EVE Frontier Game Design Update & Cycle 3 Start
EVE Frontier: Cycle 3 gestartet, Fokus auf Knappheit und Spieler-Interaktion

EVE Frontier startet Cycle 3 mit Universe Wipe und Remnant Access. Der Fokus liegt auf Knappheit durch formelhafte Ressourcenverteilung und Emergent Gameplay. Third-Party-Entwicklung soll Spielern ohne Programmierkenntnisse Modding ermöglichen. Cycle 4 wird ein großes Content-Update mit neuen Systemen. Gründerfragen zur World API und Basisbau werden beantwortet. Social Media Contest und Founder Access Packs im Angebot.
00:01:38 Oh boy!
00:01:40 Hahaha, hier wir sind. Ah, jeez. Was ein RollerCroster das war. Wow, 22 Minuten, ich werde nicht mehr zurück von meinem Leben zurück. Wir sind nur noch ein paar, vielleicht 85, vielleicht 90 Jahre, wenn man super lucky ist. Und ich bin glücklich. Ich bin glücklich, dass ich die letzten 20 Minuten verstanden habe, warum OBS nicht wollte, dass mein Bitrate immer ein paar Minuten, um, oder ein paar Sekunden sogar.
Cycle 3 Start und Ausblick auf Cycle 4
00:02:0900:02:09 And I did nothing and it fixed it. So this is great. Wonderful place to start. Hello, everybody. Welcome to another E-Frontier livestream. Boy, howdy. We kicked this one off with a bang. Thank you so much, by the way, for your patience. I'm not guaranteeing that it's going to be perfect the whole time. I can still see that I'm dropping frames every so often, but it's not as frequently. So we're just going to go with it and hope for the best.
00:02:38 Yeah, I don't have a better option than that. And the good news is I do have a great guest here with me joining us. Joining us today. Oh, I'm CCP Jotun, by the way. I don't know if that part was clear. Oh, the Fan Fest. Oh, it's because I, yeah, the title is...
00:02:59 Es ist falsch. Es ist weil wir den Stream starten und dann stoppen und dann stoppen es und dann stoppen es. Wir sind wahrscheinlich sechs verschiedene Streams forward in CCB's Kalender. Das ist viel Spaß. Viel Spaß für uns. Besonders mich. Shoutout zu CCB Convict, der sich jetzt auf das Handeln zu machen, glaube ich. Oder vielleicht CCB Zealous ist einer der zwei. Es ist ein Homie. Wir kommen zurück zu unserem Platz für Zen. Freunde.
00:03:24 Thank you so much for being here. I am joined by an esteemed guest. Somebody we've had on this stream before. Somebody who is a dear friend of mine and yours. And of the world, really, I think. CCP Paragon, game designer. Courtney Frontier. Hello, friend. How are you? Hi, friends. Hello. I'm doing good. I've been sweating for like 20 minutes getting this started. Yeah, it was rough. The worst part about it was, you know, I just got back from work.
00:03:52 We're at the end of the workday here in Iceland. And of course, my cat is sitting on the cat tower, which is right next to my desk, screaming the whole time, just like, please pay attention to me. And my cat, I can't. It's just not the time for it. But yes, thank you so much, Kojesus. Paragon is a man of the people. A Paragon of the people, even. And we're going to talk about some cool stuff today.
00:04:19 Kind of. Ja. Und noch andere Dinge. Kind of. Kind of. Das ist die Coolest of Stuff. Das ist die Coolest of Stuff, das ist schon. So, erst, bevor wir weitergehen, wir starten mit den Big News. Wir haben gerade Cycle 3 angefangen. Wie ist das für uns?
00:04:36 It was exciting getting it online, totally nothing bad happened. Yeah, not even a little bit of trouble with that. What's funny about it is, so CCB, we had an end-of-the-week meeting today, and CCB Overload was bragging in the meeting that we happened to allot the perfect amount of time for the update, because we allotted three hours, and the update finished two minutes to the hour before two o'clock this afternoon.
00:05:04 We nailed it in one, baby. We got it just straight away. Yeah. But we are here. This is Cycle 3. We did a universe wipe this morning, which means we're in a wholly empty universe. People who are starting out now, there's nothing out there except for what you can go out and get yourself, where you can gather, where you can meld with your own hands, your own two transhuman hands, and make...
00:05:31 Just keep going, you're doing great. Okay, it's fine, not a big deal. This is great. Okay, and there it goes. Wow, this is... Anyway, so Cycle 3, we did the Universe Swipe, and today is the beginning of Remnant Access, which means that if you want to play our game for free, you absolutely can. Go to Eve.com. Eve.com. Boy, howdy. It is a rough start to the weekend. Evefrontier.com slash trial.
00:05:56 That's evefrontier.com slash trial. And you can play Eve Frontier for free for the next 10 days from April 11th to April 21st. And we encourage you to do so. We've already had huge numbers, like straight out the gate, which was awesome. We had, I think, we had a couple thousand people sign up yesterday that had not ever signed up before, which was sick. Love that for all of us.
00:06:25 Und ich liebe das für euch. Es wird viel Spaß. In terms of was has changed between this cycle and last cycle, not much. Wir machen mehr Economy Testing. Shoutout to CCP Kalira, who I'm sure is sweating somewhere in a dusty room. I'm sure he's having the time of his life. So we are doing more Economy Testing. We're doing different starting conditions for our Economy, for the Market of Frontier this time. Should be a lot of fun.
00:06:52 Looking ahead to Cycle 4, as we've talked about a lot on this stream and other streams, Cycle 4 is going to be the big one. It's going to be the big dog. Because Cycle 4 is going to be our big content update. The one we've been looking forward to since we started Founder Access. There's going to be some new stuff in there, some revamp stuff in there, some new systems. And nobody knows more about any of that stuff than CSB Paragon. Hey, how are you doing?
00:07:21 Okay, okay, so let's get started.
00:07:51 Okay, we're talking about the cycle and game design. Yeah, game design. So, I guess, let's talk a little bit about the game design process. Because we, a couple weeks ago, a couple months ago at this point, we had our stream where we talked about the roadmap for the time up to June was going to look like.
