almost 2 years ago - EVE Online - Direct link

Transcript (by Youtube)


3s hello everyone hi
7s [Applause]
10s how are we all today
12s rough
13s not rough
15s well i hope your hogwarts are about to
17s are manageable at least
19s um i'm ccp sledgehammer i'm here with
22s ccpa device and ccp calliope uh we're
25s all from team odyssey
27s um we're also going to be introducing
29s team equinox to the stage after this for
31s more chat about the character
32s progression and career progression
35s but we're here to talk to you about how
36s we're improving the experience for
38s newbies and eve online at the very
39s beginning
41s so this is team odyssey
44s the fine folks you see before you are
46s recent and current members of the team
48s we're multidisciplinary
50s that's part of the academy segment of
52s eve online
54s alongside team equinox and team
57s pathfinder this collection of teams is
59s working closely with one another to
61s improve the experience of eve online for
63s new players
64s odyssey was formed in january 2020
67s we're a storyline content team that's
69s been tasked with creating a new
71s experience for our players coming into
72s the game
75s so what are we actually doing we're
77s creating a character-driven narrative
79s experience to introduce players to the
81s world of new eden we're heavily heavily
84s storyline focused
85s and we want to weave the tutorialization
88s of eve into the story and narrative
91s ultimately we want to provide a space
93s for new players to become comfortable in
94s new eden and to have the confidence to
96s strike out and forge their own path and
98s eve online
99s and very importantly we're building the
101s tools that we need to tell the story so
103s we briefly touched on the nodegraph
104s editor yesterday we're also working very
107s closely with cinematic and art teams to
109s create
110s new like camera cut scene tech that we
112s can insert into experiences and we'll
114s get into a little bit more about that
115s later
116s so what's actually shaped our approach
118s what are the design pillars that we set
120s out with
122s we want to deliver on the sci-fi promise
123s of eve online i'm a huge sci-fi nerd and
126s i think eve is probably the best
127s spaceship game that exists
129s the story should be exciting and
131s engaging and we want to use the story to
133s really showcase what eve has to offer
136s all the characters in the story should
138s feel human
139s we want to breed engagement and promote
143s good relationships with these characters
144s so we want them to feel human to be well
147s fleshed out and clip he's going to touch
149s on the process that we use to create
150s these after this
153s we want to make sure that we validate
155s our ideas and our assumptions early so
157s what we've done is partnered with player
159s research
160s to test all of these experiences at very
162s very early stages of development we
164s threw prototypes together and then put
165s it in front of user testing and gained
167s so much valuable feedback that the
170s quality that you see in the experience
172s just wouldn't exist without this process
175s and speaking of quality we want to set
176s the bar for what content in eve online
178s could be
180s i'd encourage you all to just play the
181s air mpe ultimately at the end of it i
184s would love for it to be the case that if
186s a veteran decides to spin up an alt they
188s can see the benefit of going through the
190s new player experience and think yeah i
192s want to do this story arc it's fun
196s so where did we start in september of
199s 2021 we released the first chapter of
201s the air mpe and this is the attack on
204s the air cloning facility where you've
206s just become a new capsuleer
208s here you can see the air station
210s provided to us by the wonderful dudes
212s over in art
213s uh it's
214s it's stunning check out you can find it
216s in any of the newbie systems and eve
218s online
221s we want to wow the player with visuals
223s that really showcase the capabilities of
225s our engine so again working very very
227s closely with art to create these
229s wonderful sci-fi vistas these beautiful
232s engaging scenes
234s um very importantly we want to limit the
237s possibility of the player freaking out
239s now
239s eve has
241s many many windows
243s and if we revealed all of these to the
245s player at once they would probably just
246s close the client go out get some fresh
248s air have a drink i don't know
250s so what we want to do is gradually
252s reveal the ui this is just moments after
255s the player has
257s entered the scene
259s and you can see here that we have a ui
261s highlight showing the civilian stereo
264s and we have the selected item info panel
267s or selected item panel sorry
270s as we go through the experience we
271s revealed more and more of the ui so that
273s the players gradually are introduced to
277s all of the interfaces that eve has to
279s offer
281s we want to hook the player with a
283s meaningful and exciting combat
285s experience
286s so we also have to consider that the
288s player doesn't know how to fly a ship at
290s this point so step by step we teach them
293s how to move
294s how to interact with objects in space
296s and build this up until they're involved
298s in an actual combat experience
302s we also really wanted to give them a
304s taste of seeing like fleet battles so we
307s have npc actors or mpc ships in the
311s scene that are battling in the
312s background lasers railguns all those
315s cool things
316s we expose the player to the skill window
318s and the fitting window for the first
320s time
321s you can see here we have a highlight a
324s blink on the mining laser upgrade in the
326s player's inventory and we have a
328s highlight for the free slot that we want
