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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 |