about 6 years ago - EVE Online - Direct link

Transcript (by Youtube)


42s nay
57s didn't see that you didn't see it
77s settle down settle down
94s all right hi again everyone and welcome
97s to a deep dive project Nova one plus one
103s equals three someone said something you
108s my firm belief is that project Nova and
111s Eve online can become something more
113s than just two games in the same universe
116s and I also believe that we need both
119s great FPS fundamentals and they crafted
122s new player experience and progression
124s before we achieve that vision and
128s eighty-seven percent of surveyed Eve
130s players agreed our vision is to create a
137s long-lasting game with ongoing and
139s continuous development without sequels
142s and resets our strategy is to launch our
147s game into with a handful of quality
150s features what I refer to as the
152s foundation into the hands of a dedicated
156s community and build from there our
162s priority is the core first-person
165s experience the shooter shooter through
167s the gun experience itself and the
169s moment-to-moment gameplay therefore we
172s decided to start working with sumo
174s digital specifically their nottingham
175s studio who have extensive FPS experience
179s with individual team members having
181s worked on Goldeneye Battlefront
183s homefront Revolution and Crysis to name
185s a few
186s one of their lead designers is here at
189s Vegas and he will be joining us for the
191s roundtable later today if you want to
193s ask him questions the last time we
199s showed project Nova was at fan fest 2016
201s when we allowed attendees to play a 6 vs
204s 6 PvP game mode inside the Chimera
206s carrier revolving around 2 mercenary
209s teams packing into a ship's mainframe to
211s steal vital information for the highest
213s bidder the vision for this demo was to
216s deliver an FPS with great fundamentals
218s controls through the gun experience and
220s second a second gameplay and we passed
223s that test
224s got a lot of positive feedback
225s especially about the performance frame
227s rates and overall weapon handling which
230s is exactly what we wanted but at that
235s time we essentially started coeval in
237s the game with community because we took
240s all your feedback back home and
243s categorized it against our own game
246s design pillars and these game design
249s pillars they provide a or drive the
256s decision-making for the whole game I've
259s taught a lot about FBX experience Eva
262s thank thick deep progression tactics and
264s teamwork and highly replayable these are
267s game design pillars and Edith antic
270s doesn't just mean visuals and audio it
273s also terms like that matters sandbox
276s social gameplay the infernal machine
279s mining looting crafting or manufacturing
283s but it doesn't mean Eve copy either we
287s have the freedom to retain improve and
290s iterate on features and what they mean
292s for an FPS but we only don't only listen
300s to the community about FPS features or
302s shooting or crafting or or fitting
306s there's a joint feeling in the
308s development team that we weren't
309s finished with the war clones and their
311s journey but we also listen to the
313s community about the lore so a dedicated
316s part of the community inspired us with
318s their written accounts of survival of
320s project Avalon and the casino Accords
323s and they have been integrated into our
328s storyline and are now somewhat cannon
335s and I leading into that I want to use
339s the opportunity to remind everyone to
340s check their emails Kashia is actively
344s recruiting grizzled veterans into a
346s defense program and there is a currently
349s a limited time of opportunity to claim
351s your surviving work loans name and have
353s it carried into Project Nova as well as
356s the exclusive Phoenix rock suit so check
360s your emails please
364s yesterday I talked about onslaught and
367s now we can get into a few details so the
370s songs are targeting spaceships they're
372s neutralizing the capacitors and then
374s deploying infantry troops to breach and
377s enter this is a conquest game mode in a
381s race against time where four players try
383s to manually power the ship up
384s before the sands are gained full control
387s the objectives are charged points they
390s can be captured and when captured they
393s power nodes that allow installations to
396s be built basically electric sockets for
399s diff maintenance and defensive purposes
402s the charge points are procedurally
404s placed as well as the lander location
407s the AI is controlled by an AI director
410s which is a combination of wave manager
413s strategy manager and behavior manager
417s allowing it to dynamically respond to
420s player actions and the combat
423s combination of these three elements
425s results in something that we call a