330s them to fit it to
332s so this is a kind of example of the
334s paradigm that we set
335s for guidance for new players
338s and this is present throughout the
339s entire experience
341s there's a little bit of a trick to this
343s we can't hold their hand
345s all the time or for the entire
347s experience so we want to be careful
349s about paying back the guidance so that
352s it doesn't constantly feel like we're
353s bashing players over the head with with
355s guidance and being too heavy-handed with
357s things
358s but at least at the beginning we kind of
360s have to be heavy-handed
362s the other thing that was very important
364s for new players to understand is that
366s you can die and it's fine like you lose
369s maybe some implants you lose your ship
371s obviously but death is just the
373s beginning of a new adventure for any
375s capsuleer
377s in march we released the mining mystery
380s a mining adventure where you're
382s introduced to
383s elias peltonin
385s and the sort of industrial side of the
388s association for interdisciplinary
389s research
391s what you're about to see is the first
392s moments of the player arriving at the
394s mining site
396s i think this is a wonderful showcase for
398s all of the different components that we
400s pull together like the cutscene tech the
402s node graph to script all of this the
404s voice acting conversation windows and
407s just quite absolutely stunning dungeon
410s so
411s here you go
414s we're about to go into the cutscene
417s and this is you know this is one of the
419s few occasions where you'll see something
421s like this in eve online
422s this is all in engine this isn't
424s pre-rendered
427s here we have aura explaining to the
429s player
429s that
431s the scale of this operation is quite
432s impressive
435s for such a new corporation
437s got some pretty lasers here
440s we'll have to see asteroids getting
442s blown up
444s we have allies here in his orca
446s and then we transition back to
449s the interface that you're all familiar
451s with
452s so
454s we want to teach the player that there's
455s a low barrier of entry means to make a
458s skinny online this is mining we find
460s asteroids in space you can mine it you
462s get the ore you can sell that ore it's a
464s really simple loop to teach the player
466s it also gave us the opportunity to
468s introduce them to the wallet for them to
470s actually sell things on the market and
472s appreciate that
473s yeah i can make a living here this is
475s something that i could do
478s also obviously are primarily focused on
481s story so we add more mystery to this uh
485s encounter by means of the discovery of a
487s wreck which bears quite a striking
489s similarity to the
491s ships that attacked the cloning facility
492s in september
496s so what are some key takeaways from all
498s of our releases
500s we're less about being a tutorial team
502s we're more about telling a story we are
504s a storyline content team we've validated
507s all of our experiences with early user
509s testing and
510s big thanks to our external partners and
512s our internal player researchers for this
515s we're developing the tools that we need
517s instead of relying on older content
519s systems and we have a heavy investment
522s in creating relatable characters and a
524s compelling narrative journey
526s players
527s like learning but they don't like being
529s taught this is true for humans as well
533s so why are we doing this i'm going to
536s pass this over to ccp callipe and she's
538s going to go a little bit more into why
540s we're doing this
542s thank you
554s okay there we go
556s hi i am ccp calliope i am the narrative
558s designer on team odyssey and i just want
560s to give you a little bit of insight into
562s why we're making the decisions that
564s we're making
565s and to go into a little bit more detail
567s about the fun story elements that we're
569s adding so as we know new eden is big
572s it's like really really really big so it
574s can be super overwhelming for someone to
576s start their journey as a fresh capsuleer
579s in this vast space they don't know what
581s they're doing they don't know what they
582s can do the possibilities seem endless so
585s how do we get someone from being a tiny
587s baby fresh-faced capsuleer to a seasoned
590s veteran the kind of person who would
592s love to come to fanfest like all of you
593s beautiful people
594s um
595s the way
597s that we wanted to get our hooks into
599s people to get them hooked on this game
601s is through story
602s now eve is a sandbox game so there are
606s there is a certain school of thought
607s that says that sandbox games defy
610s traditional linear narratives but we do
612s not accept that
613s we think that this injection of a
616s storyline campaign into the early player
618s experience is critical for building that
621s emotional investment for people
624s but where do we start our story
625s surprisingly we start at the beginning
628s as
629s ccp sledgehammer discussed we really
631s want to ground players in the reality of
634s this fiction by starting them day one
636s the first day they are reborn as a
639s capsuleer
642s you wake up in your capsule for the
643s first time you see the way that you now
646s exist in relation to your ship
649s and you are introduced to the air
651s capsuleer training program so this is
655s really your absolute first moments
658s in space
661s but we can't just send you out into
663s space without any kind of anchor point
665s you need you need to have an anchor in
668s this vast world with all of its endless
670s possibilities
671s enter the association for
673s interdisciplinary research so we knew
675s that we wanted to create an mpc
677s corporation that was specifically for
