almost 2 years ago - EVE Online - Direct link

Transcript (by Youtube)


7s hey everyone welcome to the stream i'm
9s ccp convict and i'm joined here today by
11s ccp aurora
12s game designer for eve online and csp
14s psych the director of economy and
16s systems
17s and we're going to be talking to you
18s today about the factional warfare and
20s frontline system which we
22s gave you some information on yesterday
23s in a dev blog that was released we're
24s going to be going to changes on the
25s faction warfare what the frontline
27s system is the advantage system changes
29s to uh complex access and a whole bunch
31s of other things
32s um and uh ccp aurora's got a really cool
35s presentation to show you guys but first
36s of all ccp aurora
39s i understand you penned the blog that
40s went out yesterday
42s i
43s i didn't fully pen it um i penned some
45s copy of it the fingerprints are on
47s process my fingerprints are on it in
48s terms of some of the information
50s contained within so we'll be going over
52s a bunch of the stuff that you saw in
54s there but with a whole lot more details
56s hopefully
57s and we get to kind of talk about the
58s process uh that we've gone through thus
61s far
62s and where we're at and yeah hopefully
64s you guys find it interesting all right
66s no worries and ccp psych i just
68s mentioned you had some input on that as
69s well in fact i assumed the the whole
72s factional warfare uh changes the update
74s is is something that you two have both
76s been heavily working on
78s before but particularly since fan fest
81s well actually way way before fantastic
84s uh this this endeavor started i would
86s say uh earlier this year i would
89s say
90s end of january when uh when we uh were
94s given uh you know
96s what i would call the future vision of
98s eve online and we're good some pillars
100s from from management hey where do we
102s want to go with this and it was it was
105s the perfect time for us to sit down and
107s create a frame of
109s what are the things that we can fix and
111s at the same time create pillars
114s on top of which we can stand and bring
116s even more content into the game and at
118s the same time
120s so threefold
122s consolidate some of the systems that we
124s already have in the game
125s i'm saying that because
127s when uh you uh will hear cispeora talk
130s about the frontline system
132s uh
133s you know it's it's
135s it's doing a lot of things at once for
137s us uh people might only see the faction
140s warfare part of it but for us internally
142s is uh is also
144s a test something that says you know what
146s this if you obstruct the system
148s it's a hierarchy and that hierarchy if
151s it works well within action warfare
154s might work good in other places but uh i
158s will leave it at that and uh i'll let c
160s spiro talk all about the you know all
163s the good stuff before you launch into it
165s though ccp or i did want to bring one
167s thing up because this was the first
169s piece of of our most prominent piece of
171s feedback or response to yesterday's dev
173s blog is that people were asking about
176s the allegiant system that we were
177s referring to at fan fest and i don't
180s know whether it's psycho oil wants to
181s answer that but since i'm sure yes the
183s first thing on people's minds like it
185s wasn't mentioned in the dev blog is will
187s will people still be able to participate
188s in faction warfare without having to
190s leave their space friends and go and
193s join uh faction warfare militia
195s corporation specifically
197s so um
199s that was part of the discussion since
201s day one and because we find it to be a
203s major issue especially with new players
205s that uh that want to get involved in
206s fashion warfare but
208s if they're already playing with a group
210s of people they find out that oh they
212s they need to leave them behind and um we
215s we had us we have that as part of the
217s conversation from uh since day one
220s it's still part of the plan uh but it's
222s not an easy issue to to tackle we have a
225s few ideas how we can do it
227s um
228s let's say as an initial step
232s but we don't have the details on when we
234s can actually present uh the final design
238s uh hopefully we'll have more information
240s later uh like i would say
243s after summer uh but yeah it's still the
245s plan uh we want to make that happen uh
247s if it doesn't happen with the frontline
249s system
250s we will people who know way before that
252s you know when it will be will be coming
254s and probably some details on how we're
256s planning to implement it and also let
259s them give us feedback on what we should
261s probably address things that we might
263s haven't uh figured out
264s and all that but it is it is a complex
267s system because it ties into many
268s different uh
270s well to other systems and especially the
272s standing system that no one really wants
274s to
275s look into
276s it's it's a pretty complicated one which
278s is why discussions are so ongoing um
281s i mean it's really small decisions that
283s can make or break a
285s system like that so like
287s we're trying to decide like
290s if if
291s a member of your corporation you know
294s goes to caldari and you go to galenti
296s exactly how do the rules of engagement
298s work when you're both in high sac um
302s and that sort of thing it adds a lot of
303s complexity there's a lot of opinions
306s and we want to get it right so
308s conversation's still ongoing yeah it's
310s it was it's it was particularly interest
312s to me and sort of thrown into relief for
314s me personally because after fanfest i
315s was pretty hype about faction warfare as
317s well so i went and joined
319s a militia
320s corporation or a player run corporation
322s um in uh in faction warfare with my the
325s character i just usually play day to day
326s on and um
328s i realized very quickly that when the
330s next live event came around and i wanted
332s to stream it on the ccp tv channel on
334s that same character it kind of made it
336s hard to fly around the mimitar space
338s when you're a member of the kaldari
339s militia so i had to do a little bit of
341s musical chairs with some other
342s characters to free that character up and
343s put the other one in there for me it was
345s a pretty easy change but i know there
346s will be a lot of people who really want
347s to participate
349s in faction warfare as they hear more of
350s the details of what we're going to be
352s doing with it so if we can facilitate
354s that even if it's not with the initial
355s release uh that would be absolutely
357s fantastic
358s yeah there's a lot of other questions
360s kind of like the one you highlighted
361s there that's not so much the
363s can i join without leaving my
364s corporation question that's the can i
366s join while still being able to access
368s street sort of questions i guess there's
370s probably more yeah like it yeah which is
371s which is also related and also part of
373s the discussion so
375s um exactly what does it mean when you're
377s in a militia
378s and you try to enter enemy space um
382s because if you're at war and they're
383s trying to stage out of that space you
385s know there's the navy will shoot you so
387s that you can't
389s um just
390s infinitely harass them although some
391s people have figured out how to do that
392s anyway so anyway we're taking a look at
394s the whole system um and hopefully we'll
396s have news for you
398s in the next couple months all right
400s now uh sorry
402s to call out also yes we are looking at
404s uh you know true see that those are
406s playing within the fw for them and also
410s their legend system is kind of tied into
412s that like that's where it becomes
414s complicated but also becomes a
416s hopefully an elegant solution to
417s multiple problems and
420s another one which is i'm sorry my the
422s the favorite part at least for me uh the
424s tier system
426s uh
427s taking that and taking that away from
429s fashion warfare is just something that
431s i've been looking
432s a long time now so
435s yeah people ask about those things so
437s yeah we we are taking a look uh
440s sweet
442s we have more specifics yeah sorry oh no
444s i was just going to just wrap this part
446s up before we go to your presentation or
447s i was just going to just circle back
448s around to something ccp psych said
450s earlier in the piece which is he was
452s talking about the hierarchy like the the
454s things that are being developed for this
455s uh this release can also then find homes
458s and help other components of the game
459s too and i was reminded of something that
461s ccp muppet hunter said in the last csm
