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0s [Laughter]
16s hello everyone hello Jana you guys all
21s have a good lunch I'm CeCe Fozzie
26s I'm CCP Lebowski yeah good classroom
31s ASCII we're presenting the eve
37s development variety hour so this is give
39s me a presentation that goes over a
40s number of different topics across Eve
42s development sort of collecting some
44s stuff that has already happened some
45s stuff it's in the near future and some
48s stuff that maybe maybe comes beyond that
50s so we're gonna start off by looking back
52s a bit on the the invasion expansions of
54s the jacobian invasions war decks UI
57s improvements special focus on the agency
59s we're gonna then talk about some near
61s future changes a few things that are
63s coming pretty soon and that'll be on the
65s test server you guys to play with in the
67s next very short while and then we're
71s gonna have a special section with a peek
72s at some unconformity types some things
75s that we can't promise but we want to
77s start getting your feedback these are
78s things that we're experimenting with and
80s we really want to hear what you think
82s about them here what kind of stuff you
83s like and don't like about them and get
85s your help testing them soon so we want
87s to start discussing them here but again
88s wanted set expectations those are things
90s that are potential future not guaranteed
94s but let's start by talking a bit about
97s the invasion expansion yes so one of the
102s big features of the invasion expansion
104s was the changes the final a part of a
107s series of war declaration changes that
109s we've been doing now for a little over
112s half a year I think it is so we're just
115s going to talk through a little bit of
116s those to start with and what exactly
118s those consisted of firstly I just want
120s to say a huge thanks to everyone who
122s helped us providing feedback and bug
125s reports for this feature we were really
127s happy to be able to do this slowly over
129s a number of months with with feedback
131s from the from the community and from the
133s CSM it's been really invaluable in like
135s shaping this feature into what it's
137s become so just a quick recap of what
140s consisted of so in December last year we
143s changed the we added war eligibility the
146s idea that to be eligible for warfare you
150s needed to have a structure so we tied
152s the structure system into the war system
154s and then in March we did a series of bug
158s fixes series of like loophole fixes to
160s the war system I changed some ways that
163s people could shrug off wars and avoid
164s them and these were things that we
166s definitely wouldn't have been able to do
167s without all the bug reports people gave
168s us absolutely yeah so that really really
170s helped and then in April it was the
173s removal of neutral remote reps in
175s high-security space and then as we say
183s in May this was our large series of
186s changes that we made so this was adding
188s the concepts of war headquarters we
191s improved mutual wars and removed them
193s from the normal war system we simplified
196s the costs of warfare and we made a lot
198s of UI improvements for the war system so
203s those were things like this page that we
206s added so wars like a lot of like
210s long-standing features and eve older
212s features tend to be one of those systems
213s that's that's very hidden very behind
216s the scenes and doesn't really get
217s explained or shown in game very well and
219s so we really keen when we got to do this
222s iteration to bring a lot of that
223s information into the game for you guys
225s so this is there for new players who are
227s on her experiencing this system for the
229s first time and also providing
231s information for any kind of person
233s involved in the war system for many
234s years the only place where this
236s information was available in the client
237s was in the notification you get when you
239s first start the war and people had to
241s rely on third-party websites we
243s absolutely loved the Eve uni wiki but as
245s much as possible you should be to learn
246s about how the game works from within the
248s client and that's something that we were
249s doing with the agency as well as with
250s this new war homepage absolutely and
252s this also led to what might hold the
255s record for the largest tooltip in EVE
257s Online
259s so we're very proud of that explain your
262s allies yes yes so this was really good
265s and we also this was all part of an idea
270s that we didn't want the first time
272s people to experience was to be someone
274s killing you in high second you don't
275s know why so we did a lot of work to make
278s sure that this stuff was clear to people
279s you have now this icon in the character
282s selection screen that details what was
285s you're involved in to let you know just
287s in the same way that we tell you whether
289s you're in space to be careful when
291s you're logging in we also added this to
293s the character sheet so you can see any
295s aggressive Wars you're involved in and
297s finally we added this to the in-space UI
299s as well so anyone who's currently
301s involved in wars and they can see this
302s in the space scene this was like I say
306s just really to try and make it really
309s integrate into the client in a way that
310s it wasn't before into the game and we
312s also finally added this little warning
315s for undocking while doing during a war
320s yeah that's pretty good I really love
323s the fact we're able to just like sneak
324s in the golden rule of EVE into this as a
326s reminder in case someone hasn't seen it
328s already you know always good you know
329s always fly ships you can afford to lose
331s yep yeah so that was really good and
332s then there was a few other kind of like
334s ways that we integrated the new system
336s into the existing mechanic into the
338s existing UI so for example we did a
341s slight polish on the war report where we
343s added the HQ and made some changes to
344s this top section and then some house the
348s housekeeping that we did as well we
350s moved the kill report section of the cop
353s in the cup winner from the war section
355s to the home tab because it's really
356s something that you refer to
357s outside of Wars so yeah so we after May
362s we're now in what we'd probably call
364s like a transition period for for the
366s wars and this is because any new Wars
369s made after may require a HQ structure to
372s be in high tech but there are still
375s existing wars from before the change
377s that are ongoing without HD use so we've
381s got some stats here some of these I
382s think you'll have seen before for burger
385s but we've got a few more for you as well
387s so as of Wednesday when we took the data
390s before we flew out here
392s there were 96 ongoing mutual wars there
396s were a hundred and twelve Wars on going
398s from before the change that don't have h
400s qs and there were 272 was with h qs
404s existing on that day so we are planning
408s to phase out all these old wars that
410s without h qs initially we said that that
412s would be at the end of july we're we're
414s just now aligning that with the intended
416s release date for the closest release to
419s that and that's going currently
