Frontier Fridays ! Dev Q&A w/ CCP Jötunn, CCP Goodfella and CCP Overload
EVE Frontier: Entwickler beantworten Fragen zu Rifts, Schiffen und Basisbau
Das Team von EVE Frontier plant Verbesserungen und beantwortet Fragen zu Smart Storage, Rifts und Schiffen. Geplant sind neue Schiffe mit besonderen Funktionen, Verbesserungen bei Exploration Mechanics und ein überarbeitetes Schadenssystem. Multiboxing soll durch Spieldesign erschwert werden. Das Team arbeitet an Automatisierung im Basisbau und plant eine Roadmap.
00:05:11 Hello, everybody, and welcome to yet another Frontier Fridays. Frontier Friday, Frontier Fridays is the name of the stream because it is multiple Fridays. In fact, that's how time works. I am your host, CCP Yelten, and I am here joined alongside my very good friends, CCP Goodfella and CCP Overload. Gentlemen, happy Friday to you.
00:05:33 Happy Fridays. Happy Fridays. Last Friday of the week as well. Last Friday of the week. Somebody asked, is it Friday or recorded? It is... It is live. Friday. We are live here in our studio. This time, not in international waters, thank God. People are always so suspect of us. They are. They have a lot of questions. We stream live. We give big recorded energy, I think, is how this works. Team, we are... Today, we are kind of in a weird kind of interstitial period. Cut. Cut. Oh, cut. Cut.
Ankündigung zukünftiger Entwicklungen und Q&A-Sessions
00:06:0200:06:02 Oh, it's live. Oh, yeah. Oh, no. Oh, boy. Thanks, Dad. Going back to this camera, we are in an interstitial period between what is now, we're getting up on the end of cycle one going into cycle two, so we are going to be answering your burning questions. You, the founders, if you're a founder, if you're not a founder, sorry, tough nuts, you submitted questions to us. We're going to be answering some of those questions live on air today.
00:06:31 We didn't get to all of them because, God, there were so many. I always kind of underestimate how many submissions we're going to be getting. Shout out to Aki, who I think submitted six different entries. We're not going to be reading all of those, but we will read a couple of them, among others. So gentlemen, before we get into these questions, you guys doing okay? You guys doing well? Yeah. Living the dream? Yeah. I think we're approaching the end of the cycle.
00:06:56 cycle 2 is starting and at the same time that we have a new cycle starting the team is in kind of the starting tracks of the next big development phase yeah we have this two tracks going on it is the adding fun stuff into the game that we want players to enjoy now but we also have a game to make if you play frontier you will see that there is experimentation there there's
00:07:25 Ja. Ja.
00:07:54 We'll be having that one with CCP Maximum Cats, who I think will be here, is how we're going to try and work that out, which will be a lot of fun for us. Maybe up there, I don't quite know how to have this. Maybe both, maybe both places. Maybe he can see himself, you know, through the screens. All this to say, we'll be talking more about the long-term stuff here before too long, but I think the thing, you know, we're just trying to get across is that there are things, a lot of things moving right now, a lot of things in progress. Some of those things are going to take a little bit longer than others.
00:08:21 Es ist nicht immer so einfach so easy. Aber wir sind es besser, weil wir es gut machen können. Ja, ja, ja. Nicht half-baked. Nicht half-baked. Only 3 quarters baked. 4 fifths. So stream next week with CGP Maximum Cats. And then we're going to do another Q&A.
00:08:45 From Founders on next Friday about that stream. A lot of questions. And that one actually will probably be a little bit longer, maybe. We'll see. So if you're watching this right now, watch the stream on Thursday. Submit questions Thursday afternoon. We'll read them on Friday. It'll be a very quick turnaround, but we're going to get the job done. Okay. So all that being said, let's go to, oh, a slideshow. Bada bing, bada boom. We have questions.
Interaktion mit Smart Storage und Produktionsanlagen
00:09:1000:09:10 I'll be slipping back and forth between the main camera and this one. We will go ahead and get started, gentlemen, with this first question that comes to us from Andrinia, who says, when will we be able to interact with smart storage from our production facilities? That is, I guess the question then is, you know, for people who have noticed, you can't really interact, the smart storage units don't interact with the production facilities. You have to use portable storage. When?
00:09:36 Ja, und vielleicht auch noch ein paar Leute, die nicht so viel spielen haben, oder nur auf die High-Quality Balter. Of course. Always High-Quality Balter. Ja, das ist es. Es ist teatlich gerade jetzt, um mit deinem Base zu interagieren. Du musst viel Arbeit machen, um verschiedene Dinge anzunehmen. Es ist ein Workaround, um die Dinge anzunehmen.
00:10:04 Dropping things more easily to the portable storage. Sure. We have more technical complexities with the smart parts because they're so intelligent. They need more engineering massaging. Another dad joke here. Jesus. It's because his son is in such close proximity. Yeah, yeah. He's getting his powers back. Yeah, and it is tedious. Yeah. It's...
00:10:29 nicht in der nächsten Woche oder in der nächsten Woche. Vielleicht nicht in der Cycle 2. Vielleicht in der Cycle 2. Vielleicht in der Cycle 2. Das ist etwas, das wir wirklich wollen verbessern. In Juni, als wir die große Verluste gemacht haben, wir haben viele Low-Handing Fruit improvements auf die User Experience von Base Building. Das ist eine der Dinge, die wir definitiv wollen.