679s new players that catered to their needs
681s that was there to answer their questions
684s and the i in air is probably the most
686s important part it stands for
688s interdisciplinary and it's
691s meant so that it can grow and evolve to
693s meet the needs of new players whatever
694s they may be
696s we want to
697s teach them combat we have a department
699s for that teach them mining we've got a
701s department for that and most importantly
703s we have the air capsuleer training
704s program which can introduce you to
706s careers and ccp nova is going to talk a
708s little bit about that
710s later
711s but what is air you ask
713s air is this new corporation that
715s positions themselves as a disrupter of
718s nudian's texting they want people to
720s think they're this bold new voice
721s they're breaking barriers and they want
724s to democratize the expensive and very
726s very risky process of becoming a
728s capsuleer
730s so this is met with
732s mixed opinions in new eden because some
734s people see them as this really
735s incendiary type of organization they're
737s trying to disrupt the status quo
739s some people are into that some people
741s are not so into that
743s and more importantly who is air as
746s sledgehammer mentioned we are super keen
748s on making this a character-driven story
750s so npcs are really going to be the
752s beating heart we don't want them to just
755s serve a gameplay function we don't just
756s want ballen ferris to teach you about
758s combat we also want him to be as
760s integrated into the story as anything
762s else because you can have a clever plot
764s but if you don't have characters that
766s people care about it's all sort of for
768s nothing
769s so the first of the air npcs i want to
771s introduce you to is a woman named vesper
773s kalatrix
777s i don't have audio no
779s okay
783s so vesper is the vice president of
785s operations for air she is the
787s charismatic ice queen archetype she was
790s born in the amar empire but was orphaned
792s by a blood raider attack on a ship that
795s her family was traveling on she was
798s her escape pod traveled outside of a
800s mars space and was picked up by the
803s sisters of eve where she met the
805s air ceo elita balashirian who is
808s formerly of soe and she is voiced by the
811s inimitable katherine kingsley whose
813s voice unfortunately
815s you're not hearing today
817s we also have ballen ferris he's the
820s commander of air security he is the
822s first person that you boldly go into
823s battle with he rose up through the ranks
826s of the minmatar republic fleet before
828s being recruited by air he is that
831s stalwart gruff but kind military guy
834s he's responsible for the organization
836s and deployment of air's paramilitary
838s wing and he is responsible also for the
842s training of all air pilots and he takes
843s that responsibility very very seriously
846s he's voiced by ben turner who
848s brought a really interesting dimension
850s to this character
853s still no audio um
855s but he sort of injected this uh
859s sort of london working class edge to his
861s accent which pulls that real world
863s connotation to into the game to sort of
865s give you a sense of what this
866s character's background may be like
869s and last of the air npcs so far we have
872s elias peltenan elias is air's mining
875s expert he is the maverick he is
879s the kind of guy who loves money he loves
882s adventure travel and
884s just like air he prizes his independence
888s because air is like they're they're not
890s affiliated with any empire so they are
893s strict very strict about pursuing
895s independence and not having um sort of
898s tangled relationships with the other
901s powers that be in new eden and i think
904s of all of the air npcs elias might be
907s the most fun to have a beer with and
909s he's voiced by the incredible derek
911s hagan who really
913s once i said that the inspiration for
915s elias pelton's character was brendan
917s fraser from the mummy he just took that
918s and ran
923s and last but certainly not least for the
925s mpcs in the air npe we have ora she is
928s your first friend in space a stalwart
930s companion an unfailing ally and as is
933s written here you can see that the galaxy
935s is dark and full of terrors but you are
937s not alone because she is there for you
939s at the best of times she's there for you
941s with the worst of times um
943s and we really wanted to foster that type
946s of uh relationship between capsuleer and
949s aura as is mentioned in the air mpe
952s there are thousands if not millions of
954s copies of aura in new eden but she is
957s your aura and you are her pilot so
959s there's definitely a very strong
961s relationship that we wanted to
963s um
965s to really nurture
969s and i won't waste too much time on this
971s slide because
972s uh ccp sledgehammer went into it but how
975s do we introduce capsuleers to a world
977s like new eden violently
997s you're like this is great i have time to
999s acclimatize to what life is a capsule
1001s would be like no you don't
1003s you are just violently born into space
1006s um through this exploding tunnel and all
1008s of a sudden you're just a lonely little
1010s pod floating in space what's going to
1012s happen to me now who's to say
1016s so now what we have this grand creative
1018s vision we have the pursuit of a mystery
1022s that kicks off with the attack on the
1023s cloning facility
1024s and develops with the mining adventure
1027s but how do we pull that off so we needed
1030s as a team to be as interdisciplinary as
1032s air we needed to involve other teams we
1034s needed to loop in art and audio and
1036s basically every sensory experience that
1039s goes into creating a video game and we
1042s needed fun new tools to talk to you a
