almost 3 years ago - EVE Online - Direct link

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7s hello everyone
9s hello
11s welcome i hope you guys had fun uh at
13s the living universe talk i certainly did
17s i went way over time so as everyone's
19s getting here late that's entirely my
20s fault
22s i agree i should have had more time
27s so
28s we're going to do a quick round of
29s introductions here i think this yep
31s we're good um ccp master plan
35s yo uh hi so i'm cc best master plan uh
38s senior software engineer on gameplay
42s hi i'm cc tobins i'm a software engineer
46s on the ecosystem team
48s uh you guys relatively know me at this
50s point i am ccp aurora uh a game designer
53s for the living universe
56s i am ccp delegate zero i'm a senior
59s narrative
60s designer
62s hey everyone i'm cece b fazi i'm a
64s senior game designer
66s hey everyone uh ccp paradox i'm a
69s producer in the living universe
72s hello csp hike i'm the director of
74s economy and systems for eve online
77s all right so
79s uh it's good to see you all here this
80s room is not big enough but if anyone is
82s kind of in the back there are a few open
84s seats down here if you want to come
86s trickle in make use of them all i see
89s six
93s all right so we don't have anything
95s specifically prepared i kind of rambled
97s for a good half hour earlier so we're
101s basically just going to go straight to
103s a proper round table so if you guys have
106s uh questions we would ask you to kind of
108s make i will i'll select people from the
111s audience
112s and then we'll have you come up to a mic
114s and
115s could be maybe slide that mic like over
117s here to the center thank you
122s all right i saw your hand come up first
124s sir
134s first of all uh obviously thank you for
137s uh addressing uh some of the elephants
139s in the room we've been talking about for
140s eight years now uh it all looks very
142s promising but obviously we don't have
144s specific mechanics yet
147s it looks still like the plex system is
149s going to be one of the key mechanics
150s fine
151s do you have something to address one of
153s the elephants in the room which is
154s unfitted afk chips deplexing in space
159s yes um so
160s the way that i was looking at at afk
163s boxing is kind of as a
165s systemic issue
166s at the moment you have so many faction
168s warfare systems that are
171s almost like
173s you know you can just kind of set a bot
174s to go like pick a random faction warfare
176s system deplex it go to the next one
178s deflex it
180s it'll become a lot harder for those
182s for that sort of behavior to happen if
184s we really focus things so if those rear
186s guard systems as we were calling them
188s are
190s no longer
193s very valuable we could we could remove
195s the lp entirely the specifics of this
197s are like still up to be discussed
198s if there are deep concerns about
200s removing the lp entirely then we can you
203s know take another look at this but we
205s don't want we don't want people to be in
207s the rear guard systems plexing them and
210s earning a ton of lp there may be
212s different content there
213s but
215s anyone else have anything there yeah
217s yeah i think um one thing i'll add the
219s system as it is
221s so i'm one of the people that worked on
222s the system that's in place right now
224s right that's having this problem
225s and the the
227s intent was at least to make it better
229s than it had been before with the scaling
231s uh lp payouts for uh systems that are
234s less endangered when you're deplexing
237s and also but we put in things like the
238s npcs you have to kill so that
240s the bots wouldn't be able to use
242s unfitted ships for offensive plexi um
245s the fact that you can end up with the
247s other side's bots like bringing up the
250s uh or the or plex or is bringing up the
253s um
254s contested level of these systems all
257s over the war zone uh means that there
259s isn't really too many of the systems
260s that are so uncontested you make almost
262s nothing from d-plexing um that's the
264s kind of scaling that the frontline
266s system will hopefully really help us uh
268s push
269s really extremely low paths or even no
271s payouts for deplexing the system that's
273s off of the front where a bot would be at
275s its best
276s technically you could still
278s do a similar thing with like the front
280s lines or the command operation systems
282s but the hope is that we concentrate
284s people more
285s efficiently that we can kind of address
288s that
288s if we still need to take a look at like
290s people just constantly running in unfit
292s ships
293s maybe we can start taking a look at you
295s know you need at least
297s you can only have like two empty module
299s slots or something who knows we can if
300s it really if it remains a problem it's
303s always something that we can address but
304s at the moment it's not currently on the
306s roadmap yeah like we put in the uh the
309s code for uh warp core stabs so we do
311s have some checks for uh fittings um and
314s so yeah that is the kind of thing that
315s we could
316s uh potentially tweak with more where we
318s have some kind of minimum required
320s fittings uh potentially on value or
321s potentially a number of slots yeah
324s all right uh you sir have had your hand
326s up for a little while
330s uh hey there so there was mention during
333s i think some of the presentation that
335s pirate factions might be involved there
338s uh
339s is there any chance that me and
342s my uh blood raider homies from npc delve
344s could
345s maybe roll up and
347s do something and fight for them or
348s something like that
350s the dream is to escape beyond the
352s current bounds of faction warfare space
355s so faction warfare as it is right now is
357s just kind of like this
359s this storm in a teacup or whatever that
360s phrase is that i'm probably misusing um
363s it's it's very limited in scope and it
365s doesn't make it's limited in ways that
367s don't really make sense uh it kind of
369s feels like a its own little universe off
372s to the side and it really could be
