New Eden Review Dev Show #1
EVE Online: Anpassungen bei Force Projection, Warp-Geschwindigkeit und Schiffsbalancing

Die New Eden Review Dev Show diskutiert Anpassungen bei Force Projection, Warp-Geschwindigkeiten und Schiffsbalancing in EVE Online. Jump Bridges und Ansiblexe werden risikoreicher, Warp-Geschwindigkeiten vereinfacht und Filaments angepasst. Der EOS wurde abgeschwächt und Burst Jammer eingeschränkt. Weitere Änderungen umfassen Wurmlöcher, Fractal Warfare, Flottenmanagement, grafische Updates, Planetary Interaction und Marktbereinigung. Die Drifter-Crisis wird mit CCP Lumi und CCP Wanderer beleuchtet.
00:00:00 Vielen Dank.
Vorstellung der New Eden Review Dev Show und Diskussion über Force Projection
00:05:1100:05:11 Welcome to Stream, I'm CCBB, and you're tuning in to the new Eden Review Dev Show, totally not picked for the acronym NERDS, am I right, Swift? Yep, that's exactly right. Because we're just a bunch of nerds. We are a bunch of nerds. We're nerds? Absolutely. This is a new show we've been wanting to do for a while with a kind of laid-back, kind of podcast-y style, and today we're going to go over patch notes. We're going to talk about how we feel about everything that's come out so far. We might use this show in the future to go over things like community beats and other things.
00:05:40 But we don't want to stick to a schedule or commit to one at the moment. Today, though, we have an insanely long patch to go over. And I have two fantastic guests with me. CCB Trash Panda, CCB Swift. You guys are well-known in the community. How are you guys doing today? It's doing pretty good. It's a really good day. I went through the patch notes, scrolled for like 45 minutes, and it just felt really nice. Yes, we were watching Oost, and I actually did like a...
00:06:04 Okay, es ist 10-1 oder so, und er hat es endlich geschafft, oder 10-12. Es hat nur 50 Minuten zu überprüfen. Wir haben ein paar verschiedene Dinge. Wir werden nicht überprüfen, worüber überprüfen. Ich bin sicher ein paar Streamlers werden das tun. Und Sie können alles überprüfen in super detail sprechen. Ich wollte einfach überprüfen, wie du dich fühlst über bestimmte Parts. Ich war in die Anseblex-Force-Projektions-Patch-Notes, und ich war einfach mit excitement.
00:06:30 Finally, the day is here. We're affecting Force Projection. Do you think we've gone far enough? Too far? How do you feel about it, Josh Bennett? Well, for me, Force Projection is a problem depending on who you ask. For the person, the day-to-day line member, it's actually quite bad to remove that type of stuff. But actually, as a whole, when you look at the game, Force Projection can be quite oppressive.
00:06:56 So for me, I think doing these targeted small changes piece by piece to kind of address some of the smaller problems and to build up to a lot of things actually feels really good. Especially things when we're looking at smaller things like the 100km anchoring. Sorry, 1,000km, 10,000km. Just taking them off the grid from gates. In my opinion, that's one of the biggest things.
00:07:22 Trying to hunt a group that can move their fleets from gate and see the next jump bridge and then just continue. I think it's so strong to see the grid you're landing on and then you're seeing the gate from the other side. It leaves no place to interdict them and stop them anyway, right?
00:07:39 Ja, und es ist auch, wenn du dich über das auch, ist es die Zeit, die Zeit, und die Zeit, die Zeit, die sich von einem Ort zu einem Ort zu einer. Wenn sie so close sind, dann ist es sehr minimal. Wenn du das ausbrechen, das ist, dass die Zeit, die Zeit ist ein bisschen länger. Und das fühlt sich viel healthier, in general. Wir haben ein paar Gespräche über das, und ich habe es gesehen, dass es über das, über ...
00:08:02 How we're not actually addressing the fact that people can still change on two different regions. And this makes local traveling a bit more dangerous. Do you not see that in the future people will still have more trouble keeping like the edges of their space? Yeah, that's exactly right. Everything up and running. That's what we're talking about. Instead of just adding fatigue or something like that, which, you know, we've done before, doesn't feel so great. Why is fatigue bad?
00:08:29 How long do we have? No, it just doesn't feel great, especially if you're trying to rapidly move around your space and then come back. You just build up fatigue and then there's an op later and you're like, well, I can't join guys because I've got fatigue. I was two jump bridges away and I have to wait. I see wait. I was over there. So it doesn't feel great to have that. So making them a lot more disruptible, which is what this change does, gives players tools to mess with.
00:08:55 Das ist die große, die größte, die größte, die größte. Es gibt einen Stratetik-Tool, die ein bisschen kleiner ist. Wenn du eine Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metanox-Metano
00:09:23 Und ja, es gibt Tools zu den Spielern, um es zu können, um ein bisschen Havoc zu machen. Wir haben auch die Anzaplexen ein bisschen chunkier und beefier, um die Resist zu erhöhen, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten, um es zu retten.
00:09:50 But then there have been talks about this bubbling of them and the fact that if you get bubbled, you can't jump through. People are already saying, oh, they're going to revert it next week. Do you think we're going to revert it anytime soon? I don't think so, personally. I think for me, it feels like having that get-out-of-jail-free card to go through and unspecked when you're being chased, that feels like it's not particularly fun for the attacker. So I feel like in general, that type of...
00:10:18 Stopping that type of play, I feel is pretty cool. I'm pretty happy with that. There will be a lot of cloaked interdictors on various gates. But I mean, you'll see them in local. You'll know that they're there. You're able to smart bomb the bubble off at zero, which is different from normal gates. You can't smart bomb there. I mean, if you warp to one and there's like 50 people in local and you get bombed by a bomber fleet...
00:10:44 Ja, ja, ja.
00:11:13 für mich, für die Jump Bridges, ist, dass wir Auto Repair haben. So, es ist wie ein Metanox jetzt. So, ihr habt zu physisch gehen in die Space, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun, um es zu tun.
00:11:42 The further away it is from where you're based, which everyone's just like in a couple of different places, let's be honest. The further away it is, the more hassle it is to keep those things up and running. So if you're like a nuisance at the edge of someone's face, I think you can be quite a thorn in their shoe, I think. It's very reminiscent of the old POS mechanics. And I think that's something that actually I quite liked from the POS mechanics. And we were changing it back to being called jump bridges instead of jump gates. That's very true.
00:12:11 Ja, ich habe das Idee, dass du all deine Strukturen hattest, und du jetzt hast du etwas zu tun. Du hast ein paar Posts-Präs in NPC Delve. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, Posts-Präs. Ja, ja, ja, ja, ja. Posts-Präs. Ja, ja, ja, ja. Posts-Präs. Ja, ja, ja, ja. Posts-Präs. Ja, ja, ja. Ja, ja, ja. Ja, ja, ja. Ja, ja, ja. Ja, ja. Ja, ja. Ja, ja.