1044s little bit about that i'm going to hand
1046s this over to ccp edelweiss
1049s [Applause]
1050s thanks to civical iop
1054s hi fanfest
1056s hi nccb
1058s i'm cecilia wise uh i'm software
1061s engineer at tcp
1062s and
1064s okay
1066s i'm gonna take you through the first
1068s moments of eve for a new player
1070s unable to identify our attackers but
1073s they are not currently targeting our
1075s capsule
1076s this gives us time to locate a ship
1079s at this point they've created a new
1081s character
1082s they've watched that intro video
1084s and so they're in space they're in a
1087s capsule there's no ui they've just met
1090s ora
1091s and she's going to guide them through
1093s this story where they see a bit about
1096s the game and they learn the basics
1103s your pod may be able to fly through
1105s space
1106s but like all capsules
1108s it is unarmed
1111s a proper ship comes with proper weaponry
1115s the question for us in tech was
1118s how do we guide new players in if
1121s how do we
1122s build an interactive story
1125s and
1126s the tools that we had back then were not
1129s going to cut it
1130s they were too linear
1132s and we really wanted players to
1136s do things on their own to to be able to
1139s go off the golden path
1142s so what we came up with were these note
1146s graphs or noddy for friends
1149s um you can see them here below
1153s they're somewhat similar to um to the
1156s visual programming from
1158s game engines like unreal
1160s we have actions in blue
1163s like show this aura conversation or
1168s play that music trigger
1171s and we connect them in a timeline to for
1174s example events
1176s in red
1177s where we're using
1179s we're waiting for some player input like
1182s camera rotated
1183s or
1184s camera zoomed out
1187s and so on so let's see it in action
1198s now let's get a better look at our
1200s surroundings
1203s and now ora is asking the player to zoom
1206s out
1207s which is that
1209s show conversation in blue
1211s and we're waiting for the player to
1213s actually zoom out
1215s which is the event in red camera zoom
1217s out
1219s um
1224s and now
1225s they will zoom out
1228s ah
1229s there is a ships and you see how it
1231s advances to the next
1232s box a fine shape indeed
1239s as you can imagine there are many things
1241s that we can do with these boxes
1243s like we can use them to reveal parts of
1246s the ui
1247s we can control the ui pointers
1251s we can choose on one path or the other
1254s based on a condition or some player
1256s input
1258s and by now i believe we have about 500
1262s different types of these boxes so there
1265s are many options
1272s i have highlighted the navigation
1273s section of your display
1275s use it to approach the ship
1278s but the main takeaway is that we've
1281s built a powerful framework to script
1283s experiences
1286s and we're using it not just in the
1288s client but also in the server to control
1290s dungeon spawning
1292s to
1293s trigger mpc behaviors
1295s to give up items etc
1300s and
1303s this tool gives us the flexibility
1306s to build experiences and content like
1308s you haven't seen before
1312s and not just for new players
1315s we want and we are going to empower
1319s other teams within ccp
1321s with this note graph technology so they
1323s can also build more immersive content
1328s our next step in team odyssey
1330s is to use career agent missions as a
1333s test bed for bringing this technology to
1336s missions
1337s and to dungeons
1340s and i worked in many
1343s content systems in if but this one is a
1346s big step up so i'm super excited for the
1349s future
1350s ccp's led hammer what else can we reveal
1356s [Applause]
1360s thank you very much
1361s so the next thing that we're going to
1363s work on for the air mpe is the
1366s exploration adventure
1368s um
1369s new players like the idea of exploration
1370s coming into the game they've heard tales
1372s of a vast living sci-fi universe and
1375s they want to uncover it for themselves
1376s they want to unravel its mysteries
1379s and journey out into its unknowns so we
1381s really want to embrace those desires
1383s with the exploration chapter
1385s we want them to appreciate the vastness
1386s of new eden and marvel at celestial
1389s sites
1390s we want them to discover ancient mystery
1392s and history and to be armed with
1394s knowledge and skills to strike out on
1395s their own
1397s we have the opportunity to take them on
1398s a journey filled with contextually
1400s sensitive information about new eden
1403s we will describe how exploration
1405s complements the different careers you
1407s know you can hack a can get some stuff
1408s from it this is used by industry
1411s to build or invent
1413s and we'll teach them the basic elements
1415s of exploration as you all know them so
1417s bookmarks hacking scanning
1419s and while ensuring that all of this
1421s feels like an organic part of the story
1425s we're going to look at career agents
1428s we're delivering content periodically in
1429s both installments of their mpe and we
1431s use the career agents as a handoff into
1434s need and proper at the moment
1437s we're aware that there's quite a
1439s difference in quality between our mp
1441s experience and the career agents so we
1444s want to use as elvis has said
1447s our load graph system to introduce a
1449s guidance layer to these missions so
1451s pointing out which ship is important
1454s here or
1455s where do i get these prisoners
1457s we want to move local text into
1460s conversation windows like you've seen
1461s with aura and elias and balin and vesper
1465s the corp chat window is in focus by
1467s default for new players so
1470s there's so much in local chat that can
1471s be missed in all of these mission chains