373s something that could reach in more so
375s for example the the current bounds of
378s faction warfare space might shift
379s perhaps it like there are systems that
382s become more vulnerable in high security
383s space perhaps this spreads into null
386s security space it makes a lot of sense
387s in particular to get the null sec npc
390s factions more involved and have that
392s almost become an extension of
394s faction warfare space
396s this is probably like
398s somewhat future music at the moment
399s we're probably more likely to look at
401s this in terms of
403s the four empires at the start but it's
405s just the start and we would really love
407s to get everybody else involved
410s good
411s i'd just add that that's
413s one of the ways we're approaching this
415s is that um
417s initially it's
419s whatever you want to think about as an
421s overhaul revamp expansion extension of
423s existing fractional warfare in terms of
426s the setup but
428s under the hood
429s rebuilding elements of it in a way that
432s we can change the factions that are
433s involved it doesn't need to be the same
436s war all the time
438s certain wars could come to an end and
440s different players come into conflict or
443s involve themselves on the side and
446s we've all along been saying i think
448s everybody we would love to get the
450s pirates involved but
452s of course
454s fractional warfare needs a lot of love
455s and we foundationally need to start with
457s the big four empires but we're building
459s it in such a way that
461s that's where we want to head other
463s factions involved in the end
467s i've taken a couple people from this
468s side of the room you've had your hand up
470s for a while
474s i'll try and pick somewhat randomly
479s all right so
480s you mentioned
482s the scale of faction warfare changing so
484s are you looking at
486s permanent changes triggvasian style
489s system swapping
491s and then that being a permanent change
492s that affects the the universe from there
495s it's not like faction warfare will
498s entirely come to an end like we're we're
500s looking at the end of this we want to
502s have like
504s at the end of you know the the initial
506s push into faction warfare we want to
507s have a system where
508s there's still dynamic gameplay happening
511s whether that's something like an npc ai
513s general who's like this is now our
515s target system and like objectives kind
517s of naturally occur um that are being
519s given to the players um that said if
522s there are larger scale events um would
525s you like to chime in on this more your
527s area there's an important point to make
529s here about the word permanent
531s i would say in
534s the approach really the vision part of
536s the vision is nothing is permanent
538s anymore is where we want to head towards
540s so there may be what i would call
543s semi-permanent changes
544s systems and constellations even regions
547s might fall
549s in and out of what happens to be
551s factional warfare
553s and
555s i would i want i wanted to say that
558s that some systems now
560s that are fractional warfare may not may
563s not reflect the warfare in the future
565s and some systems that you might not
567s imagine would be in fact warfare may
569s come into factional warfare i mean we're
572s thinking about
573s thinking about yeah maybe maybe we're
575s thinking about
578s we're thinking about i think it's it's
580s crossed our minds
582s uh we're thinking about
584s high sec null sec there's there's many
587s ways we can go
588s as you know not all of lowsec is an
590s infection author so yeah with
592s that's an important thing i think um
595s it's important for you guys to know
597s we're
598s kind of working towards that idea of
601s it's not just the same old war
604s constantly for whatever the hell it is
606s 12 years more
608s just backwards and forwards
610s and that's actually a really important
612s aspect of
615s you can win it
617s and then it shifts to a different kind
620s of war potentially or or maybe that war
622s comes to an end and another one flares
624s up somewhere else
626s so that's an important thing because
627s this sense of not being able to ever win
629s it is because it's just the same old
631s systems penduluming backwards and
633s forwards
634s something that we want to make sure that
636s you know as well is that we don't want
637s to leave you without content if you're
639s if you're a dedicated minmatar pilot
641s which i think there's a couple in here
649s if one more comes to an end it's not
650s like there's no faction warfare to play
652s until we start up some other event so
654s there will always be content for you to
656s participate in um
660s you sir i've been waiting to go since
662s the start
668s yeah a bit of a mean one uh
670s time scales what can we expect to see in
672s the next few weeks months years yep um
676s so the frontline system and like the the
679s first arc the first real introduction of
681s content is all slated to
683s we're hoping to get that all to you this
685s year
686s um so it's going to take us a little bit
688s of time
688s uh i wouldn't
690s there will be a couple months where
691s we'll be really busy in production um
694s but hopefully by the end of the year
695s we'll have
696s everything for you
700s all right not everything for you like
701s we're not going to have the pirate
703s factions oh yeah geez i'm taking riots
706s guys
708s um well it'll be after summer is
710s basically the
712s basically the safest thing i can say but
714s we are
715s basically what we we shot today we've
717s been in
718s we've been in a lot of discussions i i
720s think for me in production i've been
722s calculating we've we've had over i think
724s it was over 32 hours of chats all of
727s these people here have just been in
729s several meetings figuring out faction
730s wildfires so we have a lot of things
732s that extend beyond arc one which is
734s basically our starting point
736s but this year
738s sorry not no dates but
740s we'll definitely be coming to you with
741s more information
743s i don't know during summer but um
