what does that do like so we'll
1053s still be dropping complete items in some
1055s places um to ensure that players get
1057s those cool moments and can experiment
1059s with items that they wouldn't have
1060s thought to purchase outright um it's one
1062s of those things that in you know some of
1064s my favorite moments in in RPGs are when
1067s you you sort of have an idea of what
1069s your main build is and then you get
1070s dropped a potion that you've not seen
1071s before leave it in your inventory for
1073s six eight 50 hours finally use it and
1077s then go oh my God this thing is amazing
1078s and then suddenly it kind of shifts your
1081s the way that you play um so while people
1083s can kind of get stuck in their ways and
1084s and explicitly choose their play Styles
1086s and try to optimize those you've got to
1088s keep giving Windows into the content
1090s that players aren't looking at so uh
1091s yeah like absolutely like you'll still
1093s be finding chipsets in the environment
1095s but obviously like you'll only have one
1097s of them and you can lose it um the idea
1099s with the blueprint and Manufacturing
1101s stuff is going okay well I really like
1102s this play style I like these chipsets I
1104s like these you know whatever other items
1106s it is I can build myself a backlog of
1109s them so that I can keep fitting myself
1111s with them um and try and roll cooler
1113s stuff than I'm going to find in the
1114s field um so yeah it's still going to be
1117s there um we'll probably put them in like
1119s more specific containers than what
1120s you're seeing right now um because right
1122s now they're just kind of under every in
1124s every wooden crate and under every
1125s toilet seat there's like you know
1127s powerful chipsets and it's like let's
1129s let's put these somewhere that makes a
1130s bit more sense that that players can
1131s understand um and yeah the the concept
1134s of uh yeah just having uh chipsets in
1137s the world is still something that we're
1138s going to do but it will be rarer and
1141s most of the time you'll be building them
1143s yourself from components that you find
1145s in places that make
1148s sense all right and on the topic of
1151s manufacturing um in the announcement
1154s that CCP P posted there was war warar on
1158s a list are we going to see suit mod
1160s blueprints in the
1163s future yeah so I think suit mod should
1165s kind of be no secret it's definitely
1166s where we want to go um it's it's
1168s something that we want want to add to
1169s the game sooner or rather than later um
1171s being able to customize not just your
1172s weapon but your your suit uh and your
1175s your character in different ways is is
1176s absolutely where we want to go so um
1179s yeah and when they do they would be
1180s integrated into into Manufacturing in
1182s the same that that's how I expect us to
1183s deliver a lot of like new item content
1185s moving forward is that we release
1187s blueprints for them and that's the
1189s that's the main way that people interact
1190s with them so
1193s yeah yeah the whole fitting for weapon
1196s chipsets at the moment was kind of
1198s isolated around that one thing as these
1201s get as we start to add more features on
1203s especially stuff you do predeployment um
1205s all of the UI for that stuff will have
1207s to be redeveloped and um and tweaked to
1210s support all the new stuff that comes in
1212s so you can expect a lot of functionality
1214s in the front end how we've La things out
1215s and the sorts of things you interact
1217s with to change quite a lot to support
1219s some of the new ideas coming
1223s in that sounds pretty
1225s awesome then on a sort of related topic
1231s can we elaborate more on specifically
1233s some of the music mentioned in the r I'm
1237s sorry I do not do well with
1239s pronunciation of names someone please
1241s type this in chat for me um some of the
1243s examples would be nice for listening
1244s purposes you guys know what I'm talking
1247s about yeah I'm guessing it's the r Ika
1250s stuff um that's the one it's a good
1253s question to be honest I'm not uh it's
1256s not my cup of tea um it's very very cool
1260s and very abstract and it sits it fits
1262s the product very very well we have some
1264s massive uh Ras and label fans in the
1266s studio but I'm not someone that's super
1268s knowledgeable about it um I do know that
1271s our lead sound designer is listening to
1274s it a lot broad spectrum of stuff um it's
1277s having a massive influence over some of
1279s the composition for music we have in the
1281s front end a lot of the sound effects you