427s different battle every time well we did
431s not want to have PvE play out like a PvP
434s match we wanted to have a completely
437s different experience so we took
440s inspiration from tower defense games and
442s gave each enemy archetype a main
444s behavior individually each of these can
447s be learned and but the difficulty
449s quickly ramps up as you encounter more
453s enemies at the same time of the
454s different archetypes this is flexible
457s and allows us to easily add new enemies
459s over time
467s so sánchez nation the lore hounds here
472s know more than others about this elusive
475s faction but we want the we're not
479s offering a storyline in in project Nova
484s it's not a CCP thing we however want to
489s allow the player to discover interesting
492s facts memories or poor tidbits lore
496s through something we called memory
500s fragments the player himself is very
504s fragmented his mind has been cloned a
507s thousand million times maybe okay
509s overstating it a thousand hundred
511s thousand times and we will discover over
515s time through these memory fragments of
517s how it came to be what happened really
520s when when the were clones were
522s eliminated and all those things and who
526s was behind these new attacks is it a
528s trusted lieutenant that's taking up the
531s mantle of Santa Kibaki himself or is he
534s remaking a return these are all
537s questions that we want to address over
538s time with the new Eden Lord team so with
542s help from Eve and the event teams the
549s enemies are facing are the still living
552s remains of true slaves callously used up
555s through hazardous labor and encased in a
558s grotesque cybernetic body kept comatose
562s and fed a chemical cocktail called bliss
565s they're mostly unaware of their actions
570s and this is what inspired us when we're
575s starting to think about what a staunch
577s enemy looks like this is the a Victorian
580s death mask of a child with this list
584s like feature facial features
590s moving on to PvP it's not something that
594s we're play testing here here and now but
596s it's something you'll be able to get
597s your hands on immediately in November
599s when we start ramping up play tests in
602s the Alpha so PvP is our live and well
605s don't worry about it
606s it's a unique two way escort or payload
609s game-mode where both teams are
611s responsible for pushing their own
612s payload it's 16 v 16 PvP that is a
619s number that we chose for various reasons
621s mostly because I enjoyed the most the
628s attacking team is landed on target
630s brought their own pilot and established
631s a beachhead they aim to eject the
634s current pilot and make away with the
636s ship intact as the payload progresses
639s towards the destination they will their
641s pass will lead them close to charge
643s points that may or may not be under
646s their control
647s this calls for communication both in the
650s pregame before anything's happened when
653s players are selecting their battle kit
654s and which drop suit they want to use and
657s during battle especially when factoring
659s in installations and charge point
661s strategies a part of the team must post
663s its own payload a part of the team must
665s push the enemy's payload back and part
668s of the team must be scouting ahead to
670s secure charge points and defending them
672s combined forces of cloaked infiltrators
675s scouting ahead assault clearing the way
677s logistics setting up the fortifications
680s and sentinels defending this all takes
682s place on the iconic Minmatar battleship
685s the Maelstrom
691s and how did we end up with a maelstrom
693s we wanted to make sure that the size of
696s the ship supported the gameplay we were
698s offering the number of players and the
699s number of AI which meant we were looking
702s at battlefield battleship sizes or
704s bigger we also wanted to have some epic
707s views and we want to have some beyond
710s places or ships that Eve players would
712s know intimately so here are some
716s explorations of potential battlefields
718s in project Nova before we picked another
721s Maelstrom
729s there's a couple of places the Hyperion
731s scorpion the Arkin and then watch the
734s Maelstrom even if star bases and
741s outposts have been phased out and
743s replaced by Citadel's and Eve they still
745s provide us a lot of inspiration of what
747s a mercenary stronghold could be anchored
750s to a plasma planet or a beautiful Sun we
754s really want to try to explore the
756s universe
757s we shouldn't expect the next map to be
759s any spaceship which would expect
762s something different something bold
764s something that you've always wanted to
766s see from that point of view and
769s obviously so that's the minimal tour
773s which is a early concept and obviously
778s we're also exploring what the sunset