746s but i mean basically as soon as we know
748s uh some of the details
751s we're just trying to scope out like
753s we've tried to make ourselves a lot more
755s free to
757s not pre-scope things that sound really
759s exciting but sound a bit impossible we
761s want to actually really uh explore what
764s is possible with some smart solutions so
766s that we can bring really amazing stuff
768s so
769s otherwise we might have just like made
771s something too quickly which wasn't that
773s great so
774s but after summer
776s at the moment the company as you've kind
778s of noticed is moving away from quadrants
780s so we're not really working with the
782s quadrant system anymore and the
783s quadrants were almost a fairly big
785s impact on the development side because
787s they kind of like
788s boxed the
790s the scale of things and so we're hoping
792s to get you like slightly
794s larger features than the quadrants we're
796s offering which means it'll take a little
797s bit more time but we're entering
799s pre-production this week so a lot of the
800s core of what you've heard so far at fan
803s fest is slated to come in 2022 just
806s might be closer to quarter four
808s like we do have like there are bigger
811s bigger things in in play but i know
814s aurora has been very passionate about
816s looking at changes that don't need to
819s sit with a really large feature um i
821s mean basically if you're familiar with
822s talus on our sort of rapid how quickly
825s releasing certain balance changes
827s we are building up like a backlog of
829s those two to like things that don't need
831s to be this this gigantic uh sort of
834s release but just are really good to get
836s out now start to affect the landscape of
838s affection welfare before we we do the
840s big things such as front lines so
842s that's also being built up so it's not
845s we're not going to go fully dark for a
846s long period of time i think we are
848s actually going to release a few things
850s um
851s yeah there's a lot of the faction
853s warfare uh the tlc stuff that i was
855s looking at that can come and plus the
858s non-faction warfare tlc stuff
860s we have you know ideas about uh
863s structures that we can take a look at
865s and that sort of thing so there will be
867s a little bit of content but it won't be
869s like a huge amount and then all of a
871s sudden like you'll have this whole new
872s system to play with like at some point
875s uh yeah and one other thing i'll add is
877s uh over this time period between now and
880s when the like the big like
883s collection of uh arc one stuff lands at
886s towards the end of the year uh there's
888s also going to be uh continuing events
890s going on all the time and those will be
893s tied into the storyline of this arc one
897s we're treating it as essentially this
898s prelude to the stuff that's going to be
900s happening in the bigger content drop um
903s those of you who are familiar with our
905s kind of normal schedule of events will
907s know that over the summer our events
909s tend to be very low and empire focused
912s and we're going to be taking advantage
913s of that to make sure we're kind of
915s seeding
916s interesting story lines and
918s getting things rolling towards the
920s things that will reach a flash point
922s towards the end of the year
924s i took one from the side of the room uh
926s let's go with our csm member over here
928s rca
929s faction warfare csms this is a very
931s fitting fitting panel
937s all right first of all thank you for
939s announcing my entire platform in the
940s keynote
942s second of all um you've been the most
944s effective csm
946s half a term
948s all right anyway
952s anyway uh right now as faction warfare
954s stands the two of each of the empires
957s are allied with one another galente with
959s minamitar and amar with khaldari um for
962s these future evolving wars are those
965s going to allegiance is always going to
967s be in place or are they going to maybe
970s not be in place if like we have kaleli 2
973s electric boogaloo and the minmatargo
975s shoot the galente or something i will
978s leave this one too
979s uh cc delegate zero all right
987s right
988s killing two electric boogaloo coming
994s you gotta tell me to go away again dc um
997s i don't rule anything out
1006s all right uh corvus you've had your hand
1008s up for a while
1014s just a question about
1016s citadels especially neutral citadels in
1019s war zones is there any plans to deal
1020s with those and is there any possibility
1022s of faction warfare specific structures
1025s uh faction warfare specific structures
1027s is a sweet idea and i would love to talk
1030s about that more at some point we don't
1031s have anything specifically slated for
1033s faction warfare specific structures but
1035s anything's possible
1038s in terms of neutral structures um this
1040s is a conversation that i would actually
1042s love to have with you guys because it's
1043s a really important one in the factory
1046s ecosystem
1047s um right now like players can go and
1049s dock in
1050s enemy militia stations because they have
1053s docking rights
1054s um
1056s how we approach this is a little bit
1058s questionable the the problem is that
1060s there's an overlap of people using that
1062s space obviously like there's a lot of
1063s people who live in that space and don't
1065s care about faction warfare
1067s and maybe they just put up these free
1068s ports because like they make a little
1070s tax money and they they don't mind it
1072s makes it less likely for people to shoot
1073s them because they can use them
1075s that sort of thing and so
1078s we don't
1079s i want to be cautious about totally
1081s crushing that
1082s um there's a lot of people that live
1084s there that would be upset if we if we
1086s just kicked them out
1088s so
1090s yeah
1091s so
1092s i don't think we're just going to kick
1093s you out but
1095s it's possible like
1096s for example
1098s and
1098s this is this is purely just tossing
1101s something out there the militia of that
1103s system that controls it