1283s hear in game so I suppose you'll start
1285s to hear a lot more influence as we keep
1287s developing the game
1289s um but it probably would be quite a good
1292s question to have in a future Q&A um
1295s especially if are art and creative
1297s directors are available because they're
1299s also big
1301s fans or put that in the list for of
1304s possible future Q&A no promises though I
1307s can't make promises on any fard related
1309s stuff go kind of just like holding Fe to
1312s fire
1314s now
1316s yeah these are all questions for CCP
1318s peaceful
1321s Perfect all right
1325s um will there be overlap in things we
1328s can craft during deployment and offsite
1330s what's your thought about limiting the
1331s number of blueprint blueprints players
1334s have available during deployment and
1335s creating another level of suit
1337s customization that
1339s way yeah so currently we're approaching
1342s it from the perspective that you can
1343s still craft plenty of items in session
1345s um but you can prepare to play a certain
1347s way by building and fitting yourself s
1349s with items in advance um we've had
1351s conversations to think about how we can
1353s give more agency over what you can craft
1355s in the session and maybe this is based
1356s on blueprints in your inventory or or
1358s suit modules um but yeah we're
1361s anticipating that players will want to
1362s customize heavily and having such
1364s unlimited access to crafting anything in
1366s the session is not going to scale very
1368s well with the the current ways that you
1371s you craft um in the session especially
1373s if we want to add more deployables and
1375s more utility items and stuff like that
1377s way of crafting in the session is uh is
1379s not going to scale very well to like a
1381s large roster of of things so uh yeah
1383s there's kind of two parts to that we're
1385s we're still going to be allowing you to
1388s craft things in session and you're going
1390s to be able to craft the same stuff out
1392s of session so that you can prepare for a
1394s deployment rather than having to craft
1395s everything uh when you get there um and
1398s then beyond that um we would like to
1402s think that as we start to look more into
1404s fitting and suit customization that
1406s players can either build themselves like
1408s a
1409s uh a small library of things that they
1411s can build in the session that's more
1413s limited or basically be setting up like
1416s shortcuts and things to to build certain
1418s items um but yeah we know that it's not
1420s going to scale as we start to bring in
1422s loads more stuff which is why it's more
1424s interesting to move some of it out into
1425s the front end into that preparation
1427s phase to take some of the cognitive load
1429s off of like constantly trying to find
1430s all the different items that you want
1431s and stop the game session being about
1434s that kind of Battle Royale kind of drop
1437s in and then quickly loot up before you
1438s go into do your objectives like we want
1440s people to be able to jump in with the
1441s stuff that they wanted to be able to go
1443s and execute on the the missions uh and
1446s the activities that they wanted to do so
1448s this solves a few different problems for
1449s us um but exactly what goes in the front
1452s end and what goes in or exactly what
1454s goes into your predeployment and what
1455s goes into the session um is something
1457s that will keep changing as we as we do
1459s different releases I
1461s think yeah and the whole the whole
1464s question around how you interact with
1465s the stuff you either take in or loot is
1467s still a huge topic of conversation when
1470s you're in session um so even even now
1472s with the build you guys played last um
1475s there's just too many different
1477s craftable options um and different items
1479s that you can use it's already becoming
1481s difficult to manage um so the interfaces
1484s we have already are not scaling well for
1486s that stuff um so that's something we're
1488s going to put a lot of focus on in the
1489s future I think something we already have
1491s and hopefully you'll see soon in our
1493s next release will be um a more intuitive
1496s way to interact with the different items
1499s you've or Deployable items that you've
1501s crafted so there'll be some kind of
1503s wheel system for grabbing those and
1505s quick quick buttons to use and select
1507s them and deploy them um which is a good
1510s first step to making things a bit easier
1512s to get out and deploy we want people to
1513s deploy more stuff than they currently