00:08:15 Back then we were in pre-production. When you're in the pre-production stage, coming out of that into what is, I suppose, production, what does that look like from your point of view? What changes, now that you have a scope put together, what you're going to be working on, what's new from there? I mean, you've basically turned over every stone after pre-production.
00:08:44 Ja. Ja.
00:09:11 I kind of wanted to do the Glacier Tour.
00:09:40 Es ist der erste Mal wir das. Es ist der erste Mal wir das und ich bin so, oh, das ist neu. Aber du bist von hier, du bist von der Glaciers, oder? Ich habe nicht in der Nähe, aber... Aber ich habe nur eine Nürze für eine Jahrzehnte. Das ist wahr. Und es wird gut sein. Es wird gut sein. Wenn du noch nicht möchtest, kannst du zu Fanfest kommen. Ja. Obviamente, wir werden nicht alle die Beans spielten. Sie haben...
00:10:08 Es ist gut. So, wir werden nicht gehen, aber wir werden ein paar Sachen sprechen. Und dann werden wir uns Fragen stellen.
00:10:22 We have a lot of questions, questions that the founders submitted. We're going to do those. Speaking of the CP overload, putting together a cool presentation that he's spilling a lot of beans in, we are probably going to do a special, a special chat, a special founders access, founder access only, founder exclusive stream in our Discord at some point in the not so distant future where we will be showing you a heads up.
00:10:50 Ja. Ja. Ja.
00:11:19 Okay, so, but we are going to talk about more stuff that's going to be coming in June. That is for, we'll talk in more detail about it at a different day. Let's talk about what you've been up to. So, the last time we saw you, we were talking about the heat system. How is that coming along?
00:11:47 Well, es ist alles fertig. Okay, hell yeah! At least for when we are releasing it, next. So, that was a fun challenge. I think a better way to process this would be to talk about it from a high level, as annoying as that sounds. I know, do it. But this would be the opportunity for us to answer why we are doing this, the way we do it, and on some other stuff.
00:12:15 Let's go to the website. Let's go to the website. Always good to drive people towards the funnel. So if you haven't seen our website. It's a good website.
00:12:44 It's a pretty cool website, I think. Okay, we're going to go over to this screen. We're not going to do the Paragon Yapping Hour yet. Great name. That is coming, I promise. We're going to do a thing here where I do this, and then I'm going to ignore. Listen, there's a lot of stuff going on behind the scenes here right now. Just don't ask so many questions, you know?
00:13:11 We're going to go to this screen here. Wow, look at that. Yeah. That's pretty cool. So, let's blast through some of this stuff. Now, this is the white paper for eFrontier. And there have been a lot of questions about this white paper. So, why don't, before we do anything else, you tell me what is the purpose of the white paper and how does it affect what you do, like your job?
00:13:40 Your game design business. Yeah, this is like a mission statement. Okay. It is. It doesn't really care about time though. Yeah. So, it just gives you like this insanity level scope, which is the intent, like the purpose. You know, it doesn't really say, you know, this must be done in the next two years or four years. It's just like, you know, once we are done.
00:14:06 Whenever that is. This is what it should be like. Sure. And there's some good stuff in there, but we can talk about it in a sense of like, you know, from a, from like a why, why, why, why are we doing this? Why, yeah, yeah. And, you know, there's some stuff in there too with the digital science and we can talk about like why we're doing that from a design perspective.
Scarcity, Impermanence und Emergent Gameplay
00:14:3500:14:35 Und dann können wir über die Fragen gehen. Aber ja, wir können jetzt einfach über die Frage gehen. Und wie wir denken über diese. So, first of all, du bist wirklich human. Was das bedeutet, in short ist, das Multiboxing ist einfach ein Problem. So, für ein number von Reasons. Reason number one, es ist einfach, es ist nicht jemandem's dream, um ein Spiel zu machen, wo du spielen Multiple Iterations von dem Spiel oder Client von dem Spiel.
00:15:03 I don't think anyone... I don't think anyone would prefer that. There are people that like it. Yeah, yeah, yeah. But people don't multibox just because they get off on multiboxing, right? They multibox because they want to accomplish something that they cannot do unless they're multiboxing. Correct. And I won't do it. It's more fun. And you get more out of the game when you do it. And the other part is just like...
00:15:32 Wenn du ein Spiel hast, wo du verschiedene Planen anstattest, ist es viel einfacher zu automaten. Du kannst du baut. Und das BAD hier ist, dass wenn wir es in so einer Weise, wo wir nicht die Multibox machen, und wir machen es hart genug und komplex genug, und engang genug genug, dann wir lösen das Problem, welchen wir haben.
00:16:01 Der Ziel ist, dass wenn du in der Frontier bist, du bist nur ein Charakter, ein Avatar, ein Person, ein Mensch in der Simulation. Und das ist das, was das bedeutet.
00:16:20 Okay, that's a good start. So we talked a lot, I think we mentioned it even on the last stream we did, that identity matters. And there's going to be a lot of focus on what actually are you in game. So in EVE, everybody kind of understands that each player is a person, a human being, in a pod, in a ship. So the question then for Frontier is, what if it's not just that simple?
00:16:47 What are you other than just that? Are you just the meat inside the pod? Are you a thinking thing? Is your thinking thing even, does it have to be confined to meat? Can it be something that's backed up into a computer? Can it be stored in a weird crystal? There are a lot of options, right? Sure. Okay, so what is that?
00:17:14 von einer Narrative Perspektive, das ist natürlich wichtig für dich als Spieler. Du fühlst dich, dass du nur eine Person bist. Du hast nur mehrere Namen, du hast nur eine Name. Und das ist ...
00:17:33 Ja. Ja. Ja. Ja. Ja.
00:18:01 But in micro things, it's also bad. Okay, that all sounds really good. You want to go forward here a little bit? Yeah, let's keep going. So let's talk about scarcity and impermanence. Yeah. So scarcity is kind of a... Yeah, kind of a spooky word, right? Yes. I mean, like... What is it? Okay.