463s meeting when they were discussing um
465s the new player uh experience
468s uh you know the new new player
470s experience and the refactor and part of
471s the reason that has taken uh such a you
474s know has been running at ccp for such a
476s long time was not only because we needed
478s to produce the new content but also
480s develop brand new underlying tools so
483s that they could easily author
485s um
486s that scene if because if you've played
488s the new player through the new new
489s player experience it's very very
491s storyline there's lots of interesting
492s camera angles narration um and uh you
495s know things dynamically spawning into
497s the scene and all that kind of stuff and
499s the way ccp muppet hunter put that to
500s this uh
502s csm was that yes it was work on the new
504s player expansion but it was almost as to
507s use a ccp swift metaphor it was like two
509s sheep and a trench coat one of them was
510s the new player expansion which everyone
513s knows about but the other element of it
514s too of that was the creation of all
517s these supporting tools which then will
520s also hopefully lead to um
522s greatest rate of authoring and you know
524s more dynamic content in other parts of
526s the games dungeons and and so forth and
528s before anyone calls me up for using the
530s word dungeon
531s because they always do that on when
533s someone says refers to dungeons on the
534s stream dungeon is common industry
536s nomenclature for that kind of a content
538s it goes all the way back to like d and d
540s pen and paper games so
542s just because we're a space game doesn't
544s mean we don't refer to them as dungeons
545s when we're making them
546s i can back him up uh basically every
548s site that you're up to in space it's
550s called the dungeon internally yep yep
552s uh all right okay so enough about that
554s so ccp aurora you said you have like a
556s presentation that you want to like step
558s us through with a little bit more put a
559s bit more meat on the bones of from the
561s blog yesterday are you ready to go ahead
563s with that
564s yeah um yesterday i was informed that we
567s had the blog post going out and remember
569s when you agreed to that presentation so
571s uh today rapidly panic through together
573s a slideshow i hope it works for you guys
576s yeah it wasn't just to be clear when she
578s said she put it together it doesn't mean
579s this was all made from scratch it just
581s was turned from internal
583s wiki dry
585s confluenced pages into slides
588s some of it is directly copied off of our
590s internal confluence it's just selective
592s paragraphs i guess that's just an
593s indication that type of constraints
596s yeah well you're you're getting a very
598s good look internally um and some things
600s i supposed to whoops
603s all right so i i hate that the scroll
605s wheel is tied to the um to the thing so
609s um in the blog we're going to start
610s talking about first um some of the stuff
612s that you already know and this is stuff
613s that hasn't changed quite as much
615s um but i want to just go over it so that
617s we are covering things appropriately for
621s those who
622s may have not paid attention at fan fast
624s or just turning into the first time or
627s what have you
628s so the first thing that we want to talk
629s about is the
632s frontline system
633s uh so this is effectively um almost an
636s attempt to simulate a war zone where
638s uh instead of the armies being kind of
641s like evenly spread out over an infinite
643s plane as the npc
645s alliances or factions are getting
646s involved they're kind of meeting and
648s clashing in specific areas
650s and we're calling those front lines so
652s it's effectively where territory that is
654s held by one faction that is at one with
656s another faction kind of meet
659s those would be frontline systems so you
661s can see four of them in the middle there
663s are two blue and two red
665s with this
666s hex diagram we keep using this hex
668s diagram because we just kind of like it
670s it looks better than dots and lines
685s there you go no
688s maybe
689s sorry folks there we go uh
692s i'm still looking at the factional
693s warfare original slide not the
695s not the one you advance to
697s see you go to it and it gets all janky
699s and goes away again
701s don't worry friends we'll figure this
702s out
707s try this again
709s yes
713s can you see it
714s uh let me see
716s uh i'll try this again
720s okay i can see the opening slide
723s can you see the next line yes and it has
725s stayed there
727s okay all right cool um progress uh so
731s with the frontline system uh there are
733s basically just a few simple rules that
735s determine the state of a system so a
737s frontline is determined by a system
739s which is owned by one faction
741s which is adjacent to a faction that it's
743s at war with so in the center here red
746s and blue are at war
748s therefore both wherever their systems
750s touch those systems become front lines
752s beyond that the
754s next rule would be
756s a system that is not adjacent to an
758s enemy controlled system but is adjacent
760s to a front line becomes the command
762s operations
763s uh these are kind of like the slightly
765s lower pressure systems the rewards
767s aren't quite as high as in a frontline
768s system if you're running the sites
770s but there's still quite a few sites to
772s be run
773s and they'll turn over a little bit
774s slower than the frontline system so i'll
776s talk about tempo in a bit later
780s and then last but not least is the rear
782s guard system or actually last but at
783s least
784s rearguard systems are ones that are kind
786s of inactive in the war zone uh there are
789s a few sites in them which can slowly be
791s pushed but they're effectively without
792s rewards at the moment uh so if you do a
795s concerted effort and you keep pushing
796s them for some time eventually you can
798s open up a new front line somewhere but
801s it's going to be a little bit tricky
802s and it will take quite a bit of
804s concerted effort in order to do so so
806s it's generally better to attack from the
809s command operations or frontline systems
811s if you're looking to actually try and
813s make progress in the war zone
815s the
816s frontline systems we're looking at
818s adding brand new sites
820s that will spawn very specifically in
821s those
823s as well as new sites that will spawn in
825s the command operations systems uh well
828s we're looking at refreshing the sites
830s pretty much everywhere
832s uh
834s the frontline systems
835s because they'll have more sites
838s they'll be a little bit faster to push
840s over
841s so the turnover rate will be a little
842s bit faster
843s uh so the fastest possible system if
846s like your faction was pushing 100 would
848s be a frontline system then it would be
850s command operations then it would be very
851s good before you go on cruel nightmares
853s and twitch chat uh what dictates opening
856s a new front line would that just be
857s simply you put your eggs into one of
859s their rear guards and when it flips to
861s you now it's a front line because it's
862s adjacent to one of their systems
864s correct so if you flip a system to your
867s faction and it's all of a sudden
869s adjacent to another uh
871s enemy control system it would become a
873s front line and any system adjacent to it
875s would become a front line so there's a
876s few really interesting spots on the map
878s where there's particular systems that
880s have like six connections coming off of
882s them and all of a sudden you could open
884s up like a big wound in the war zone and
886s hit a lot of things at once
888s but this is coming without reward so it
890s generally needs to be something that's
892s done for
893s some sort of future effort
895s perhaps if there's an objective out in
897s that region of space that you think is
899s going to pop up and you want to kind of
901s make a
902s sneaky
903s attack through the back lines and kind
905s of push a different angle you can
907s certainly try to do that
909s as well as maintaining the the current
911s fronts
912s so i just want to give you a look at
914s what the what we're kind of looking at
916s in terms of
918s ui
919s first off so this is a look at an
921s example that we have currently running
923s on one of our development instances of
926s kind of playing with the map so these
928s systems as they're laid out here are not
931s normally laid out this way
933s this is more of a dotland style map and
935s we're hoping to make
937s tactical maps that are more useful more
939s readily available in game so that you
941s don't have to open up third parties uh i