1473s that we want to surface this and
1474s highlight it
1476s this is part of like elevating
1478s the text so that it's more readable but
1481s also in mission change where there's
1483s characters we want to like have them in
1485s a conversation window so it doesn't feel
1486s like some chat bot that's just talking
1488s to you
1489s um we're going to adjust gameplay we're
1491s strictly necessary and i want to be
1493s clear that this is just our first
1495s iteration on the career agents
1497s and we're looking at updating the
1498s rewards if necessary
1500s this is what odyssey's going to focus
1502s alongside art who are in as you saw
1504s yesterday in their speech the early
1505s stages of a massive visual update update
1508s to all of this content
1512s this is an example of pathfinder's work
1514s on a potential mock-up for
1517s iteration on the agent conversation ui
1519s for instance
1521s we want to better surface and make the
1523s rewards clearer we want to show the
1525s objectives and
1527s there's a discrepancy but currently with
1530s the agent conversation window and the
1532s read details button some of the
1534s information is present in one and not in
1536s the other and it's not very glanceable
1537s for the player so we want to we want to
1539s treat that with an update to the
1541s conversation ui
1543s i'm going to pass this over to ccp nomad
1545s who genuinely got goosebumps when they
1548s announced that there was going to be an
1549s excel integration with eve
1553s so please give up for c speed nomad he's
1555s going to talk to you more about the
1556s character progression and career
1558s progression thank you very much
1561s [Applause]
1573s thank you team odyssey
1576s hello survivors
1578s of fun fest day one
1582s give yourself a round of applause guys
1585s it's nice to see you hero
1586s [Applause]
1590s okay
1592s so that's the topic
1594s the factory of capable capsuleers
1597s character progression player progression
1600s call loop
1601s and core competency
1606s i'm sick
1607s i'm a game designer for team equinox for
1611s eve online
1614s if deaths do play eve
1617s go figure
1619s maybe i cannot compare
1621s to some of you hotshots in the audience
1624s but i do know a thing or two about the
1626s game
1628s i'm part of this team
1630s and we are responsible for player and
1633s character progression in iwo night this
1635s is a multi-disciplinary team with a mix
1638s of veterans and newcomers both to ccp
1640s and to eve
1642s having such a diverse team
1644s is crucial when making content and
1646s systems for new players
1649s so what is a core loop
1652s it is something that you perform
1654s repeatedly this is the basis of a game
1658s and you progress in the game
1661s when you manage to perform
1662s this loop faster and faster over time
1665s or when you take on more challenging
1667s loops inside the game
1670s now some
1672s well forgot there
1674s so first thing you you set yourself a
1676s goal
1677s you you look what's fun to do in this
1679s game what looks interesting to me then
1682s you research it a bit is it worth it
1685s then finally you pick a task
1688s for that particular area of the game
1690s then you prepare
1692s your ship
1693s by getting the ship itself the modules
1696s then you train the missiles missing
1698s skills if there are any
1700s you then go and perform the task
1703s you get the reward
1705s and then you analyze what happened
1708s was it all good or maybe there's
1710s something that i can do better next time
1713s maybe there's
1715s a change in the fitting that would help
1716s me
1717s in this uh adventure so then you improve
1722s the skills
1723s if needed to get even better at that
1726s and we go back to the start
1730s now some of those items here
1732s are not like the others
1736s we have player progression that's
1738s intertwined with the character
1740s progression
1741s both are source of satisfaction
1744s which is part of why games are fun
1747s why we are playing games as humans
1752s so core competency
1755s is when you can perform the core loop of
1757s the game unassisted
1760s that is one of the things we are aiming
1761s for
1764s we can show the player progression
1766s character progression like this
1771s sometimes you are limited
1773s by your character you might be lacking
1775s skills for example or having bad
1777s standings to do some things other times
1779s you are limited by your
1781s knowledge or lack of experience
1785s so while character progression is
1786s explicit and measurable in skill points
1790s or risk the player progression is much
1792s more subtle
1793s and cannot be measured easily especially
1796s by new players
1798s our goal
1800s is to make the player progression more
1801s explicit and thus easier to comprehend
1804s and relate to
1806s at the same time
1807s we're making the first steps for the
1809s character progression path to be more
1811s accessible by making the initial
1814s player decisions much simpler
1817s and skill plans are an example of that
1822s so how to engage a new player
1827s a story is how humans communicate and
1829s we've heard about that from team odyssey
1831s from ccp calliope
1836s a helpful lesson
1839s is something that you
1840s a helpful lesson results in acquired
1842s knowledge
1844s that you can apply to get better at
1845s something and the sooner you can apply
1847s the knowledge that you have gained the
1849s better you retain that knowledge
1851s it doesn't go away
1855s then about the guidance
1857s we use guidance in moments
1859s where we know that the player might be
1861s lost
1862s where we set the available
1864s where the set of available choices is
1867s too big or where the consequences of
1869s such a choice are not clear
1872s then we have safe environment