421s scheduled to be on August 13 so we'll
423s make sure that we update all our
424s documents and make sure you know this
425s yep so if you have a war that's still
427s running without an HQ you can keep it
429s running in that state until August 13th
431s but you're also welcome to let that war
434s lapse and relaunch a new one ahead of
436s time with the HQ so you'll be ready for
437s the transition that's right and we
439s actually with the new system allow you
441s to like spool up a war again with a HQ
445s without any downtime in the war so you
447s can transition quite nicely from the
448s other system to be a new system there so
451s we've got some stats from this release
453s now so obviously this is about a month
456s after the release now so it's still very
458s early on but we have some interesting
460s stats for you again these are from
462s Wednesday of this week before we flew
464s out so we have like we said 272 Wars
469s existing with HQ structures those wars
474s are have h only seven th Q's in total
477s unique h qs which seems to suggest that
480s at least now the the prevailing strategy
483s is to bunch your wars together on on one
486s structure so of course we gave people
487s the option you can either spread out
489s your wars across multiple structures if
490s you have multiple structures you can
492s have like a different war HQ for each
494s war or you can bunch them all together
495s and so far at least people seem to be
497s preferring bunch him altogether and
498s we'll see how that changes in the future
500s whether it stays the same and we like to
502s give people the flexibility whatever
503s possible and yes cool to see how people
506s musing it and maybe that will have
507s changed after yesterday yeah I think
510s people will be less likely to to put
511s wasn't same structure there is one
513s structure right now or early Wednesday
515s on Wednesday that was hosting 44 wars at
520s once it's not the one that everyone was
522s fighting over yesterday no that's not
523s what this is
525s one also at a lot but this one had even
526s more yeah and this is probably a great
528s time to remind everyone that if you
530s click on any structure and go through
531s its show info window in space it lists
533s every war that it's involved in so make
535s sure you check in those strategic
536s structures guys so yeah so as of
540s Wednesday forty nine wars had ended so
542s far German higher now yeah a little bit
544s higher now yeah like almost double
548s they've ended due to the loss or removal
550s of a HQ structure and then we've also
552s got the stats of what kind of structures
554s are being used for wars so you can see
558s here that the most prevalent one is the
560s Astra house and then the right arrow so
562s that that seems to make sense a lot of
564s the cheaper structures are being used
565s for war declarations we then have some
568s ethanol stand fort as ours once the tier
571s 1 ounce built and then I think the price
573s definitely goes to the drunkest for a
575s Tsar for stylish choice it's a very
578s stylish choice and then we just want to
582s show you guys some of a couple of the
584s stats that we've been looking at a
585s couple of the metrics moving tracking
587s that were very kind of indicative before
590s we made these changes of the problems
592s with the war system and then obviously
593s now we're keeping a close eye on after
596s the changes to make sure that our
597s changes are having a good effect one of
600s the things we saw a lot was that there
603s are a lot of wars that existed in New
604s Eden that didn't promote conflict
607s obviously with a formalized system like
609s a war system you want it to be
611s encouraging activity you want it to be
612s getting people out and fighting and that
615s was something that the old system was
616s really failing to do and a lot of times
618s so this was one of the stats we were
620s looking at for this as you can see at
622s the top there this is the percentage of
626s nonmutual wars out there that have PvP
629s kills each day you can see as we started
631s to make these changes in december and
633s then going through to May this has had a
634s pretty sustained increase so far which
637s is nice to see this is the stat that
638s Berger was talking about the 40%
640s increase it's not just for the increase
642s of the number of wars that have a kill
644s total it's been a kill in any given day
647s too so this is showing what percentage
649s and we've taken away the the label on
651s the wax there but it's a linear scale
655s starting at zero
657s yes kind of figure out the the ratios
658s from that yeah but obviously this that
661s wouldn't be really very descriptive by
664s itself because obviously we don't want
666s to have the resolve the system being
667s very is much more warfare happening and
670s it's only the aggressors or only the
673s defenders that are now winning so also
675s one of the things we've been looking at
676s during this time is the ratio of
678s attacker versus defender losses and we
682s wanted to see that that would start to
683s normalize closer to a more even split
686s between the two
687s obviously aggressors are much more
690s likely to get pills because obviously
692s they're the active of participant
693s they're the ones choosing the war but we
696s want to see that normalized to a more
698s comfortable level and we can see here
700s there are though obviously this graph is
702s very spiky based on lots of different
704s words that happen that we're seeing kind
706s of a sustained evening out of this of
709s this ratio so lower here is more even
712s higher would be the attacker getting
714s more kills than the defender so this is
717s promising we're obviously still really
719s early on in this process in terms of
721s like watching these metrics things like
725s this take a long time to shake out in
726s evil there's a long time for the kind of
728s cultures to change and people's
730s experiences was to really come to the
732s front so we're going to be keeping an
733s eye on this stuff going forward and you
735s know obviously be hoping to react should
738s and it stirred everything kind of
739s troubling come out of this but so far
741s we're cautiously optimistic this is done
743s this is done good yeah one good example
745s of some of the reacting we've already
746s done is this coming Tuesday we've got
749s some fixes to these flow for applying to
751s be an ally in a war and retracting it we
754s can prove that you I quite a bit as a
756s follow-up because we just got some good
758s feedback from you guys that that needed
759s some work after the initial launch and
761s got that incoming this upcoming Tuesday
764s yes of course one of the other big
769s features of the invasion expansion is
771s the true Lobby invasion unsurprisingly
774s this has been really cool to watch you
777s guys as you've been engaging with this
779s content and exploring it I'm sure most
782s people have realized by now if you watch
784s say the end of the keynote or any of the
786s scope videos or just keep an eye on
787s highsec the travel union and collective
789s is in beta
790s known space primarily highsec with a bit
792s of lowsec as well so far capsuleers have
796s encountered several forms of these for
797s lobbying forces so they've got the