1104s like they basically like storm your
1106s station and they're like you can't let
1108s these people dock
1110s so we could just like apply an acl over
1113s top of
1114s these stations which if you're in if
1116s you're in an enemy militia and
1118s they control the system like you just
1120s don't get docking in tether
1122s and that's kind of the sort of solution
1123s that we're looking at
1125s um if there are major concerns
1128s all right
1129s if there are like if if you guys have
1132s specific like ecosystem concerns with
1134s exactly the impacts of that i'm super
1136s happy to talk with you about that
1138s a lot of hands went up at this oh boy
1142s oh yeah
1146s yes cool yeah um this is also where the
1149s allegiance mechanics will start to
1151s become important um
1154s right now with the kind of binary
1156s or trinary i guess you're either a
1158s defending faction you're an attacking
1160s faction or you're neutral and then the
1162s structure might be owned by a defending
1164s corp or an
1165s attacking corp or neutral corp so you've
1167s got like so many different combinations
1168s of things
1169s um so the legion system is is
1172s potentially one route to saying
1175s we're gonna
1176s pledge this structure to it's allegiance
1179s five of cup
1180s um
1181s we've
1183s talked about
1185s uh
1186s yeah we have talked about like faction
1189s cause maybe that's the way to do this we
1192s might do it in other mechanics we don't
1193s know but that's the sort of thing we're
1195s thinking so maybe
1197s you you put a specific core in and then
1199s that's kind of locked in that structure
1201s um as a way of kind of solving the oh
1203s this week we're going to flip the red
1204s side next we're week gonna flip to blue
1206s side you know solve that kind of solve
1207s it that way
1212s ah and go with you yes
1220s um the gentleman kind of performing ants
1223s kind of asked my question but i just
1224s wanted to reiterate i'm i did a story
1228s for talking stations
1230s about why kind of
1231s faction warfare was not really viable
1233s anymore and i can talk to like a number
1235s of the old veterans and they're one of
1237s their consistent uh the same thing they
1240s said over and over again was how
1241s citadels ruined
1243s the importance of having a beachhead and
1246s because they they would just like
1247s leapfrog these citadels around and was
1249s very unimportant so uh i would highly
1252s recommend humbly recommend uh taking a
1255s look at that because that was pretty
1256s important in the research that i did
1259s yes i i don't want to go through the
1261s year and not have this addressed
1263s within 2022 it might require an early
1266s draft of the allegiance system we're
1268s entering like the pre-production phase
1270s next week hopefully
1272s and so we'll be we'll be kind of digging
1274s into the specifics a little bit more but
1277s you know what's especially useful for us
1279s for us at this this roundtable is
1281s getting a really good idea of like
1283s exactly what where do the problems lie
1286s um where could
1288s it with solutions that you're thinking
1290s of like what what pitfalls can we avoid
1292s like we don't want to put something in
1293s place it's like oh we didn't there's
1295s this whole like extra little niche issue
1297s which just really happens a lot in eve
1300s so something to just watch out for but
1302s yes we absolutely want to address
1304s structures
1307s yes sir
1309s hi i have a question and i think the the
1311s bee on my back might give it away
1313s but how are you going to solve the
1315s problem of what if we decide to pour 35
1318s 000 characters into faction warfare and
1320s how is that going to be
1321s good for the gameplay rather than
1323s disastrous
1324s yeah it's it's a perfectly good question
1326s in some ways i think that the
1330s the mechanics of faction warfare space
1332s itself are limiting so there's almost
1334s like a limit of the number of people
1336s that you can really effectively run a
1339s system with if you pour in 35 000 people
1342s and they just like crush one side of the
1344s war zone hey like i'm super happy to see
1345s a whole bunch of people in in the war
1347s zone but at the same time you're going
1348s to get like no lp
1350s because there's not enough
1352s systems for you so i think that's kind
1353s of a major reason that we don't see the
1355s null sec alliances kind of pour in
1357s already
1358s besides the whole having to leave your
1360s alliance thing um but it's there's just
1363s kind of natural limitations in place uh
1366s that if it becomes a problem where like
1368s all of a sudden we see a ton of people
1370s joining uh
1371s then we can kind of look at that but you
1373s guys have any other thoughts on this
1376s i mean i think that the very basic
1378s version of it is the more the merrier um
1380s like
1381s if a lot of
1382s there's there's people
1384s big groups of people can join uh not
1386s come they don't have to be coming from
1387s nelsec right like if people want to get
1389s involved in the feature then that's
1391s great and this isn't this is a feature
1393s that we always need to make sure it's
1394s designed to be flexible because we don't
1397s enforce even sides and that's true even
1400s if we didn't have any
1402s other areas of the game that could have
1404s people pop in and join
1406s so if the if the system is set up in a
1408s way that makes the
1410s gameplay fun even if these numbers of
1412s people on either side is lopsided then
1415s that'll also stand true uh even if a
1418s whole bunch of games come in
1421s i mean i'm just going to sorry i like to
1424s say
1425s i agree with
1427s what fosi just said there very much but
1429s also i think there might be an element
1431s of turnabout is fair play in the other
1433s direction
1434s because um
1436s the vision this idea of the spillover
1438s and spill out into infection of
1440s warframes or other areas is important to
1442s bear in mind and
1447s certainly not initially but we're
1450s on a road to in the end some of these
1454s factional loyalists may be able to
1456s affect