1515s are um but there's a whole host of loot
1519s management inventory management what are
1521s the stash limits you know how do you how
1524s do you how do you sort of manage all the
1525s things you picked up that still needs to
1527s be um looked at in
1532s detail super elaborative answer thank
1535s you for
1536s that um this is another two question in
1540s one type deal and they're long ones so
1542s bear with me for a moment I'll try my
1544s best to convey the question reasonably
1548s fast in managing resources for your
1550s individual manufacturing processes how
1553s do you anticipate this process might
1554s evolve if integrated into a larger
1556s corporate or Clan system are developers
1559s planning any features that would allow
1560s for shared resource pools or coordinated
1562s Resource Management along multiple
1564s players to optimize production on a
1566s larger scale that's question one now for
1569s to question two as manufacturing
1571s currently seems focused on individual
1573s activity how might this change if a
1575s corporate or Clan system were introduced
1577s could you see a scenario where
1578s Blueprints and resources are pulled
1580s among players for collaborative projects
1582s are the developers considering
1584s implementing tools or features to
1585s support such Cooperative manufacturing
1587s endeavors
1589s and
1590s breu yeah so it's a it's it's a big
1594s question about like where this goes once
1596s we get out of the scope of just thinking
1598s about you and your immediate Squad to to
1600s bigger things um the kind of boring
1604s answer is that it's something that we'd
1606s want to grow out in a staggered manner
1608s um starting with the kind of organic
1609s social interactions between squadmates
1611s and stuff that we touched on before and
1613s just making sure that those basic things
1614s are in place to be able to drop stuff
1616s for your your teammates like and you
1618s know
1619s if you're going into sessions
1621s specifically looking for certain
1622s resources because you all want to be
1623s developing something or pulling your
1625s resources as a squad so that one person
1627s can build something um making sure that
1629s you have the tools for that but when it
1631s comes to bigger you know industry
1633s aspects um it's not something that we
1635s have any kind of immediate answers for
1637s um it's it's that's all for me that's
1640s part of like the the big scary question
1642s of like how is all of the eve
1644s integration going to work not just from
1646s a systems point of view but from a
1647s player experience point of VI like what
1649s do we actually bring over in terms of
1651s the the industry and the um that much
1655s kind of Greater whole approach to to
1657s playing the game um currently as a as a
1661s combat designer my main priority is how
1663s this ties into individual and Squad
1664s fitting um for now but the beauty of Eve
1666s is how everyone's individual and Clan
1668s experiences affect the whole of the game
1670s um but I can't poke that be myself like
1673s someone smarter will have to advise on
1674s how we successfully integrate that into
1676s the the larger player driven economy uh
1679s down the line so sorry it's not the most
1682s uh insightful or you know exciting
1684s answer to the question but the reality
1686s is that like it will keep changing and
1688s it will keep growing and we know that
1689s that's where we would want to get to um
1693s but it has to it has to start small and
1694s then go from there I
1697s think yeah just to clarify I am also not
1700s the smart person who's going to answer
1702s that I don't think anyone of us on this
1704s call or I think this is uh above or Pig
1707s right
1711s all right moving on to questions we can
1714s answer do we already work on adding
1717s accessibility settings like font color
1719s size thickness Shadow Etc color
1721s brightness settings and such to control
1723s the UI look not only for the deployment
1725s UI but for the entire
1729s game yeah uh so yes the short answers we
1733s do have some of those systems so for
1734s example being able to apply different
1736s font sizes and UI colors is something
1739s that uh some of it is already supported
1741s in unreal other parts we've already
1744s chosen to support it um we don't
1747s properly utilize those systems yet um
1749s specifically I'm thinking of the color
1750s blind settings we have we have the
1752s ability to recolor any of our UI colors
1756s to fit um an existing color that's
1758s defined for any of the color blind types
1760s um but we're not utilizing those
1762s currently it'd be quite trivial for us