00:10:56 Es dauert ein bisschen mehr Engineering-Complexität, aber wir werden es definitiv machen. Space Conveyor Belts. Space Conveyor Belts. Ja, das ist ein bisschen. Space Conveyor Belts, Space Hoppers, viele verschiedene Dinge. Soon TM. Soon TM. As soon as we have it nailed down the date, we will be fucking... We know this is something that people are pretty hot on.
00:11:18 The answer is yes, period.
00:11:44 und es hat einen physikalischen Effekt auf ihn. Sorry, ich war noch ein bisschen mehr. Nein, du kannst nicht sagen, ich bin einfach nur ein bisschen weitergegangen. Okay, okay. Aber ich denke, in generell, was wir beide wollen, ist es, dass es mehr impact auf die Gameplay ist. Die Trenary, die sich perpetually dancingen, um sich um einen anderen. So, dass wir beide...
00:12:06 local effect and impact on the universe as a whole we also want to add more in general ways for you to orient in space so that you can see more things in the galaxy as you look around whatever system you're in landmark yourself you can already kind of do it in a very primitive way because you can find the trinary in the skyboxes and they are in the right place
00:12:35 Um, you can also, if you go really far out of the, the, the galaxy and can look in towards the center, you'll see like the, the galactic band is very narrow and condensed because you're kind of looking at it from very oblique. Whereas if you're dead in the center, you'll notice all around you and that does change depending on where you are. And so the skyboxes are reactive. Um, we want to keep building on that and sort of have it not just visual, but also interact with the physics. Sure.
Riffs, Riftspawns und Exploration Mechanics
00:13:0000:13:00 Alright, let's go ahead to the next one. It says, riffs slash riffspawns. Chat, I see you. Working as intended or needs work. If changes, can you please elaborate? Yes, I started that huge Discord post about finding riffs taking too long. Which was an awesome post. Yeah, it was great. For people who didn't have the notifications sent directly to their phone, I'm sure it was fantastic. But yes, it was a great post.
00:13:24 Yes, they currently are working as intended. The thing is, you guys just don't have the tools to find them accurately yet. There's no, like, the scanning system, like, the signatures, the effects that the rifts will have around the galactic geography and things that aren't there. So essentially there's a bit of a kind of random chance you haven't just come across them. Like, they are being distributed correctly. It's just you have no way to...
00:13:51 ...determine where they're being distributed to. So it feels very random. So it feels very random. But I promise you it's not. It's just because you don't have the tools yet. If we built the tools with nothing to find, that's kind of equally as painful. Because you have to build the thing and then figure out how to find it. But also, even if it's intended, like, it's working as intended, doesn't mean...
00:14:15 Das ist der Weg zu gehen. Das heißt, es ist nicht so, dass der Post es nicht gescheitert ist. Und die beste Sache ist, dass die Notifikation für CCB Jutton immer noch was. Aber die andere Sache ist, dass die Diskussion weitergeht, denn das hilft uns auch informieren uns in der Zukunft. CCB Jutton hat mich immer wieder an alle...
00:14:37 Es ist mein DARK Passenger, das ist was es. Es ist die DARK SHADOW, der folgt mich. Wenn er nicht mit einem Tick-Emoji zu deinem Kommentar, bekannte ich ihn. Oh, Lord have mercy. Uh, moving right along, uh, we have this one from Wolok, who wants to know, how does Rift 0020 work?
00:14:57 We've tried so many different things to get this site to drop loot, but no one has gotten anything yet from it. You guys had mentioned earlier that it was supposed to drop loot, so what gives? Functioning as intended. Just because it's a hard puzzle doesn't mean it's not a puzzle. You're gonna get me shanked. Yeah. I mean, there are some puzzles in games that have gone on for years and years and years and decades. Some Easter eggs have been hidden and stuff like that. I'm not saying we're trying to make it like that, but I also think there's a huge amount of value to having actually difficult puzzles. So when someone does...
00:15:24 discover or solve something they are the first yeah it's a landmark moment in time for those people or individual that solves it so what we're saying is there's more complexity here that people maybe have just not stumbled upon yet and part of i'll touch on the fact that like said about the other riffs is maybe it's lack of certain tools and analysis and things like that that's fine um these things might get easier as more tools and stuff become available doesn't mean that they're not functioning yeah so technically the answer is skill issue
Schiffstypen, Multiboxing und Damage-System
00:15:5300:15:53 Cool, I'm looking forward to getting fucking stabbed for that one, but thank you guys. Moving right along, first comment in chat was dot, dot, dot. Oh, horrifying. Alright, moving right along. So far, development of ship types has been quite similar to you online, that you have ships that can mine ore, can shoot, blah, blah, blah. Have any thoughts gone into having ships of classes that do something new? For example, ships that siphon fuel and potentially opposite a refueling ship. This comes from Econ Martin. Yes.
00:16:17 I think it's a fantastic question. Wonderful, thank you. Yeah, we could speed run through this. The beauty here is if we go through the questions in general, we are just, none of them, we are disagreeing. No, they're all valid questions. In any way, like we were going through it before and it feels like it just, this is a game that is meant to be made because people understand what they're trying to do. To call out the question here and just to be kind of...
00:16:45 und ehrlich ist es, dass er es spot-on ist. Es ist sehr ähnlich wie E1-Line, denn das ist der Borrowed-Tools-Set, das wir haben gemacht haben. Ein großer Fokus in diesem nächsten Long-Term-Development-Cycle ist, dass wir wollen diese Unique-Ships haben, das Teil der Frontier ist. Und so, wir sehen uns mehr auf das Thursday, im CCB Maximum Cuts.