Warp-Geschwindigkeitsanpassungen, Filaments und Balancing von Schiffen
00:12:3900:12:39 We also changed warp speed changes. So we adjusted some of these. I didn't realize we were up to like 13 different warp speeds. Yeah, it's wild. The reasoning behind this is just honestly to get newer players to understand easier, like why something is faster than other things. Obviously ships like Interceptors and I think Interdictors as well, they're still going to be faster. Things like the Angel ships are going to still be faster. Blockade runs naturally faster as well. Yeah.
00:13:07 But it didn't make sense that some of the things are faster than others. Yeah. It was actually just when you looked at the numbers, it was like, okay, stealth bombers have this speed. Assault frigates have this speed. Frigates have this speed. And it's like, well, they're all also kind of the same holes. And so you end up like, there's so many different, like, they're in different warp speed categories. And so really when you think about it, it's much simpler just to block those all together and then allow the roll bonuses to...
00:13:36 Ja, es ist ein viel einfacher zu conceptualisieren, dass, hey, in Interceptor, ich kann sehen, es hat eine Bonus zu gehen, statt zu einfachen, zu einfachen, zu einfachen, zu einfachen, zu einfachen, zu einfachen, zu einfachen, zu einfachen, die Attributes tab, wie okay, es ist das Nummer, ich habe es hier, aber ja, das ist ähnlich wie es, wie es ein paar Jahre alt war, als auch, wo wir hatten weniger Categorien. Also, ich denke, Strictly speaking, die meisten Dinge einfach ein bisschen schneller.
00:14:05 Mit der Exception von Haxx. Haxx wurde ein bisschen slower. Aber alles wurde ein bisschen schneller. Die Titans waren ein bisschen schneller. Freighters. Freighters auch. Ja. Aber die Mining Barges... Some of die Haulers waren slower als Battleships, apparently. Ja. Ja, und die Haulers hatte vier different Warp Speeds, depending auf welcher one. Ja. Ja. Ja, ja. Ja, ja, ja.
00:14:32 Complex for no reason for a new player to try and learn and go, why am I slower? Yeah, because at least some of the haulers are agility focused, so they should be faster, but that's not really explained well enough in the description. So it's easier just to clump them together. And if the ship needs to go faster, we can just add the roll bonus to it. Since we're talking force projection, we decided to put filaments right after these two things. Yeah.
00:15:01 Weil Filaments sind ein Weg, um sich zu verändern. Und sie sind unglaublich powerful für eine lange Zeit. Ich habe lieb und verabschiedet die hell aus dem, weil sie so easy zu werden. Sie werden in den Träumen. Wir verändern sie ziemlich viel. Das Spool-Up-Time, die wir auf sie verwendet haben, und der Effekt, dass man sie nicht nutzen kann, auf Dead Space Grids. Ja, das ist ein großartiges. Aber das war nicht so, wie es sich um, wie es war.
00:15:28 You weren't able to have just a button to go and teleport into some trouble and go, oh, I'm fucked. Let me just teleport out somewhere else again. We did briefly communicate this as like Potsman only for a while, but this is going to be all filaments. Isn't that correct? Yeah, all travel filaments. All travel filaments. So needle jacks. Every travel. The reindeer filaments. The reindeer. That's what they came in. It also scales with like the size as well. So if you're...
00:15:56 Smaller group, you'll be able to go a little bit faster, but the bigger fleets, you'll have to stay in space a little bit longer. And that just gives people a little bit more counterplay, right? Because it just felt a little bit unfair for the people that lived in the space. That like, oh, these people came in, we're formed up, we're ready to kill them. They're just running in, kind of hiding away. Now there's an ability to try and catch them a little bit.
00:16:21 Ja. Und ich denke, von meinem Perspektive, das ist eine bessere Art von diesem Problem. Es gibt einen Counterplay. Ja. Nicht nur Strictly Nerf. Es ist wie, okay, was öffnet es für die anderen Menschen, die wollen mit dem. Ja. Wenn das Spool-Up passiert, wird es schwierig. Es wird nicht klicken, und dann wird es einfach ein bisschen verschwindet. Es wird eine andere Zeit auf den Filmen, wie du sagst.
00:16:48 Aber wie genau das funktioniert? Du auf den Filament und hast du Zeit, aber da ist ein 30 Kilometer...
00:16:54 Ja, das ist richtig. Ja, das ist richtig. Ja, das ist richtig.
00:17:22 Es ist einfach wie ein Mobile Depot. Ja. Du hast die kleine Ring, ja, als es aktiviert. Und dann, wenn es aktiviert wird, dann geht es um. Aber ja, es ist einfach so, als ob du ein Mobile Depot bist, aber es ist ein Filament. Und dann, nachdem das Zeit, wie Swift gesagt, varies, depending auf die Size.
00:17:41 Then the rift opens up, and then you can activate and jump through. Does the person, the fleet commander, then click a button, everyone jump now, or is it an automatic thing? It's an automatic thing. Yeah. So you have to be there. If you're too far away, cloaked, you're not going to get taken with. Yeah, yeah, yeah. Yeah, exactly. It's going to be a very interesting change to roaming, but if we're honest with ourselves, it has been really strong to be able to go to just an ESS grid and burn up like 400, 500. Yeah.
00:18:10 Ja, und diese Chancen sind alle, ich liebe es zu sagen, aber sie sind alle, ich liebe es zu sagen, aber sie sind alle, so wir geben Menschen die Abiligung der Arrasse Dinge, wie Jump Bridges. Ja. Und dann haben wir ein bisschen von der Ease von Travel zu gehen, um in und aus dem Space zu gehen. Es ist nicht nur nur ein Stückchen, es ist nur ein Stückchen, die ganze System in generell. Ja, das ist ein sehr guter Weg zu sehen. Ja, für sicher. Ich weiß, es wird viel zu tun, aber ich denke...
00:18:39 Es wird wahrscheinlich werden die Leute benutzen das zu Bait. Ich bin sicher, dass sie jemanden zu kommen. Die Filaments sind in Potsdam ein bisschen länger als auch. So vielleicht sitzen da mit einem Longer Timer und ein paar andere Sachen, um es zu tun. Ja, sie werden nicht auf den Overview auf. Du musst sie probieren. Du kannst sie sehen, dass es eine ist, und dann kann man es probieren. Ja, ich möchte, dass sie nicht wissen, dass sie nicht wissen, oder nicht wissen, dass sie nicht wissen.