1763s to enable those you know if the demand
1765s is there and we've got time to look at
1767s that stuff and it's good that it's been
1769s done already um but yeah there's kind of
1772s a mix of things that we can support but
1773s don't utilize and then things that we
1775s can support and do utilize like the
1777s different font
1778s sizes um we don't have sort of a list of
1783s plans of things we want to properly
1786s support um we do want to do more for
1788s accessibility in the longer term builds
1791s so for example things like uh scalable
1793s UI that should be relatively trivial for
1795s us to implement is something we would
1797s like to look at um also you know you
1800s guys have been very clear about the very
1804s uh primitive use of Bindings that we had
1807s in our builds previously so one of the
1809s things I've been doing over the last
1810s month or two is making sure almost
1813s everything is remappable uh so you can
1815s change that in the settings and it'll
1816s persist properly um so we're going to
1819s make uh advances in places where the
1821s feedback is strongest and it just makes
1823s for a better game overall um but
1825s specifically what we could do beyond
1828s that is is really up to be decided on I
1831s think there was a part of the question
1832s about changing it based on preference
1834s too right colors and stuff so that's
1837s something we we absolutely could choose
1839s to support but at the moment we're
1840s trying to deliver upon a pretty
1843s consistent single UI direction for how
1846s that stuff should look um I think our
1848s next release will probably have some
1851s foundations for how that could start to
1852s look especially in the front end where
1854s we currently don't have any real art imp
1856s implementation there um so you'll start
1858s to see a bit more of a vision for that
1860s stuff coming soon um but yeah longer
1864s term if that's something people want we
1865s can look into
1866s it amazing just going to shout out a
1870s comment that CCP peaceful made in chat
1871s on the topic of REM keybinds he gives it
1874s a big purple heart so I think we're all
1875s really happy with it thank you for
1879s that and um you're very
1882s welcome can you elaborate on the depth
1884s of the crafting system depicted in the
1886s blueprint Market how do the different
1887s tiers of chips that items Impact
1889s gameplay and what level of customization
1891s can players
1894s expect yeah so so this is something that
1896s we're still kind of working out um in
1898s the in the you know the prototypes and
1900s things that we've put together so far
1902s and probably what you would see in the
1903s first version of the feature is um
1906s basically just like wrapping up the um
1908s item content that we have in the game so
1910s far and integrating it into this this
1912s system of of crafting recipes
1914s manufacturing costs Blueprints and
1915s things like that so it's basically like
1917s the the chipsets that we've seen so far
1919s the different items that you're able to
1920s craft in the session um and some uh
1924s We've started experimenting with with
1925s some some newer stuff um but at the
1928s moment like the the depth of the
1929s crafting system is basically just having
1932s a different way to be able to acquire
1934s the items rather than necessarily the
1936s items being different um but that's
1939s something that we want to do as further
1941s explorations of the feature um we
1943s started doing some experiments with um
1945s being able to kind of dynamically create
1947s items rather than them just being like
1949s completely set fixed things so at the
1951s moment in the um or in the solstice
1953s event you would have seen that we had
1955s like different stabilizers that were
1957s named the same but we had variant of
1958s them with like different positive and
1960s different negative effects um we're
1962s currently starting to look at a much
1964s more interesting system that allows us
1965s to dynamically create um different items
1968s with some you know uh with some basic
1971s parameters and ranges um that we could
1973s integrate into uh the blueprint and
1975s Manufacturing system so uh while we're
1978s planning and to say that there's like
1980s multiple uh Blueprints and multiple
1982s recipes that you could use to get
1983s different to get the same item if you
1985s wanted to approach it in a different way
1986s by gathering different resources and
1988s Gathering different Loop we could do the
1990s same thing where by injecting different
1993s uh items into the recipe that the