780s interiors could look like
787s and yesterday I mentioned that project
790s Nova has all new content let's take a
792s closer look at that
797s one thing I wanted to mention was that
799s we decided to go further or beyond
801s before empires for inspiration which is
804s why we specifically chose the mortis
806s Legion to be the first rocket that we
808s made it's the medium assault and it's
812s called assault quite original it's
816s difficult to find a better name
817s I can guarantee you can I've tried the
822s assault grab ability which is a unique
824s class ability is a slide to either get
827s into cover or get up close and personal
830s one thing that we've learned is that if
835s you don't have a unique ability per
836s class you start ending up with rolls and
841s crouching on one another so a very heavy
844s light becomes like a light medium and
846s vice versa so we really wanted to make
848s sure that you couldn't really just fit
851s into every every role this is the
856s miniature infiltrator he has the hover
858s grab ability allowing them to get behind
860s enemy lines or even just behind and a
863s single enemy shoot them from above or
866s get above cover for a sniper shot so
869s very this is one of the most faith fun
873s things to do is to hover snipe someone
875s in the head that creates a lot of
878s screeching and yelling and play tests
885s finally the Sentinels haiji ability a
888s Caldari class is effectively siege mode
892s which grants increased accuracy and rate
894s of fire and this is actually one thing
899s that we really wanted to try to enable
902s with these class abilities is that they
905s don't only function for one style of
908s gameplay so my favorite Sentinel fit is
910s currently a sentinel shotgun which is
914s maybe not that common it's a heavy guy
918s can't run fast can't get into close
920s proximity but the high G ability reduces
925s spread massively so effectively I can
928s snipe with my shotgun from long
930s distances which is fantastic it's
934s everything I wanted and then plan drop
942s suits we have a couple of drop suits in
944s the pipeline already this is the gallant
950s take commando we have your salt this is
954s the thing that I will exclusively be
956s playing and a sisters of Eve logistics
970s what what oh no concept known gotta keep
976s something so weapon concepts so you know
983s that the weapons of project Nova are
985s much like Eve's weapons inspired by
987s modern weapons and then reimagined in
989s the far future they're scientifically
995s grounded rather than fantastically this
998s is the Caldari rail rifle and this was
1002s the minister bolt rifle just and this is
1007s the amore pulse rifle
1011s so you can see that we've applied the
1014s unique shape and design languages of the
1016s EVE universe and the factions on top of
1018s our our modern weapons plus anyone
1024s excited about this weapon I some
1027s omarion's in the group so we actually
1033s I'm okay I'm going off script here super
1036s nerd on the weapons so I really went
1041s into how we could reflect all of the the
1044s the technologies of Eve as well so i i'm
1047s not an eve player
1048s I understand Eve Allah we've been
1051s working at CCP for 12 years always
1054s followed Eve and and these are the
1056s things that that make me excited when
1058s I'm trying to design something or get
1060s the feature up running in project Nova
1062s is I can always go into the wiki or ask
1066s someone in the canteen about like how
1068s does their weapon work like because it's
1070s actually written down somewhere there is
1072s a library or encyclopedia of all of
1075s these technologies so I love the fact
1078s that we're actually using crystals as
1080s like ammunition so that's something that
1083s I really wanted to get into the game as
1085s fast as possible same thing with this
1087s this here don't know if it has it so the
1090s Caldari we designed like a full like
1093s spinning gravimetric thing inside that
1097s propels a rail projectile etc so we
1100s really went all in on trying to capture
1102s the eve design the philosophy and then
1105s we just have the bolt
1106s rifle which is simply a high-powered
1108s explosive fire
1114s low tech gets the job done gets a job
1117s done
1127s I'm not gonna say there and a prod
1130s concept of a caldari rocket launcher
1133s exists so these are the weapons that we
1145s have in the in store weapons you've seen
1150s are the service assault rifle the sniper
1152s rifle and the launcher these are all the
1154s upwell designs sorry
1158s those are taking pictures so what we
1162s decided to do was create a new kind of
1167s faction or not create a new faction use
1170s the faction to give the normal weapons
1173s so what I kind of always missed was the
1175s change from like the standard grunt
1180s weapon that you'd kind of assumed you'd