00:19:06 Ja, ja, ja.
00:19:17 Good stuff. So a bunch of other things came into this patch as well. Lots of balancing on ships. The EOS we toned down from being a sentry boat. This is more about kind of making it more in line with the class that it's in. Kind of like when we change the VNI to not be five heavy drones. VNI is still a very useful ship, but it's a completely different thing than it used to be. Yeah, for sure. Was the EOS just giga overperforming compared to its peers?
00:19:45 Das war mein Impression. Wir hatten eine lange Session mit dem CSM. Und sie identifizieren das als ein particularly oppressive Schiff in general, speziell für die Sentry Jones. Und das ist, wenn wir die Problemen sehen, ist, dass wir nicht nur die Schiff auf die Schiff zu den Boden wollen. Das ist also nicht so fun. So die Idee von Splitting den Bonussen macht so viel Sinn, weil dann es so ist, okay, wir können zurückgehen auf die Schiff, das ist die Oppressive.
00:20:13 You can still keep it as a, you know, by definition, like a powerful drone ship. Yeah. And it still has that capabilities. I think that's quite a clever, like, push and pull on that. Yeah, it also makes it a lot easier to make adjustments, too, as well. Because the way it was existing before, like, oh, I guess we have to nerf all Sentry Turtles, like, no, no. Yeah, yeah, yeah. Just one ship is having problems with it in terms of just outperforming things in their class or respective to their class.
00:20:42 So, yeah, I think this is a really solid change. Yeah, you brought up really good points. A lot of these things were brought up as discussion points during our most recent CSM Summit, which was, it feels like a long time ago, but it was just like barely a month ago. Yeah, yeah, for sure. We had all these nerds locked into a room for a week talking about spaceships. But yeah, a lot of the force projection changes and those conversations.
00:21:07 Ja, wir hatten da. Wir hatten da. Wir hatten das mit anderen CSMs. Ja, ja, ja. Ja, ja, ja. Wir haben hier mit CSM gesprochen. Ja, wir haben gesprochen. Ja, wir haben gesprochen. Aber wir hatten eine Konsensus. Ja, eine Implementation-strategie. Ja, das ist wahrscheinlich der beste Weg. Ja. Ja, danke für die Korrektion. Ja, ja. Wir hatten ein ganz anderes, ein number von verschiedenen Approaches, das wir könnten mit den Anzablexen haben. Just, you know, Dinge, die wir diskutieren before.
00:21:33 Was wirklich die besten approach for, at least, our first look at Force Projection.
00:22:00 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. 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, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja,
00:22:21 I mean, there's still Sentry ships out there. The Dominiks, the Sin, they can still really do Sentry long-range things, like 240km stuff. But the EOS is like a different, like its mass is so much smaller. If you're thinking wormholes and like, this makes sense. But I'm sure there's lots of people with EOSs out there going, goddammit, to find someone else. Yeah, well, you can still do a lot of what you were doing before, but you're going to have to do some trade-offs, right? You're going to have to modify your load so you don't get the tank.
00:22:49 ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...
00:23:15 We have these ships which are used in this type of combat anyway. It doesn't necessarily make them overpowered. And it's something that the players wanted. So it's like, let's just go for it. We discussed this actually quite a lot with the CSM and just in between us here at the Hoppers. Like a Hick, you can't wrap it when it has its bubble up. It has other things. Sure, it's way tankier than like an Arazu.
00:23:41 Es gibt auch andere Fallbacks. Aber es ist so funny, es kommt immer wieder an und dann, wenn ich mit Freunden spreche, dass jeder Schiff, auf jeden Fall, kann sich eine Sino. Wenn du in die andere Richtung bist, wenn es immer wieder ist, immer wieder ist, und du sagst, jeder Schiff will fit eine Sino jetzt. Leute sagen, sind du crazy? Every Schiff? Ja. Ich denke, das ist eigentlich ein sehr guter Schritt. Das macht Sinn, als ein Schiff. Es gibt nicht nur zwei Charaktere, wenn du...
00:24:08 Ja. Ja. Ja. Ja.
00:24:29 The benefit of having that hick is that it's smaller and it can move, so it's harder to hit. But then if you wanted to then light a sino at that point also, you just... It has to stop and sit down. Then it's dead, essentially. Very much so. Yeah, there's a lot of counterplay to it. And like you were saying before, the way the gameplay had evolved is I'm going to take my alt and a recon to bring in my hick or just have a hick log off in system and I'll have my alt there.
00:24:56 Sinoing in, bringing a big fleet in, it was always, it pretty much evolved to just like a roll that you did on an alt. It didn't feel like you were bad. A throwaway Arazu. Yeah, and so it also added cost to all these types of fights. And you're going to need redundancy because the ships aren't that tanky. So, especially if you're talking about like a big dread brawl.
Weitere Änderungen und Verbesserungen in EVE Online
00:25:1900:25:19 Du willst etwas dependable, das du kannst in. Wir waren Glück und LiveDefeat den anderen Tag, wenn jemand ein Marschall jumped nach uns. Ja, das war eine der besten. Wir haben einen der besten. Wir haben alle die Erasmussen gewonnen. Das würde nicht mit Hicks mit Sidenote sein. Das ist ja auch ein 1-0. Ja, das war ein Jahr von EVE. Das ist ja auch schon einmal. Aber ich will es wieder wieder. Es war ein guter.
00:25:45 The other huge change here is burst jammers no longer on every ship. It'll only be on battleships, haulers, and command ships. ECM bursts have annoyed the hell out of me for a long time. So when I saw this was coming, I was super excited. Things like Interceptor's burst jamming fleets is just degenerate gameplay. Let's be honest here. Multi-Boxing Griffins. Just going in, bursting, and then leaving again.
00:26:12 I'm really happy to see this one come in. Yeah, it's especially annoying in a tie-dye fight as well. And we tried to take a few swings at this before. We had been like, okay, no interdiction with these things. Make it a little bit more cap intensive to use. But still, players figured out a good way around it. I'm sure they will again. People are already theorycrafting certain sigils that can be really quick to warp. An ECM burst.
00:26:42 Aber gleichzeitig, ich würde gerne einfach ein Hauler-Fleet sehen, und sagen, ich werde es nicht. Aber ja, es ist etwas, was wir immer wieder zu schauen, weil es wirklich obnoxious ist, mehr als etwas anderes. Und da gibt es andere Tools, wie Lockbreaker Bombs, die können etwas sehr ähnliches machen. Und das kind of unterkuts a lot of das, auch.