1996s resulting item is uh different in a in a
1999s predictable way so you might be able to
2001s add like a you know you find a precious
2002s mineral and add it as part of the input
2004s and that means that it's going to have a
2006s different or an additional positive
2007s effect to the the chipsets the long-term
2010s goal is for this stuff to be uh to give
2012s a lot of uh uniqueness to the items
2016s because the way that the economy will
2018s kind of end up working is that each of
2020s the items is relatively unique and you
2022s can end up with situations where you
2024s have uh kind of famous or renowned items
2029s being passed around within the community
2032s because of the manufacturing efforts
2033s that have gone into to building things
2036s and then they happen to roll really well
2037s and you're going oh God we've got the
2039s you know the sword of thousand truths
2040s and it's like people recognize that item
2042s and oh that's the person that's got it
2044s right now um hopefully that's where we
2046s kind of end up as we we continue
2048s exploring the system and uh yeah it just
2049s requires a lot of um iteration and
2052s development but the the gameplay
2054s experience that we'll see in the short
2056s term will be more about like the the
2059s crafting loops and interactions rather
2062s than necessarily the outputs of the
2063s rewards um but it gives us a really easy
2066s vehicle to then add new items to the
2068s game game because we can just add them
2069s as new blueprints so uh yeah it's
2072s there's there's a few different parts to
2075s that yeah and I think regarding the the
2078s predictable unpredictability thing you
2080s were talking about um I believe the plan
2083s right now is that the UI will be quite
2085s upfront about the different variants of
2086s the possible when you acquire the
2088s blueprints um keeps you so even before
2091s the point of of acquiring it you'll know
2093s okay if I were to turn this into an item
2096s on this page what do I need and if I
2098s were to do that what's the range of
2101s possible options I might get for each of
2102s these different parameters um so that is
2105s something we plan to just be upfront
2107s with the player about so at least if
2108s they you know roll badly um with that
2111s particular variant at least they they
2114s knew upfront what the possibilities were
2116s um so we don't really want to introduce
2117s too much surprise into that it should be
2119s elements of Randomness to it but at the
2121s same time it should be something the
2122s player can plan around um and like Massi
2126s said potentially reroll stuff in the
2127s future
2128s yeah and the the way that I want to
2130s explore this in the first instance is
2131s that we basically like like I said like
2133s we have multiple of these different
2134s blueprints that give you the same items
2136s but with different costs and different
2138s um you know steps through the through
2142s the the crafting recipe some of which
2144s could have more risk associated with
2146s others so some of them might be more
2147s expensive to manufacture in the first
2149s place but you're reducing all of the
2150s risk so that you know exactly which item
2152s you get some of them might be cheaper
2153s but they have much more variable risks
2155s so they they dump out loads of tier ones
2157s and you're unlikely to to get a tier
2158s three but you might want to take the
2159s chance so while you know RNG is a thing
2162s that's very useful from a a game
2165s development uh perspective but uh we're
2168s trying to look at ways that we can put
2171s the risk in the player's hands somewhat
2174s um to to introduce both um you know that
2178s that control over the experience and to
2180s not feel like that the game is Just
2181s screwing them over um but also we can
2184s use we can use that RNG like I said
2185s before to kind of just show you content
2187s that maybe you wouldn't have thought of
2188s like one of your blueprints could be
2190s giving you a grab bag of different
2192s chipsets and it just happens to spit out
2194s one that you never would have built by
2195s yourself and you go okay well I'll use
2197s it because I've got it and then you go
2198s oh actually like this was this was cool
2200s because it was cheap to build and it
2201s gave me something something new so
2203s exactly what the recipes are going to
2204s work and like how consistent we try to
2206s make them is something that we're not
2207s really focusing on we're just going
2209s let's just give people a bunch of
2210s different ways that they could assemble
2213s these different items and then see what
