about 6 years
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EVE Online
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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] |