00:18:28 When people talk about scarcity, they typically associate that with this idea that we as CCP are taking a lever and going, and now there is less of a thing in the universe, right? Yeah. That's not what the intent is for Frontier. Elaborate. So we, I'm going to throw this.
00:18:50 We have never mentioned that before. I mean like a million times, but not to sound cringe. It is like we are doing it for a reason and from a game design reason. We're doing it to make sure we don't do a massive fuck up. Okay, good start. So when we think about it from a perspective of like scarcity, it is kind of
00:19:18 Es ist einfach so easy zu machen, wenn es nur ein Game Designer-Excel-Seat ist. Wenn ich nur das Nubber machen könnte, dann könnte ich das Nubber machen. Und das würde meine Probleme fixieren, als Spieler. Und deshalb haben wir diese Pressure gegeben, um zu machen, um zu reduzieren, um mich als Spieler zu geben, um mehr Ressourcen zu machen, um zu erreichen, um zu erreichen, um zu erreichen.
00:19:46 Um, this is a problem. Um, so the approach we are doing it is that this is more formulaic in how we control the resources for the universe. And then we just need to make sure we don't fuck up, like make infinite inventory or something which, again, physics just like would not allow to happen. Um, so.
00:20:16 Also, es bedeutet, dass nicht nur ein Platz ist, der beste Platz ist.
00:20:44 A space might be good for a long time, as long as there are rich resources nearby. But at a certain period of time, those resources are going to dry up. And there may be other resources that appear somewhere else. But now you've got this encampment around what is effectively a dry well. Do you just stay there and hope for the best? Or do you try and import stuff? Or do you move it? Do you move your entire civilization off somewhere else? You know what I mean?
00:21:13 Ja, und es ist so interessant, als es so ist, wenn es dann richtig ist. Rather als Focusing auf, ah, kannst du diese Raum besser machen? Es ist wie, wir nicht wirklich so denken, dass es so ist. Es ist wie, in total, da ist etwas passiert in der Universität. Und du hast eine Art Art und du hast eine Art Art. Und du wirst nicht mehr sein. Du wirst immer noch etwas mehr brauchen.
00:21:43 um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um, um,
00:22:11 Using the POS bowling ball, right? Where you put a ship near a POS, the shields are off, you turn the POS on, it flings you out. That's emergent behavior, right? That's emergent gameplay. Yeah. I mean...
00:22:27 Ich denke, das ist emergentes Verhältnis, aber design-weise ist es etwas, was die Spieler sich selbst herausfinden, dass sie nicht wirklich erwartet. Und die Punkt hier ist nicht, dass wir versuchen, eine Skripte-Experience zu entwickeln. Ich glaube, es sagt so direkt in der Chat. Aber wir einfach nur machen, machen, machen, machen und machen.
00:22:56 Und dann sagen Sie, okay, ich gehe jetzt aus der Box. Aber dann geht es nicht einfach aus der Box, sondern du hast etwas crazy mit dem Rope und dem Pick. Du hast dich zu anderen Spielern und jetzt bist du hinter dem Spiel. Das ist emergent Behaviour.
00:23:19 Ja. Ja. Ja. Ja.
00:23:48 Well, that was a statistical lottery win. On top of it.
00:24:17 They got super lucky. Oh, okay. But even so... You wouldn't say that they... Perhaps we underestimated their ability to get on that grind. Yeah. Okay. There was some predictions going with the math, but they also got super lucky. Okay. Yeah, so... Again, digital physics. We just need to make sure we're not fucking up somewhere.
00:24:46 Und wenn man ein guter Formulant ist, kann man sich aus dem Kontrollen werden. Das heißt, wir können nicht die Physik der Formulant werden. Das heißt, wenn es eine Formulantäne ist, dann geht es um die Temperatur. Das heißt, wenn es eine Formulantäne ist, dann geht es um die Temperatur. Das heißt, wir können nicht ändern. Das heißt, wir können nicht, dass etwas nicht aus der Hand gehen.
00:25:17 Und ja, es ist, es ist, es ist, es ist mainly das, es ist, wir fokussed auf die Tools für dich zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu, zu,
00:25:45 We talked a lot about how we were going to solve mechanics, and we just added that. We're not going to do it. It doesn't make any sense to create some sort of capture the flag thing. It's just like you own this place because you say you own it, and you can pack it up. And there is a collective agreement in the community that you own this location, and therefore it is.
00:26:09 I'm not saying we're never going to do something like that, but that's how we approach it. Does it make sense in a realistic sense to create a system for us? We are giving players tools, though, to be able to enforce their own sovereignty. You have ships and you have guns. That's what governments are, right? They're just the guys who have the guns and the ships.
Einflüsse aus EVE und Third-Party-Entwicklung
00:26:3900:26:39 Ja, ich meine, ich glaube, das ist eine Frage, was von EVE zu sehen ist, was von EVE werden wir sehen? Und die Antwort ist, es ist wahrscheinlich weniger als du erwähnt, weil die expectation ist, es ist das System, ein bisschen mehr established Komforts, dass du in EVE sehen in EVE, weil New Eden ist so well-established und es wirklich ist ein Empire in den Stars.
00:27:06 oder Various Senpais and the Stars. The Frontier, even Lore, just doesn't have that. That stuff, if it ever existed at all, it was a long time ago, and it has not existed since then. I mean, there are certain... There are certain sociological behavior stuff and mechanical interaction stuff, and ideas, and experience, and massive amount of stuff like that that we take over.
00:27:35 So etwas passiert, und wir formulieren das in ein Spielsystem. Oder etwas Interessantiges. Wir sind aus der Arbeit der Arbeit von dem Online. Natürlich. Aber wenn es um Spielsystem zu kommen, ist es Realism und Science zuerst. Cool.
00:28:02 Let's go. I love that I'm running out of time. No, we got tons of time. Honestly, we're behind too. And it's Friday. I don't have any plans. I don't know what you're doing. Okay, that's what I thought. Okay. This feels pretty straightforward, right? Yeah. Things that are valuable. I feel like there's this very gamey thing where like...