00:27:11 True. There's another one here about the C13 wormholes having their lifetime reduced from 16 to 4.5 hours. Correct me if I'm wrong, these are the brig wormholes and the shattered wormholes. Correct, yes. They're kind of unrollable. Yeah. Why are we reducing their time? I mean, there's quite a small reason, really. It's just bring them in line with the other ones. Yeah. That's basically it.
00:27:36 Sie waren oft von einem großen Faktoren aus den anderen Häusern. Also, wenn Sie es sehen, Sie sagen, es ist EOL. Ich weiß nicht was, dass das ganze Zeit ist. Ich kann es nicht tun, denn ich kann es nicht tun, denn ich kann es nicht tun, dass da ein Swarm kommt. Oder kann ich einfach ein paar Stunden warten und sagen, okay, ich werde ein paar Stunden warten.
00:28:03 um um um um
00:28:30 Mediums are going to be Navy 3 and Pirate 3. And Larges are Navy 4 and Pirate 4. So they're going to be smaller, fewer pilots in them, correct? Yeah. Why are we doing that? I mean, in general, we've been looking at the... Well, okay, there's a couple of things. One of the things is when we're looking at the sites, we have to consider that that's just the payout amount.
00:28:53 So, obviously, there's more people who can go into these sites in general, but in terms of the actual payout amount, it can be, especially in sort of the smaller ones, if you're just looking at the singles, only one person can get the payout from that. So, making it so that two people can kind of reduces the amount of AWOXing that happens within Fractal Warfare in general. But when we're looking at these types of things, we're just looking at the participation, the amount of...
00:29:21 Ich weiß nicht, dass es eine gute Idee ist. Wir fühlen, dass es eine gute Idee wäre. Okay. Das ist einfach cool. Ich liebe es. Um, Fleet Improvements. Da ist eine Option, um die Fleet zu disbanden. Instead, um die F.C. zu leaving und jemanden zu becoming der Boss. Yeah, yeah, yeah. Whoever ist alt, das ist. The random F.K. guy. Ja, und dann...
00:29:46 und die Regroup command. Die Regroup command ist eigentlich größer in meinen Augen. Du bist nicht alle scouts und alle, die manuellen piloten. Du bist 90-degere, pull sie in eine andere Richtung, und sie werden fraggen. Und ich denke, das ist eine große one. Ja. Ja, ich bin ein paar Dichter und Buschips.
00:30:11 Es ist gefährlich, aber ich würde es noch gerne machen. Und ja, du bist genau das. Ich versuche mich zu den richtigen Platz. Und dann sind sie regrouping die Fleet. Und ich denke, ich kann es nicht so gut gehen. Und der Dissband Fleet Button ist wirklich großartig. Being able to just kill a Fleet hat so viel Utilität in es, um, you know, joining a new Fleet or just like the Ops done, don't have to worry about, like an FC, you have to just...
00:30:34 Previously, you just want to kick everyone. Make sure the big ships are out of the fleet, so whoever gets it doesn't accidentally do something they don't want to do, or maybe they do want to do. So yeah, just being able to disband the fleet. It seems so dumb and so simple, but it's going to make so many lives that much easier. And that's like, there are so many of these types of improvements in this patch, where there's like, I think we were counting, there's like a dozen or like two dozen of these. That's going to affect...
00:31:02 All different areas of space. Yeah, exactly. And it's also just things like, when it comes to the exempt from Conjure Jump and Regroup, it's like, we already have the flag exempt from Fleet War. Yeah. Like, if we have the ability to artificially control someone's ship, whether it be Regroup or Jump, then we should have the exemption. Like, it's just a thing we should do. I think it's also just...
00:31:30 Ich denke, es ist eine Sicherheit für... Ich weiß nicht, was das heißt?
00:31:36 Du bist nicht so sicher, dass jemand, irgendwann, ein von einem Spezial-Ships wird. Es sollte nicht so sein. Ich denke, das ist eigentlich ein sehr guter Change. Vielleicht die Butterfly Effect. Wir sehen uns mehr Allianz-Tournament-Ships aus in Space. Vielleicht. Das ist einfach so crazy, crazy CCB-Swift-Thinking. Was ist passiert? Ja, und vielleicht ein hopeful...
00:32:04 Maybe when it's trying to manifest more IT ships in space. Because yeah, you don't have to worry about someone just teleporting you off space while you're not at your computer. We did joke about when conduit came to carriers. We're like, what if in big fights someone just conduits all the enemy monitors, 15 jumps away, and there's good luck winning the fight. They're all out with a new way of headshotting, which is kind of...
00:32:29 We also added the ability to broadcast repair target, which means that you can land and be like, hey, that guy who's not in our fleet, repair that guy, which is super nice. Instead of everyone scrolling around, finding the target called Pepe Johnson or something. You're like, where the hell is Pepe, right? So this is a really good way to be able to help another fleet or someone who's tackled. It's a healthy change.
00:32:57 Und ich meine, die ganze Zeit, du bist in Fleet und da gibt es viele Fleets passieren. Ja, ja. Ja, ja. Und wenn es ein Support gibt, oder wenn es einfach eine andere Gruppe von Leuten gibt, die Forst-Multiple auf die Leute. Ja, ja. Es geht nicht nur für große Coalition Warfare. Ich möchte diese Leute zu leben. Sie sind mein Mead-Shield. 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. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja, ja. Ja,
00:33:25 Wenn du das Name hast, dann schießt es. Es ist immer jemand in der Fleet. Und wenn du es nicht erlebt hast, dann bist du die Person in der Fleet. Und wenn du es nicht erlebt hast, dann bist du die Person in der Fleet. Und in einigen Fällen, die Logi-Pilots nicht mehr haben. Ja, genau. Ja, genau. Ja, genau. So jetzt haben wir einen Weg zu sagen, hey, das ist ein Repair-Command. Ja. Vielleicht ein Dichter, wenn du dich nicht möchtest. Ja. Oder ein Freund, wenn du etwas unterhalten. Ja. Das könnte sehr wichtig sein. Ich denke, das ist ein wirklich guter Change.
00:33:53 We had some graphical updates. We're not going to dip too deep in that. We changed some of the auto-targeters and passive-targeters. We've been doing this in the last few patches so that these old icons don't all look the same. This is quite an ongoing effort. Over the years, we've created lots and lots of items and often used the same icon. I think it was last year when I started looking into it, and it's just like...
00:34:19 all of these things have exactly the same icon it's like wow okay so like just making that making that effort to like spread them out yeah hopefully creates like uh
00:34:29 ein bisschen mehr understanding für das Ding du hast und auch mehr recognition für was das Ding ist und was es tut. Ich denke, ich bin jetzt gerade jetzt auf die Dammage Mods und jetzt kann ich nicht vorstellen... Das ist ein olden Gyro? Ja. Wir werden nie sehen einen Gyro Erebus wieder, aber es ist gut. Es ist eine gute Geschichte, aber ich habe Heatsinks auf einen Schiff in der Vergangenheit. Auf meine Thorax, ja. Du hast es, du hast es, du hast es, du hast es, du hast es, du hast es, du hast es, du hast es.