799s romaine npcs these guys move all around
801s the invaded systems they're in varied
803s sizes it's definitely worth being
806s careful when you're an age for driving
807s invaded system because some of these
808s guys have scramblers and they can do a
810s lot of damage we've also been seeing
813s minor conduits for these sites conker
816s recommends groups of like one two three
817s capsuleers it is definitely doable with
819s one but it gets a lot easier when you
820s have two or three the major conduits
823s which have came out a little bit later
824s for them were recommending five to six
827s players and the world arcs which just
830s started appearing this last week and
832s Concord recommends 10 to 15 caps there's
834s four of them and with all of these of
835s course because it's open world PV you're
838s absolutely welcome to bring fewer you're
840s absolutely welcome more and the payouts
843s will kind of scale according to that but
845s these are just a good guideline to get
847s you started some of the benefits
849s captures have already started getting
850s from engaging with this content the
852s materials the skills the data core is
854s used to manufacturer and invent the new
857s trade Wahby and tech new ship we'll talk
858s a bit more about those soon but we've
860s been seeing a lot of people have a lot
861s of fun with those ships you also get the
863s survey data of the red loot you can turn
864s in forests directly to NPCs so new muta
868s plasmids which for the first time
869s include damage controlled muta plasmids
871s and faction and officer Triglav Ian
875s modules so we've already been seeing a
877s few of those guys pings dropped and I
879s think there's gonna be some very very
881s cool fits with Tribble of each of these
883s modules definitely yeah do you want to
885s really bling out you're already very
887s blingy ship yeah we're also seeing DDL p
894s and s payouts for pushing back the
896s conduits and road arks the LP stores for
898s DD includes some of the skill books and
900s data cores that you can get as drops as
902s well and also includes a bunch of new
904s unique skins so we've got some skins for
906s some ships across all the different
907s factions as well as some new high-end
910s skins for the nutrient active ship so
912s those are the first skins available for
914s those ships so you've got some stats
917s about the invasion for you guys like the
919s other ones these are as of Wednesday
921s June 19th so at this point this is
923s actually a bit
924s a newer version of the same stat than
926s what Berger showed you you know
928s difference between I was taking us down
929s yeah yeah
930s as of Wednesday the capsuleers had
934s killed a little over 900,000 Drago NPCs
937s I can say with quite a bit of confidence
939s you guys are over a million now and
943s renewing diavik's as of Wednesday had
945s died the most times with set one hundred
947s seventy two thousand eight hundred and
949s fifty three losses just with that one
951s NPC type a little were five thousands
954s aureus
955s ships have been killed these are the the
957s faction and officer spawns that can be
960s sometimes a little bit rare but also
961s give you the best loot and yeah as of
964s Wednesday Triglav Ian's had killed
966s fifteen thousand seven hundred twenty
968s six cops leadership's worth an estimated
970s as burger already showed you guys little
972s over one point four trillion esc' so and
975s that numbers also even higher at this
977s point because this is from a few days
978s ago you guys the capsular is definitely
981s happy the there is positive I think
984s total yes yeah but but it's not been
988s without some losses along the way I'd be
990s happy with that kill bugs yeah so as I
993s mentioned before one of the big things
995s that came out of this invasion is a
996s whole new set of ships including the
999s Nergal this is the nutria globby an
1001s assault frigate very very tanky frigate
1003s so we've got some cool little tidbits
1005s about this ship and the way you guys
1007s have been using it and building it so
1008s far so the first one to get manufactured
1010s it was by this guy says desir'd you know
1014s of Tranquility bank so congratulations
1017s to him for getting the first nerble
1019s produced as of wednesday they've taken
1022s over 12,000 jumps been involved in a
1023s little over a thousand kills with 43
1026s recorded losses so very very solid kill
1029s stats there the first kill that anyone
1033s made with the Nergal was a jackal MDC
1036s getting a practice yeah yeah and the
1042s first loss of a Nergal was also killed
1046s by gal he using his noodle he killed
1048s another Nergal a little bit later on the
1050s same day I don't know if you guys
1051s noticed but it was about an hour and a
1052s half later yeah so he had a good night
1055s mm-hmm this is the draugar that's the
1059s command destroyer for the Triglav Ian's
1061s I know a lot of people have been really
1063s enjoying the Triglav Ian ships coming
1067s before this is going to be an upgrade in
1069s a lot of ways for small-scale solo PvP
1073s and people who were really enjoying it
1075s the first one manufactured was by the
1077s same guy says Barrino got himself the
1081s first
1081s Nergal and the first dragger produced
1083s got him to the first to market probably
1084s made it made some good money on those
1086s yeah the prices are always the highest
1088s we're at the beginning so far as again
1090s Wednesday taken over 5000 jumps got
1092s involved in just under a thousand kills
1094s with 25 recorded losses so even better
1096s kill death ratio the first kill st.
1100s Lucifer of thorns syndicate decided to
1104s to start off this ship nice and easy
1106s get a good ass I know abyss kill ya it's
1109s all that stuff yeah just break the seal
1111s and the first loss was killed by Fame of
1116s African atomic and a big shout out to
1119s the guy who lost that first dragger
1122s whose jetty streamer I was running
1124s around with that thing definitely some
1127s guts on him to be flying a really
1129s expensive ship in the early days and
1131s risking it and I think hopefully he had
1134s a really good time with it
1135s yeah bleeding you know a little bit as
1136s well yeah and then this is the echo
1141s Theresa the heavy assault Cruiser from
1144s the Trudeau viens the first one of them
1147s manufactured was hauler Mick hall and
1149s arthi many I'm assuming is it all thank
1151s you I think it might be at all yeah
1154s moose army so far I got as a Wednesday
1158s they'd taken over 14,000 jumps involved
1160s in almost 2000 kills with about 74
1163s losses again really really good stats
1167s the first kill was a scimitar so this
1171s guy karakash
1173s a sauce of a coup Pulsar got himself a
1177s horde scimitar nice and early on and the
1181s first loss of Annika Theresa was
1183s actually by the Triglav Ian's taking
1185s back because there
1190s good job trick this is a very very good
1193s ship for the abyss but even the best
1196s ships doesn't guarantee survival yeah
1202s the question was what is the level the
1205s best he was in I'm actually not sure it
1206s is a very good question no I'm not sure
1208s mm-hmm
1209s we could probably find out but I don't
1210s have access to that data here yeah