1874s and it can can have multiple dimensions
1877s for example starting the game in high
1879s sec is an example of safe environment
1881s but also this applies to communicating
1883s to the player
1885s that well that whatever
1887s choice they make
1888s they won't regret it
1890s that that is safer environment as well
1894s so
1895s team odyssey right before me they were
1897s talking about the first two items on
1899s this list
1900s mostly
1903s the narrative driven gameplay and the
1904s helpful lessons now we are moving to the
1907s other two where we engage with the
1908s player by providing them with choices
1910s and guidance for their decisions
1914s so the choice itself how to make it
1916s easier
1918s the most important thing just limit the
1920s number of options if there's too many
1922s then explanations won't help really
1925s and explain the consequences of the
1927s choice provide the player with the
1928s information what they will gain by
1931s making this choice or what might be at
1933s stake what they might be risking by by
1936s making this choice
1938s and also keep them away from potentially
1940s regrettable choices
1942s like
1944s do not
1945s try to keep them away from making a
1947s decision that they will regret later and
1949s that applies to skills a lot there are
1951s many players who regret training into
1953s mining because other players told them
1956s to do so and they found out that they
1959s didn't really like it afterwards
1962s we all know this
1966s so certified skill plans feature that
1968s was introduced introduced in september
1970s was the first step on this road instead
1972s of expecting the player to pick one of
1974s 500 skills to train we present them with
1977s a much simpler choice
1980s which is who we want to be
1982s simple as that
1984s and for for that we just give them four
1986s options
1988s when they select the the career path
1991s when they decide who they want to be
1993s they can choose a faction they want to
1995s follow so this
1998s puts an emphasis on the fact that
2001s the race of your character does not
2003s limit your
2005s possibilities you can expand
2007s horizontally in skills
2009s for any ships or activities no matter
2011s what kind of which race your character
2013s is
2015s and you guys have been asking this for
2017s years since before skill plans you use
2020s the forums
2021s and
2022s websites to share the list of skills
2024s with each other
2025s that was great however
2028s anytime the game requires you
2031s to get out of it to find some
2033s information that increases the friction
2036s and breaks the immersion
2038s which is not something that we like or
2040s you
2043s so since september release with skill
2045s plans many organizations adopted
2048s them to help their recruits
2050s this this was a tweet from eve
2053s university they've put together a great
2056s list of skill plans that are available
2059s both to the members of the university
2062s but also to all the players
2064s outside of it
2065s they share it share them with everyone
2068s it's really good stuff if you are
2070s interested in
2071s seeing
2072s skill plans prepared for new players
2074s that are really well done i recommend
2076s you guys to check that out
2080s so in each certified skill plan we
2082s recommend this suitable ship fitting
2084s so that instead of having
2086s asking the player to figure that out on
2088s their own
2090s we give them an example to follow that
2092s they can use
2093s to modify
2095s or to learn
2096s what is really
2098s the correct fitting so to speak so they
2101s don't do dual tank or things like that
2104s we have seen that as well on z kill
2108s and just recently we have fixed some
2110s discrepancies in those fittings the
2112s fixes will be released in june
2114s and then all of the those fittings that
2117s are in the certified skill plans will
2119s match one-to-one with the community
2120s feelings that you can see in the
2123s fitting window
2125s just to make things more consistent and
2127s easier and avoid confusing the players
2134s so
2135s also every all certified skill plans try
2138s to lead you to content as well they
2141s provide a link in the description that
2143s opens a particular panel of the agency
2147s where you can find the content that
2149s we're interested in
2152s but skill plans are useful not only for
2153s new players
2154s i've been meeting with some of you this
2156s week
2157s asking about skill plans how you like
2159s them how you use them the response i got
2161s was usually
2163s thank you for making it easier to manage
2164s my 24 hours training
2169s you are welcome
2170s it helps me too
2174s so going back to the narrative design a
2176s bit
2177s if you became a capsuleer within the
2179s last few months
2180s you have been taken care of by air at
2182s the very beginning of your journey they
2184s have put you on a special program so you
2186s could learn about and experience what
2188s there is to do
2189s for you as a capsuleer unfortunately
2192s that endeavor got interrupted by an
2194s explosion no less
2197s you got thrown into space in your pot
2199s without much preparation and then every
2201s representative stayed with you
2203s and guided you through those
2204s circumstances explaining things on the
2206s fly and hopefully you have learned
2208s something from that
2209s now the actual air carrier program can
2211s continue can resume
2213s and air can introduce you to the
2214s available careers and let you learn them
2217s by doing
2220s so what is the air carrier program
2224s it's a system that lets you choose the
2226s career
2227s in similar way to skill plans
2230s that is
2231s who i want to be
2234s then choose the activity you might be
2236s interested in what i want to be doing