943s think that would be
944s pretty nice thatland does a great job
946s but we
948s can do better
949s uh so in this map you can very clearly
951s see how we're like the the brighter
953s systems are the ones that are hotter
954s those are the front lines the
956s the middling ones would be command
958s operations and then rearguard beyond
959s this
962s and then here's kind of uh another view
964s of this this is the
967s just an overview of the
970s sorry
971s this was a prototype that was the word
973s that i was looking for a prototype of
975s the faction warfare window that we were
978s kind of looking at
979s uh some of the stuff on the sides does
981s not necessarily settled in but you can
983s kind of see what the faction warfare
984s window might look like in the future
986s instead of just being a field of
988s unconnected dots with no labels which is
990s not particularly useful
992s hopefully we can make it something
993s really interesting and tactical
999s so
1000s um i want to talk about the part that
1002s really
1003s excites me uh which is kind of
1006s refreshing the
1007s complexes that we currently have in
1010s those sec
1012s so
1013s there was a couple key points um i meant
1015s to animate these slides so that i didn't
1017s give all of the text but i totally
1019s forgot to do that
1020s uh there's a couple key points that we
1022s really want to tackle here
1024s we want to expand the number of viable
1026s low-cost ships so
1028s a few months back i had actually looked
1030s at the
1032s statistics for ship use in the war zone
1034s and it was
1036s pretty stark um there were
1040s hundreds
1041s thousands of tech one frigates
1044s uh there was hundreds of
1046s navy faction frigates
1048s and then there was like a bunch of worms
1050s and very little beyond that
1052s so
1053s i mean it's pretty clear that people
1056s well there's two things going on one
1058s people who actually care about pushing
1060s systems over are going to use small
1062s ships because the small and the novice
1063s faction
1065s complexes are the most efficient way to
1066s do that with kind of the least risk so
1069s because they have the same point value
1070s currently as every other complex it's
1072s just better off to do that
1074s um and then the other reason is that a
1076s lot of you are just really poor
1078s so
1078s uh
1079s giving you more options to kind of on
1081s the low end of isk is kind of a really
1083s nice way to give you
1085s uh new opportunities um hopefully in the
1088s war zone to kind of do new and
1090s interesting things
1092s also
1093s it's just really good to mix things up
1094s every now and then there's not really
1096s any
1097s any reason that we can't swap in and out
1099s new complexes almost seasonally
1102s um so if one's not working or people are
1104s uninterested it's gotten really stale we
1106s can just remove it and put something new
1108s and hopefully more interesting in its
1110s place
1112s the other thing that we wanted to do was
1113s increase value for navy ships
1116s and
1117s by extension for a faction lp
1121s by giving them a very specific type of
1123s complex whether those are the best ship
1125s we can hope to see quite a bit more of
1127s them in the war zone
1128s because it's a little bit odd that the
1130s navy ships that are kind of like the
1133s really shiny thing that you get from the
1134s lp stores i know that mostly it's used
1137s for data course it also feels really
1139s good kind of thematically i guess when
1141s you're talking about the actual empire
1143s navies fighting each other to have navy
1145s ships in there
1146s yeah absolutely
1148s um so hopefully by giving them complexes
1150s where they're uh some of the the apec
1153s ships the most used ones they'll see a
1155s little bit more use
1156s uh and i'm also looking at giving them a
1158s little bit of balance love as well um
1160s mostly just small tweaks uh but some of
1162s the ships really need it character navy
1164s issues pretty bad
1166s and i love those people who use it but
1168s it's usually mean
1171s the other thing that we're looking at
1172s was hoping to bring more people together
1174s on the front lines so right now and this
1176s kind of relates back to manufacturing
1177s warfare experiences
1179s if you go into faction warfare and
1181s you've got a few militia members in the
1183s system
1184s like you really want to work together
1187s um but what happens is you know you
1189s might get a message in local being like
1190s get out of my sight you're hurting my
1192s rewards
1193s uh and that's a very awkward thing to
1195s have happen so we're looking at making
1198s the reward scale at least a small bit so
1200s that if you and another person in your
1202s militia wind up in a site then
1205s they'll there won't be any incentive to
1207s like tell them to get lost
1209s uh so by creating scaling rewards we can
1212s hopefully let small groups somewhat
1213s naturally join or small groups that are
1215s already formed just kind of go and take
1218s advantage of some of those complexes
1220s it's not going to be huge scaling we're
1221s looking at about five per site
1223s but even that should be hopefully a
1225s little bit helpful with the first
1226s example that i gave
1229s and then the last one on this list was
1231s making larger ships more impactful in
1232s system contests so
1235s uh one of the things that i had
1236s mentioned before was that novices and
1237s smalls have the same point values like a
1239s large or an open so we can actually
1241s change the way that those uh victory
1243s points are spread out this isn't any
1245s point that goes to you as a player so
1246s that they're still like more valuable
1249s but they'll also be more valuable in
1251s terms of system control so it adds a
1253s little bit of extra impetus to people to
1255s like maybe bring out some of the larger
1257s more expensive higher risk ships
1260s if you're actually competing for an
1261s objective to capture a system and
1263s eventually you know perhaps win a bigger
1265s reward package at the end
1269s this created a new problem however
1271s which was
1272s you saw a little bit of mentioned in the
1274s blog as well which is how do you
1277s name these things
1278s so
1280s i came up with a bunch of of complexes
1282s oh my god these would be cool
1284s but then i started looking at like how
1286s do you communicate exactly what the
1288s expectations are if you're warping
1289s around and like
1291s there's 30 sites and half of them have
1293s unique names it would be really hard to
1295s know exactly what you're going into
1297s um so you don't want to get a situation
1299s where like you're looking at uh at your
1301s overview and it's small skirmish melee
1304s novice beginner medium conflict battle
1305s clash large brawl fisticuffs open et
1307s cetera it's like just a ridiculous list
1309s of names we need to make it something
1311s that's understandable
1313s um
1314s there's also the option of going a
1316s different way like where you could like
1317s right click the beacon and go to it and
1319s say like ah what are the ship
1321s restrictions then you could scroll
1322s through that and be like whoops
1324s um i actually hit the scroll wheel as i
1327s said scroll uh you could scroll through
1329s that and say uh ah they're okay my ship
1332s is allowed in this one and then you
1334s could work in but that's a very slow
1335s process
1336s and as most of you know when you're
1337s warping around in the sac you have maybe
1339s a few seconds
1340s if you're paying attention to get off
1342s the grid before that uh loki webs you or
1345s whatever
1346s so
1347s we need it to be a little bit snappier
1348s than that um although that would still
1350s be a really nice upgrade and it's
1351s totally something i'm looking at
1353s uh and then we needed the name if we're
1356s using a name to fit in the overview if
1358s we made the name super long it would
1359s annoy all of you because you don't have
1361s to stretch your overview in order to see
1362s it and then put your overview back and
1364s so we don't want to do that
1367s and so we came up with that naming
1368s schema that you saw on the blog which is
1371s kind of taking
1372s the key elements kind of is building
1374s blocks in the name in order to tell you
1376s exactly what to expect in the site
1378s hopefully
1379s in a very small easy to digest snapchat
1383s so some of this is still the same
1385s we're sticking with the
1386s novice small medium large open
1389s uh set
1391s but we're just adding a little bit to it
1393s so instead of it just being like a
1395s medium you might see a medium navy five
1398s so navy indicating it allows navy into