1457s the zero zero territorial warfare game
1461s so there's there's
1463s there would be um a symmetry potentially
1466s at the moment like the pouring in
1469s your alliance or your coalition that
1471s would be kind of an asymmetrical thing
1474s but
1474s in the end if it's fair for
1477s the fractional warfare to spill over
1479s then that kind of answers why it's fair
1480s for zero zero to spill back in
1486s torvald
1488s our former csm who also talked about
1491s faction warfare
1492s i just wanted to ask about corp and
1494s alliance income for faction warfare
1496s seeing if that was something y'all are
1497s going to address sooner because right
1499s now it's really hard for corpse and
1500s alliances to really have any kind of
1502s living in you know low sec unless they
1504s have like null sec or
1505s some of the moons but
1508s not yet
1509s thinking about it uh well
1512s not in the context of fw for now but uh
1515s if you pay the attention to ratati's
1517s presentation
1518s uh there's something there
1520s but for uh
1522s you know as far as fw and
1526s the main gameplay of ffw we're
1528s we have ideas but they're not really
1530s coming soon
1532s that is it's not a priority but
1534s as uh
1535s nick said earlier
1538s we
1539s we try to go towards this
1541s leveling of fields between
1543s like gameplays and kind of normalize
1546s what is happening so a new player
1548s doesn't have to learn three different
1550s ways of how to conquer a system
1553s and i i believe you can see where that
1555s that goes but uh yeah
1559s i just want to say we're also exploring
1561s the the
1563s the difference of uh like personal sort
1565s of rewards and progression as well as
1567s communal or societal kind of rewards and
1569s progression
1570s which
1571s is al also includes like corporation
1573s alliance they're part of communities
1575s involved in that too
1579s and
1580s it was uh mentioned in ritali's
1582s presentation as well but uh taxing
1585s additional things through like a vat tax
1587s and an lp tax is a good way to help
1589s those low set corporations that don't
1591s really have an income stream to generate
1593s one
1596s fantomite
1597s there's a lot of names i recognized here
1599s today
1602s our other csm i think we've worked our
1604s way through the csm initiative
1607s right now there's a huge problem in that
1609s loads of us who want to fight each other
1611s particularly in fleets of all sizes we
1614s hang around sitting docks waiting for
1616s somebody else to undock first
1618s to go and fight them are there going to
1620s be any opportunities in faction warfare
1622s because like in parchment there's
1624s valuable pve that gets fleets there
1626s already
1627s are there going to be any extra
1628s opportunities in faction warfare for
1630s fleet pve that requires that they'd be
1632s ready for pvp
1634s yes
1634s uh we're so i had mentioned in the
1636s presentation like the the term i had
1638s thrown out was like battlefield sites um
1641s i don't have a specific design for you
1643s yet but the hope is to like generate a
1646s pve experience that is a little bit more
1648s like
1650s whether or not there's another player
1651s there it feels like you're kind of in a
1652s fleet fight
1654s and you can help to kind of push the
1656s fashion warfare
1657s thing that way
1659s we
1659s have to play with it a lot because in in
1662s faction warfare for the same reason that
1663s the current rats do almost no damage
1667s we don't want
1669s to completely kind of crush out the pve
1672s ecosystem in the middle of that so it's
1673s kind of it's it's an interesting balance
1675s that we have to play with uh
1677s but we'll we'll get there we do want to
1680s add additional content particularly to
1682s those frontline systems
1686s you sir
1693s currently one of the biggest
1695s issues with system contestant is
1697s downtime plexi so as soon as server
1699s comes up there could be up to ten plexes
1702s in the system and if you've got system
1704s control at that point you could take
1705s seven ten in one go
1708s can you slow that spawn down to normal
1710s rate so
1711s you don't automatically get that massive
1712s spawning
1716s um
1717s yeah we've done some similar things in
1720s other places in the past where we we
1722s kind of stagger things for say the first
1724s 30 minutes um and a very old example was
1728s uh office response like the first
1730s 30 minutes after every startup you would
1733s scan for all the belts i'll there's all
1734s the offices and you kind of got a quick
1736s and easy reset so we can do similar
1737s things like that
1739s but something that was also touched on
1741s in the presentation was kind of
1743s changing the throttles on how quickly
1746s you can get lp or you can get
1748s like progress moving either way so
1751s that's another way we could solve that
1752s yeah
1755s there's a particularly large tempo
1757s challenge in faction warfare um as i've
1760s particularly heard several times from
1762s talking to you guys with uh kind of the
1764s the tension between u.s and eu where eu
1767s will kind of raise one thing and then
1769s the stronger u.s faction shifts it the
1771s other way uh it's not necessarily a
1773s terrible thing because in some ways
1775s you're indirectly interacting with each
1777s other you know we
1779s that's that's okay in some ways but at
1782s the same time like i can understand it
1784s it can be a little bit frustrating to
1786s like log in and like ah all our hard
1788s work was done while we're not online um
1790s that said like we're probably not gonna
1792s hit you with like
1794s these systems are only active in this
1796s time zone sort of thing i think that
1798s would be a little bit too harsh
1800s do you have anything you guys want to
1807s yes if you'd like download come up
1813s i'll try to get some more people from
1814s the back um in terms of allegiance right
1817s uh currently we can sort of look at
1819s employment history when recruiting and
1821s stuff to at least try and figure out
1823s there's a spy
1825s so
1826s is there going to be any sort of more or