00:28:29 Oh, something is valuable, so there has to be something dangerous next to it because it's valuable. When, like, that's not quite how it works most of the time, or, like, the dangerous thing justifies the valuable thing. When, like, way more it's there is a valuable thing here, and because there's a valuable thing here, like, something dangerous, like, probably was there, and then something more dangerous came after it, and then more dangerous came after that, right? So, like...
00:28:57 You have this kind of escalation of there's a resource here that is worth getting. Many different people want to get it. And as a result, if you come along way after the fact, you're coming along to a point now where it is a more dangerous environment there than it would have been when it first came into existence. Does that make any sense? Sure. Yeah, okay. I figured it would.
00:29:21 Just keep, okay, what were you gonna say? Your thing was probably more well thought. Nailed it, you nailed it. Thanks, appreciate it. Thank you. Shut the fuck up, just read the thing. Yeah, yeah, and then the third party development. We created this persona before we even made anything for these people, where we had imagined, you know, a type of person played a game like this, and we called it like a builder. So it is like a third party developer type of metagamer.
00:29:50 so around this stereotype we formulated some gameplay for and that is like one of the most intriguing things that I've been able to be a part of so far because it's so new but obviously we are hugely focused on
00:30:12 Ja. Ja. Ja.
00:30:42 Ja, no shit. Well, I'm like, but I feel like...
00:31:08 I do feel like people worry sometimes, and not for like, it's not a bad reason to worry, right? We do all this stuff, like they see the word blockchain, they see the word programming, they see the word like modding, and they think like, okay, I'm going to need like, you know, I'm going to need a degree in computer science to be able to play this game. But like, that's never been true for the same reason like you can play Fallout 4.
00:31:31 oder Skyrim, ohne wie zu machen, wie die Mod zu machen, Thomas-The-Tank-Engine. Du kannst einfach die Mod. Du musst nicht machen, wenn du, wenn du, wenn du, wenn du, wenn du, wenn du Thomas-The-Tank-Engine wirst. Ja, ich genültere, wie Thomas-The-Tank-Engine wirst.
00:31:53 Es ist ein Meme. Aber es war ein Big Deal bei der Zeit. Es ist ein Meme jetzt, denn wir sind ein Enlightened Society. Es ist nicht ein Thomas Ategat.
00:32:12 Alright, go ahead. Sorry. Go ahead. I mean, not... I mean, okay, who am I to say that? I don't know. Go ahead. Yeah, I'm going to eat my hat in a few years, I assume. Okay, but it is...
00:32:27 Ich meine, ja, wie du gesagt hast, mit dem Blockchain. Der Punkt ist, dass du nicht selbstverständlich bist, dass es nicht ein Teil des Spiels. Es ist einfach so, dass die Leute, die diese soziale Tools zu bauen, oder andere Leute zu spielen, die Spiel ist ein Teil des Spiels. Und von einem Design-Perspektiv, es ist sehr interessant, dass es eine Feature für...
00:32:53 Wo Sie können Sie eine Experten Programmer sein können. Das ist eine Unique Design Challenge. Das ist ein sehr gut zu machen. Ja. Würdest du dich an einen Experten Programmer callen? Nein, nicht an all. Ich war eigentlich über eine andere Sache, die wir hatten. Wir hatten ein Problem, dass wir ein Problem haben.
00:33:16 Und ich sagte laut, hey, die Lösung ist nicht nur für all die Designers zu werden. Und unser Tactical Director, 60 Meter entfernt, hat mich gesagt, und yelled, yes, es ist! So, das war, das... Wir sind immer noch gar nicht. Er ist nicht ein Game Designer. Ja, ich meine, manchmal ist es die Lösung.
00:33:45 Just become a programmer. We understand we cannot say that, right? Because the circle of people who like spaceship games and the circle of people who are programmers is like, it's a Venn diagram for sure, but it's also this part of the Venn diagram. I'm not going to take that back. Especially given the advances in AI and things there.
00:34:14 Like, keep an open mind to it. And it can be super simple. Okay. My mind is open. The future is closer than I think. Okay. Okay. If you say it's a good idea, then I trust you. Mostly. But obviously we're not designing a game for everyone to become a programmer. Yes, yes, yes, yes. Hey, we're at the bottom. Look at this. Progressive development. What does that mean?
00:34:41 Great question, what does it say? The world of eFrontier will continue to grow and evolve in perpetuity. We have created a progressive development model that allows it to expand organically and for that to be driven collectively. This is basically everything we've already said. Man, the admission documents are always kind of, it's funny in retrospect, right? Because you look at something like this and you're like, oh, this has to be like a Bible for them, right? But it's more just like, this is kind of what we have in mind and we'll just kind of go from here, right?
00:35:12 Cool. Ja. Okay. Well, hey, good job. We did it. We beat the white paper. At least we beat the design principles part of the white paper. We could also do like core beliefs, which is fun. No, no. We could do this one. There's a lot of cool art in here. I don't remember. Yeah, everyone should just go to this website, especially to the. You should go to the white paper. Yeah. It's a lot of fun. Yeah. Okay. Let's, while we're here.
00:35:41 While we're on this screen. We can go back to the screen for a second just so we can see more of you. And just a good looking guy, you know. Let's go on. Okay. Let's go back to this one. Yeah. Okay. So for people who don't know what is going on here. So this is...
Design-Herausforderungen und Fragen der Gründer
00:36:0600:36:06 We asked our founders for questions that they could then ask through CCP Paragon. These are generally game design-ish questions. There are some questions in here that are a little bit kind of outside the bounds maybe of what you're working on right now. But you have told me directly that you work on everything.
00:36:28 I mean... Do you deny it? I'm aware of most things. Okay. Directly. Yes, aware of most things. We get all the worry of what we're making. Gotcha, gotcha, gotcha, gotcha, gotcha. Okay. That's splendid. So, at least there are some things in here you can answer. There were a couple questions we probably will not be able to get to because they are a little bit more technical. And as we've already talked about, CPC Paragon is not a programmer. We're not an elite programmer. But we're going to go and dig into it. So let's start with this first one.