1401s one ships um kind of relating back to
1403s those earlier goals i talked about in
1404s terms of
1406s all the reasons that we're looking at
1407s creating some navy ship specific sites
1410s uh
1412s and yeah
1414s uh and then a number so that would be
1416s the number that it would scale to so
1418s that kind of gives you an idea of the
1420s number of people that the site is geared
1421s towards so if you see a five it would
1424s take you know about three to five people
1425s to push off the rats and your average
1427s ship for that content
1430s in order to
1431s actually capture the site
1436s and these are the the components of
1437s those names so just a this wasn't in the
1440s blog so something to be a little bit
1441s more specific
1443s now the small medium large those are
1444s things that you already know open is
1446s left out on this list because i forgot
1448s it if you see navy that indicates that
1450s it is t1 or navy ships um it doesn't
1452s include pirate faction t2 or t3
1456s and that applies all the way down the
1457s chain so if you have a medium navy then
1460s you can't bring a worm
1461s into the medium complex
1464s uh triglavian and edencom count as
1466s pirate faction for this purpose because
1469s it's relatively where they sit scale
1471s wise it becomes a little bit weird
1473s obviously but
1474s i think in large fleets we can generally
1477s treat them as pirate fraction
1480s and then advanced is advanced these are
1482s basically the sites as they currently
1483s exist today with the exception of the
1485s novice which allow
1487s um it's it's today's restrictions which
1490s is uh t2 and pirate faction are able to
1492s go in
1493s tuck three of the next size down can't
1495s go in so for example a medium
1498s complex couldn't allow an attack through
1500s cruiser but it would allow in a tech 3
1502s destroyer
1504s i'll ambush you there real quick i
1505s apologize apologies if this is going to
1508s be in an upcoming slide but um one of
1510s the questions which came up was uh
1513s well
1514s in in the forum thread anyway was people
1515s wondering if there's going to be any
1516s kind of implant restrictions on the
1518s acceleration gates leading into these
1519s complexes just so you still don't get
1521s like a person in a t1 frigate but
1523s they're booking around in snakes or
1524s something like that
1526s so it's something that i'd love to do um
1528s we don't have plans immediately for that
1531s and i think it's something that we might
1533s look at for next year uh if people like
1536s the new complexes and we want to take it
1538s a little bit further
1539s i think that would be really valuable i
1540s know like getting
1543s getting jumped by someone and like full
1544s of collapse is pretty stressful
1548s and it leaves you without much much way
1550s to fight back but at the moment it's a
1552s restriction that's
1553s mostly we need to think once again about
1555s how we would communicate that
1557s especially if we have different
1558s restrictions for different sites
1560s so we're going to take a little bit of
1562s time and and work longer on that before
1564s we add it into the game no worries and
1566s that sort of restriction is something
1568s that we can relatively easily do i've
1569s written stuff like that for the alliance
1571s tournament
1572s uh but it's kind of the communication
1574s and exactly what the restrictions are
1575s and that sort of thing um well we don't
1577s want to shake the boat i know he's he
1579s said you're trying to keep the naming
1580s conventions for these things concise so
1582s people know what they are at a glance
1583s and if you the more
1585s more modularity you add to it just the
1586s more complex it gets but yeah most
1588s likely it would wind up being like an
1590s across-the-board ruling um but
1593s we don't really want to do that because
1594s you know in some of like the
1596s larger sites maybe it's more okay
1598s um so there's just a lot of discussions
1600s to be had on that if people have
1602s feedback about it i'm not super happy to
1603s listen to it
1604s because it's totally something that's
1605s honor sure and you i mean you want to
1607s make spaces for you know players without
1610s much money players without any skill
1611s points so they can get involved in this
1612s but it would be a shame to put like an
1614s artificial ceiling on just how much
1616s effort people can put in in the bigger
1618s sites uh or you know the equivalent of
1620s like an open site today or something
1623s um yeah yeah let's not stifle any
1625s ambitions is what i'm what i'm saying to
1628s try and make your job harder
1631s at the moment yes at the the opens we
1633s couldn't put a restriction on
1635s meaningfully because there's no gate on
1636s those so at the very least you can be
1638s rest assured there will never be a
1639s restriction on implants in an open
1641s complex
1642s but
1643s the others will take a little bit more
1646s evaluation right and will you just it
1648s might still be coming up so again i'm
1650s sorry to preempt this but i don't want
1651s to forget about it by the time
1653s it wraps up if it's not mentioned but
1654s will we be talking or will you be
1656s talking about or can you talk about uh
1658s any changes to faction warfare emissions
1660s as a part of this
1662s uh i don't have anything specifically
1664s labeled in here um what would there will
1667s be changes to faction warfare missions
1668s coming up um this is kind of tying into
1671s the rewards and the tier system removal
1674s and that sort of thing i don't know if
1676s uh
1677s psych wants to jump in on on the reward
1679s side of this
1681s uh missions were definitely part of the
1682s discussion and we want to do a lot of
1685s things with them
1687s honestly we're not sure if they can't be
1689s part of the release that the frontlines
1691s would go out uh i i think and oracle
1694s correct me if i'm wrong i think some
1695s changes will have to happen because of
1697s what you just said because of the
1698s rewards and how we're going to scale
1699s them how we're changing and how believe
1701s we believe that missions right now
1703s they're kind of oppressive when it comes
1705s to rewards they're giving up too many
1708s too much
1709s uh we looked at the the metrics for this
1712s and the amount of of lp earned by
1715s someone running plexus compared to
1716s someone running
1717s missions is
1719s well it's comparable that says a lot
1723s but we we have a a bigger plan for for
1725s missions um i don't think we should
1727s discuss it now but uh as we as we give
1730s you more information uh
1732s now and in the future about you know how
1734s we want to create new objectives
1736s uh at that point we'll be able to
1739s provide more information on how we want
1740s to redesign the entire fw mission uh
1743s like paradigm
1745s it's
1746s i think we discussed some uh small
1748s changes kind of leading into this which
1750s would be
1751s effectively uh we would be like
1753s rebalancing the
1754s mission income i'd love to take a look
1756s at them and just kind of rework the
1758s content so that it's not something that
1760s can be running
1761s a stealth bomb really safely um but the
1763s problem is that there's like 350
1765s something of these missions that exist
1768s and so it's actually quite a lot of
1769s content for us to work through
1771s uh
1772s we'll see
1773s most likely we're going to adjust the
1774s rewards in some way shape or form for
1776s the missions at least in the short term
1778s and then what we're talking about was
1780s actually uh
1781s it would be really cool for us to be
1782s able to make missions that
1786s integrated with the gameplay of actually
1788s like contesting systems so for example
1790s you'd get a mission that would be like
1792s ah if you can capture a plex in the next
1795s four hours
1796s that uh like a medium flex in the next
1798s four hours so you're taking on like an
1800s extra specific thing
1803s then we'll give you this extra reward on
1804s top of it which i think would be a
1806s really nice way to like generate some
1808s additional activity and some additional
1810s rewards for doing things and make it
1813s gameplay that's a little bit more
1815s desirable
1816s and puts you at more meaningful risk and
1818s i just want to say for anyone who's
1819s listening or watching i should say um
1822s who who was uh maybe feeling a bit
1824s disappointed that the allegiance system
1826s is is still like maybe not being given
1828s becoming this release or that we're sort
1830s of um being a bit um non-specific about
1832s changes to faction warfare missions i
1834s just i just want to
1836s reiterate that