00:17:12 Vision trailer. You can see that more on that, not necessarily soon. We'll be having new ships dropping in cycles, but there will be more of a similar flavor. But soon we'll have more of a revolution when it comes to what ships are on the frontier. And the different ship classes, exactly. We want them to feel unique in how they are being flown, what they're being used for. Gotcha. Alright, let's go ahead to our next one. Then we have, this one comes from James Zlee, who had a couple good questions.
00:17:39 But I really like this one. Lots of systems. Most are empty slash useless. Are there plans to actually make this thousands of systems of use? Or will that just be the way the galaxy is? Filled with systems that are so insignificant that don't generate any points of interest. Yeah, and exactly. Another great example of where the answer is yes. But to add color commentary to it. Filling out...
00:18:06 20,000 solar systems, we also want each solar system to feel big is a task that will go on for a long time. We are nowhere near finished there. There will be more and more sites and different things to do being added as well. But we also, it won't be the case where every system is just filled with wonder because then you end up being that nothing is filled with wonder.
00:18:29 Es ist supposed to be a vast, ancient, empty forest, essentially. Und du kannst es parallelen zu den realen Welt, zum Beispiel. Da gibt es viele Plätze von Earthen, das sind offen, dass nichts in sie sind, das sind einfach, die gleiche, die gleiche, die gleiche, die gleiche. Und dann gibt es auch die Dense-Cities-States, wie die Infrastruktur und Forests und Mountains.
00:18:53 Ja. Ja. Ja. Ja.
00:19:10 ...next to rivers in real life, where cities tend to form? Or do you want to be the nomadic tribe in the wilderness, like Arrakis and stuff like that? Sure. You should be able to choose. I saw just yesterday, too, one of our art people, our team folks. I don't know exactly what his CSP name is. Starts with an L.
00:19:34 Nope, that's not the one. Different guy. Either way, I was working on a brand new site, which is pretty cool. It's a huge site, which is neat. So there will be more stuff, obviously, but it's just... Like, space will be empty. That's supposed to be. Ground inside. But places that aren't empty will be iterated on and improved. That's the way to put it. Cool. All right, let's go ahead to the next one that comes to us from Anonymous, who wants to know, are you planning on keeping the current damage system type?
00:20:02 ...er Damage-Type System, rather. What sort of changes might we expect to see in regards to how the system currently works? Will Thermal Damage ever cause the opposing ship to actually heat up? Probably. We haven't got around to this kind of stuff yet. A lot of it is... We've talked about this a bunch. There's... We're building on top of an existing engine, and we're able to use a bunch of it to essentially like...
00:20:24 und so you can play things. Doesn't mean that that's the final design. Doesn't mean that it might not be the final design. It's things that we have to kind of get to in design individually. Things like the damage system and then the other effects. We 100% want things like heat to be impactful. 100%. Another brilliant example of where the answer is just yes. And where the community is like filling in the blanks of where we want to take the game. Which makes the game is meant to be made.
00:20:52 We added the heat system in June. The biggest issues with the heat system at that point were jumping into a system and getting heat locked. We tried to improve it slightly, but it's still not fully sold. Other than that, the feedback from the heat system has been super good. We have a lot of things that we want to...
00:21:16 Add to it, Turvon is spot on there in like having actually dealing with overheated ships or modules go offline or work less or worse or go intermittently break being able to impact the heat of other ships around you and then also what are the damage types being able to catch a feral sickness because you are in
00:21:43 Das ist ein bisschen ein bisschen ein bisschen ein bisschen ein bisschen ein bisschen ein bisschen ein bisschen
Tutorial, Multiboxing und Exploration Mechanics
00:22:0700:22:07 who says currently the tutorial is rather rudimentary and leaves players vulnerable to fall into a few different new player traps such as running out of fuel or shaming themselves on a very hot system like you mentioned a moment ago mr good fella yes how do you plan to address this and similar future issues that may crop up moving forward just make it better just make it better yeah easy
00:22:24 Roll up the sleeves, continue to work on it. Version one of the NPE tutorial system. And the more feedback we get of bad things, the better. There's a lot of room for improvement in the new player experience. Peel the curtain back a little bit for people perhaps. So we have a lot of data and monitoring for things like this.
00:22:48 We can map out the journey through things like the new player experience and how people progress on after that. And we can start to, the more people that go through it, we can start to see where...
00:22:57 blockers are where people stumble the most often and we can start to tweak and address things not only from changing the tutorial itself to make it the smoother transition but also it can impact game design decisions. So we're always looking at it from a very data-driven approach. We have a fantastic data engineering and data science team here at CCP and we're able to use a lot of that data from people running through this to infer decisions and designs and make things better. We're always doing that.
00:23:24 But the more feedback we get and the better we're off. But also we'll never be able to make the perfect new player experience. It's always gonna be bad in some ways. But what does really help also is veterans being active in chat, in game and on Discord. Because you just see the spam of people running into the same things over and over and over and over again.
00:23:48 The amount of people who sat in chat for hours, especially early on during the free period and just answered questions over and over again. Fucking Warriors, man. I wish I had a way to better recognize those guys, but my God. Moving right along again, let's do this one here from Farouzan and DeVellone. Wants to know, how do you plan to limit multiboxing? This is a critical topic for many players. What was his name? That's Farouzan and DeVellone. That's his name. Going back to the main one here.
00:24:17 So this is a great question, and we've asked it quite a lot. And there's two ways to kind of address this. One, we could just kind of block it, ban it, things like that. But there's no way to really do that. And also, personally, I don't think we should. Like, that's such an artificial limitation on something. So the way we want to address this is we don't want to...