00:36:58 I think this is one of your favorite questions. This comes to us from Pocket Life, who asks, what have been some of the biggest design challenges that you can share at the moment in your recent work on the Frontier? And how do these challenges shape the roadmap for future system updates? You've already talked about one of the design challenges, kind of, when you talked about designing a game for programmers, but what...
00:37:24 What else do you see in your day-to-day life? What other challenges do you experience?
00:37:33 Ja. Ich weiß, du hast es gesagt, wenn ich diese Frage habe. Es ist schwer, es ist schwer zu ranken. Was ist das größte? Es ist natürlich eine große Herausforderung. Es gibt ein paar Gründe, warum das alles ist insane. Die EVE, die MMO, die Blockchain.
00:38:00 But the biggest challenge is still just the universe aspect of it. It is going to be genuinely insanely hard to build the universe.
00:38:17 Build the universe in terms of the actual physical universe itself, or more broad? Yeah, like the resource distribution, the solar system. All the systems that go into it, the heat, the fuel, the physics of it all, is exceptionally complicated. When we begin to ground everything formulaic in science, we have a self-imposed, like, you can't cheat.
00:38:44 Right. In design anymore. It's like, you know, it's like, what if I just like don't care about how much you weigh here? Right. Nope, can't do that. Yeah. Things, that is the biggest challenge. It is quite the spider web. Well, it's a good point because a lot of people will bring up to the question of like,
00:39:05 We're aiming for 120,000 stars. When you have 120,000 stars, how do you make each star unique? Is it even worth trying to make each star unique? How do you make space feel different? In a traditional fantasy MMO, think of Warcraft. When you're in WoW, you have different biomes.
00:39:32 Wenn du in einem Biome kannst du wissen, was du in dem Biome bekommst. Aber Space ist anders, in einem bestimmten Sinne. Es ist nicht traditionell Biomes. Du bist nicht in der Swamp Biome, du bist nicht in der Mountain Biome. Du bist etwas komplett anders. Ja. Was ist das? Ich meine, ja. Ich glaube, das Lazy Antwort ist, dass man einen seten Attributen hat.
00:39:57 Ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja,
00:40:22 Does the law for a lot of people to live there? Is it like Cheetah? Is it? The security system in LOSAC. Is the sun just like really hot and like if you're in that system like you're just gonna... There is no specific thing that makes it unique. It is going to be a combination of, you know...
00:40:40 Ja. Ja. Ja.
00:41:09 Wenn du über die Design-Challenges konntest, kannst du über die Design-Challenge von mir vorstellen, wie ich meine Suggestion für wie zu fixen, oder wie zu fixen, oder wie zu fixen, oder wie zu fixen, oder wie zu fixen, oder wie zu fixen, oder wie zu fixen, oder wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen, wie zu fixen.
00:41:32 Usually it's pretty... Usually when you get a suggestion back, you ask yourself, why is he saying that? If you say, hey, could we get some missions in this game? You're obviously saying, hey, I'm bored. Is that what that means? Yeah, I mean, you genuinely want missions, and if you want missions, then how? Or do you just want something to do? So when I say to you, I want...
00:42:02 Warp to feel more impactful, like more of a boom moment, right? What do you think that I'm actually saying when I say that?
00:42:12 Sounds like you're talking about the acceleration phase of the warp. You're right. It's exactly what I'm asking for. It's a fun thing to do. You can just tell them we changed it if you want to. I can't tell them that because we haven't changed it yet. True. Unless you have changed it. We changed the mechanic of it and then we made it the same as it was. That's true. But we can change it. We can change it. Okay.
00:42:39 I don't want to waste any more of your time on this one. This is just a personal project. Just a task I'm trying to get done myself. Okay. Let's go ahead to this one from Professor Killshot. It says, may you speak more to the specifics of the further development for the World API? Sure. World API is the public-facing API for the builders that I mentioned. It is how you interact with...
00:43:06 Multiple aspects, it's how you fetch publicly available information, like the universe, it's the gateway for the blockchain, things like that. So it's sort of like ESI, but it has a different design principle behind it.
00:43:25 ESI is based on making things nice for you. Sure. Like, hey, what if I could just give you literally every single piece of information about your character? Okay. That would be nice, right? It's super nice. Yeah, very helpful. But the problem with that is when you have access to this much information and you can grant it to other people,
00:43:54 Sie können auch Sie fragen, um es zu geben. Und das ist ein bisschen ein Dilemma. So, was wir denken da, ist, dass diese Informationen Sie nur haben.
00:44:10 Und du kannst es nicht gefragt werden, also wir arbeiten auf ein paar Kryptografische Reise für dich, um zu prüfen, dass die Dinge passiert sind. Ich kann nicht unbedingt sagen, dass es dich war, aber du kannst absolut sagen, dass diese Sache gescheitert. Und dann natürlich ist es einfach ein normales Access Tool.
00:44:32 Wie ist es? Es ist die Charakter und die Location, Solar System und so weiter. Ja, aber die Dilemma hier ist, dass wenn ein Krieg ist, und die Polizei kommt zu dir und sagt, hey, press das Button, prove your innocence. Ja. Let's nicht machen das eine Sache.
00:44:57 No. Hier ist der Design Challenge.
00:45:26 I mean, you can use the truth to lie in the sense of, you know, you bluff something. It's like, let's say you do, let's say, you know, you use like dscan.me or some other dscan-related slam coffee-based software, it lists things out for you. Sure. Once you click the button, it goes into an alliance database and they can use it to whatever they want. Okay. I'm with you so far. Let's say you did a dscan and you could just like 100% prove.