1837s the release coming later this year which
1839s is contains the content that ccp aurora
1841s is going
1842s over today is just basically the first
1844s stage
1845s and there will be further iterations new
1847s content and other revisions coming over
1849s probably the next uh you know a year
1850s beyond that it would be helpful if you
1852s thought of this kind of like what we did
1854s with the with the triglavian invasion
1856s for example which went for about 18
1858s months and started with abyssal dead
1860s space being introduced to the game and
1862s culminated in potsvan becoming a thing
1865s and all the phases that went through
1867s there then you know the uh the um eden
1870s conchips and the triglavianship line
1872s getting expanded all those were
1873s components of that and it'll be similar
1874s with this so if if there's something
1877s that you're interested in or would like
1878s to see change that doesn't happen on day
1880s one
1881s um
1882s we're not just going to go tools down
1883s and move on to the next thing this is
1884s going to be an ongoing iterative process
1886s which will occupy us for some time and
1887s hopefully will leave us with an amazing
1889s feature that um we'll give give you know
1892s uh another 10 years of interesting
1894s gameplay when it comes to flight from
1895s warfare space
1896s there's also a bunch of little things
1898s that uh like we couldn't fit into the
1900s blog um so
1902s i'm looking at kind of a few small
1904s a number of balance tweaks um
1907s both for like navy ships and also maybe
1909s oh yeah there's unions and that sort of
1911s thing like there's a lot of other little
1913s stuff that's just not getting really
1915s much much exposure at the moment and
1916s there are other things which are
1917s definitely coming that we just can't
1919s tell you about yet because it's exactly
1921s that's the other part of it yeah yeah
1922s yeah
1923s i hate giving that answer to people but
1925s it is what it is you know it's the
1927s the realities of sort of game video game
1929s development well also i will say a lot
1931s of people have been throwing questions
1932s in chat and i've tried to cherry pick
1933s one or two i won't be able to get to to
1935s all of them obviously so if you don't
1937s answer your question i do apologize i
1938s just wanted to let everyone know that
1940s next week uh there will be a q a on a
1944s live q a with ccp aurora and ccp psych
1946s on our discord channel we where
1949s uh we'll be answering questions uh
1951s mostly rather than just sort of like
1952s pitching stuff to you like we are today
1954s and i do apologize if you come from
1955s discord now the event is titled
1958s factional warfare q a that was just a
1960s bit that was a mistake today we're doing
1962s the dev blog review and this
1963s presentation and next week will be the
1965s actual q a on discord but i will still
1968s fish out questions here and there where
1969s i can but again apologies if i don't
1971s speak to all of them but i'm holding up
1973s ccp aurora so please continue with your
1976s excellent accidentally continued already
1978s so
1979s um
1980s uh for those of you who are kind of
1981s wondering like all right so what what
1983s would the distribution of these sites
1985s look like uh this might help to give you
1987s a little bit more of an idea
1988s i just had to scrape this off the
1990s internal wiki and remove a bunch of
1992s information
1993s but the
1995s this is kind of the what we're looking
1996s at in terms of the the sites that you
1998s might find in space at release
2001s this fall
2002s so that would be it's effectively liking
2005s a navy advanced a navy and advanced
2008s version of each site plus a one in five
2010s uh player version and as you go towards
2012s the front lines you'll find more of the
2014s five player versions of things uh
2016s in the front lines so if you have a
2018s small group you definitely want to go
2020s uh
2021s in that direction
2022s um
2023s and you can kind of see the the base lp
2025s costs the capture time there's a few uh
2028s small things in here you'll notice that
2029s the
2030s open and the large they don't take 20
2032s minutes anymore that just felt too long
2034s um so there's a bunch of small things in
2036s here
2037s uh
2038s and also take a look at that base vp
2041s column so vp stands for victory points
2043s uh you can see that the currently today
2046s like everything's about 20 points
2049s um and then this is being kind of scaled
2052s differently in order to
2054s spread things out a bit
2055s so in this model here the smaller sites
2058s are not worth quite as much but they
2059s also still respond faster
2061s and you could kind of sit and work out
2063s exactly what mathematically the
2066s contribution of each site would be if
2067s you were running them all back to back
2069s after someone will
2071s i've done that also myself
2073s uh
2074s yeah so this is
2077s this is kind of uh the new the new
2079s complexes you can see that the rewards
2081s as they're listed how those would scale
2083s up
2084s the defenders would be different
2086s and if you look at the distribution
2087s column you can get an idea of how these
2089s things would be distributed
2091s so
2093s all of this anything that contains a
2095s number take it with a small grain of
2096s salt because we could absolutely change
2098s it before
2099s things get released and honestly half of
2102s the reason that we like to show you this
2103s beforehand is so that we can listen to
2104s your feedback and make adjustments if
2107s need be
2108s uh
2110s but you can notice that a lot of these
2111s say like distribution uh frontline only
2114s for example the medium advanced five
2118s that would be a system that would only
2119s spawn in a frontline system so if you
2121s were looking at the war zone and you saw
2123s like your guard and command ops and then
2125s a front line
2126s of those three you could only expect to
2128s find it in a front line and those would
2130s populate there
2131s if you see static respawn that's
2133s effectively like the sites of today
2134s where they just keep coming back in the
2136s system for most of them
2138s if you see common spawn and something
2140s about
2141s 70 percent of systems would have one
2143s moderates about 50 and then the ones
2145s that say medium low it's somewhere in
2147s the 30 range
2148s so like one in one in three or four
2150s systems you would find one of those
2152s sites
2153s uh which is not overly different than
2155s the open complex is today
2159s and then down at the bottom you'll see
2160s something particularly interesting which
2162s we haven't talked a whole lot about uh
2164s which is that uh big
2166s battlefield navy 30 site
2168s uh
2169s that is a unique piece of new content
2171s that we're looking at which is uh
2175s kind of meant more for uh fleet versus
2177s fleet combat these would be pretty rare
2180s um the spawns would happen maybe once
2182s every two hours or so
2184s so you'd only have one active in a war
2185s zone
2186s um and only sometimes so
2189s ideally like we're trying to aim it so
2191s if you're if you're on a specific time
2194s zone you can generally find one if
2196s you're playing for about two hours
2199s these are kind of like really big um the
2202s the goal here is to make them something
2205s of a
2206s uh
2207s a swing so if you kick one of these
2209s really hard it could give you a really
2210s big advantage in the war zone contest
2213s um and shake up the current state of the
2216s the faction of the system
2219s contest so for example if caldari was
2221s winning a system really hard
2223s um but then galenti swooped in and they
2226s won a couple battlefield sites in a row
2227s they could actually really kind of stall
2230s out the kaldari offensive or vice versa
2232s if kaldari
2233s took it they could kind of really
2235s rapidly swing things
2237s hopefully they'll be really rewarding
2238s and really interesting
2241s we should be playtesting them well at
2244s some point in the near future uh you'll
2246s find them on cc i'll let you know when
2249s uh
2250s and they're a little bit different than
2251s the average site so it's not just one
2253s big capture circle what we're kind of
2254s looking at would be almost two gates
2256s that would warp you into a central site
2258s and you would wind up
2260s rather far away from each other on like
2262s inside of this large battlefield
2264s and then you would have to slow boat
2265s around because uh warping would be
2267s disabled between some of the capture
2269s points
2271s in this battlefield that would have like
2273s racks or stations or big asteroid belts
2275s or whatever in it um so we're definitely