00:24:40 Limit multiboxing by artificial rules. We want to limit multiboxing by essentially game design decisions. Certain games are easy to do multiple things at the same time. I'm going to use E1 Line as an example. Mining is very much click and forget to do like a whole couple of cycles. It doesn't require much monitoring. Whereas if you're doing like raids in World of Warcraft with like your healer, it's a lot more action intensive because more things are happening. You have to be more responsive.
00:25:08 Du kannst Multibox World of Warcraft, aber es ist einfach viel schwieriger zu werden. Und wir wollen es so, dass wenn du wirklich gut bist, Leute Multibox World of Warcraft sind, viele sind insane mit dem. Ich habe keine Probleme mit dem. Das ist das, was du willst, aber es sollte sein.
00:25:24 Skillfully hard, and the game design of the way people play the game itself doesn't necessarily lend itself to easy scaling of multiboxing. We don't know how that's going to look in the long run yet, but that's the philosophy. But there are things that we're already doing that are tangible. Obviously, one of the things to add as well is fuel. Everything needs energy. When everything needs energy, it becomes a totally different game.
00:25:49 Es ist interessant, dass du Minden hast, was du anstattest, was du anstattest, was du anstattest, was du anstattest, was du anstattest.
00:26:16 von EVE Online. Ich weiß, dass es etwas, was wir darüber gesprochen haben. Ich glaube, wir darüber gesprochen haben während der Keynote-Fanfest. Ich weiß, dass es mehr darüber gesprochen hat, über eine mehr interaktive Mining-Experience ist. Das ist jetzt, glaube ich. Nicht für die nächsten paar Sekunden. Nicht für einen Moment. Aber das kommt. Haben wir den Konzept-Video? Wir haben nicht. Nein.
00:26:44 Das ist ein Video mit dem Asteroid. Das ist ein Video. Ja, das ist ein Video. Ja, das ist ein Video. Ja, das ist ein Video. Ja, das ist ein Video. Aber ja, das ist ein Video. Ja, das ist ein Video. Aber ja, das ist ein Video.
00:27:06 Game design. Game design is the non-lazy way to fix this. Just turning it off is lazy. Turning it off is lazy game design. It's like, you know, it is. And then it's like, it's a war that will never be won. It's super high in opportunity cost for resources. We'll be spending brain power, development effort and everything into that, which is just focusing on making a good game. Let the meat kick? Yeah.
00:27:33 Just lots of little small kicks. I mean, it's not going to be like StarCraft intensive. No, no. I mean, you're not going to need 600 APM to get it. I've seen people multi-box things like PUBG. Yeah. Like, it is possible to multi-box pretty much any game if you're unhinged enough. Yeah. But I challenge someone to like run like 32 accounts in PUBG, for example. Yeah. And not just feed. Agreed. All right, moving right along again. We have this one here. Can you share any details on exploration mechanics?
00:27:59 A lot of the scanning and exploration mechanics don't exist yet or are in very nascent forms. A lot of it will be based around things like the heat signatures, for example. Like, you know, the more stuff you run on your ship, like the hotter your ship's going to be, the brighter your signature's going to be.
00:28:26 und dann parken sich in front of der Sonne, in einer kleinen kleinen heat-signaturen in front of einen Ball von Fire zu finden. Aber wenn du in den darken, colden Bereichen hast, du wirst wundern in den Forest mit einem Torch auf.
00:28:39 ist, dass wir andere Spieler in Feral Drone Aktivitäten und so weitergehen können. Und wir können das auf all sorts of different types of Exploration-Based Mechanik. So in terms of the specific examples given here, like Rogue Planets, which I honestly think is great. Rogue Planets wäre eigentlich kind of dope, in between systems. Stuff like that, I have zero details really on that, because that's probably a decision from further down the line. But yes, there will be Exploration Mechanics, first and foremost, based around Heat. Yeah. I think, first of all, this Anonymous person is...
00:29:07 Ich habe viele gute Fragen. 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,
00:29:36 System map is like with the exploration when you're in a solar system but another thing that we have been discussing is like okay you're in a solar system but you're kind of trying to plan your course through different systems that are around you what are the things that you can signature and scan scan down that are giving a signature in local systems as well don't have a lot of detail to
00:30:05 To add to that right now, but the question is bang on and where we want to take it as well. Cool. All right, let's do... Sorry. Quickly, just to add then as well, though, is that we have a prototype locally working of a signature and scanning system. The foundation was heat. Do we actually? Yeah. Sick. It's a fact. I've not seen it yet. Yeah. So...
00:30:29 The foundation was heat, because obviously that is the primitive, that is a signature. When we have heat now, it becomes a signature that you need to manage, because heat is just, you're managing heat, it's radiating heat, that's the signature that you're picking up on. Then you can scan things down because of the signature. So baseline was to get heat functioning, so we're not adding too much.
00:30:55 Es ist einfach so, dass es so, dass es so, dass es so, dass es so, dass es so, dass es so.
00:31:16 Wir sind nicht nur ein Problem. Noted. Noted. Noted. Thank you for your feedback. I would personally nerf any Galente ships. We can guarantee right here that we personally, not a single person in this room, will nerf a Galente ship.
Fitting System, Player Viewports und Roadmap
00:31:4100:31:41 Moving right along. No work. No work. You know, a lot of these are anonymous. I wonder if I just like accidentally put anonymous of the name for all these. I think I did it right. We'll see. Somebody will complain later, I'm sure. In its current state, the game essentially is the fitting system from Eve. Yes. Without going into too much detail about this, basically the question is, do you see this as a work in progress or is this something that we're going to be seeing more or less the same version of?