1828s less reliable way for us to do a decent
1830s betting process with the allegiance
1832s thing so someone doesn't just hop sides
1834s all the time and especially with the
1836s bots jumping sides constantly
1838s uh
1839s with the allegiance thing i don't know
1841s how much it'll give you we
1844s do you have thoughts on this
1852s uh i mean we've talked a lot about
1854s allegiance system and i think it's
1857s the
1858s the interest there is is to expose um
1862s a lot of interesting things there like
1864s on the characters it ties a lot into
1866s character identity uh for allegiance
1868s it's like uh it might be whether you are
1871s and
1872s you have an allegiance to a particular
1873s faction you might want to declare an
1875s allegiance to an agent in the future you
1877s might say this is my best friend
1879s it could be a particular region of space
1881s but allegiance could expand more beyond
1884s than just the four sort of empire or
1887s militias we see it as progressing a bit
1889s more
1890s and that could add flavor to your
1892s particular character you might unlock
1894s you might unlock uniforms for example if
1897s you declare allegiance to mar or things
1899s like that so
1900s in terms of
1901s finding out more information from a
1903s particular person on what allegiances
1906s there are we will set uh most likely
1909s some type of criteria um and maybe some
1912s type of decay or
1914s fail conditions if you declare
1916s allegiance to mr but you kill a bunch of
1917s them that may set you as never being
1920s able to
1921s lie to them ever again or you might have
1923s to really redeem yourself in their eyes
1926s but there's going to be some kind of
1929s barriers or gates that we might choose
1931s some things we might not for particular
1932s types of allegiances but
1934s i think overall we the way we've talked
1936s about it internally is very
1938s a very flexible system because our
1940s current systems like standings is one of
1943s the biggest one is a bit inflexible to
1946s give us the kind of um
1948s future-proof uh sort of decision-making
1950s or or checks that we want to do for for
1953s people and characters or corporations so
1956s i think allegiance you'll see
1958s from the beginning you'll you'll see
1959s very factual warfare flavored as as we
1961s make our first steps there but overall
1964s in the future i think you'll see it
1966s evolve into
1967s a really sort of identity kind of system
1970s where we get to set a lot of this
1976s i mean to the
1978s i guess the
1980s vetting issue
1982s so some of you will remember when you
1985s could see other people's standings
1988s um
1989s now
1991s the real
1992s i if my memory serves me correctly the
1994s reason that had to go away was
1996s essentially a resource management issue
1998s because the server was constantly kind
2000s of checking and standings are not quite
2002s real time but they're close enough to
2004s real time that they're updating so
2005s frequently when you have a lot of
2007s characters it's similar with some other
2008s things that cause lag
2010s when you're constantly checking like
2012s thousands of characters
2014s in the system
2016s but with the allegiance system because
2017s it would be
2019s um
2020s a more
2023s granular sort of
2026s not permanent but semi-permanent choice
2029s that would stay around it would not
2031s change in real time
2033s it would mean we could actually
2035s contemplate having an allegiance history
2038s and that would be an aid to vetting um
2040s so that answers that thing i mean one of
2043s the ways i think about this issue of
2047s diplomacy with npcs we've had the
2049s standing system
2050s and we've kind of been getting along
2052s with one wing of an npc diplomacy system
2055s for nearly 20 years the standing system
2058s is a reputation system
2060s so we've had the reputation system but
2062s we haven't had the
2064s declare who you want to belong to part
2066s of it the allegiance half of it
2069s and it sounds kind of crazy that we
2071s haven't had this really except in
2073s factional warfare has a rudimentary
2076s to to be quite honest a rudimentary
2078s version of this through the militia
2079s system
2080s but what we want to do is we want to
2083s build a proper system for declaring
2085s allegiances
2087s we're going to use fractional warfare as
2089s the lever to get that it'll be it will
2092s have it'll be a starting
2094s point for the allegiance system but
2096s we're thinking about it in a way that
2098s this can be used
2099s throughout the game ultimately um and i
2102s think it will be it will provide a big
2107s a large number of opportunities for many
2109s other aspects of the game outside
2110s faction warfare so that's kind of give
2113s you a little bit of an insight into how
2128s so just on the allegiance point
2131s um at the moment
2133s faqua is binary so you would need to
2135s declare for one side or another and that
2138s keeps certain groups like my own out of
2140s the uh the gameplay
2142s it is possible to declare against a
2144s faction without necessarily declaring
2146s for their opponents
2148s is that something that is possible
2150s because it would uh increase conflict
2152s with one side without necessarily
2154s playing for the other team
2158s we we've been talking about this we were
2160s just talking about this the other week
2161s like it suddenly occurred to a couple of
2163s us but we could have a negative
2165s allegiance i.e declare against someone
2167s without having to
2169s so the the example would be i want to
2171s fight the galente
2172s but i don't want to declare allegiance
2174s to the caldari well can we have a
2176s version of it
2178s i'm not promising this would be in like
2180s version one but can we work towards a
2181s version of it where you could say i'm
2184s just going to declare that i i am an
2187s enemy a rival of the um galente rather
2191s than having to declare that i'm a friend
2194s of the caldari and
2196s i don't see why not if we build this
2198s system in the flexible way that we're
2200s thinking about it
2202s uh
2203s 10.