00:34:58 Das ist besser als ein Magnetic Field Stable. Ich weiß nicht, was das was. Ich weiß, was ein Heatsink ist. Ich will meine Hybrid Terrasse zu shooten. Und dann, als ich die, weil ich es, weil ich es, weil mein Schiff war horribly fit. Mein Kortemate ging in und sagte, hey, wo du all diese Heatsinks in deinem Reck hast? Und ich sagte, was du für mehr Dammage hast? Und ich sagte, no, du hattest, du hattest, du hattest auf das Schiff. Ja.
00:35:27 How old is this story? Is this going like 2004? Oh my god, okay. 21 years ago. Oh no, my kidney's here now. Just thinking about it. I can't read that, bro. It's too much lights. Just say it out loud. This is a casual show. Don't worry about it. We are changing and what's really important is the fuel types.
00:35:53 We will now be able to differentiate fuel types. They have just a little bit of a shade based on where you're from. So you won't accidentally take the wrong fuel, as Susie Bioten did this weekend. Yes. So what I was going to ask was, this is like a Revenant major update. Yeah. Can they hear you? Yeah, yeah, check in here. So this is Revenant major update. So what is a major update in the context of EVE development now? Because Revenant came out last December.
00:36:20 Und das ist, fühlt sich das ist ein sehr schockierendes, so drei Monate später. So, wie viele neue Updates fit in unsere Intentative Development? Ja, so von unserer Perspektive, die we're looking at ist, dass wir, obviously, still sticking mit Expansions twice a Jahr sind, aber die Sache we want to make sure ist, dass wir immer looking at...
00:36:44 We're always looking at the game, what we can do to improve. And then also when we release features in the expansion, how do we improve those? How do we iterate on those? And so what we're looking at is that from a major, from this major update perspective, if we could try and do that twice a year, so we end up with, you know, two big points where we can kind of push all these things together. And then, yeah, essentially like have them as one big package that we can.
00:37:12 Das ist nicht zu stoppen.
00:37:18 We're always going to be looking at the meta. We're always going to be looking at like, and so if we see something that's wrong, we can look to just minor updates, but this is like a concerted effort to get a really big one out there. Yeah, precisely. And it also comes this year in particular, it comes off the back of the CSM. So this is a lot of opportunity to introduce what they've been talking about and what their desires are into this. So yeah, it's kind of like a, it's non-expansion.
00:37:47 Ja, und die Expansions sind nicht... Ich glaube, Susubi Rotati oder Susubi Okami hat es gesagt, dass es nicht ein Moment in Zeit ist, sondern ein Continuum. Wir sind ein Thema, und wir wollen uns genug Zeit geben, um es zu sagen, dass es nicht wie wir es wollen, es zu landen, stattdessen zu warten, für eine weitere Expansion moment.
00:38:08 Ja. Ja. Ja. Ja.
00:38:37 mit einem großen Rock, wirklich großartig. Wir machen auch die Rocks in den Tier 2 Sites weniger und größer. Es gibt keine Rocks, wo man einfach nur ein Cycle ist, und man sagt, dass es eher weniger als ein Cycle ist. Das hat sich schon sehr viel von den Spieler gefragt.
00:39:02 Und auf das, wenn Leute nicht wissen, es ist noch nicht die Compression Bung. So Mining ist jetzt in eine bessere place. Es ist besser als es schon seit sechs Monaten gab. Ja, sicher. Diese Sites, sind wir über sie zu großartig? Sind wir über sie nicht zu tun, die wir in den letzten paar Jahren haben? Nein, nein. Ich denke...
00:39:25 Kami has also been talking about it quite a lot, but at the end of the day, we're trying to make improvements to the Equinox system. This is just the next step in that. We've now got some data back from Equinox. It's been out for a while now. We actually can really look into it and understand what the problems are. And this is our first step in addressing that. It looks like we just want to give more...
00:39:54 mehr Aure to the players and also reduce that tedium with the rocks in general. And obviously with the Tier 3 site just being like much bigger, much beefier, but obviously like it's going to have a larger cost to install. Yeah, 1800 power costs, 18,100 workforce. It is more efficient in like every way. Like if you try and do them...
00:40:17 Die Min-Maxing-Math, usually Eve doesn't scale too well. When you just get bigger things, they're usually less efficient. This one's bigger and more efficient because we realize that it's hard to fit someplace. So it's going to be really like a strategic level kind of upgrade that you would install in the best area of space you want to put in. Yeah. We're not going to dive too deep into the actual numbers, but the Tier 2 sites and the Tier 1s are also getting...
00:40:44 Es wird die Merkauksite welcher Spannung geben. Es wird eine Guaranteed-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante-Garante
00:41:09 We like the idea of this, but it just doesn't feel good for us right now. So we took that, kind of turned that into stuff, and chopped 40% of the rocks out, and just threw that mineral volume, or that excess small rocks, into other rocks to make them bigger, and then just made all the sites bigger. And then added a guaranteed spawn for the Morphite, added a new deep core strip mining laser so you can get a 0% waste when you do that too, and increased the mining escalations.
00:41:39 uh the chance of the mining escalation and now crucially and this is like a weird change but kind of hugely significant for us on the back end at least now like a site can persist through downtime where before like you've never really played around downtime if a site was like half complete before downtime it would completely refresh after downtime and so now we've figured out a way or like
00:42:03 Mess with the spaghetti, I don't know. Mess with the spaghetti, yeah. Mess with the spaghetti to make it so it can do just persistent downtime, which gives the designers so many more tools in the future to make different types of sites without having to worry about this arbitrary 11 o'clock timer. Because when you're balancing a site, you're also balancing with the idea that, okay, if you did...
00:42:27 Three quarters of a site before downtime, you get a whole new one at startup. So it's just like, you have to consider that in the balancing. But now that we have this, we can be a lot more cleaner with the balancing advantage. I did hear talks of potentially we could in the future, not happening, but we could have a site that lasts three weeks or something and it's just an X amount of things in it. There's all kinds of things you can do with it. If it doesn't, just always reset like you're talking about. So that's it.
Planetary Interaction, Steuererhöhungen und Anpassungen an Kapital-Schiffen
00:42:5600:42:56 It's a good thing that we've gotten that over that hurdle. Planetary interaction. We had PI templates, which was like an opt-in for a while, but now it's become like a normal thing where everyone just has access to this.
