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0s | [Laughter] |
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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 |