00:45:52 dass was, was, was, was actually scanned. You just scanned these people in these SIBs in that location at this time. Okay. And you cannot lie. Right. You can prove it. Now that information becomes valuable, because you cannot, the receiver, you could sell this data to someone. And they could call, like, 100%, we will, the eFrontier server says this is 100% true. So, you can,
00:46:22 Das ist eine wichtige Information. Oder hat sie die Intentionally gelegt, diese Accurate Discount zu holen, so zu sprechen. Und das ist eine interessante Sprecher. Ich glaube, was ihr zu tun ist, ist eine Interface Layer, wo, wenn ihr ein bisschen Informationen habt, ihr wisst, dass die Information sehr specifically zu was, was es ist, was true. Aber es gibt Dinge außerhalb der Request.
00:46:50 Ja. Ja. Ja. Ja. Ja. Ja.
00:47:18 Okay, I'm not going to say anymore. Okay, that's fine. Moving ahead. Yeah. SGZS says, I hope that in the future, game developers can enable players who are not familiar with programming to create functions by themselves. Wow, what a great question for the guy who just said, hey, everybody should be a fucking programmer for the game. Everybody should just be a programmer. So what are we going to do about that? I mean, hmm. Hmm?
00:47:47 Ja, ich habe bereits touched on das. Wir sind schon ein bisschen. Ja, ja, ja. Es ist, als wir in den letzten paar Jahren, especially, wird es viel einfacher werden, wenn es zu interfacieren mit Computern, machen sie das, was sie wollen. Ich weiß nicht, was das wird in den nächsten Jahren sein.
00:48:15 The only thing I know is that it is going to get a hell of a lot easier. Right. So we don't really need to do anything. Like, it is just the planet Earth is just going to take care of this problem for you. For the most part. Hang on, somebody's asked me when we can cut my beard. I want you guys to know, I was actually asked if I would cut my beard on stage at FanFest. I was going to ask you to...
00:48:41 That's magnificent. I know. I think it's because they hate me specifically. I promised that I would do it if CCP Lumi would shave her head. And I don't think she's going to want to do that. Doubt. Doubt. Big doubt. Oh, thank you, guy in chat who says he looks sexy with it. I got distracted for a second. Sorry, I'm a little blushed. I'm going to ride this high for a week. I guess what people...
00:49:06 I want to follow this up with the next question because these two are kind of connected. And I think this is, so in regards to smart assembly programming, are there plans or discussions to allow very basic programming within the game client itself? Think like make this gate usable only to me or my corp or make in-depth programming and allow more in-depth programming outside the game. In other words, are we going to have, because right now most of the smart assemblies in game need
00:49:35 An interface to work with them they need like you need to be able to do a thing Through the back end to make them work Are we going to and I think we've maybe touched on this in the past so you don't have to like go into too much detail here But is the intent for us to have a kind of like cookie cutter out of the box solution for the thing?
00:49:54 You know how when you get a drone and the drone is like, hey, here's baby mode. You can fly the drone in baby mode. And if you want to not be in baby mode, you can turn on the advanced controls and then suddenly you're doing flips and shit, right? Are we going to have baby mode or baby's first programming interface mode for smart assemblies?
00:50:17 Ja. Okay, I was gonna say, the answer is yes. I know the answer already. All this smart stuff, smart programmable stuff, comes with a default version made by us, so you can use it without even knowing that there's third-party modding in this game. You can just plop it down and it does the basic function. Sure.
00:50:45 All the way to that too, you can slightly adjust it to you just know exactly what you're doing and you just make it dance for you. Like you have an Apple Watch where you control your thing or something. Cool. I've already seen that happen, by the way. That was pretty cool. With an Apple Watch? Yeah. Seriously? Yeah. That's nuts. What were they doing with it? I think they were...
00:51:11 It was the first time. Yeah, I remember which one you talked about. I think they were able to shut off an entire gate network with just pressing a button on their wrist. It was something. That's kind of nuts, right? Yeah. It was cool. Yeah. Being able to control the turrets in your system to shoot one dude from your phone. That's pretty cool. I think it's not too bad. Alright, let's move on. We have a couple more to get through.
00:51:40 Please don't do that, but... Yeah, sure. No, it's not.
00:52:08 Und wir haben dann die Anonyme geschlossen. Wir haben auch eine große Veränderung. Und dann war das Ziel, dass es so einfach wie möglich mit der Anonyme geschlossen ist. So wir sehen uns was aus dem Aussehen würde. Und wir haben angefangen zu sehen, wie Leute fliegen in Lines, wie es...
00:52:34 1477 mm-hmm um and very interesting stuff like and we you know if we if we had too much complexity at the same time we we would have missed something so um it is uh you know we are we are looking at uh what people are doing but hey hey hey hey not even look in chat look in chat look in chat please give us control support for manual piloting
00:53:01 Interessant. Interessant. Not at all relevant to a conversation you and I had just yesterday. Anyway. Yeah, sure. Combat is going to be based on controls. Everyone's going to want to talk about controls. Yeah.
00:53:19 Und das ist auf der Tableau. Wenn wir eine Magical Control-Solution haben, das funktioniert, dann werden wir es machen. Ich meine, in all seriousness, da ist nichts zu stoppen, dass die Leute eine Interface für ihre Kontrollen, richtig? Wir haben eigentlich... Nein, nein, nein. Wir haben schon gesprochen mit jemandem, der auf eine Steam Deck spielt. Ja, ja. Es ist wirklich nicht so, dass wir...
00:53:49 Traditionalist in the sense that we are not in controls. It's just, you know, what is the correct thing to do? Right. As for the question for, are we going to have a stream about the combat system? Yeah, of course, we're going to have a stream about the combat system. Probably after June is my guess. Because we're going to see a lot more about what it's going to look like in June. So we'll do it then. Moving ahead. I love this question. I think it's super sick.
00:54:16 So, question number one, singletons. It's...
00:54:45 Es ist nicht wirklich, wenn wir es wollen. Es ist einfach, wenn und wie. Es ist einfach kompliziert. Korps, specifically, wir haben ein paar Ideen für eure Korpses. Please, don't clip that. All right, done!
00:55:05 Ja, Sinkletons ist einer. Das geht von dem, die wie sie itemized sind, zu der wie die Graphics sind für sie. Ja. Cool. Ja. Awesome, love that. This is maybe, I think, your favorite question. How much consideration for fun goes into game design?