00:43:16 Let's talk a little bit about, like, why was that added? How was that added? Did this come from the other server? Yes. So this was actually made on the Chinese server and then ported over to us. Yeah. So it was, I mean, it was very rudimentary on the, I forget it. Serenity. Serenity, yeah. I get confused between Serenity and the other one, yeah. I always call it CZ and I'm like, no, wait. No, no, no, no.
00:43:44 Ja, es war sehr rudimentary auf das Server. Aber wenn wir es übernommen haben, wir wollen es, als die Beta opt-in, ja, einfach zu kommen, um es zu sehen, wie die Leute eigentlich wie es. Aber dann auch, wir wollen uns zu machen, dass wir mit es von einem UX-Perspektive sind. Ja. Ja, wir haben es tatsächlich gut zu benutzen. Und ja, wir haben das für ein paar Jahre jetzt. Und in diesem Patch, in general, wir haben einfach nur einen ...
00:44:11 Polishes for it and things like actually being able to name the templates themselves, that type of stuff is really cool. And so now it's a feature that people can now just use, which is really cool. And you can also restart with one button instead of having to go to each one. This is huge. Yeah, that's going to save a lot of time. We did it, Reddit. Exactly. Yeah, because when you think about it.
00:44:40 Once you spend the hours and hours to set up your farms, you end up then once you get into the extraction point, you set it for whether it's a day or I mean, I tend to always just do days because then I can do it in my lunch break. I can just like, but all you're doing at that point is like you're going into the planet, restarting the extraction and then coming out. Yeah. So that adding that button just saves so much tedium.
00:45:04 Like, it doesn't change the gameplay in terms of, like, having to make sure you move the extractors with the hotspots and things. It's just like, yeah, let's just make a button that does it. Yeah, like, I don't care how perfect it is, just keep working, machine. Yeah, exactly. I know it's not perfect, just... Yeah, you already made the commitment to log in and interact in space and stuff. So just like, boop, boop, boop, indeed. There is one here, sales tax increased from 4 to 7.5.
00:45:33 People said that we kind of glossed over this one, but we didn't talk about it deeply. Why is the tax going up? Tax is going up because we're trying to fight inflation. Essentially, tax is one of the largest instincts that we have in the game. It's our biggest lever for how we control the economy. And so we actually did lower it, I forget when we were in July. In July. Yeah, yeah, yeah. So now it's just like...
00:46:02 Okay, we've understood the effects of that. Let's pull that lever back. And then hopefully we can then reduce the amount of inflation just with that. Because it's insane how much money is pushed out of the economy through taxes. I've seen people debating it back and forth. And those who... I've seen some people saying it is very important to have healthy sinks in the game as well. So it's not healthy when...
00:46:31 Inflation gets to go rampant. So that is the reasoning behind this. The decision to do this came from internally, it's known as the EVE Economic Council. It's kind of just like a group of developers and data scientists and just people with an economy brain trying to decide, hey, is this going in a healthy direction? What are the long-term goals that we see? When we lowered it, we wanted to do an experimentation to see
00:46:59 if the velocity would change and we'd kind of get similar numbers i didn't get the right returns we wanted so i just turned that back a little bit lower than how it used to be yep but the back to how it was for you know i think five or six years exactly yeah mercenary dance they're gonna be a little bit less effective at pumping out infomorps convict in the back yelling at it that guy over there by the way i'm gonna bring it up
00:47:27 On Patch Day, we went out and we immediately put a bunch of MTOs out. Oh, really? And then our group was like, okay, you can only have two each. And that mother truckers had three out the whole time. See, he's been doing like 50% more than me this entire time. But he's seen a god ganged in highsec the other day, so there is a god.
00:47:53 Anyway, they're going to be doing a little bit less when it comes to infomorph generation. Were we getting too much? Like, what was the... Because Cenotaphs, they haven't dropped an insane amount. They haven't become like other battle creature levels. What is the reasoning for tweaking this a little bit?
00:48:09 So when it comes to this, it's much the same as when we're looking at anything else economically. We're just making sure that we've got our finger on the pulse for these types of things. And it's essentially just like we noticed there's quite an increase in the amount of infomorphs. So we're just trying to see if we can just pull that.
00:48:26 Ja, einfach. Ja, einfach.
00:48:55 A tonne of things about lowering the build price, Attack 1 dreads, battleships, and I think all capitals. All capitals, yeah. We are definitely not going to read all of these things as we go through, but let's talk about why are we doing this? Why are we making capitals? And we're talking capitals being Attack 1 capitals. This is not Supers and Titans. So why are we making them cheaper to build?
00:49:22 We are making them cheaper to build because we want more of them in space. The best answer you could give. We want people to have fun and we want people to blow stuff up. And I think in general, we realized for a while that the price of these caps are quite high. And so really, we just want to look at like, okay, let's bring that down. Because I think in general, when you're looking at the risk reward of deploying caps.
00:49:48 wenn ihr wenn ihr looking at a six and a half bill dread it's like that's actually quite a you know so a significant thing to put onto the battlefield and i think i mean maybe less so for the for the larger groups but like when you're thinking about sort of slightly smaller groups yeah like it's an expensive asset to put on the field so if you can if we we can just bring that down a bit like it makes the the risk factor a little bit less yeah yeah the dread man also kind of has shifted ever since we've had nanny dreads to where like so many groups are saying okay
00:50:16 Tec1 Dreads, maybe for some Dread Bombs, but we really want a lot of Zerans and Navy Dreads to do these huge knockdown fights that we've been seeing. And so just as that meta evolved, those ships became quite a bit more expensive, so those fights in general became more expensive. So being able to tie these down a little bit, along with battleships, it'll just make it so more groups, as you had said, Trash Panda, can engage in this type of content, more individuals can.
00:50:45 Und sie können sie ein bisschen mehr frequentieren, auch. Ja, für sicher. Es ist eine ziemlich signifikante 25% erhöhe in Battleship build costs. Es ist huge. Ich meine, sie haben... sie haben zu viel zu viel wertvolle, um und zu tun, als in der Faktion-Variante. Ja. Ja. Es hat nicht genug genug von einem Garten da. Ja. Es ist einfach so. Ja, absolut. Ich denke, das ist auch ein wirklich guter Schritt.
00:51:12 There's a really big tab with all the capital components and how they're changing. We're definitely not going to dive into this. I'm still scrolling. There we go. Things are cheaper. Things are cheaper. Thumbs up. Combat battlecruisers and attack battlecruisers have their reprocessing material updated. Is this going to be affecting their insurance payout? Or is that a different thing? Am I reading it wrong? That's a different thing.