1183s be issued and then going up to the elite
1187s Empire weapons like I I think it they
1191s need to be earned in in some way so we
1193s created this faction that is more
1195s generic if you will we really just
1198s wanted to Millie ur normal and then the
1202s upgrade into something that is a truly
1204s like a faction based weapon become
1207s something Wow okay that's a it's a huge
1208s difference there are some there's real
1210s character than in this in this weapon so
1213s the one you've seen probably is the flak
1214s pistol the members reflect pistol which
1216s is a basically like an explosive Smith &
1219s Wesson which is really fun the two
1222s weapons you haven't seen I'll go back
1224s I'm teasing are the particle prism which
1228s is a laser shotgun of course
1232s and the fusion torch which is a glint a
1237s flamethrower something I've always
1243s wanted to make so it's really like just
1247s a portable jet engine is is what I would
1250s describe it so those are the weapons
1257s that we have in store something near and
1261s dear to my heart is attachments so as an
1266s FPS player I'm I have a very personal
1268s preference about my optics and handling
1271s and how I like my weapons so I'm very
1275s happy to announce that we have something
1277s called global attachments which is great
1280s for player like me and adds a whole new
1283s layer of customization into into Pro
1285s Genova again something that is a big big
1289s game design pelipper's is the
1290s progression and part of progression is
1292s customization so here the standard front
1296s grip magnetic choke swappable sites etc
1301s so these this is a system that we will
1303s keep building on and then a couple of
1308s planned weapons also in store
1311s this was the forge gun
1318s so the only faction weapon that was
1321s missing from the first batch this is
1325s intended to obviously shoot down heavy
1330s Sancha for one also to shoot down heavy
1334s drop suits in PvP so don't worry you'll
1339s have plenty of victims even if you don't
1342s have a vehicle and we're also thinking
1347s of really trying to embrace this this
1349s idea of the the kinetic damage and these
1353s weapons will be passed through so
1355s they'll keep going through enemies until
1358s they hit a wall or something so the
1367s ultimate sniper out saying the second
1372s weapon is the pulse rifle that we saw a
1374s previous concept and this is the the
1378s proper one this is the the if people
1383s like the Scrambler rifle this is it's
1384s it's it's mark 2 has everything you want
1389s Gold crystals and more gold
1397s no but we really kind of taking really
1400s wanted I don't I should have put it the
1403s the iron sight is actually the amore
1406s symbol
1410s everything for you guys
1415s installations is one of the most
1417s interesting parts of project Nova and
1421s adds a lot of strategy and depth into
1424s into the PvE and PvP so I'm going to go
1429s out on a limb and say we've never seen a
1433s this kind of base building or whatever
1437s you call it in NFPA in a PvP game so
1440s we're very excited about that
1442s each loadout is actually has an
1445s installation slot so you're bringing
1447s these in schematics and they allow you
1450s to build that kind of turret or
1453s installation when you have a power node
1457s some drop suits like the logistics can
1459s effectively become the engineer class
1461s that can bring in more installations at
1464s the other classes for example it's
1466s better at building them can overpower
1468s them can heal them etc so that's a
1472s specialization that we really wanted to
1473s kind of break away for the logistics
1476s they actually had a real kind of like
1479s they're not like a healing assault like
1483s which is what they were treated as
1485s sometimes so they have a real real
1488s important purpose in the indie in the
1490s whole game both game modes Sentry's
1494s provide a lot of firepower so this is
1496s the change century and then the rocket
1499s century and then the EMP century and
1501s this is pretty much a play on
1506s rock-paper-scissors against the AI but
1509s the EMP sentry for example these shields
1513s but it also confuses the AI BMP century
1517s also scrambles the mini-map of PvP
1521s players so it's more like a kind of a
1525s war thing if you will
1527s rocket country is just a brutal high
1530s alpha and the G chain gun is really just
1532s a sustained DPS and then we have depots
1537s and one of those is in an ID port which
1540s can grant temporary augmentations so
1542s increased repair or etc etc so these are
1546s time based augmentations so you have to
1549s build it for the team everyone starts
1551s using it maybe that's the matter to
1554s build those maybe it's a matter to build
1556s all and EMP centuries we'll figure that
1558s out and this all brings us to the