2211s so right now one of the the factors in
2214s participating in faction warfare that
2216s comes up a lot
2217s or in low-sec pvp in general is your
2220s security status
2222s which is if you know when you are in a
2224s militia it sort of gives you certain
2227s permissions but only against certain
2229s groups
2230s and i guess so i'm sort of wondering how
2232s you envision that working with these
2234s allegiances either
2235s declaring for or declaring against this
2238s is going to be the same kind of
2239s relationship where if i'm like i'm on
2241s this side fighting these guys
2243s that doesn't necessarily affect my
2245s security status but if i fight anyone
2246s else
2247s or you know if i declare allegiance to
2249s the goristas am i going to be welcome in
2251s highsec
2253s no is has that relationship been
2256s explored at all or
2258s i'd say it's still under construction
2259s like conversation uh the specifics of
2262s this we don't have for you today
2264s um nick would you like to elaborate this
2266s is very much the the clear thing
2272s some building something like an alleged
2273s system is has a lot of complexities
2276s because
2277s it's a very it's a very social system
2281s um
2282s and and as soon as you get into a highly
2286s social system in a game like eve
2288s um there are all sorts of little things
2290s you need to think about and it's like
2292s okay well that would be a pain point for
2294s them come do we really want to
2297s um
2299s construct a trap for players and then if
2302s if there is this uh thing that they can
2305s get into
2306s can we build a path out of that for them
2308s because there's things in the standings
2311s around the current system you're aware i
2313s think a lot there's many hit traps and
2315s pitfalls at the standing system and it's
2317s really really hard to dig your way out
2319s of that
2320s that is very much on our minds like
2323s let's not build another system that's
2324s full of traps
2326s yeah we oh sorry
2329s we don't want you to participate in
2330s faction warfare or
2333s i hate the situation where people want
2335s to do a thing but they won't because
2337s like it would take forever to earn back
2340s the kaldari standing and i need to get
2341s together
2343s it's very much the the sort of thing
2344s that's on our mind um there needs to be
2347s some
2348s like it's for the universe to feel
2350s appropriately reactive there needs to be
2352s something there
2354s there needs to be some sort of
2356s response from the universe to the things
2358s that you do in it
2360s but at the same time it's a game and we
2362s don't want it to be completely
2364s suffocating so it's something very much
2367s on our minds at the moment
2369s yeah um dealing with security status
2372s issues seems to be like my perennial
2374s curse that i'm never going to get away
2375s from
2376s um
2377s if anyone remembers like very old prime
2379s watch talks at fan fest
2381s if you remember way way back
2383s uh security status used to be just a
2385s standing to concord the same way as you
2387s have standing still liver factions
2389s um
2390s and one of the things we did was pull
2393s pull it out of standing system into a
2396s dedicated uh attribute by itself and
2399s then we can start to build clearer rules
2400s on
2402s uh how your sex status goes up and down
2404s and tags and all those kind of things
2406s um and i feel like the allegiance is
2408s kind of like the next
2410s evolution almost of that um so we can
2412s start to build rules on
2414s what it means to be allied with these or
2417s maybe allied against these um in terms
2419s of
2420s who can shoot who when and all those
2422s things um
2425s so
2426s um
2427s yes i i think like we were going to
2429s build a lot of stuff on that and yeah
2431s it's going to go
2433s how many of you guys remember having to
2435s avoid the sink
2436s how many of you are old enough to
2437s remember having to avoid the sanctum
2439s constellation because you were below you
2441s had low security status which was low
2442s concord stand-ins and the normal faction
2444s police were fine you could slip by them
2446s but you go into sanctum and concord will
2448s just wreck you
2449s yes
2450s yeah yeah
2453s uh
2454s you sir your arms are going to be real
2455s exercised after today
2461s i'll ask this one because no one's
2462s really brought it up yet um
2465s what have you looked at for system level
2468s so like right now you can dump lp into
2470s ihubs to upgrade levels this gives you
2472s bonuses for
2473s industrial parts
2475s um currently those bonuses affect all
2477s structures including
2479s pirates and people not aligned with the
2481s faction which is a really weird mechanic
2485s so i wonder can you repeat the question
2487s please
2488s so
2490s system upgrade levels
2492s yeah the question was what are we
2494s thinking about to do with that yeah what
2496s are we thinking about expanding it yeah
2498s we're thinking about maybe removing
2500s subparts
2501s um
2502s basically just because no one's really
2504s talked about that yet i was just curious
2506s yes we haven't
2507s but
2510s we have talked about it internally yes
2512s and uh talking about ihubs uh i gave an
2515s answer earlier and these guys thoughts
2517s on it about how we're looking at
2519s normalizing uh some of the systems that
2521s exist in the game you know you have i
2523s have not
2524s do stuff we have talked about that a lot
2526s of updating that system
2528s so
2529s nothing is hap it's coming
2532s but we are
2533s thinking about making changes on uh what
2537s that could end up being
2539s that resembles a better
2543s and normalized taste between you know
2544s low sec fw and player sovereignty and
2548s what those upgrades could do because
2550s right now they're very
2552s linear
2553s and how we can maybe go into a system
2556s that you have options and you can't
2558s always have
2560s all of the upgrades all the time
2562s and how we can give you more options
2564s from the ones that you have right now
2565s and this ties into how we are uh
2569s you know thinking about diversifying the
2571s solar system so that not all every solar
2573s system is the same or not every other
2574s system has the same capacity for example
2578s for resources
2580s or
2580s for uh
2582s combat sites
2583s uh that's the space that we're thinking
2586s it's uh it's not a priority right now
2588s but we have talked about it a lot uh
2591s because of player sovereignty
2593s and now we're gonna probably start
2595s thinking about
2596s fw i hubs how we can upgrade those and
2598s how what that would mean into the
2600s general ecosystem
2602s thank you i think most likely we will
2604s see the the new system hit with kind of
2607s the the current ihub setup um still kind
2610s of working alongside that but it won't
2612s be a thing it's still a thing very much
2614s on our radar so
2626s this is just something we're thinking
2627s about as so i think it's interesting
2630s opportunity to get you thinking about it
2632s and then you have the feedback currently
2635s lp in fractional warfare has two