1213s we've also been making a whole bunch of
1215s UI improvements in the abyss expansion
1217s so a little Honorable Mention elf cccp
1221s burger already talked at length about
1222s this so I'm not going to go into too
1224s much detail here but the agency
1226s iteration and redesign was great to see
1230s that going out and did get some really
1232s good free really good praise and
1234s feedback from people so yeah this is a
1236s great place and its really kind of ties
1238s ties into that idea of us being like
1241s providing the tools in-game the
1242s information that players need to find
1244s the content they want to do and
1245s understand the mechanics of this
1247s insanely huge complex game so that's
1250s been really good it's been really great
1252s to see things like the X the explanation
1254s of faction warfare that's in the agency
1256s from somebody just doesn't know what
1257s this fw thing is it's the best
1259s explanation of fw we've ever had in the
1261s client explanations of abyssal dead
1263s space there's all this stuff that you
1264s know you just want to explore what kind
1266s of things you can do and Eve and the
1268s abyssal to get some him or the agency
1269s will give you some hints yes and then
1271s another UI feature that we brought out
1274s during this expansion was the UI
1276s pointers for anyone who hasn't
1279s experienced this feature yet this was a
1281s feature that was almost entirely
1285s community sourced in terms of
1287s suggestions there was something I know I
1289s had long conversations with people at
1291s Vegas last year about and I know CCP
1293s Karkar was super interested in this idea
1295s and took it took it to completion here
1297s so this is a system where you can create
1300s chat links that people can click that
1303s would give them a tooltip to show them
1304s places in the UI so you can link people
1307s to you know different neocon buttons all
1309s those kind of things so it's really
1311s really useful a great teaching tool for
1313s for kind of early on but just benefits
1317s everyone generally this kind of feature
1318s so so far we've had
1321s over 11,000 links have been created and
1323s shared and of those 11,000 links they've
1326s been clicked over 76,000 times so that's
1329s a really good uptake yeah so I have here
1333s the most clicked links the top three in
1337s in ascending order so we're gonna start
1339s with the the third most click links so
1342s if you have any guesses then please feel
1344s free you guys guess yeah
1349s character she we did hear the right
1351s answer there number three is character
1353s she's yes the number three car shaped
1354s with a sheet with four 4880 clicks this
1358s is an interesting one that's actually
1359s promoted as some interesting discussion
1361s internally as well because it may be
1363s character she is one of the few buttons
1365s in the Neo come that doesn't really look
1367s so always clear that that's gonna be
1369s about so this was quite it is this could
1371s be potentially a little bit revealing
1372s maybe we would want to take a further
1374s look at that and why that might be
1375s something that you need to tell me
1376s people about it's also something that
1378s new players of course need to use right
1379s away you'll start their training so yeah
1381s it's a really really valuable piece of
1383s UI any guests for the second most
1385s clicked I mean it's a it's a heard the
1393s guess yeah but this is this is one of
1396s those ones that's gonna be surprising at
1397s first and then it'll make sense yeah
1398s yeah it's a little bit of a meta pick
1400s it's the point of window yeah so just
1404s beat the character she by a few clicks
1407s this was actually great because as many
1410s of you may know a lot of dev seen
1412s especially QA will be in the help chats
1415s on the day one of a release and it was
1416s kind of heartening to see everyone
1418s telling everyone about the point or
1419s window by sharing the link to the point
1421s window hey there's this really cool
1422s thing it shows you where things are it
1426s was great and the I have to tell you
1430s right now that number one Dwarfs the
1432s others and we've already heard it a
1433s couple of times I think you guys
1434s probably have a good idea of what it is
1435s it is the under yeah
1438s I really like this one this warmth my
1445s cold cold huh so yeah eleven thousand
1447s two hundred and sixty clicks already
1449s become a meme yeah this is this is
1452s really funny to see so yeah this was
1455s really good I know Kaka has been like
1458s looking for feedback on this feature and
1460s obviously in the future we may find that
1462s there are good cases for adding other
1465s pointers to this window of obviously it
1467s doesn't yet cover everything the eve has
1469s to offer but it's a really good really
1471s good tool and we're so glad that with
1473s the suggestions from players we've we've
1476s managed to get this out to you I'm sure
1477s it was suggested by a lot of people but
1479s a special shout-out to juris doctor who
1482s was talking to us a lot about this last
1483s year he was really really good so yeah
1486s so that's that's the UI pointers we're
1488s really happy with that feature now we're
1491s moving on from the retrospective section
1493s and on to some of the upcoming changes
1496s that you're going to see in the next few
1499s months of EVE Online so first off and
1504s this is really jumping off from what CCP
1506s Berger was talking about in the keynote
1507s today we've been really interested in
1510s looking for changes that are kind of
1512s good wins for new players but also just
1514s benefit the wider community of Eve so
1517s we've got a couple of those we'd like to
1518s share with you today
1518s one of these the first one is coming out
1521s on Tuesday of next week and this is a
1524s common thing that's office off being
1526s requested over the years so of course
1530s one of the things that you need to know
1531s when playing Eve Online is the
1534s information about NPCs that you're going
1536s to be fighting and I know people have
1539s compensated for this for a long time by
1541s using their BIOS and out of game tools
1544s but finally we're adding an attributes
1546s tab to all NPC's in the game
1549s [Music]
1553s so this yes of this we're really happy
1557s to finally get this to you so this is it
1559s shows you the relative damage types that
1561s they deal it won't give you exact
1562s numbers obviously we don't want to give
1564s too much away but it gives you the yeah
1567s we all want to overwhelm people do
1568s exactly yeah and then it gives you the
1571s structure armor and shield resistances
1573s of the target the damage dealing numbers
1576s includes both guns and missiles the vs
1578s uses so if they like in this case the
1580s sleepless defender it has both a gun and
1581s a missile and this shows you all four
1583s dem shapes because to the demo chapters
1585s done by gun two were done by missile
1587s absolutely yeah so this is we're really
1588s happy to get you to you finally this is
1590s a long long requested and hopefully will
1592s be really valuable for new players and
1594s for all players who are like wait hang
1595s on what is this NPC do again and you can
1598s use your bios for other things yes