2278s trying something really new there i hope
2280s you guys like it
2282s should be it should be interesting um a
2284s couple questions where do where do
2286s battle cruisers fit into this
2289s battle cruisers uh
2291s so battle cruisers are kind of
2293s divorcing
2295s mpc yeah sorry going i was looking at
2296s the wrong column when i saw npc defender
2298s but please continue ah okay
2302s bella cruisers would generally be uh
2303s participating in the largest a couple
2305s brattle cruisers can uh kind of show up
2308s and
2309s and rapidly take down a battleship if
2312s they manage to catch one
2313s uh we don't have a battle cruiser
2315s specific site at the moment nice and
2318s nice dank leak
2320s on the with the battlefield thing on the
2323s small the small navy sites
2327s small navy sites yeah which
2330s oh oh i didn't even notice that
2333s yeah uh we're looking at new new ships
2335s i'm not going to tell you what ones but
2337s they there may or may not be hint on
2338s this side
2340s don't worry twist was on to that way
2342s before i said anything
2344s i didn't even notice yeah you just
2346s pointed it out
2348s i knew i'd be leaking something now
2349s you're gonna be worried about the rest
2350s of the presentation trying to figure out
2352s what is happening and then yeah i
2357s carry on
2359s so uh yeah so there there is additional
2362s content that we're not allowed to tell
2363s you about and that you can
2365s catch some clues from uh from that
2367s technically you didn't tell anyone about
2369s it i haven't said anything no exactly
2373s uh emily if you're watching this
2375s it wasn't me um okay so
2378s uh
2379s let's talk about kind of the design
2381s around like the system turnover rate so
2384s this is getting back into just uh
2387s pontificating about the development
2389s process um something that we
2392s i thought a lot about was the system
2394s turnover rate so if we're adding a bunch
2396s of uh
2398s sites to faction warfare i need to be
2400s sure that it's not
2402s all of a sudden turning over too fast
2403s because there's a bunch of vp being
2405s injected into the system and i need to
2407s be sure that i don't over adjust and
2409s make things too slow
2411s there's
2412s a good middle line in there somewhere
2415s we have a plan to
2418s our target here is to really kind of
2421s keep you feeling somewhat unique we want
2423s these uh contests to be
2426s a thing that takes place over several
2428s days capturing the system is rather a
2431s big shift um compared to albion and lion
2434s where like a
2435s system or region would turn over in a
2437s matter of 15 minutes
2439s um we want things to kind of feel
2443s not exactly slower there's quite a bit
2445s of action happening but we want like
2447s each turnover to be something with
2448s gravitas as people have to kind of
2450s readjust moving their uh their assets
2453s around in order to deal with that change
2456s and yes i'll get to the citadels um
2459s shortly
2461s um so we're at looking at about 48 hours
2464s today it's about 24. um the 48 was
2467s picked just to give us a little bit more
2468s leeway with the advantage system that
2469s you saw some information about in the
2471s blog yesterday i'll get to that in a
2473s moment
2474s uh
2476s which so if you're if you're pushing all
2478s of the system all of the the sites in
2480s the system
2482s constantly your your alliance is just
2483s dominating it with you know really good
2486s advantage and the good turnover rate you
2489s could still push it over in about the
2490s same time as it takes today um or it
2492s might you know go back and forth uh for
2494s a bit longer uh it's definitely
2496s something that we can play with uh
2498s some of this will just kind of we'll
2500s need to watch and see how the war zone
2501s reacts
2502s and some of this is of course always
2504s open to adjustment it's a very soft
2506s control where we're tweaking like little
2508s numbers here like ah this needs a little
2510s bit more victory points
2512s contribution isn't high enough uh this
2513s needs
2514s uh this is spawning too much you know
2516s we'll turn that down that sort of thing
2521s okay so uh the advantage system was
2524s something that was relatively new that
2526s we talked about
2527s uh in the blog yesterday
2530s uh and i want to give you a little bit
2531s more
2532s overview of what we're thinking there so
2536s on the
2536s kind of lower side the advantage system
2538s is a simulation of all of the complex
2541s factors that might factor in
2543s to a an empire success or failure in a
2547s in a conflict
2548s so it's all of the little things um
2551s their ability to resupply the morale of
2554s their troops their ability to collect
2555s intel or sabotage their foes propaganda
2559s in order to win the hearts and minds of
2560s people in the system
2562s uh all of these little things
2564s um can be combined into kind of one
2567s measure which is kind of how well is
2569s that faction doing
2571s so to speak uh and by doing this it
2573s allows us to create a bunch of new
2575s gameplay without having to create a new
2577s system for each which is really the core
2578s reason that we're looking at something
2580s like this
2581s so if we for example wanted to add in
2583s some sort of hacking gameplay to faction
2585s warfare as well as some sort of
2587s resupplying thing and someone over here
2590s like you're going to be making weapons
2591s for the militia
2593s and using some of your getting paid for
2594s that
2595s um
2596s we don't want to have to go and be like
2599s all right so exactly what are the
2600s mechanics of the hacking and
2602s how will this impact the war and exactly
2605s what are the mechanics of the hauling
2606s where do those resources get used what's
2608s this actually makes things a little bit
2610s simpler
2611s because it allows us to kind of pool all
2612s of these points and kind of really
2614s rapidly pump out different and
2616s interesting gameplay that can have an
2617s effect on the war that isn't just combat
2621s relating to the sites
2623s the other thing is that we really wanted
2624s it to be something that
2627s kind of supports the the primary
2630s gameplay of faction warfare and that you
2632s have all of these different sites and
2633s people are going to them to fight each
2635s other and we didn't want to accidentally
2638s crush that by like oops we accidentally
2640s made hauling
2643s the primary like the the optimal way to
2645s win and so nobody's really fighting
2646s anymore they're just running resources
2648s so you still have to fight the
2650s fighting's not going anywhere hopefully
2652s it's intensifying
2654s and we can add a bunch more of
2656s things for players who are looking to
2658s participate who aren't necessarily great
2660s at pvp themselves
2663s yeah this is the image that was oh sorry
2666s i think that is that is the
2668s one of the most important things with
2669s with the advantage system
2671s that it opens the door for us in the
2673s future to create
2674s uh opportunities for you know maybe
2677s industrialized miners uh other gameplay
2680s styles that usually don't really
2683s participate in fw
2687s yep it gives us a lot of opportunities
2689s and i've got an example of something
2692s kind of cool that i like the idea of
2694s there's some really fun stuff that we
2695s can do with it that i'll get to in a
2697s moment
2698s um
2700s so the advantage system as we're kind of
2701s looking at it you can kind of think of
2703s this as similar to adm so it measures
2705s the progress in a specific system this
2708s is not war zone wide so that each system
2710s would have a unique value for each
2711s faction
2713s and it's effectively two bars so
2715s defenders contributions and then the
2717s attacker's contributions
2719s and then what you do what we're looking
2720s at doing is just comparing how well each
2722s faction is doing and then if one faction
2725s is doing better than the other we give
2727s that faction a little bit of a bonus in
2729s terms of victory points
2731s so for example if uh
2733s blue is caldari here and red is
2736s galenti we'll call them
2737s uh
2739s glenn here attacking this caldari system
2741s and they're doing really good in terms
2743s of their hauling and stuff but you only
2744s have one system leading into it whereas
2747s like the caldari have two command ops
2749s backing up their their other one which
2751s is the terrain bonus
2753s that we mentioned
2754s um
2755s this would give them every time they
2757s capture a site
2758s run a calculation there's math somewhere
2761s that i cut out of this image uh in order
2763s to avoid giving too much stuff away