2239s what i think will be fun for me in the
2242s game
2244s and then choose that particular goal
2246s what i want to do now
2251s so this system i described most of it
2254s yesterday
2255s the system tracks
2258s all the actions that every player makes
2261s takes
2262s and for completing arbitrary goals
2266s it
2267s rewards the capsuleer for that
2271s the rewards
2272s are
2273s usually
2274s relevant to the career the goal is
2277s associated with so for example
2279s if
2280s you fulfill a goal that's related to
2282s industry then you may get a skill book
2286s for an industrial ship
2290s additionally
2292s the system provides you with skill
2293s points so you can accelerate the
2294s training
2297s it offers a good visibility into what
2299s kind of activities are associated with
2300s specific careers
2302s you can browse things and and see
2305s for each career
2308s what kind of
2310s actions are associated if i call myself
2314s an explorer what does that mean in the
2316s game
2317s what there's for me to do
2319s to then call myself i'm competent
2322s explorer competent
2326s additionally the system suggests
2328s activities that are that are beneficial
2330s to new players to fresh capsuleers
2335s then for each goal that
2338s you look at that that you want to
2339s perform
2340s it provides you with guidance from aura
2344s and that's an interesting thing we think
2346s we have run some user
2348s research
2351s where we presented the players with the
2352s prototype of the system
2355s and they liked it a lot that the aura is
2358s back
2360s they they really like her in during the
2362s np
2363s what
2364s has been part of what team odyssey
2367s were talking about and they missed her
2370s when that npe has finished so they
2373s really appreciated seeing her back
2375s and helping them go through all of this
2382s also if you want to pursue the goals for
2385s the sake of rewards which are skill
2386s points as the most important reward
2390s then you are kind of pushed into all
2393s areas of the game
2395s where you can experience things that
2396s maybe you are not so interested at the
2398s beginning but you may find them
2400s interesting after getting engaged with
2402s with them of course this is not
2403s mandatory it's all about your choice
2408s it also this system gives you free
2410s expert systems
2412s that allow you to fly
2414s all
2416s rookie-friendly ships so frigates and
2418s destroyers across all races no matter
2421s which character race you are
2424s lastly
2425s the system creates capable capsuleers
2428s who know what to do and how to do it
2432s so this is the choice of the career it
2434s looks almost the same as in the skill
2437s plans
2438s but additionally
2441s each of those choices will be
2442s accompanied with some more information
2444s both from aura and in form of a short
2447s video explaining what this career is
2449s about
2450s at the very bottom you can see your
2452s progress towards the skill point rewards
2455s because for completing every goal
2458s besides
2459s receiving reward in form of esk or
2462s modules or ships or skills or skins
2465s you will receive career points
2467s which are simply a system of measurement
2470s of your progress
2473s both inside each of those careers but
2475s also overall in the whole career program
2481s here you can see activities
2483s within the enforcer career
2486s the aura recommends you the activity
2487s that should benefit you the most of the
2489s new capsuleer in this case
2491s go and do some career agent missions for
2494s start
2495s they will teach you something
2499s at the bottom you can see the progress
2501s towards the graduation moment for this
2503s particular career the graduation moment
2505s is when you complete
2507s 75 of all the goals that are designated
2511s for this career
2512s and for that you receive more skill
2515s points
2516s but also skins that are related to to
2519s this career
2523s after selecting a particular goal goal
2526s you get the details of it including the
2528s tips from our aura on how to complete it
2531s you can see in the bottom right corner
2533s this is where our assistance panel
2536s resides and it provides you with more
2538s information about like how do i do this
2541s stuff precisely
2544s so a couple of examples this is also
2546s something i've shown you yesterday
2549s so the rewards section here
2551s showed the esk
2554s and items that you will receive when you
2555s complete the task
2557s some goals provide you with the rewards
2558s that are outside of your race for
2560s example if you are an amar
2563s i'm sorry
2569s fine
2572s if you are an amar you will get mean
2574s matar skill books for mid-matter
2575s frigates if you're a kaldari you will
2577s get gallant skill books for frigates
2580s again to make an emphasis on the fact
2582s that you can expand horizontally
2586s the risk estimation shows you how likely
2588s it is for you to lose a ship
2590s by doing by trying to attempt to
2592s complete this goal and the time
2594s estimation shows you how long it may
2597s take for this goal for you to complete
2598s this goal so when you sit at your
2600s computer and you have half an hour
2603s you may reconsider which one to pick
2608s like mentioned before
2610s aircraft program provides place with
2611s free expert systems
2613s and they are
2615s they are the rewards for each of the
2620s carrier agent missions
2622s when you complete career agent missions
2624s for specific career then you get an
2626s expert system that allow enables you to
2628s fly
2629s all the ships that are relevant to that
2631s career
2632s within frigate and destroyer sizes
2636s and there's about one million skill
2637s points worth of skills in those expert
2639s systems that
2640s those are support skills and all weapon