1599s imagine imagine the possibilities so
1602s that's the discussion for this feature
1604s I've realised what I really want to do
1605s is add an NPC that has the like an
1607s inversion of that bio so it's my oh it's
1610s like a stereotypical player bio but from
1612s an NPCs perspective I'm listing all the
1614s damage resistances and the different
1615s like tech to caldari ships shoot this am
1619s our ships shoot this that would be great
1622s mmhmm yeah and then another change the
1625s is gonna be coming a little bit later
1627s but should be hitting the test server
1628s soon is another another quality of life
1630s improvement that we've been working on
1632s so this is a thing that can be confusing
1636s you know you're you're going to reload
1638s one of your weapons you go to the
1639s right-click menu you see this huge list
1641s of damos and you're like wait which one
1644s was the long-range and which one was the
1646s the one that does the kinetic damage so
1649s obviously more of a problem for new
1651s players like after sooner or later as a
1653s veteran you start to like have these
1655s things burned into your brain but we
1657s want to make that easier for everyone so
1659s this is a change that we're working on
1661s at the moment and it looks a little bit
1662s something like this
1664s [Music]
1670s so this is still working progress and
1672s we're really interested to hear your
1673s feedback about obviously exactly how
1675s this window looks but the thank you but
1679s they're the two the two notes here are
1683s yeah that it shows the top two damage
1685s types that each ammo ammunition does
1687s starting with the highest damage type
1689s and then some of you may have already
1691s noticed that it is also sorting it from
1693s top to bottom right range so yeah we
1696s hope this is gonna be really useful for
1698s people as and you know benefits new
1700s people but benefits everyone range bonus
1705s modifiers that is a good point yeah you
1707s get a bit of that of course with the the
1708s sorting by range but but yeah it would
1710s be cool to be able to put even more
1712s information in yes figure out the ways
1714s to show that nice and cleanly exactly
1715s it's always a balance between
1716s overloading people and and giving them
1719s exactly the information we want don't
1721s we're not gonna take any questions just
1722s now but opportunities yeah so yeah
1727s that's a couple of quality life things
1728s that are coming soon this one like I say
1730s will be on the test servers in the next
1732s few weeks and we hope to get your
1733s feedback on this yeah
1735s now a couple of other things that we've
1737s got coming up for the relative near
1739s future are some balanced improvements
1741s and if you guys watch the keynote you
1744s have a little bit of a hint of the first
1745s thing I'm going to be talking about
1746s which is the vex or Navy issue this is
1749s actually a picture of a normal back
1750s server but it's such a cool picture that
1751s aside to use it but they look pretty
1753s similar so we're making some changes to
1756s the Bexar Navy issue this is a ship that
1758s is one of the most dominant ships in the
1760s game in its role obviously the role that
1763s it's really good at is relatively low
1765s attention riding thanks to being very
1767s high damage with drones and being very
1771s easy to like hundred-man fit very cheap
1774s very easy to train to those are all very
1777s good things but when one ship has them
1779s all to that extreme it means that you
1781s don't get really good options of what
1782s ships to use there isn't really a good
1784s decision you can make about using
1786s different ships because one of them is
1788s just kind of the best it's also one of
1790s the most controversial ships for this
1791s very reason and yeah at the moment I can
1794s mention very good riding DPS low cost
1796s low attention required
1798s those are all things that attract people
1799s to the ship the primary goal of the
1801s changes we have in the pipeline for the
1803s ship is to improve the balance between
1806s the different riding ship options give
1808s you guys some good reasons to try out
1809s some other ships and we've in the past
1812s with the Vectra Navy issue just made
1814s some direct nerfs to it
1816s those have often ended up just leaving
1818s it in it's one strong role but making it
1821s really bad for anything else so that it
1822s would be getting any more shoved into
1824s the niche rather than getting a ship
1827s that maybes a bit more well-rounded so
1829s we're kind of building it back up from
1830s the ground we're gonna try something
1832s completely different with it and we're
1834s gonna give it a whole new roll
1835s so we're refocusing the vni strengths
1837s the new version of vni is going to have
1840s a combination of drone and gun DPS very
1842s similar to the normal vector it's going
1845s to have very high tracking bonuses and
1846s active armor tanking bonuses but it's
1848s gonna do a lot less drone damage you'll
1850s be at a combine drone and gun damage to
1852s do as much damage before but of course
1854s that then means more attention required
1855s you may have to be a bit closer range
1857s and you get benefits like it's gonna be
1859s a bit more agile it's going to be have
1862s much better tank with the active armor
1864s bonus so the next screen here is gonna
1866s have the stats I'm not expecting you
1868s guys to like memorize all this as most
1869s for the people they can screenshots at
1870s home what I will point out to you guys
1872s really important stuff
1873s the drone bandwidth in this version of
1876s the design drops to 75 so it's the same
1878s drone bandwidth as a normal vector it's
1881s getting an extra turret and getting a
1883s turret damage bonus getting a 10%
1885s tracking bonus to turrets and a 10%
1888s tracking bonus to drones so this is
1890s going to be a very high tracking chip
1892s which is a common theme among Navy ships
1894s so it's really cool to have that niche
1895s that it's gonna be extremely good at
1897s that role and it's gonna be the first
1899s Galante cruiser with a active armor rep
1901s bonus which is kind of mind-blowing that
1903s we haven't had one before because every
1905s other size category of ships has it yeah
1907s but yeah it's a glint a theme that
1910s hadn't written stretching and cruises
1911s before but now it is thanks to the new
1913s veteran aviation so this is something
1915s that is going to be on the test server
1917s for you guys to try out pretty soon and
1919s we're really interested here at this
1920s event what you guys think about this
1921s we're really interested to hear in on
1924s the test server and on the forums once
1926s you get you try it out what do think
1927s about this ship what is it what are you
1928s gonna use it for this ship I really
1930s believe is going to be very power
1932s but it may be very powerful for
1933s something is very different than what it
1934s is right now so we understand that's
1936s going to be a pretty jarring transition
1938s for some folks but it's still gonna be a
1941s ship I think that can be very exciting
1943s so another thing that we're working on
1945s it's somewhat related to the vni is some
1948s alpha clone drone skill changes so this