00:32:08 Towards completion. No, this hasn't really been touched. The question is pretty on the nose that it is very much like the e-fitting system with a few changes because of prototyping stuff. And we're very blessed to have a fantastic, the best MMO spaceship game engine in the world to build these things on. And it takes a lot of time to make things. And I'm pretty sure you guys would rather play stuff just now. So sometimes we make a couple of little tweaks to...
00:32:34 test ideas and concepts before we commit to doing a full redesign of an entire system. Because that is a big undertaking. But topological fitting. Topological fitting. So this thing, the current system will be basically scrapped almost in its entirety and rebuilt from the ground up.
00:32:54 Another great question from Anonymous. Anonymous, just killing it. Absolutely nailing it today. But this ties very well in with the question about the ship types from before. Where this is, like I wrote the saying, borrowed from E1 Line, which helps us just get stuff quicker and experiment quicker. But this is something that we will be addressing now. We actually just had a brilliant meeting earlier today with...
00:33:22 Die Gamedesign-Team arbeitet an der Exploration für Schipz. Aber die verschiedenen Rollen, wie die Fits sind, wie die Topological Fitting in der Zukunft. So, wenn du etwas in der Seite befestigst, kannst du etwas auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite auf die Seite
00:33:47 und du kommst in gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die Anwärmung gegen die
00:34:10 We showed from our intern the prototype that we are looking into more... Yeah, it's like one of our most voted social posts, by the way. Okay. Yeah, like by a pretty wide margin, I think. I was talking on our intern. I was talking on... Definitely an intern. I mean, he has been interned for nearly 15, 20 years. Maybe you should put some more effort in. Yeah, it's uh...
00:34:37 Ja, du hast es gesagt, es wird noch viel depth in PvP sein. Ja, du hast es gesagt. Es wird die Positionierung und die Positionierung, nicht nur ... ... ... ... ...
00:34:53 Strategies and tactics and things like that. And another one we can tie into the multiboxing thing. Good luck multiboxing. I was going to say, I think of it a lot like, to use an example, I'm sure a lot of our young audience will remember. Star Trek from the 90s and 80s, where they have, oh, put all energy to forward shields, to burgeon those forward shields, and the rest of the shields become a little bit weaker.
00:35:18 Do you feel like that may be something in the future where you not only are managing where you're putting your armor plates, but also like where you're directing energy in your ship to make some things more powerful than others? And obviously like, things like shields would be radiating a ton of electromagnetic energy. Yeah. Indeed, indeed. Alright, uh, going up here we have, in the world of player, this one is from Micronova, not from Anonymous, sorry Anonymous. In the world of player viewports and onscreen information.
00:35:46 uh on a scale from og eve online to elite dangerous what is the current design vision for what we will be able to see og eve being the full overview full information to elite just being a 180 degree cockpit view with a radar or heat scanner seems like the vision has become blurry from previous cycle to current to the intent video wow this is yeah this is uh another fun question yeah really i sound like a total suck up to the community but uh well it was cut he's like i hate all these questions here's the thing go through the product
00:36:14 Ja, ich würde sagen, sehr viele der Fragen waren nicht gut. Es waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar, da waren nur ein paar.
00:36:37 Like, ah, hey, you guys are doing such a good job. I mean, just like, you know, give you a little rub on the back or, you know, whatever else. It's something that, uh, and this is, I feel like this is a good, a good question. This is the, one of the things we get asked a lot, and this is, especially when we start talking about the, um. It's a kind of arbitrary scale. Right. Elite Dangerous. Yeah, it is. On this particular scale, it has been defined by the question. Yeah. Probably like 70, 75% towards Elite in this one, so.
00:37:04 Es wird dann noch die 3rd Spaceship Perspektive, nicht die 1st Spaceship Perspektive. Ja, natürlich. Das ist sehr clever, by the way. Und es wird nicht alle, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die, um, die,
00:37:32 von einer von den ersten Versionen der aktuellen Builder. Ich glaube, das war vor FanFest. Der Ring. Das war eigentlich ein Pain in den Assen an der Zeit, weil es zu busy ist. Wir haben das ganze Zeit genommen, und dann haben wir das ganze Zeit genommen. Und jetzt werden die Leute sagen, oh, wait a second. Wo ist mein Ring? So ist es fair zu sagen, dass das also ein ziemlich heavy work in der Vergangenheit ist? Ja, ja, ja. Und ich denke, die 180 Cockpit sind immer nicht...
00:38:01 Das ist etwas, was wir sind für. Denn wir arbeiten heavy Machinery. Elite Dangerous Ships sind kleine Fighters. Die größten sind sehr klein. Die größten Ships in Frontier sind eher Star-Ships. Sie sind nicht Spacke, sondern Star-Ships. Ja, es ist eine Dark-Fighting-Karte. Die scale ist anders und anders. Sie sind sehr großartig.
00:38:26 Heavy Machinery type things. Yes, and what we are working on now is the HUD. The HUD that we have right now is just a prototype from, I think, one and a half year ago. Yeah. It's barely been iterated on. I was gonna say, the current HUD is, I think it's a lot of cool stuff in there, but it has not really been touched in a long time. Exactly, and that is now on the operating table being touched on. And...
00:38:54 Can you go back? Yeah, sorry, sorry. No, you're good. And the intent video, what Micronova is referencing there is the Creative Vision Trailer, I assume. That is what we're using as a reference point for development as well. It's not just...
00:39:14 cool stuff or provocative words and get the crowd score. The gith is we're referencing and that's what we want to create internally also. But things like how to orient in tactical camera versus in cinematic mode are things that we haven't fully solved yet. That is one of the questions we ask kind of a lot, especially on some of the socials for people who are...