1564s loadout and I've heard a lot of concerns
1567s that we're not making a a neve game
1569s we're making a hero by shooter or hero
1573s shooter or we're not gonna have all the
1575s depth we're obviously going to have all
1577s the depth we've adapted and at that and
1581s adopted the concept of modules from Eve
1584s and we're making a radical change from
1587s from what we did before and we're
1589s removing the concept of embattled
1591s quantity so we're introducing cooldowns
1594s only on on all equipment on active
1598s equipment and players will be able to
1600s choose between passive modules which
1603s give a always-on lower power and the
1607s higher bonus coming from an equipment on
1609s cooldown or active module this gives us
1612s a great balancing tool and control over
1615s spam tactics which were very prevalent
1618s in some of our older games and then
1623s finally the firmware sloth is something
1626s that I'm very excited about
1634s so firmware is a new concept in E in
1637s Nova we wanted to apply a lot of what
1640s makes Eve the eve fitting game so rich
1642s and flavorful but add our own flavor and
1646s we have an incredible amount so this is
1648s just logos guys it's not like the it
1651s represents the incredible amount of
1654s content that we can use to create
1655s variants and for those drop suits and
1659s weapons
1660s if actions will be represented with
1662s firmware giving a unique set of bonuses
1664s and penalties so firmware has its own
1667s slot and follows all the rules of
1669s equipment but it shares a similarity
1672s with Riggs and Eve so I think the
1675s easiest way to explain it is to instead
1678s of getting a separate Navy s you ship
1680s you in Nova you get a Navy issue
1684s firmware you can apply that to your drop
1686s suit but then if you want to remove it
1688s you destroy it so it becomes very kind
1694s of like ok I'm gonna commit to this do I
1696s want another suit I'm gonna put theirs
1698s up there's a meta that happens here and
1700s also ties in to the fact that there's a
1703s risk/reward element to it and there's a
1706s it gives an angle in which a new meta
1711s can be born but not necessarily switched
1713s as easily to fit the flavor of the month
1716s you're sacrificing the last flavor of
1719s the month to fit the new flavor of the
1721s month so you can't just go back so this
1723s is something to think about we think
1725s it's a it has great potential especially
1728s when it tap into all of these factions
1730s or or corporations of Eve tying into for
1735s example the fact that boundless creation
1738s for example maybe they become known as
1742s the firmware that gives plus 3% reload
1746s speed or something and that becomes
1749s their flavor and then you start to
1751s understand okay I got this from this
1754s family and this from this family and
1755s start to deepen the connection to all
1757s these corporations that actually don't
1758s have a they had don't have an in-game
1761s representation of any features and Eve
1763s as far as I know
1768s so now that we have the foundation we
1772s can put it into our players hands and
1773s start working on what makes project Nova
1775s truly unique with a game like first Nova
1779s it can be difficult to separate between
1780s what's it launched where are we
1782s definitely doing what do we are we
1784s thinking about doing and what are we
1786s dreaming about doing but today I'm not
1790s going to lay out a multi-year roadmap of
1792s features that's going to happen but not
1795s until we get properly engaged with the
1797s community and they start giving us
1799s feedback on what we should and should
1802s not do in the near term future EVE
1805s Online is what we are trying to emulate
1807s in this regard they launched with a
1809s small feature set as the foundation and
1811s then they built on that with the
1813s community they did not sit down 2003 and
1816s say this is our 10 15 year old map it
1818s can't be done not in this day and age so
1820s we want to build it with you guys we all
1826s know that CCP games have a reputation
1828s for being difficult to grasp and get
1830s into and we want to make sure it's it's
1834s sometimes it's a pride thing yes
1836s but we should try to make it easier for
1838s our new pros and we want to make sure
1841s that newcomers are introduced into the
1843s game with familiar concepts before we
1845s lay on the depth and another thing is to
1849s contain power progression that is a big
1852s part of our game design philosophy is
1854s not to allow power progression to go out
1858s of control so I'm going to explain this
1863s I've tried in multiple press press
1866s interviews this week and I think I have
1869s the hang of it so first a player needs
1872s to acquire and earn new loadouts these
1875s load ups will have a default weapon gear