00:51:40 The Battlecruisers, they had this weird quirk where the output for refining them didn't match the input material, so they were refined really inefficiently. Gotcha. And it was just like a weird idiosyncrasy with those ships that we wanted to fix. Yeah, exactly. Fair enough. And then we just have a bunch of little things. Showing your number of skill points in queue, how much...
00:52:09 Ja. Ja. Ja.
00:52:37 ...to fill out this skill plan. And I think it's like, we should just have that in our game. Of course it should exist. Exactly. State icons to drone windows. I don't actually know what that is. So essentially with drones, so obviously you have the idle engaging returning. Yeah, I thought those were the state icons of what they're doing. So they are like the status of the thing. But just as an extra, like an extra...
00:53:05 I don't know, user experience, we've added in icons for attacking idle and returning. So you just get that extra information to the player that you can tell that this thing's attacking. It's a red sword or a yellow returning symbol. And it's just extra information to the player for the drone window in general, which I think is like...
00:53:32 Obviously, if you're a specific drone ship, you're paying so much attention to the drone window. But in general, if you have a set of drones on anything else you're doing, sometimes that information, what they're doing, is kind of a bit lost in their eyes. And often you have the drone window set up in a way where you just see their health bars. Are they being killed? And you might not actually realize that you didn't click F, and they're just sitting there idle.
00:53:57 Das ist eine gute, gute Dinge zu beenden. Market orders werden, wie sie sollte. Sell orders von lowest zu highest und buy orders von highest to lowest.
Marktbereinigung und Verbesserungen der Asset-Verwaltung
00:54:1800:54:18 Yeah, they default them. Yeah, this is... Yeah, this is just... Should have been there a while ago. Scammers currently in shambles. Yeah. Yeah, just some like cleanup of the market. And then this was also in conversation with the CSN as well. These were things were just like, yeah, we should just fix those. Yeah, there's just like kind of a session. I don't like to call it any specific dev. Yeah. But I'm going to call out one specific dev where Susie Mikarko was just in the corner with like a little book.
00:54:47 Ja. Ja. Ja. Ja. Ja.
00:55:14 Oh no. Oh no.
00:55:41 If you don't know what I'm talking about, read the patch notes. You'll understand. Also give Oz a poke. I think he'll be able to swear. Yeah, for sure. With that, we're down to defect fixes. Well, there is one more that I want to call out. I'm super hyped for this one. You can now pin stations to the top of your personal assets. That is a good one. That is, for me, huge.
00:56:06 I've been around in the game for a while. I have a lot of trash and a lot of stations. Same. We can also hide assets. I don't think we refreshed this, because I'm pretty sure I put that in the patch ones earlier. You can now hide assets, and I was like, why would you want to do that? And then, oh yeah, we have trash everywhere, right? It's the sweeping under the rug thing. I don't need to know about this anymore.
00:56:29 Ja, ich weiß nicht, dass in Stay and I've got 15 Ibises und ein Microwarp Drive, oder? Ja, das ist halt da. Ja, das ist halt da. Nicht right-click, destroy, nein, nein, das ist halt da. Das ist wirklich wertvoll in der Zukunft. Ich habe ja, ich habe ja Diamond Hands. Ja, es ist, es fühlt sich wirklich, wirklich bad zu haben, zu trache, wie, ziemlich decentes Sachen. Ja. Ich habe ja, ich habe ja...
00:56:53 150 quaffs in a station that I can't access. I don't want to get rid of the quaff. Might need it one day. Might need it. It's also worth a fair amount. I don't want to kill it, but then I can hide it away and then I can forget about it. There's one thing in the defect fixes, Warcold can vertical again. Huge.
00:57:20 Es war ein Problem, es war ein Problem, es war Bluepilz zu stehen. Ja. So jetzt ist es eigentlich able zu gehen vertical wieder, welches es muss. Ja. Ich denke, wir werden eine kleine Pause machen. Wir werden beide CCB-Swift und CCB-Trashbinder kommen zu dem Show. Danke. Discuss die Patch Notes. Wir werden zwei andere Devs kommen, CCB-Wonder und CCB-Lumi kommen, und wir werden über die Drifter-Crisis sprechen. Und was ist passiert. Bis zum nächsten Mal.
Einführung in die Drifter-Crisis mit CCP Lumi und CCP Wanderer
00:58:5200:58:52 Welcome back. I am still CCPP, but now I have CCP Lumi and CCP Wanderer. Welcome. Thank you, thank you. How are you guys feeling today? Good. Alright, alright. We were just talking about how CCP Wanderer is a little nervous because of all the things he has in his head. It's alright being a little nervous. Oh, goodness, galaxy bread.
00:59:14 I was just telling them, as a Narrative Designer, you have to constantly remember what's been already officially announced to the players. Yes. All the secrets we're keeping. And it's so terrifying right now that I might slip something that's a spoiler. Thankfully, I don't have to be worried either, because CCB Lumi is going to lead the conversation with this one. There is a Drifter Crisis going on. What has happened so far? Well...
00:59:39 I know we're supposed to talk about the Drifter Crisis and especially the Race for the Hives that started yesterday. But I figured before we go into all that, we are going to take a little flashback to September last year. Because that is kind of why the Drifters re-emerged when we did the Siege of Sarsak. Can you explain what prompted that? Spoiler, spoiler, spoiler. But basically, since...
01:00:08 eine sehr, sehr lange Zeit. Es hat sich etwas in Zarzak gefunden, und die Drifters haben einen hint, dass es da sein könnte. Und dann, dass sie sich in Enmasse attackieren, um zu versuchen, es zu erreichen. Und das ist, wenn wir die Siege Sights hatten, und die Kapsuliers responded und broke die Siege, und all das passiert. Und es war so...
01:00:36 und die Reaktion. Ich habe eine kleine Timeline hier auf dem Pad, so wir können durch all das passiert sind. Also, die Schraubachstruktur ist. Ja, ja. Ist das wo du mit Adaphone ging? Ja, und dann diese neue Struktur ist, und die Deathless ist, oh, wir müssen das recherchieren. Und sie haben eine Station, und sie haben eine Station.
01:01:02 Wir brauchen diese neue Technik, die wir jetzt haben. Weil die Welt von EVE hat eine Tonne von Trash-Panda ist wahrscheinlich sehr glücklich über das. Und dann diese Prompte, diese Detektion zu sehen.
Die Rolle der Kapsulier und die Entdeckung der Edebom
01:01:1901:01:19 Ja, so da war dieses big call, bring us out of her. Ja. Und wir haben das Call durch die Beratah-Oki-Sucker-Caravan. Ja. Und wir haben das nicht wirklich von accident. Wir haben die Puzzle-Pieße, die da hinten an, dass es ein Grupp von Leuten gibt. Wir gab es nicht die exacten Koordinaten, aber wir obfusquiert es.