2638s functions
2639s it's a reward and it's an investment
2641s currency
2642s and we're wondering if
2644s it should have those two functions
2647s and we're wondering if should it really
2650s stick to being a reward
2652s uh currency
2654s and should something else be the way you
2656s invest
2657s because
2659s having it do
2660s both
2661s is
2663s it causes problems in balancing the the
2667s the economic aspect there so i mean
2669s there's no decision made it's just
2671s something we've been thinking about and
2672s i think
2673s it it's it's something that would be
2676s viable to get your your guys feedback on
2678s it's it it's a very strange place where
2680s you like if i don't put anything into
2682s the ihub someone else will and then i
2684s can still profit off of that and that's
2686s not a great paradigm so it's something
2687s we're very aware of but we don't have a
2689s specific change for you today
2691s all right we have time for was this
2693s getting over at
2697s five minutes yeah five minutes from now
2699s okay cool so we have five more minutes
2701s uh i'm gonna pick
2703s a couple people so that you guys don't
2704s get stuck with your hands up here
2707s you sir in the brave shirt
2710s and then
2711s i'm sorry i've already called on you so
2712s i'm gonna let you go next
2715s and then yourself
2717s uh and caprice and we'll do capri slime
2722s so um
2723s about the
2725s goal uh
2726s for edge fractions and not only for arcs
2728s but the team you talked about like npc
2731s general having dynamic goals for
2732s functional warfare you talk about it's
2734s not going to be just uh capturing a
2737s system but it would be like maybe
2739s completing an objective delivering stuff
2741s or
2742s doing hacking and stuff like that
2744s i was just wondering uh
2746s if you thought like
2748s that reminded me of uh the community
2750s goal from elite dangerous i don't know
2752s if some of you know of these steps uh i
2754s was wondering if uh for votes gold we
2757s will have
2758s a personal reward according to the
2762s size that we have contributed to what
2764s the goal for example delivering uh stuff
2766s ever simplifying as in the dangerous
2768s community goal when you deliver a cargo
2770s you get paid instantly for a delivery
2772s towards the goal and then depending on
2775s the completion of the goal and if you
2776s succeed or not you get another payout
2778s and i was wondering if it was two kinds
2781s of periods were
2782s also planned for what you had in mind
2784s for the gold in for functional warfare
2786s on beyond just empire functional warfare
2789s obviously it was more toward a
2792s community-based pool down less about the
2795s personal rewards per contribution so
2798s the way that i'm kind of looking at this
2800s is like if we're if we're just killing
2802s the tier system
2803s like i want to get a really
2806s i want to get
2808s it'll make him really happy too
2811s if i want to get a really good idea of
2812s just how much lp is being generated from
2815s the higher tiers and then we can
2817s basically redistribute that through
2819s other methods so
2821s for something like delivering uh goods
2824s to help complete an objective you could
2826s deliver things and then you get paid out
2828s it's almost like completing a plex
2830s elsewhere like you you get your like
2831s instant like standard payout and then
2834s you're also like on the list for people
2836s who helped complete that objective and
2838s then
2839s if the objective succeeds like you get
2842s this reward based on your contribution
2844s or like if the objective fails you get
2846s this reward based on your contribution
2849s so it should be kind of similar so
2851s if you win after you donate
2853s you still care about whether the
2855s objective succeeds
2857s but you also also get that that little
2860s piece up front as well
2865s yeah no more glamorous boosters we won't
2867s do that again
2872s so during the triglavian invasion uh it
2875s was easy for
2876s null blocks to
2878s insert themselves into something like
2880s nyarsha where they
2881s cared about burning things down
2884s and face very little consequences to
2886s themselves they're based out in null the
2888s things that are happening in the area
2890s space i care about they can come in do
2893s whatever they want and then leave
2895s one of the things you talked about was
2898s the consequences of doing certain
2900s actions and how that plays out like oh
2902s we don't want to make it so that those
2904s poor uh
2906s goons can't go to jita anymore but i
2909s really actually want to see
2911s more consequences for them when they
2914s insert themselves into empire activity
2917s they should really suffer
2925s i think a lot of those people have
2927s suffered when they realized they had to
2929s make 40 jumps to jita some other day but
2932s i understand what you're saying would
2934s you like to chime in on this one
2939s i mean i i gave a version of an answer
2941s to that earlier to our friend from
2943s lagoons uh
2946s i would just say yes consequences are
2948s important in the game
2950s but this spillover should be
2953s ultimately should be in both directions
2955s i think is the answer to that that issue
2959s all right we are down to about one
2961s minute so if you guys can make your
2962s questions quick we'll make our answers
2964s snappy uh and then
2965s we'll get out of here hopefully on time
2967s so i remember from the keynote uh you
2969s were talking about factions being more
2970s involved with faction warfare giving us
2972s objectives to go capture is there a
2974s chance we can actually see like in the
2976s trailers we see super capital fleets
2978s from both factions fighting each other
2979s is there possibility in the game of that
2981s actually happening where we see like
2983s kaldari wanting this system so bad they
2986s send their super cap fleet to go help us
2988s take it
2989s yes
2996s so a question that i've seen on those
2998s from the discords when the frontline
3000s system comes in is there going to be a
3002s reset of all of the systems in fact war
3004s or is it going to
3006s the algorithm chooses which are the the
3008s frontline systems at that point yet
3011s undecided um it's it's very likely we
3014s need to we need to plan for the fact
3015s that like
3016s one side just doesn't control any space
3018s uh kind of the way that we're looking at
3020s that right now is a cop-out solution
3021s like their high-sec systems also create
3023s front lines if you're if you're
3024s connected to them so that you don't wind
3026s up with nothing um because if every
3028s system was a rear guard and you could
3029s push nothing that would just be real
3030s real bad um
3033s the answer is at this point though we
3034s don't know um there could be a major in
3037s in-game event which occurs which kind of
3039s like disrupts the current uh structure
3042s and then we start fresh at like a middle
3044s ground like you're
3045s it's a face off or an icing and hockey
3047s like we're dropping the puck here
3052s all right thank you everyone
3076s you