1877s and installation they'll be ready to
1879s work out of the box experience has
1882s taught us that it's probably better to
1884s give a player a car with a steering
1886s wheel tires and an engine be rather than
1892s none of those things and say figure it
1894s out
1896s as you play you'll start to find your
1901s favorite loadout you'll unlock loadouts
1903s through a loyalty system with Conchords
1907s really and then when you find the right
1911s flavor you want okay this isn't this is
1912s the sniper guy or this is this is the
1916s forge cone guy or the heavy flamer guy
1919s or whatever you want to call them that's
1922s just the first step and that's allowing
1924s new players to okay
1925s I'm using my FPS knowledge I'm coming
1928s here and to apply it then we enter the
1931s class-based progression part of the
1934s progression where you actually have to
1936s use this drop suit or loadout that
1938s you've chosen to as your favorite and
1940s now you have to upgrade it and that is
1942s only done through using it we're not
1944s doing passive skill training in party
1948s Nova so take your loadout use your
1952s loadout to progress will upgrade the
1955s loadout and upgrading it will give you
1959s more PG to work with so you're creating
1964s a more choices over time for that
1968s loadout and the final one is the
1971s optimization and that's the fitting game
1973s you all know and love
1974s it's where the player starts mini maxing
1977s around the PG resource based on both
1980s personal preference and also what's like
1982s the the best conceivable fit you can
1986s imagine if you're that kind of guy and
1989s these are all things that are fully
1990s planned out for project Nova so I hope
1993s I've saved some or reduced some fear
1998s about this aspect for project
2004s risk and reward is also something that's
2007s heavily tied into into Eve and from our
2010s experience a lost economy needs to be
2012s designed specifically for an FPS like
2014s Taj Mahal we've learned the hard way
2017s that per death penalty's is not the
2021s right way
2021s it makes FPS players a very risk-averse
2025s it really goes against everything in FPS
2028s a modern FPS is so we did not want to
2033s punish that behavior I'm I'm a guy that
2037s prefers to go fifteen fifteen and win
2040s then go fifteen one and lose but loss on
2044s that death loss on death really makes
2047s people risk-averse they go to the worst
2049s drop suit I tried to stay out of trouble
2052s and they wait for the game to end and
2054s that's literally what happened so
2057s quantity based management of drop suits
2059s and weapons is also something we wanted
2061s to avoid running out of a fit mid battle
2065s is not a great experience and it kept
2068s players out of battle refitting wreak
2071s ustym izing in the market during battle
2074s that's not the way to fight so what we
2077s are doing in Nova is the concept of
2080s battle kit that I mentioned which is a
2083s number of drops as you can't bring it to
2085s battle and those are your basically or
2088s deck you can pick from within that
2091s selection this makes you need to think
2097s about tactics and strategy beforehand
2098s before you go into battle and not adapt
2101s on the fly to everything because that's
2102s not really strategy that's just busywork
2105s strategy is planning before battle our
2111s design proposal is therefore to use
2112s consumables per battle and this is an
2117s interesting compass
2124s so consumption per battle is basically
2127s you decide that you're going to use an
2130s equipment that has a limited use uses
2133s and once committed you can die forever
2136s within that battle you're not gonna lose
2138s that power but it's always going to be
2141s taken away from you from your inventory
2142s after battle this is for example myself
2148s let's say I have a really rare weapon
2151s that I just got and I have one of those
2154s and dust
2155s I would really okay carefully think
2159s about it I'm gonna use it now and then
2162s die the end there's no satisfaction in
2167s that in this in this scenario I would
2170s commit this weapon to the battle I'd be
2172s safe to use it die learn it and then I
2175s would say okay that was great or
2177s shouldn't have done that or this was not
2181s the right time to do it and this
2183s actually feeds into the endgame so a
2188s feature like planetary conquest and zero
2190s zero nev provides both meaning and
2192s persistence and an aspirational goal for
2195s both the players and the player
2197s corporations and the community the whole
2199s of the community CCP we the project Nova
2203s team have both the experience and
2205s know-how to make a meaningful
2207s competitive and exciting end game
2210s experience we're the best of the best
2212s class over a unique resource pride or
2216s just for the hell of it the improved
