2 months
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EVE Online
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1s | [Music] |
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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] |