2642s system skills so for example if you are
2645s on an enforcer path and you get the
2647s expert system from the enforcer
2650s it will give you skills for frigates for
2652s amar minmatar kaldari and galante but
2654s also skills for
2656s uh hybrid weapons projectiles missiles
2659s drones
2660s shields armor all that the full set
2663s so to expose you to all types of
2667s combat all types of tactics so then you
2669s can decide what to train
2673s this is the list of ships for each of
2675s the expert system that will be enabled
2679s this should also help
2681s the recruiters to inform the play the
2684s the recruits
2686s about what they can do
2687s what they should be trying out or be
2691s easier
2693s to accommodate in the corporation
2696s just finish the career agents you'll get
2697s an expert system and you can fly with us
2700s immediately because you will have the
2701s skills required
2705s so there's 188 goals so far grouped into
2708s 40 types of activities and those are
2710s into four careers that's in total about
2713s 70 hours of content so that's like a
2715s month of playing two hours every day
2720s that should get the players engaged
2722s enough
2723s to get exposed to all the social aspects
2726s of these
2727s to interact with you guys
2729s and get engaged
2731s more into the game
2735s so what's next
2736s i've shown you
2738s interesting slide yesterday
2745s about this
2747s and i'm sure you will guys have some
2749s questions we'll have a run table
2752s at one
2754s we'll be talking a bit about this if you
2756s will be asking about this
2758s but to summarize where are we going with
2760s this
2763s we plan to rebalance all the skills
2767s and
2768s try to fix some
2769s [Music]
2771s inconsistencies between them
2774s and to reduce the level of complication
2777s uh involved in the optimization of
2779s training we are removing character
2781s attributes
2782s and because we are removing character
2784s attributes we have to look into implants
2786s because they are closely related so
2788s we'll be revamping the whole implant
2790s gameplay not only about learning
2792s implants but all implants
2794s and boosters
2797s i will say more about that in a couple
2799s of slides
2802s and finally the skill training will be
2804s removed so no more training cue no more
2808s training a skill
2809s you will be accumulating skill points
2811s passively over time at a fixed rate that
2814s you will be able to adjust through
2815s implants for example
2817s and then you will be applying those
2818s skill points either to
2820s skill plans or to particular skills that
2822s you want
2825s so the skills for balance will touch all
2829s aspects of every skill
2832s just to make sure that some of the
2834s skills that are 20 years old almost
2837s makes sense for the players today and
2839s makes sense in the context of all the
2840s other skills
2843s the character attributes today are
2845s complex and complicated
2847s but also obscure the game doesn't tell
2849s you
2850s why one skill trains faster than another
2854s some of you know what is the training
2857s equation but probably not all of you
2861s and we'll just get getting rid of that
2862s making the system
2864s more simple
2866s so no not complicated anymore but it
2869s still will be complex for those who want
2871s to get deeper into it to optimize it
2873s more
2876s the implants as i said they rely on
2879s character attributes so we have to
2880s revise them but that ties to jump clones
2883s and today they cover too many subjects
2885s at once they are responsible for gearing
2888s up the same way you fit modules to ships
2891s you also choose particular jump clone
2894s with correct implants
2897s if you are going into combat or if you
2899s are doing pve you just switch them up so
2901s that's the gearing aspect of dumplings
2903s but also the travel that's another thing
2905s that you use jump lungs for and then on
2907s top of that we have skill progression
2909s which is learning implants so all those
2911s three things are involved in jumpclone's
2914s gameplay
2915s and that's not ideal because because
2917s those things are not that related to
2919s each other really
2921s so we'll be looking into some revisions
2923s in this area
2925s and the training themselves itself
2927s as i mentioned
2929s it's difficult to to
2931s understand or to explain
2933s why some skills are
2935s take longer to train than the others
2938s how all of it makes sense what are
2941s attributes what are attribute remaps why
2943s i can do that only once a year
2945s this is some crazy stuff
2948s who came up with it
2954s so
2955s if we are removing the training queue
2960s that means you will be left with skill
2962s plus as the
2964s the tool for you to plan your
2966s progression
2967s and the training key wasn't ideal for
2969s that it anyway because it didn't allow
2973s you to
2974s to plan without commitment
2976s when what i mean by that is
2978s you had to buy the skill book first to
2981s be to inject them
2983s and only then you could add them to the
2985s training queue to see how long it will
2987s take for you to achieve particular skill
2989s to be able to fly that ship
2992s now skill plans allow you to do that
2993s without commitment
2995s you can just add the skills and see how
2997s long they will train only then you can
2999s decide to buy them or not to start
3001s training them or not
3003s so we had since we'll be removing the
3006s training queue we had to give you skill
3008s plans first
3009s that's when this whole journey started
3010s for our team
3015s and that is it for now
3018s i recommend you all to come to the run
3020s table e310
3023s for team odyssey and team
3025s equinox it's embracing new citizens in
3028s if
3028s thank you very much