2765s because some of the stuff is still under
2766s development
2767s and
2769s they would earn some degree of victory
2771s bonus victory points for that site so
2773s for example if the site was worth 20
2775s victory points and they had a 20
2776s advantage
2777s they'd get an extra
2780s two points
2781s one point
2783s something something they'd get an extra
2785s extra bit of victory points on top of
2787s it uh
2789s and there's a whole bunch of things that
2790s kind of can make these things uh change
2793s so there there's something that you
2795s always have agency to kind of push up
2797s and down based on what you do so if you
2799s are running supply missions you're going
2801s to help out your side and push your side
2803s up
2804s you can also be out in space hunting
2806s down enemy supply depots for example
2809s which is almost like a decay mechanic
2811s that we're looking at
2812s so instead of just having the points
2814s kind of naturally drain out of the
2815s system
2816s we can make it a little bit more
2818s interesting by letting you shoot them
2820s and so instead of having them drain out
2822s what happens is that periodically over
2824s time
2825s these supply depots will spawn which
2826s represent some portion of the points in
2828s that faction's pool and when you destroy
2831s them they get removed from the pool so
2833s if you're about to hit a system and
2836s you're going to try to push really hard
2837s for a couple hours it'd be a really good
2839s idea to go make sure that you hit any
2840s supply depots in that system
2843s to weaken that faction and take
2845s advantage of it in the meantime
2848s uh the propaganda structures i'll get
2850s into that in a moment uh the battlefield
2852s i kind of showed you so that was that
2854s uh big rare fleet focused site that we
2856s were looking at um the only other
2859s additional thing here that hasn't really
2861s been explained is this terrain advantage
2864s uh so i mentioned this a little bit
2866s during fan fest in that we wanted to
2868s find ways to
2870s make the terrain a little bit more
2871s interesting so every system is not the
2873s same open up some new tactics
2875s and that sort of thing
2877s so what we're looking at here is that
2878s terrain would effectively be
2880s a floor value
2882s so for example
2884s um if you have it's it's effectively
2886s representing these supply lines that
2888s lead into a system
2890s so if there's a command operation system
2892s next to your
2893s uh system that you're defending then it
2896s will get some
2898s portion of
2900s automatic points added to the pool just
2901s by default
2903s and then if you have more command
2904s operation systems like if you had five
2906s the bar would be like half full
2908s uh and the attacker gets additional
2910s points for every front line connecting
2911s to that system
2912s so if you kind of surround a system you
2915s can
2916s be quite good and this also means that
2918s if you cut a system off
2920s they're going to lose their command
2922s operations you're going to gain an
2923s advantage floor and the attacker will be
2925s able to have like a really strong push
2927s for some time until the defender can
2929s work their bar back up
2932s so
2933s let's talk about what we can do with
2935s this so this is a an idea that i'm
2938s i've been pitching
2940s that i think is pretty fun it's just
2942s kind of an example of one of the
2944s interesting ways in which we can get uh
2946s make this work
2947s so if you picture almost a deploy just a
2950s deployable
2951s uh like uh you're sticking a big post in
2953s space with a bunch of megaphones on it
2956s and some propaganda posters
2958s that's transmitting
2960s propaganda down to the planets of the
2962s system kind of
2963s winning them to your side
2966s it's not too different from today's
2967s society
2970s this would do is basically steal points
2972s from the enemy faction and apply them to
2974s your faction kind of naturally siphoning
2976s them off
2978s um and there's a bunch of rules that i
2980s have kind of in the pitch for this where
2981s like you can only have a maximum of
2984s three per faction
2986s anchored in the system and then they
2987s would just kind of compete in pull
2989s points so in this example in this image
2991s that you can see here
2992s the defender has three of these
2994s propaganda beacons set up that are
2995s slowly draining points compared to the
2998s reds two so they're going to get you
3000s know every time this thing ticks every
3001s like 15 minutes
3003s points would be pulled from
3005s the
3005s red pool
3006s and added to the blue pool
3009s and this would just be a thing in space
3010s that you can go and shoot
3012s so if you wanted to
3013s just kind of get into a propaganda
3015s contest with people um
3018s maybe these things would be available
3019s through the lp store so
3022s no idea this is not actually confirmed
3024s for development
3025s but i just think it's kind of a fun idea
3026s and it really highlights the sort of
3028s things that we could
3029s uh do with this that might be really
3031s interesting you could also see applying
3033s this sort of thing to
3035s adm's milsaq
3037s who knows
3041s so
3042s the other thing that's right
3045s no spoilers
3046s that's not a spoiler
3048s it's a
3050s a random thought
3051s uh
3053s other things so uh
3056s this is a list of random other things
3058s that i got to when we were about five
3060s minutes before this meeting so
3062s some of these we've already talked about
3063s but the top one needs a little bit more
3066s uh
3068s so we were talking about citadels in
3070s space
3071s um this does tie into the whole
3073s allegiance discussion and
3076s what it means to ally with a faction but
3078s at the same time we're also looking for
3080s a relatively simple
3082s and easy rule that we can apply
3084s and the one that we're looking at at the
3085s moment is
3087s very simply changing what it means to be
3089s able to dock in a system based on
3091s whether or not it's in faction warfare
3094s which
3096s is this if you're in a militia
3098s and the system is controlled by an enemy
3100s faction you're only able to dock and
3102s undock in pods
3104s so the reason that we were looking at
3106s this in particular was because there
3107s were some
3108s edge cases that were a little bit tricky
3110s to deal with especially surrounding
3112s citadels in
3114s uh
3116s in faction warfare
3117s um
3118s with people getting like fully locked
3120s out of their structure and that sort of
3121s thing that we didn't want to have to
3123s didn't want to make like big problems
3125s for
3126s so this would allow you to always dock
3127s and manage your structure if you needed
3129s to but it would only be in a pod and
3131s you'd have to undock in a pod afterwards
3134s but hopefully that should ease the
3136s restrictions in order to keep the rules
3138s uh equal across space we'd also be
3140s applying this to
3143s stations because we kind of want to
3145s not have those lines get too blurry
3147s between the two
3148s so that would almost be new right now it
3150s would be a small
3151s benefit i guess because you'd be able to
3153s dock your pod into
3155s a citadel um but
3158s yeah
3159s so
3161s we didn't want to step too hard on the
3162s third parties that are living there or
3164s uh fact um factions that are
3167s uh coming through in order to run their
3169s logistics networks to nalsack all of
3171s that sort of thing
3172s uh so it should be a relatively soft
3174s rule um that helps to avoid the
3176s particular issue of
3178s militia members who
3180s don't own a system being able to just
3183s kind of avoid any restrictions by using
3186s a friendly citadel
3189s or a neutral citadel in that case
3192s uh
3194s another thing i just want to remind you
3195s guys coming is the no cooldown for clean
3197s swap and npc station that particular
3200s change i think is coming out this month
3202s i think it's going to be a little bit
3203s early
3204s uh so that one is fun if you live in npc
3207s that i think that hits faction warfare
3209s quite heavily but that one's actually a
3210s pretty wide reaching change
3212s so
3213s hope you guys enjoy that
3215s uh what else do i have on this list
3217s uh what what's happening to the tier
3220s system
3221s uh ccp's like what is happening to the
3223s tier system
3226s uh it's getting deleted
3230s yep
3232s this is my last sign
3236s okay that's okay i was just going to
3237s bring us back
3238s yeah that's all uh feel free to bring us
3240s back when it closes out
3242s um so yeah we're looking at fully
3243s deleting the tier system um we want the
3246s rewards to kind of be