1952s is a targeted set of changes to the
1953s alpha clone set that's going to reduce
1955s the DPS of ratting with alpha alpha
1958s clone characters and the real big goal
1961s here is to help the war on BOTS yeah
1962s anything we can do that reduces the
1964s strength a little bit balances out to
1966s alpha characters for these kind of
1969s bodying these things that are very
1973s attractive for people in the body so
1975s things like the level for Kroeger
1976s missions things like null SEC v ni or
1979s drone rat in if we can make them a bit
1982s less powerful for alphas it makes the
1984s bands more effective whenever we do bad
1985s people because it means that if you we
1987s ban an Omega account and they have to
1990s like if they spit up another account
1991s they have to go through more effort to
1992s get that spun back up alphas can be very
1994s widely distributed they can move across
1997s a lot of characters so yeah this is just
1999s gonna tone it back a bit they're still
2000s gonna be very strong you're still going
2002s to do a lot with an alpha in this or to
2004s see n turn it back a bit so the goal
2005s here we're gonna be reducing heavy drone
2007s operation in the alpha set from 4 to 3
2010s medium during operation from 5 to 4 and
2012s drone interfacing from 4 to 3 so it's
2015s one level down of each of those skills
2017s if you currently have those skills in an
2019s alpha character it'll be just like if
2020s you had trained some skills as an Omega
2022s and drop down to alpha they'll be locked
2024s until you go up to Omega set and for new
2027s Alpha characters they'll be completely
2029s blocked Intel again you upgrade just
2032s trying to raise the bar for those if
2034s those bars and just make it harder and
2036s harder for them to two or more penalties
2038s yeah and as always the war on box is a
2041s multi-pronged effort with a whole lot of
2043s people across these to be working on it
2044s and like CCB berger said big thanks to
2047s everyone who's been reporting bots and
2049s helping out with that that's a very
2051s valuable thing so keep it up another
2053s balance change that we've been talking
2055s about for a long time now I want to
2057s remind you guys again this is some new
2060s pirate implants so the last time we
2063s discussed this was immediately asked
2065s Eastern em we talked about the fact that
2068s the plan is being brought back at Easter
2070s damn and I mentioned a summer timeframe
2072s and we're in summer now and that is
2074s still on track so the goal is to start
2077s public testing in the next couple of
2080s weeks for a maybe late summer potential
2083s release if everything goes well we'll
2085s see how the feedback goes I want to give
2087s a huge thanks to everyone who's been
2088s participating the feedback thread on the
2090s forums that we put up after Easter damn
2091s we put up some proposed stats there and
2093s you guys had some really good
2095s suggestions and so we've made some
2096s changes to the plan based on the
2097s feedback in that thread that I want to
2099s talk about right now
2101s so one of them is we're gonna be toning
2103s back the initial launch of the shield
2105s slaves a little bit so the high-grade
2108s set will give about forty three and a
2110s half percent bonuses instead of the
2111s fifty three point six that you get from
2113s a armor slave we're gonna re-evaluate
2115s this after launch see how it goes if we
2118s need to buff it we can buff it if we
2120s need to know for we can nerf it but
2121s start off a little bit slower especially
2124s because you get essentially a dual
2125s benefit from a shield slave versus the
2128s armor ones because you also get benefits
2129s to regen we're also planning on buffing
2132s the savior set this is the new angel set
2134s that buffs the cycle time of the sub
2139s capital remote logistics modules both
2141s shield and armor and is where it's gonna
2143s give it a stronger bonus so the high
2145s grade set will be twenty six point eight
2146s four percent reduction in cycle time
2148s versus twenty eight point seven and
2151s we're also planning on bucking some of
2153s the older sets that haven't been
2154s performing very well specifically in
2155s this case the halo and Centurion sets
2157s the halo has really been struggling in
2160s competing with the snakes
2161s the snakes also make it easier to tank
2163s and then they also give you of course
2165s the mobility benefits of the speed
2167s getting yourself in positions you need
2168s to get to so we're going to just
2170s increase the strength of the halo a
2171s little bit and for the Centurion set
2173s these are the ones that provide II wore
2174s optimal range we're planning on and
2176s giving them a war fall-off as well so
2181s now a couple other things that we've
2182s talked about a bit before with balance
2184s but I want to bring up again that's
2185s still on the short term roadmap we're
2187s planning on making some changes to
2189s shield and capacitor regen modules
2192s significantly buffing them while also
2194s giving them stacking penalties so the
2196s goal here is to make sure that
2198s modules are valuable to be used in small
2201s numbers without having to build your
2202s entire ship around them you don't need
2203s to use eights lots of shield Rajendra's
2207s and fit but without being too
2209s overpowered of course with those
2211s building slots it's really the same
2212s reason that we have second pinions at
2214s any modules right if you didn't have
2215s stacking penalties on damaged modules
2217s like like there was in some of the early
2219s days of EVE then if you got in a
2221s situation where you either have to kind
2222s of fit eight damaged modules with zero
2224s yeah there's nothing really all that
2225s useful in between but having stacking
2228s penalties and stronger individual
2229s modules gives you some more interesting
2230s fitting choices so got some more details
2232s of that that'll be coming soon once we
2234s get closer to public testing and we're
2236s also going back to module tier aside so
2239s this is a plan that we've been working
2240s on for quite a long time we've made a
2241s lot of progress over the past couple of
2243s years but then basically being pulled
2244s away from the priorities meant that the
2246s plan stalled for a little bit but we're
2248s bringing it back and this improves
2250s balance and also very crucially makes
2252s the game a lot easier to understand for
2254s new players this is still part one again
2256s it's another great example of something
2257s that both helps new players understand
2259s the game and just makes the game better
2260s for everyone yes if a new player has
2262s fewer options these options that have a
2266s hard time figuring out what what does
2268s what what is the benefit of using a meta
2270s three versus a metaphore module and the
2272s prices sometimes just don't map out to
2275s anything useful the new module tier
2278s sided modules there's gonna be fewer
2280s options but all the options are actually
2281s valuable yeah so it's changing it from a
2283s system where there was always a good
2285s there was no good like no fun choice
2288s yeah but was just like this was the best
2289s one and you should always use that