00:39:34 especially in YouTube, from people who maybe are not in the community day to day, who don't see a lot of the conversations that are happening. The question is, this is nothing like what the game looks like currently. Why would you put out a trailer that looks like this when it doesn't look anything remotely like?
00:39:51 Ich denke, das ist die Sache, die Leute müssen sich daran erinnern, ist... Es ist besser zu machen, was du willst, als du eigentlich zu bauen. Ja. Das ist einfach so, wenn du eine Konzept-Drawing hast, bevor du es gebaut hast. Ja. Aber Leute sollen... So, was du sagen, dass die Trailer sind, und die coolen Shots sind... Das ist aspirational für uns. Ja, wir wollten sie aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem, aus dem...
00:40:18 die Template, die Richtung der Weg zu gehen. Es ist einfach so einfach. Und wird es sein 1 für 1? Nein. Guarantäe, nein. Aber ist es was wir wollen jetzt? Ja. Wollen wir das jetzt aufhören? Probierlich nicht. Wollen wir das jetzt aufhören? Probierlich nicht. Wollen wir das jetzt aufhören, als wir mehr lernen und die Feedback von der Community? Ja.
00:40:36 Cool. Also, ich glaube, dass du auch mehr Europäisch bist, und du auch auf YouTube ist, ich glaube, in Amerika, du kallest Usubway. Du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt, du verdammt.
00:41:04 I wonder if Blizzard's hiring. Alright, moving on to, and maybe not Blizzard, I take that back. When can we expect a roadmap for the game? In this early stage, it's already fun, but indie game solo dev fun. What is waiting around for the band? Hackabaka, thank you. Or Hackababa, thank you. Probably like a month. You think a month? Probably like a month. Maybe towards the end of August. Hackababa is a cool name. Vision.
00:41:32 stream thursday to go where we are heading uh we are taking that vision presentation it's it's basically from uh it's been presented to the entire team internally we're mapping that out now to the work that we we can do over time uh we could already share the things that we and we kind of talked about it in this stream the things that we wanna
00:41:53 Wir können auch ein bisschen mehr Zeit machen, wo unsere Producers auch unsere Lieblingsproduktionen machen uns, in einer positiven Art und Weise, was tun wird. Ja, wir sind nicht nur die nächsten zwei Monate, wir sind auch 4 Monate, 6 Monate, 8 Monate, 10 Monate, 10 Monate, Jahr. Wir können zusammenhacken Dinge zusammenhacken.
00:42:20 Ja. Ja. Ja. Ja.
00:42:30 Es ist etwas slower, aber es ist viel, viel besser in den Longhorn zu sitzen und eigentlich... Ich denke, um, was du gesagt hast, wenn ich mich überrascht habe, wenn ich mich überrascht habe, um, vielleicht nicht die besten. Vielleicht ist das nicht die besten. Vielleicht ist das eine Mixed-Metaphore. Wir sind ein Healthy Workplace. Ich wollte nicht sagen, wir sind ein Healthy Workplace. Wenn ich mich überrascht habe, um, es ist ein bisschen besser. Es ist ein bisschen besser, um, über die Roadmap, du sagst...
00:42:59 We don't want to lie. Which is, I think, fair. We definitely don't want to do that. That would be not ideal. Wait for the teams to figure out what their development roadmap is. Have it all, you know, this takes a bit of time. And then planned out for production. And then that's when we deliver it to the community. So that we're not just making promises that we might not be able to deliver. Like when we come with a roadmap, some of the stuff might not end up happening. It might change. But when we present it, what we're presenting is...
00:43:27 100% what we intend and believe what we can do. Sure. And we want to show it as soon as possible because we are very comfortable saying we didn't get to all of it. And if the founders especially have seen earlier roadmap streams and if they compare that to what we delivered in June, it is not one-to-one. Something has progressed more.
00:43:48 Und das war wahrscheinlich weniger, denn unsere ambitions sind immer höher als in der Realität. Aber wir sind sehr komfortablen, dass wir ehrlich sind. Ja, wir sind nicht sicher, dass Leute wissen, wenn wir f***en. Ja, das passiert manchmal. Ja, das passiert manchmal. Less now, als es in den letzten Jahren ist. Wir werden besser. Ja, das ist gut. Hey, first of all, gut morning. Gut morning. Going back hier.
Bosse, Smart Assemblies und Automation
00:44:1700:44:17 Could you add more bosses to the cache areas, like the unknown Prolium Solero? That way it would be more difficult and entertaining. I worked real hard on that word, by the way. Let's do it. I pressed the wrong button there real quick, don't mind me. Yeah, so, yeah. Maybe. Yeah, the answer is yes. Yes, we good with that? We're all in agreement? Maybe you could learn something from Ruki, NPC Ethan.
00:44:40 Sounds like this guy does not have skill issues and he could teach you maybe a thing or two. Oh, is that right? About pressing buttons? He would probably survive longer. Can we have him be the next mission thing of surviving? Listen, there was one question I left out. I don't remember who asked it. And the question was basically, hey, how about an event where people hunt for CCP Overload and CCP Jotun and find out which one dies faster?
00:45:04 Das ist ein sehr low bar. Ich bin hier einfach... Ich bin hier einfach... Das ist eine gute Idee. Ich weiß nicht, ob das ist. Ich weiß nicht, ob das ist. Cycle 2 ist...