2214s people gravitate towards um and uh and
2217s kind of go from the
2221s I think that was a very elaborate answer
2223s to adana's
2225s question thank you uh next up some
2229s blueprints like the stabilizer chipset
2231s T3 indicate limited uses what happens
2234s once these uses are exhausted can
2236s players renew or extend These Blueprints
2238s and if so at what
2240s cost yeah so currently we're working
2242s under the assumption that like
2243s blueprints just have limited charges and
2245s once they're expired they're expired and
2247s if you wanted to go and um if you wanted
2249s more charges of them then you go and
2251s develop the blueprint again and then you
2252s you manufacture from it again obviously
2254s the the randomness or the variation
2256s elements of that would mean that either
2259s you if you want to make sure that you
2260s can get the same item over and over
2261s again then you pick a more kind of
2263s stable recipe to know what you're going
2265s to get um but the idea of like uh
2268s renewing or extending those blueprints
2270s at some cost is absolutely something
2272s that we could we could look at
2273s integrating um it's not part of the the
2275s current um feature planning but I think
2277s it's
2278s it's a cool idea and I think there's
2281s like in fact there's probably ways that
2283s we could even introduce it with what
2284s we've got now where you just have the
2286s blueprint go in as one of the inputs to
2289s a different recipe and then it spits out
2290s a version of the blueprint that has more
2292s charges like there's ways that we could
2294s explore that and and try it um and I
2296s think it would be I think that's a good
2298s suggestion for how some of the endgame
2300s content um could start to look where
2302s players have items that they really want
2303s to hold on to and we go yeah okay well
2306s there's got to be some cost to you
2307s holding on to it but maybe instead of
2308s them losing it it's just that the upkeep
2310s cost gets more expensive um as the the
2313s quality of those things get better so
2314s that rich people uh you know PE you have
2317s those syns at the top end to make sure
2319s that people are paying for having the
2320s cool content um but yeah it's a it's a
2323s it's a cool idea and uh yeah watch this
2326s space we'll see if we can come up with
2328s uh something uh for when you guys see it
2330s for the first time
2332s if yeah whatever that is cool and then
2336s the other side of the same coin will we
2339s be able to recycle blueprints back into
2340s items required to produce them perhaps
2343s with less than 100% efficiency uh reason
2346s for asking was some some blueprints
2348s could become obsolete over time in clock
2350s or inventories unless you plan for an
2352s unlimited virtual storage for fangu
2354s digital
2356s assets uh yeah so from the beginning um
2358s we talked about recycling or
2359s reprocessing as a core part of this um
2362s as a way to remove unwanted trash from
2364s your currently limited um stash but also
2367s to deal with the common case um again
2369s that was raised in the in the discussion
2370s thread um of needing that you know if
2372s you need one more elusive component that
2374s you can't find to complete a recipe and
2376s and the RNG in the session is just not
2378s playing nicely to give you that drop
2380s like resources required for recipes are
2382s semi-generic
2383s so you would we would be able to have
2386s you um recycle out different components
2388s that aren't working for you into
2390s something that you do need um it will
2392s just be a case of like yeah it's if if
2394s you can find the things in session you
2395s should be going for them in session but
2397s if you can't find them
2398s recycle a bunch of other stuff down at
2399s some cost to to get the the little extra
2401s bits that you need um yeah it's a it's a
2404s part of the the system that we've um
2407s we're making sure it's there from from
2408s the beginning because uh partly because
2412s of like the stash limits that we've been
2414s thinking about we're like okay this is
2415s this is going to be enough of a ux
2416s problem that we have to make sure that
2417s people can scrap the stuff that they
2418s don't need anymore but also yeah it's uh
2421s it's it's a cool way that someone could
2422s turn their aund gubbins that they're
2424s never going to use into one cool thing
2427s by doing a Pro process of different
2428s recycles and recipes and things so uh
2431s yeah it'll definitely be part of the uh
2433s part of the feature that uh when you
2435s guys see it
2442s [Music]