2291s different strengths and weaknesses of
2293s every meta module and yeah this is
2296s something we've been getting great
2296s feedback about from the modules that
2298s would key resided so far and the plan is
2300s to continue working on it and how we get
2302s them all done so these are the modules
2304s that we're looking at for the next
2305s rounds I just let you guys know and this
2308s is the the kind of the shortlist so
2310s we're talking armor repairs and shield
2312s boosters obviously incredibly crucial
2313s modules hardeners are the resistance
2316s modules
2316s cap boosters and cap transfers so this
2318s is the short list for the modules that
2320s you should expect to see t resided next
2323s and then another long time
2327s work-in-progress
2329s yeah our base pays out so again we've
2332s want to give you guys an update on this
2333s remind you that it is still in progress
2336s it's still coming the next steps are the
2339s next more reimbursement so increasing
2342s the reprocessing and outputs and
2344s reimbursing the blueprints for some of
2346s the phased out modules we're currently
2347s planning on getting the next round of
2349s this out in the next few months so we'll
2351s get more details as we get a bit closer
2352s and there's also one related to Starbase
2355s concept that we're going to be talking
2357s about in the next section as well yeah
2359s so that's something that that may come
2361s may not but we want to get your feedback
2362s on it and I'll use that as the segue to
2364s the next section yeah absolutely so
2367s we're now into the potential section of
2371s this talk so as we've obviously
2372s disclaimed before you know this is this
2375s is speculative these are things that
2377s we're working on internally as
2378s prototypes or early concepts that we
2381s think have come far enough now for us to
2383s have value in talking to you guys and
2385s getting your feedback so starting those
2387s conversations so one one thing connected
2390s to the Starbase phase-out as also has
2392s always been as you as I'm sure a lot of
2394s you know we're always trying to make
2396s sure that we're reaching parity with the
2398s new structures that was the thing we
2399s talked about a lot making sure that the
2401s new structures have the same kind of
2402s services as the old structures and I
2405s think we've done a really good job in
2406s getting to the point where with where
2408s that's the case in terms of distinct
2410s pieces of functionality but there are
2412s also sometimes use cases that you know
2414s we feel that obviously yourselves and we
2417s feel have been left behind by by the
2419s phase-out of star bases and one thing
2421s that we hear a lot is the idea the of
2424s the differences between tethering and a
2428s force field specifically in the case of
2431s being able to use a force field to keep
2435s yourself safe for a short amount of time
2437s or keep yourself out of trouble in a
2440s larger ship things like that that
2443s tethering doesn't really offer because
2444s in the tethering system people can bump
2448s you off the tether and bump you out of
2449s range so one prototype that we have in
2452s the works internally that we've been
2454s messing around with is this concept that
2456s we're currently calling structure
2458s mooring so this is actually and you
2461s mentioned before this is what
2462s was was there is yes early versions of
2466s the design that were called more in back
2467s in the day that's right yes so as I said
2470s there were there are some specific use
2472s cases where the force fields were safer
2474s than up well tether and obviously for
2476s smaller up well structures where you
2478s can't darts large ships that always
2480s meant there was a big kind of drop-off
2482s in safety between the huge structures
2483s and the small structures so this were
2486s the way we were looking at this now is
2488s mooring would be a new optional tether
2491s state you can kind of think of it in in
2494s terms of functionality working in a way
2495s similar to a safe logoff system in that
2498s you would get into tether range and you
2499s would activate your activate the mooring
2503s in some way that would take some amount
2505s of time and then the crucial part is
2508s that while you're more you're prevented
2510s from being bumped out of tether range so
2513s you can still be bumped around you're
2514s not like hard locked but anytime the
2517s velocity would be applied to your ship
2519s that would make you leave tether range
2520s we would just cancel that velocity out
2522s so this were this is a concept that like
2525s we say it's obviously very early on
2526s we're really interested to hear your
2527s feedback but we're kind of optimistic
2530s that this could provide an answer to
2532s some of those some of those problems
2534s that people have had especially with big
2536s ships and small structures yeah and we
2538s definitely want to hear your feedback
2539s about it what cut what you like about
2541s the idea what you don't like about the
2542s idea and as mentioned there is an
2544s internal prototype on it we might be to
2545s get that on to some kind of test server
2547s to every play around with but again no
2550s promises at this point of when it might
2551s release if ever absolutely and then we
2554s have one more thing one more thing that
2556s we're interested to talk to you guys
2557s about but I think this needs to start
2559s with a short story so so as you can
2568s imagine over the years we get a lot of
2570s longstanding requests that people want
2573s people often you know bring it up bring
2577s things up at every fan fest every time
2578s we meet them it's super great to always
2581s get that feedback and there's a lot of
2582s those features that we love internally
2584s that we would love to work on and we
2585s often say we'd love to work on now back
2588s in now master plan the master plans
2591s memory may not be perfect but he seems
2594s to remember that in 2012
2596s the first year that we had Fun Fest in
2598s Harper in Reykjavik he was given this so
2602s this was a bottle of Rico vodka a local
2604s Icelandic vodka and the the idea was
2609s that we weren't allowed to open it until
2610s we done we don't completely a certain
2612s feature now six five or six years later
2616s we yell city in five it's still sitting
2618s on the shelf still there as a reminder
2621s and in more recent years we've had some
2624s other reminders some of those given to
2627s us at events some of them given to other
2631s events and I know after some of the
2635s events last year I think these were
2637s given out to a lot of people with the
2638s express order to eat to mail them to CCP
2641s yeah so go where we got them we got a
2643s lot of them so these are really great so
2647s we get it you guys really really want
2649s alliance bookmarks and it's something
2651s that I love a lot of us internally would
2653s love as well so one concept that I'm
2655s sure we've talked about with you guys
2656s before a that we work on work with
2659s internally in CCP is this idea of 20%
2661s time which is the idea that any
2663s developer can take 20% of their time to
2666s do things like like learn through
2669s learning courses to improve their work
2671s or specifically a work on things that