00:55:25 Und die resten der Frage ist, wie... Zero. Ja, ich wollte sagen... Do you... Do you put things in the game... ...with the intention of just making people miserable? I guess is what the question is asking. Sometimes. Yeah, yeah. With the ultimate goal, of course, of you eventually having fun. Yeah. So the answer is 100%. Like... For some people, it is... Fun...
00:55:52 Ja, es ist...
00:56:23 100%. Es geht darum, dass ihr eine gute Zeit in E-Frontier ist. Es gibt keine Alternative Motive, sondern es geht darum, dass ihr Spaß macht. Ja, Leute spielen die Horror-Games jeden Tag. Ja. Ich meine, nicht wie die anderen uns, aber jemand mag das. Ja, es geht darum, es zu finden. Cool. Hallo.
00:56:52 Alright, next question. I love this one. I actually picked this one myself. Specifically, shoutout to Benderie. Asks, what is... One of the themes of Frontier so far seems to be the vastness of space. While the galaxy itself feels large when traveling, this is still reduced to number of jumps. I think this makes individual systems feel quite small, as most are just footnotes as you jump through them.
00:57:18 Is this anything that's been planned as part of development? Is there any plans to make traveling more engaging? Are systems themselves more expensive? You actually talked about this a little bit already in terms of making each system not necessarily valuable, but interesting in some way. Travel is one of the big concerns people always ask.
00:57:40 Currently, when you jump, a lot of times people are just jumping to a system, refueling, jumping to the next system, refueling. Do you feel like that's an ideal game state, or is there something more intriguing we're going for there? That's a bit of a setup question. That's what I'm asking. You're the design guy. Okay, okay. I mean, obviously...
00:58:03 We don't want to have it be shallow. We want you to think about what's there when you arrive there and have you think about what's in there. Maybe there's something valuable. Well, for that to be the case, we'd have to make you look through the system, wouldn't we? True. Yeah. And then if you do find something valuable, you know, you need some way to store it. Or some way to haul it around.
00:58:33 Yeah, so the topology is of course going to be something we're trying to make interesting just via the universe generation. There's a lot of time and thought going into the layout of the land, so to speak, in the way the solar system is just built. Sure. And we are creating systems.
00:59:02 die sind durch die Läden der Solar Systeme, nämlich wie die Radiation und Heid funktioniert und das andere Sachen. Das macht das, wie wir gehen können und wo bestimmte Dinge können und können nicht spawnen.
00:59:20 Ja, ich denke, dass... Okay. So, das ist... Nicht zu viel zu sagen. Right. Und wir werden sehen mehr über den neuen Scanning System und den neuen Hea System. Ich habe hier vorhin schon lange Zeit. Und beide sind Dinge, richtig, sind für die Leute zu finden in Systeme, die vielleicht einfach nur...
00:59:38 Like footnotes to this question's point, right? Like, yes, when you're in a plane flying over a region, it can feel like everything below you is just like, oh, this is just like topography, right? But like when you get down there and you're actually in that area, you're like, oh, okay, there's stuff here that is interesting and neat and useful. I would not have seen when I was just traveling through, right? Cool. Moving ahead.
01:00:05 Will we go completely stationless? And can we get reinforcement emails for gates? Jamie asked this question. What do you think? Will we go completely stationless? Not sure. There's a couple of things we like about stations, NPC stations. Namely... Namely... How brutal of a loss it is to get fully wiped. It is nice to have at least a way to...
01:00:31 Strap yourself back into the game in the face of a complete eviction. Like, you know how it is, being in a wormhole space. You've been evicted. Okay, well. That's not true. I've evicted myself. That's fair. And honestly, me saying that almost assures my eviction now, so go ahead. Yeah, I mean, that's too bad for you. Yeah, but it is, you know, there are some things which have some value to you.
01:00:58 Wenn wir nicht so gut fühlen, dann können wir einfach wegnehmen. Aber ich glaube, wir haben es nicht so gut gemacht, weil es noch ein paar Dinge gibt, weil es noch ein paar Dinge gibt, nämlich, wenn du ein Solo-Player bist, es ist ein vieles Risiko zu gehen und starten zu bauen.
01:01:24 um so it again it is just uh you know how far do we want to go uh and that's just it's based on health of the game is it fair to say that we will be looking to get like it will it will be more worthwhile for people to have their own bases they'll always be more worthwhile for people like they are putting in more risk and therefore getting more rewards um but maybe there's something that you know you would like to save a crazy item or something sentimental or
01:01:52 Und mail, sorry.
01:02:09 Maybe, who knows. Cool. This next one, I don't think this is actually, is this? Hang on a second, let me look at something. I think I may have, no I didn't. Okay, I did this correctly. Did I? I did. Sorry, just want to make sure. I was looking at a bunch of these names today when I was putting this, long story. Rod Quasar asks, are there plans to make parts of the base feel like they fit together more visually?
01:02:36 For instance, snapping into a base skeleton or scaffolding. I'd love to see bases feel like you are building on a space station and less like individual modules floating separately. Yes, the plan is to make it feel like everything fits together more. But can we have the option to do both though, you know? Like, you've played City of Skylands, right?
Diskussion über Basisbau-System und Straßenbau-Mechaniken
01:03:0501:03:05 Okay, so in Cities Skylines, you got roads that go like this, and then sometimes you want roads that go like this, right? You could have both. You have a toggle for the straight line road and then the road that goes like this, you know? Can we do that? I mean, it is a matter of, you know, like your experience of building a base versus your agency to do it. Like, if you want to make it look really, really bad.
01:03:34 Is that something we care about? That it just looks awful? Like everything is just like a soup of deployed stuff? Yeah, that is the question, I guess. And, or, you know, specifically like the skeleton snapping stuff, you know. I think most people have played like a lot of different systems. But in the immediate future, it's...