2218s lost economy that I just talked about
2221s will make sure that the best gear is
2223s saved for these occasions and also make
2225s sure that stockpiling and winning
2228s doesn't create a permanent king of the
2230s hill situation which happened because if
2232s you never die you never lose anything
2234s and that happened a lot as well so this
2239s is the most important feature to me in
2241s project Nova the end game and the most
2243s important feature to get right so it's
2246s not something we're going to get done in
2248s the very short term and it's something
2251s that we will work with the community on
2253s doing but that's absolutely what we
2255s intend to do
2260s and when we've accomplished those
2263s features and project Nova stands on its
2265s own two feet firmly on the ground we can
2268s start discussing what is one universe
2271s one war and what the hell doesn't mean
2274s that's also why it's so important that
2277s Eve the Eve team and the Nova team are
2279s sitting next to each other in Reykjavik
2281s and the sole reason why the project was
2285s moved from Shanghai to Reykjavik if you
2287s didn't know two years ago we're going to
2290s need everyone at the table players
2292s develop developers for both teams in
2295s full cooperation and what I can share
2298s since we've started talking to the leave
2301s team seas be burger so in Butte was
2305s hiding somewhere here
2306s is that we agree what type of game play
2310s we want to explore and I'm still going
2314s to say hypothetical but these are a
2316s couple of hypothetical active options
2323s oh all right I forgot to do it I'll just
2328s say limited resource trading so in its
2332s simplest term no Nova provides a useful
2335s resource to Eve and vice versa
2337s even just starting with cosmetics if we
2342s worry about game balance you have a
2345s blueprint you can make a unique skin and
2347s Eve if you get this resource or Nova
2349s done that's an economic link it's
2352s someone in the EVE universe cares about
2355s the other thing is what we call
2358s asymmetrical gameplay and I can list
2361s probably 20 ideas right now just off top
2363s my head what those could mean but I've
2365s chosen the the easiest one that I think
2368s describes what I call it a symmetrical
2370s gameplay is the moon of Endor and
2373s analogy it's a small team and in the
2377s context of reinforcement timers think
2379s about it before don't judge think about
2381s it if you can sabotage or mess with
2385s someone and Eve and they get the
2389s notification then they can react to it
2391s so let's say hypothetically
2393s hypothetically hypothetically that you
2396s have a citadel and someone issues a
2401s contract to fight that Citadel an enemy
2404s corporation you get notification that
2407s your Citadel lives under infantry attack
2409s so you can deploy your own or you can
2411s let it go and someone else will pick it
2413s up if the sabotage team wins they can
2418s move the reinforcements timer by plus
2420s minus 1 then you just have to think
2424s about it do you have to there's if you
2429s think about it it's quite cool because
2431s it's it's something that you can plan
2433s for and you can react to and it doesn't
2437s happen at the same exact time which is
2440s always a scary thing when combining two
2442s games combining second the second
2445s gameplay is high risk and not
2448s necessarily worth it from a in the best
2452s resource and
2453s management perspective I think this
2457s could be shake up things like this could
2459s shake up the meta so we can talk about
2461s it the round table or you can yell at me
2463s at the round table it's it's all fine
2466s another thing just as I'm thinking
2470s Industrial sabotage what if I mess with
2472s someone's production lines I just delay
2473s your your manufacturer like you expected
2477s something to happen now then you open
2479s her up and it didn't happen it's four
2480s hours late or that kind of stuff it's
2483s not that difficult to find ideas so
2487s we're gonna do that together so I'm just
2493s going to called
2495s today before we head into the roundtable
2498s I just wanted to make clear also with
2500s the community that we intend to work
2503s very closely with you guys as we did in
2506s this phone for that means a shared
2510s development roadmap rapid iteration
2512s balancing etc and community feature
2515s requests just as we did before and
2519s that's a promise
2532s all right take a break before the wrong
2535s table
2535s [Music]
2543s it's gonna do gonna be like a five
2551s wake up you're not dead yet you are
2557s immortal once a symbol of death and
2564s bloodshed now you lie a broken betrayed
2572s forsaken I offer Redemption
2580s reading darkness kostik
2583s gathering its forces harvesting humanity
2593s rise
2594s [Music]
2607s [Music]