3247s uh beneficial in their own right and at
3250s fan fest you saw us talk a bit about the
3252s uh
3254s objective driven
3256s system
3257s objective driven design and
3260s rewards associated with that so for
3261s example
3263s instead of having tears just kind of
3264s representing an overall
3266s you know you get a benefit that's very
3269s vague because your faction's doing good
3270s right now uh it would instead be
3273s your faction has a very specific reason
3275s to want to capture that system and if
3277s you help them do it you'll gain some
3280s additional bonus package yourself
3282s uh is kind of the way that we want to go
3284s in the future so if you help your packet
3286s uh help you
3288s help your faction
3291s achieve their objectives then you'll get
3292s rewarded appropriately
3294s for each of those
3296s um and ideally there's going to be a
3298s whole bunch of different objectives that
3299s you can
3300s interact with out in space
3303s yeah and the plan is that
3305s as we move forward we will be updating
3308s and creating more objectives uh so what
3310s you see day one with the frontline
3312s system it's not going to be
3314s all there is
3319s yeah we're very much laying the
3320s groundwork for this uh
3322s uh
3322s fall expansion um a lot of it is the
3325s stuff that we've shown here there's a
3326s bunch of little stuff that is also
3328s coming that hasn't been announced
3331s and there were no leaks in this
3333s presentation so please don't read into
3335s anything that you saw none whatsoever
3338s whatsoever
3339s um
3340s uh yeah just thank thanks teddy for the
3343s for the sick fox hollows hoodies that
3345s you sent us that's even embroidered with
3347s my name i want to stand up to show you
3348s the whole thing but i've got my harry
3350s potter boxer shorts on and no one needs
3352s to see that
3353s uh maybe if you're fortunate i'll do
3355s that in one of my own streams i'm just
3356s going through some of the questions that
3357s i had lined up
3359s uh before the start of the stream that
3361s i'd cribbed from the forums and the
3362s subreddit but i think you've pretty much
3364s addressed all of those i know there were
3366s a lot of questions asked in twitch chat
3367s while ccpro was giving a presentation we
3369s managed to get some of those in there
3371s but not all of them i just remind you
3373s guys that there is going to be a live q
3374s a on discord next week with ccp aurora
3377s and ccp psych where it'll just be
3380s the entire thing is just going to be a
3381s discussion with the people who are there
3382s in the discord without having to sort of
3385s sit there and through the presentation
3388s but we're coming up on an hour so we can
3389s probably wrap this up now i think that
3391s was really really good and put a lot of
3393s meat on the bones from the dev blog
3394s yesterday and that people heard some
3396s things here
3397s which they can get pretty excited about
3399s i did notice for example when you're
3401s talking about the changes to the
3402s citadels however in twitch chat there
3403s was you know some um differing opinions
3407s some people loved it
3408s i saw
3409s michael vector say like oh please don't
3411s do this so um
3413s in the coming months leading up to
3415s uh the eventual release of all these
3417s updates i'm there i assume they're going
3419s to be ample opportunities for for these
3421s kinds of discussions um and so if you
3423s guys are active on on the e forums for
3425s for example want to provide your
3426s feedback there we can take all that into
3428s account
3430s and of course you can put stuff to ccpro
3432s or in ccp psych during the q a next week
3434s i guess it can be also be just like a
3436s sharing of your opinion right as opposed
3439s to strictly asking and answering
3440s questions if you would prefer
3443s okay yeah sounds good i look forward to
3446s answering questions i i tend to pop into
3448s discord at random times and answer
3449s questions when i can see there's a lot
3451s of stuff in there so see
3453s you have to bounce and go to a meeting
3454s with the csm in just a couple of minutes
3456s is there anything you wanted to add on
3457s at the end here before we go yeah
3459s yes uh people should pay attention on
3462s what is happening in game uh because uh
3466s we are giving out information of or
3469s let's say we're
3470s trying to foreshadow
3472s uh
3473s what is happening and uh
3476s yeah i'm just gonna leave it at that all
3478s right no worries that's cool um just a
3480s little bit more housekeeping uh for
3482s folks who are interested tonight
3484s particularly new players who have come
3485s to the stream because they saw the
3486s notification or something in game
3487s tonight at 1900
3488s uh in just uh three hours from now mike
3491s kingswell will be back doing another one
3492s of his excellent series of lectures for
3494s each eve academy based on the eve
3496s university curriculum tonight the
3497s subject is going to be on d scan i've
3499s already mentioned the discord q a with
3501s these two folks next week
3504s not next week but the week after that
3506s we'll have another
3508s stream like this one and which will also
3510s be focusing on the faction warfare
3512s related stuff but from the law side of
3514s things and the um uh sort of the
3517s narrative driven design element where
3518s and with ccp loki and ccp delicate zero
3521s so there'll be more talk about this this
3523s update and the faction warfare goings on
3525s but
3526s just from the in-game law kind of a
3528s perspective
3529s but i think we've sort of wrapped it up
3531s there what i'll do is once the stream
3533s ends ends
3535s while we're still on the air though i'll
3536s do a twitch giveaway in chat for a bunch
3540s of just random old
3542s skins that haven't been available for
3543s ages but they all look sick and so
3545s they're a little bit rare now so i'll
3548s get 10 winners for that and then we'll
3549s rage you off to someone once i do the
3551s draw so stick around for that um
3554s you guys need to add anything else or
3556s shall we stick a pin in it there
3559s i think that's
3560s all that i had prepped for um there's
3562s there's a bunch of other little stuff
3564s that i'll be able to talk about in more
3565s details hopefully soon
3568s and there's also kind of little stuff
3570s that i'm hoping to sneak in for this
3572s fall as well um so looking at looking at
3575s munin's and all of that sort of thing oh
3577s and there's one thing that did come up i
3578s was going to ask sorry just quickly was
3580s um people were some people curious about
3582s when these things were going to turn up
3583s and see the giveaway isn't going yet
3585s guys just just chill um
3588s when when things from this will start to
3590s turn up on on singularity for them to
3592s test out will it be coming out in dribs
3593s and drabs are things are ready to get
3594s tested are we gonna sort of like wait
3596s until
3597s uh a month out for example from release
3599s then just go blue drop it all at once do
3601s you have any ideas actually
3602s there's actually some sneaky things that
3604s are already
3606s like in the code on tranquility but
3608s they're they're all kind of like feature
3609s flag turned off okay um so i
3612s it will be coming out before um
3614s especially the complex stuff um that'll
3617s that'll be coming up before i'd i'd say
3618s like especially
3620s um
3622s let me figure out my months in order
3623s here um
3625s in september you'll probably see uh a
3627s lot of stuff on singularity
3629s all right
3630s well everyone thank you for joining like
3632s i said stick around oh sorry guys this
3633s besides just one final thing for me uh
3635s it's the best time uh for people to send
3638s us feedback uh from everything they
3640s heard
3641s or they read
3642s and maybe you know even after the q a
3644s next week
3645s uh just putting it out there yeah why
3647s don't we spin up a forum a new a fresh
3649s forum thread after the q a where people
3651s can then sort of digest everything that
3652s was in the blog in today's stream and in
3654s the q a
3655s then they can put their thoughts out
3657s there and we'll farm that
3658s all right
3660s we're paying a lot of attention to what
3661s you guys are talking about and how you
3663s guys feel about things that we're
3664s working on so
3665s we want to make it cool and you can help
3667s us do it
3668s right
3669s all right everyone thanks for tuning in
3670s stick around for the raffle i've got to
3672s get ccp psych to his csm meeting so
3675s we'll stick a pin in it there and uh see
3678s you in a couple weeks with ccp delegate
3679s zero and ccp lucky
3686s you