00:45:16 Somebody wants to know who the fuck is coming up with these peculiar NPC names. You don't think you mean you mean you aren't familiar with the the well-established name of Prolium Solero come on guys
00:45:42 I genuinely thought it was a dunk on you. It's okay. Everything's gonna be fine. Zen. Zen, calm, inner peace. Inner peace, we're moving along. We're going to the next question. But to give him an answer to the question is that we love the attitude of making things more difficult and challenging and sides and PCs and everything is a work in progress. Wonderful. We do have, I think there are a couple, I've seen...
00:46:08 some work uh that again ccp brooder has been putting together uh shout to ccp brooder uh i i'm building up real big buddy don't let me down i'm gonna look like an idiot uh more than usual uh about one of the the new potential bosses uh and it is kind of nuts uh you know people people think the moon eater is this big deal but it's like the moon is the cow yeah like he just sits there and and eats grass all day and
00:46:36 You know, kind of harmless. You guys don't understand how ancient civilizations lived and died in this place. Do you think they didn't have the craziest weapons you've ever seen in your life? You think they're all gone? They are not, bro. Anyway, moving along. When it comes to smart assemblies, hey, first of all, shout out to Aki. This is one of the 18 questions he answered. We're going to do this one to start.
00:47:04 When it comes to smart assemblies, can you talk about how far you want to go with automation? Do you intend to allow it to all be controlled programmatically or will it always involve manual effort from players? A bit of both, really. I mean, what we want to do is build the fundamental primitives of automation as opposed to bespoke specific solutions for individual problems. And the lower level we can make these primitives, the more composability people can have to build their own systems.
00:47:30 Und in Minecraft, du hast Redstone und Pistons und Blocks und ihre individuelle Dinge sind ziemlich einfach, wie sie funktionieren. Die Leute builden entire CPUs aus dem, alle funktionieren zusammen. Und wir haben das type of System, als opposed zu, wie du einfach plopst an eine Pre-Made, die wir designed.
00:47:52 Und dann kann man das einfach nur auf dem Fall sein. Wir wollen Automation. Die Key ist natürlich, das ist die Energie Spendung. Alles, was hat Action braucht Energie auf der Frontier, so man kann zwischen mehr Manual, mehr Energie, mehr Automatisch.
00:48:16 Ja, ich habe diese Frage a lot. Ich habe die gleiche Frage. Ich habe die gleiche Frage. Ich habe die gleiche Frage, wie man die Webseite buildet. Ja. 2004, 2002. Du hast es installiert an Apache Server. Du hast es in HTML und CSS. Wenn du ein Payment System oder ein Storefront hast, hast du...
00:48:33 ...either develop one yourself, ... ...or buy some really expensive, hard-to-configure custom software to do it, ... ...these days head over to our sponsor, Squarespace! Squarespace! Type in Frontier 50 for 50% off this week, ... ...for your first month free at Squarespace. Head over there and just drag modules in, drag a storefront module in. You don't have to be a programmer to build a website, basically. Now, we're very much in the 2002-2004 era of website building for this type of stuff. So that's the answer.
00:49:03 Die primitives, HTML, all that nonsense is basically primitives for the web. And people have built systems and systems and systems on top of that, which make the end experience for the user a lot easier. I am not an engineer. Thanks for that. Great chat, thank you boss.
00:49:29 We want to play our game ourselves that we enjoy playing. So we don't want just engineers to have this massive advantage or not us being able to interact with things and others able to. And eFrontier will fail in the future if it's so specific to just a specific cohort being able to use it. But what we've seen from eOnline and other games like WoW as well and like numerous other games is that the third party developers usually end up creating
00:49:54 Really cool stuff. Yeah, so much cool stuff. That the normal people, like myself, end up using. And that's what we are betting on with these primitives that Overload is talking about. We should actually just have a stream soon on base building. I spoke to CCP Game Designer. Oh, CCP Game Designer. Okay. To have it a month and a half from now. Something like that.
Progression und Linsen
00:50:2200:50:22 Talk about the automation, talk about smart assemblies, moving between storages and all of the different things that will make the experience way better. Hell yeah. Thank you so much for that, CCP Game Director. Appreciate it. Let's see, we're getting here. We have Aki again. Could you give us a quick update on progression and what do you think that'll look like? If possible, could you talk about ideas about progression that were tried, scrapped, and definitely won't be in Frontier? This is, of course, the question about...
00:50:50 Skill points. People wanna know if we're gonna have skill points. We will have progression, active and passive. There's a lot of beauty in E1Line to the passive skill system, but as a survival base building game we want to have it active as well, where you get better over time. And then the third part as well with this more specific controls of ships needing to focus on the space scene and everything. The third.
00:51:18 The thing that we will have also is more your own skills progressing. It's not just about power, but it's about how you maneuver your spaceship in space, thinking about topological.
00:51:30 So you'll be able to progress your skills there as well. Be better. Yes, be better. But what we are focusing on right now is nailing these core things before we add this meta progression layer on top. How it is to fly your spaceship. How it is to build your space in space and everything before we get to the progression part of it. Cool. So not on the surgery table imminently right now.
00:51:58 But we know about it. We have a plan for how we want to address it. It just takes time. And there are other things that we want to nail first before we build on top of it. Okay, awesome. Let's go. We have Aki for a third time and the last time. Thank you, Aki, for, again, truly so many questions. This one, he asks, there have been a lot of discussion around lenses and how they can only be acquired from Keeps. In the past, we saw the team experiment with smart storage unit lens vendors.