01:04:03 It's gonna be still a little bit neat, but nothing yet. Cool. But we're getting there. And it's fair to say, too, that the base building system is a huge focus. CCP Layout was here not too long ago, or Lookup was here not too long ago. Had a lot of cool things to add about the base building. My God, thank God. About the base building system, and we're probably gonna be hearing more from him before too long. Yes. Which is cool. Okay.
Ankündigung von Cycle 3 und Social Media Contest
01:04:3101:04:31 Last thing, that was the last question we have. Great set of questions, founders, thank you so much. We have one more thing to talk about before, well actually two things to talk about before we get out of here. The first is cycle three.
01:04:49 We want to do something cool. We know there's not a huge content update this time. There's not a ton of new stuff for people to look at. We're just doing economy testing. It could be a little bit dry. So I am giving you guys a challenge. You guys being founders and also people who are just playing the game, just remnants. I'm giving you a task, a goal, something neat and fun for you to do. And that's why I'm glad to introduce CCP Yotans. Please create social media assets for me so I have more time to post on Discord contest.
01:05:17 Yes, it's the name. It's a great name. I'm super creative. That's why I'm the creative guy. It's a very simple contest. I'll be putting rules and regulations up for this in the Discord. This is just something for you to start thinking about. I already announced this to the founders the other day. Long and short of it is, I am going to be giving away 10... Sorry. I'm giving away...
01:05:41 12... Are you making yourself on the spot, though? No, I'm not. I'm not. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12. 12 tribal packs, the totem packs, the things that people kind of were not super sure about. I'm giving 12 of them away. Nine people will get one each of their choice. One person is going to get all three. Here's how this works. You're going to create...
01:06:09 Whatever, an asset for social media. Listen, in these rise and grind times, I'm a busy guy. I got a lot going on. I wake up in the morning and I get to work and CCP Swift is there and he's like, hey, I need you to make me some social media assets for Frontier so we can get more engagement in our socials. And I'm like, man, that's a lot of work, boss. And he's like, I know it's a lot of work and I know it's hard on you, brother, but I just got to get it done.
01:06:33 Und dann bin ich okay. Dann habe ich einen langen Tag von Work und ich habe viele importanten Meetings. So, all das zu sagen, was ich zu sagen, Remnants, Founders, mein Beloved, machen mir einen Social Media Assets. Es kann mir screenshots, es kann mir video, es kann mir memes, es kann mir whatever ihr wollt. Ich weiß nicht, wie brain-rotten es ist.
01:06:57 We will send that to our Council of Top Minds, who will just be people in the office who happen to be walking by when I'm there. And I will have them pick out 10 of the best of your contributions, and we will use those contributions to put out on our social media. If you are selected, you will get at least one of those tribal packs worth...
01:07:19 $100. If you are the grand champion, the grand champion of internet shitposting, I'm going to give you a special Discord roll, because that's a thing I can do. I'll probably have CCPRedDragon do it, because I don't know how to do it exactly, but he can. I'll have CCPRedDragon give you a special Discord roll called the Christy is the king of internet shitposting, and you'll get three of those tribal packs. One of each, obviously.
01:07:47 Boy, howdy. How fun that will be for all of us. It's going to be a good time. I'm looking forward to it. Like I said, I know this... You're in a tight shape in the community, man. Jesus. I mean, listen, you have the option in life, I think, sometimes to, you know, look around you and see what resources you have. And the resources that I have are either like, I could go to Fiverr and just have some dude and like some 15-year-old make me some TikTok videos, or I could go to the...
01:08:15 I'll show him your impersonation. No, you should not do that.
01:08:41 He's going to load it. He definitely should not do that. He probably got a cold chill in the back of his neck during that last part. Anyway, last thing before we go, and then I'm going to let you all get out of here. We've actually gone over time, which is incredible, considering we started 20 minutes late. Right now... Why? No, just go. Sorry. Listen. Okay. Right now...
Founder Access Packs im Angebot
01:09:0901:09:09 Right now we are doing a sale on Founder Access Packs. $10 off every pack. Go get a Founder Access Pack if you want to be one of our founders. You have all kinds of cool stuff. You get access to Stillness, our development server, throughout all of our development cycle, up until the point where the game goes live. Then you get...
01:09:30 Game time, once the game goes live, you get some cool cosmetics, you get access to streams, you get access to... You could ping CCP Overload literally in the hour of the night. Nine times out of ten, he probably will respond to you. That's not even a joke. You could ping him in the Founder Chat right now, and he will probably wake up just because he looks at it and is like, oh, a Founder wants something. That's just a true thing that is real and is happening right now in our Discord. That could be you, okay?
01:09:59 So, all this to say. Think about it. $10 off Founder Packs until the 21st, which is when the thing ends. Kat, oh my god, look at this. Kat's horrifying eyes. Because they're green. That's so scary. Get down there, Kat. Friends, thank you for, this has been kind of a chaotic stream. But CC Paragon, I wouldn't, if I wanted to do this with anybody else other than you. You're like the balm on my soul. You know, just, you just soothe me.
01:10:29 Vielen Dank.
Ankündigung kommender Streams und Themen
01:10:3101:10:31 Jesus Christus. Ja, I know. We're doing our best. End it. Yep. Thank you, friends, for joining us for another Eve Frontier livestream. We'll be back next week. We're going to be doing a very cool stream with CCP Maximum Cats. We'll be on to talk about visual target in Eve Frontier. We'll have a lot of cool news, things to show you, a lot of cool visual elements, some stuff, maybe even some sneak peeks for the Eve keynote, and a lot of other things to look forward to. After that, we have a group of really cool UI UX.
01:11:01 in our office who will be coming in the week after next Friday, so two weeks from today. That one is going to be a banger. They are so excited about it, and I am also excited for you to get to see it. They don't know, do they? They know. I think they're... We'll see how excited they are about it when it comes time. They're excited about it now. Maybe two days ahead of time. We'll see.
01:11:29 Anyway, all that being said, friends, thank you so much for joining us. I've been CCP Jotun. Joining me has been CCP Paragon. And until next time, we will see you on the Frontier. Have a lovely rest of your weekend and enjoy Remnant Access. Thank you so much. Have a good night.