01:01:48 Ich glaube, es war sehr clever. Aber es war voll von Sachen zu bringen. Und die Kapsulayers intercepted es. Und das war das erste Mal, glaube ich, die Edebom wurden gefunden. Das ist das erste Mal, glaube ich, die Edebom wurden gefunden. Die Drifters sind interessant, als eine Storyline, die sich progresse. Weil sie ist eine alte Sache, die sich als etwas abandondet hat. Aber dann hat sie sich in die Nachricht existiert.
01:02:15 like a gap of like 10 years exactly a 10 year gap in a video game history of like these old enemies or yes this group is now kind of re-emerging yeah i do want to address one thing that people talk about player like these events that we've used to used to have we've had the guardian gala and the hunt and all these events that were like seasonal yeah um we currently have stuff going on with this drifter
01:02:43 Das ist eine crisis, die diese Event-Teams arbeiten, anstatt die andere Dinge, die wir vorher hatten hatten. Und die Lore in diese Dinge, verändert die Universität viel mehr als nur ein 1-Up Event. Turner war ein Lore Event, und Turner ist jetzt sehr unterschiedlich, als es vorher war. Habitur hat eine Sache passieren, die andere Woche. Habitur ist jetzt sehr unterschiedlich, als es vorher war.
01:03:10 There are things happening, and there are more things happening, which we can't talk about. We can maybe a little bit. But I think it's cool when we have the event teams not working on just one-up events that kind of don't mean anything. So where are we heading without giving us spoilers? On that timeline.
Die Rückkehr der Drifter und der Angriff auf Tabature
01:03:3201:03:32 After the Striderstructure and Ediphant, we had a little break on the Drifter front and we did the Crimson Harvest and the Winter Nexus, as we do as the seasonal events. And then it was January. And in January the Drifters came back full force. It was the start of the Drifter Crisis, which we hinted at again with little breadcrumbs here and there. And also there was...
01:03:58 Es ist ein Veränderungsveränderungsveränderungsveränderungsveränderungsveränderungsveränderungsveränderungsveränderung.
01:04:28 in Tabature happened in Minmatar's space. Correct. Because the Minmatar had gotten furthest with the Drifter Crisis. It could have been anywhere. It was a very stunning return, because the Minmatar were doing badly at first. Yeah, yeah, yeah. Like a comeback story. Yes, it was so incredibly Minmatar. It was like, oh, on theme. But it could have happened.
01:04:56 für die Interessenen, die vier Faktionen waren. So, whoever was responding more would have had a Tabater-like event. It just happened, it was the Minmatar that reacted most to the Drifter crisis. And that's why the event happened in their space. It's the Drifters being like, get back down. But now, you were talking about the timeline. Yesterday, we had a Reward Trek go live.
01:05:23 So things are progressing even more and they're going to continue to grow, is that correct? Again, with what the Capsuleers in the EVE Universe are doing, because in this event you get to pick one of ten factions. Yes, so this is very much, this is a race, this is to gain access to technology that whoever doesn't get in the top five will not have access to.
01:05:49 Und wir haben einen Pre-Eliminary Resultat. Wir werden sie posten. Ich kann nicht genau sagen, weil sie sind noch die Zahlen. Und wir müssen uns die Harmonien anschauen. Aber jetzt gibt es ein unglaubliches Zeichen von den Triglabians. Ja. Wow.
Drifter Hives und zukünftige Entwicklungen
01:06:1701:06:17 Die Drifter Hides. Wir haben diese als, um die Drifter Hards zu vermitteln. Aber wir wissen nicht wirklich, was das bedeutet. Aber wir können auch wirklich darüber reden. Es ist Spoilers. Es ist Spoiler Territory, so ich kann nicht sagen viel. Ich sage nur, dass es wert ist. Wir machen es wert. Wenn du in den Top 5 endest.
01:06:45 So I'm just going to ask a question and if you can't answer it that's okay too. You were talking about the top five gets hidden tag. Are they going to find that in set Drift of Warmballs? I can't answer that question. What was surprising is we really expected that it would be like...
01:07:10 Tricks first, we expected that, we'd have probably there, but like... People like the Tricks. And then after it's the Ammar, which is a very strong community there, so we also expected that. And then after that, it's all really, really tight. And in third place is the Angel Cartel. Okay, really? Yeah, no, it's exactly, we're like, oh, okay. And then I think Galante, Calderi, Minnazar.
01:07:40 Ja. Neck-to-neck. Es ist wie, wenn ein Grupp von Leuten geht und einfach ein paar Sites mit diesen Gruppen... Sie sind eigentlich die Niederlärm? Ja, absolut. Cool. Und dann gibt es die Lesser Known Faktion, aber sie sind nicht aus der Reise bereits. Das ist für drei Wochen. Ja. Es gibt sehr hohe Potenzial für Comeback Stories. Nice.
01:08:05 Cool. Where are we heading now in the next couple of weeks? Are things going to change more? Are things going to get weirder or crazier? Is there more to come? Yes, absolutely. But for the next three weeks, we're going to keep an eye on how the players react, what the players do. So get involved. Go out there. If you care about one faction more than another.
Aufruf zur Beteiligung und Ausblick
01:08:3001:08:30 Go help them. If you want them to occupy the drifter halls, whatever that might mean. Now is your time to go and do something about it. Yep. Yeah. And then in three weeks we'll see what's next. Yes. Yes, we will. I, for one, am looking forward to it. Glad to hear it. We know there's a bunch of other things coming, but we can't really get into too much detail, but we did want to raise awareness of, we kind of get a status check on where we were with everything. Yeah.
01:08:58 But keep a close eye on the New Eden News, because that's where we're going to be posting the rankings. I think New Eden News is what hinted at Tabitzer being attacked as well. If you like the narrative, New Eden News is for you. Cool. Keep it on New Eden News. Is there anything else you'd like to add to this segment? Because we've got to be... Yes. We just...
01:09:25 Ich möchte noch einmal sagen, dass wir die Spieler interessieren, und wir lieben es, wenn die Leute aus der Boxen machen, mit der Narrative zu tun. Ich habe noch sehr fonden Erinnerungen von dem Spieler, der die Chemilteck-Genetik zu dem Deathless zu bringen, und wir können mit der Narrative spielen. Wir lieben es. Wir lieben es.
01:09:53 Anything else from you, Libby? That's it for me, I think. I just really want to see what happens in three weeks. Yes. And see where it goes after that. Oh, yeah. I think with that, we're going to call it on today's show. This was our first episode. We'll see if there's more of these casual kind of talk show-y type shows. I kind of like this. If you guys liked it, let us know. We'll see you again next time. Have an awesome rest of the day. Bye-bye. Bye.