Diskussion über Linsen und Basisbau
00:52:2400:52:24 Ist die Intention still to limit Linses to Keeps? Are other ideas being considered as a challenge we as players will have to work on? Especially for areas far from Keeps. This is just the current implementation based on what we have available to us at the time. It is not in any way a final design. Yeah. I'm almost saying it will not be like this, but I can't even say it probably won't be like this. Yeah, I mean, it's pretty obvious that Linses are pretty core, you know, integral part to the economy because they're how you get crude, which is the thing you need to...
00:52:53 Und das ist, glaube ich, ein weiteres Work-in-Progress. Ich bin sicher, dass CCB coin ist. Ja, da sind viele Ideen, die wir hatten. Und die mehr die Community spricht über das und die Brainstorme spricht, die besser als auch. Ligenses, die du in deinem Basis hast, das du in deinem Basis hast.
00:53:18 Ja, cool. Awesome. All right. And our last question for this session. Again, we had a ton of questions, folks, and we may get to more of them in the future. We will certainly be doing, like I said, another one of these streams next week. We're going to be answering questions about...
Erkenntnisse aus dem aktuellen Zyklus und zukünftige Entwicklungen
00:53:4500:53:45 Was hat die Team gelernt von der Cycle so far? Wir lernen a lot of stuff all the time. We get a lot of data I mentioned earlier on the way we review things in the NPE. That goes for a lot of aspects of the game. We're constantly looking at analyzing and changing data. Sometimes it's small tweaks, sometimes it's big ones.
00:54:12 Die Cycle ist nicht über yet, also es ist schwer zu wirklich sitzern und analysieren die Daten, wenn es nicht complete ist. Wir haben zu warten, bis es zu werden. Wir haben gelernt, dass es 4 Minuten und 59 Sekunden dauert. Du motherfucker. Da war eine Frage, dass ich das in da bin. Ich weiß nicht, was es war. Ich weiß nicht, was es war, aber... Oh, du hast es aus. Surprise! Ja, shocking, ich weiß. Oh, okay. Ja, ich war definitiv.
00:54:40 So, a lot of the learnings come at the end also as you start the new one. But with that being said, I mean, this cycle was also part of a huge release. New cycles won't always have this big of a release every time just to make it abundantly. Sure. It was a development effort since December that culminated in the cycle in June.
00:55:09 But there are things in base building that we learned a lot about on things that we updated. And that's why we're also working on automation now. We're working on easier movement between storage units. We're working on both thinking about the defense and attack of bases. There's the network nodes are OP right now. And then a lot of starting regions, all sorts of things like that, that we could have just a tangible list on.
00:55:36 Die Kamera natürlich, die neue Tactical Kamera ist super OP. Ja, super OP. Aber es gibt einen Weg zu benutzen, die Tactical Kamera und die Hauptsache mit der Main Kamera ist auch wichtig. Nicht nur WSD, sondern mehr Abilität zu kontrollieren, in größeren Bereichen. Das ist eine höhere Priorität.
Fokus auf Schiffsidentität und Client-Integration
00:56:0500:56:05 The two or three questions here or something learning on like needing that to put really hardcore focus on the identity of ships on the frontier and that importance. So all sorts of, another thing is just everything, the importance of just having everything in client as well. I don't know how often we've talked about missions, doing missions for Grace.
00:56:33 A lot. A lot. Yeah, a lot. But once it's in Client, now it's not fully meet yet, but having it in Client has done wonders for it as well. There's a lot of people that didn't realize, no matter how often we've talked about it, that it was a thing. So the more things we can, and that's why also we have the third party stuff in Client. It's just people want to play Frontier. When they play Frontier, they want to be able to do everything.
00:57:00 Related to Frontier while they're in the game. I agree with that. And it has been maybe some of the best feedback we've gotten so far is that people like the fact they don't have to do some sort of weird, you know, go to this website, interact with this thing, and then maybe it does something in the game. It all happens right in the client, which is pretty cool. And when you're playing a game, that's what you want to do. Yeah.
Ankündigung zukünftiger Streams und EVE Online Alliance Tournament
00:57:2100:57:21 Well, that is everything we've got so far for this one. We will be back next week, friends. We'll be doing, like I said, the stream is on Thursday of next week. I'm just going to go to my other camera. I've got this one here. We'll do that stream on Thursday next week. We'll be putting out times for that shortly. Check our socials. Check our Discord. If you're not in our Discord, discord.gg slash eFrontier. Come check it out or one of our...
00:57:42 Many different socials that we have around. We'll be putting out more information about it soon. And then we'll be doing our follow-up stream on Friday at the same time as this one. It'll be 1 p.m. UTC. So come check it out. Gentlemen, before we go, one more thing. Stay tuned. Not too long after this, we're going to be having the EVE Online Alliance Tournament Feeder Draw. CCP Overload is getting ready to scurry over there.
00:58:09 ...to take part in what will undoubtedly be the most exciting jangling of the balls he's participated with in the last 24 hours, which is what is happening. There's some ball jangling. I've seen the balls myself. I've glimpsed them with my eyes. That's what's happening in that room right now. We refer to them as Globes of Providence. Globes of Providence. Sorry, not balls. My mistake. Just a little bit of a slip of the tongue from my part. So stay tuned for that. We will be having that here shortly. Any last thoughts, gentlemen?
00:58:38 any nope nope okay awesome did i i just uh questions yeah great question thank you so much guys super good somebody says globes of balls hey shout out official neophyte that's very very good thank you i have been csp yot and john alongside my good friend csp overload and csp goodfella and until next time we'll see you on the frontier have a good night i did it when you were gone yeah yeah i did yeah people hell yeah that's what i go yeah that's what we get to the money boys let's go