2673s are not their day job not things so
2675s passion projects things that they think
2677s would add value to the to the company or
2679s to the game and one of our devs
2683s CCP Habbakuk has been working really
2686s hard on this concept internally that I
2690s have to give credit to CCP Goliath for
2692s this glorious pun but he refers to a CV
2696s Habakkuk marks
2698s Habakkuk I wasn't aware that I was gonna
2700s say that today I hope he's enjoying this
2703s dream so yeah all credit to Goliath for
2705s that one but I'm probably a more
2708s appropriate name for this prototype
2709s would be shareable bookmarks so
2712s obviously what you guys want Alliance
2714s bookmarks and one of the big things that
2716s we've had a problem with that over the
2717s year is problems with their the tying
2721s those things into something like the
2722s allowance system that isn't super for
2724s below formalizing the code base if
2726s corporations you have rolls it's very
2727s easy to determine
2728s who's allowed to edit who's allowed to
2730s delete bookmarks alliances it's not
2732s quite the same the structure was are
2733s very different so that was always one of
2737s the biggest challenges so what we did is
2738s we we went away from that idea entirely
2740s and we've done one better
2742s so this prototype is like say all work
2746s in progress to to be confirmed very much
2749s rough at this time cannot promise this
2751s will have a release there's still a lot
2752s of things yes it's still very early on
2754s but essentially this would be a
2756s replacement and an extension of the
2757s personal Corp Alliance coalition
2759s bookmarks system it would be not just
2762s Alliance it would be much further than
2763s that
2763s so essentially the way this works would
2766s be that you would have bookmark folders
2768s formally what you would think of as
2770s groups so like the court bookmarks and
2771s the personal bookmarks that could be
2773s shared with anyone using access lists
2776s these can contain so these these folders
2787s contain subfolders just like the folder
2789s system that you have now for bookmarks
2791s and that means that using a new type of
2794s access that would be specifically for
2796s bookmarks you can or a new type of sort
2800s of profile that these specifically for
2802s bookmarks you can share these with your
2804s fleet with your co-op with your alliance
2805s with your coalition you can be as real
2808s friends if you want yeah every look into
2809s this or everyone in the world yeah so
2814s the the basics of how this would work is
2816s that you could add an access list to
2817s give people access to the bookmark
2820s folder and then they can actively
2823s subscribe to the folder should they
2825s choose the Lava sleepy limits on the
2827s amount of folders you can have yourself
2829s how many folders you can subscribe to
2830s those kind of things
2831s they'll need both the access to be able
2833s to view it with the ACL and also the
2835s link to yes so what you can do is if you
2837s wanted to give people access to and not
2841s very upset bookmarks on kind of an
2843s ad-hoc basis you could make a folder
2845s public but then just give the link to
2846s some people it's kind of like if you
2847s have a Google Doc that's public to
2849s anyone who has the link so that's we
2851s expect to be a potentially pretty common
2852s use case so we think that would be great
2854s for you know these more like
2856s heart groups are things like nipsey
2857s groups and things like that that kind of
2860s form on the fly things that are less
2861s fallen lies in a cop structure but this
2863s also would obviously work for Alliance
2865s Exorcist for coalition access this
2867s really whoever you want the way that the
2870s access list levels would work according
2872s to how we're currently looking at this
2873s like I say or subject to change would be
2875s that there will be four levels there
2877s will be the view level which allow you
2879s to view the bookmark folder and walk to
2881s the bookmarks there will be the use
2883s level which would allow you to add
2885s bookmarks to the folder and edit and
2887s delete your own bookmarks there will be
2889s a manage level which allow you to edit
2890s and remove bookmarks unfold add and
2892s remove folders and then there will be
2894s the admin level the top level that would
2895s allow you to change the ACL it would
2897s allow you to rename the folder or delete
2899s the folder entirely and then of course
2902s since we're you know we're looking at
2905s building in a whole new system here
2907s we're obviously looking at all the other
2908s things that are often requested about
2909s bookmarks over the years so also looking
2911s into the idea of something like bookmark
2913s expiry which is often requested from
2915s especially from people like worm holders
2917s having the having the ability to have a
2921s bookmark expire after a day or a couple
2923s of days things like that so hypothet it
2925s would just be an optional thing when you
2926s create a bookmark you decide you want to
2928s be a permanent one or do you want to be
2929s a whatever a two day long one or
2931s whatever period you choose exactly right
2933s so I think this is this has great
2936s potential to be one of those features
2938s that can kind of be molded by your you
2940s guys in whatever way you feel see fit to
2943s use it that's why the Exorcist I think
2945s are so powerful I like fuzzy alluded to
2948s this has still a lot of you know testing
2951s in its future this if this hasn't gone
2953s through any sort of kind of performance
2957s testing or optimization yet so and the
2960s prototype is still very early but this
2963s as you can imagine this is a big big
2965s feature and would have a lot of interest
2968s for you guys so be really interesting to
2969s hear you guys feedback if you see any
2970s issues with this and we'd love to be
2973s able to at some point put this on a test
2976s over for sometime and let you guys
2977s really hammer it and break it as much as
2980s possible if we get a chance to put this
2981s on a test server we'll definitely need
2983s all of your help to stress test it get a
2985s good performance testing baseline for it
2987s that's gonna be one of the things that
2988s we have to figure out before this would
2990s we release so we'll keep you guys up to
2992s date but if this goes on to say duality
2994s at some point in a early rough prototype
2996s form we'll definitely need all of your
2998s help yes so that's that's this prototype
3001s for you and that's all that we have for
3003s you today so it rather than kind of
3007s taking questions now what we'll do is
3009s we'll just point you guys to our
3010s glorious SCTP AMA tomorrow will we'll
3014s both be there and obviously you can also
3015s grab us in the in the corridors all of
3018s today and party today exactly yet come
3021s been there at the party many as you've
3023s seen from a couple of things in this
3024s talk many many a good feature comes out
3027s of a drunken conversation at a part of
3029s nth party so please come and talk to us
3032s but above all thanks so much for coming
3034s to listen to our presentation today
3036s yeah thanks everyone
3037s [Applause]
3040s [Music]
3040s [Laughter]
3044s you