Frontier Fridays - Basebuilding Proto Update!
EVE Frontier: Basisbau-Vision enthüllt – Von Camps zu automatisierten Imperien
EVE Frontier plant eine Evolution des Basisbaus, von einfachen Camps zu automatisierten Basen. Spieler starten mit manuellem Aufbau und Ressourcensammlung, entwickeln dann fortgeschrittene Strukturen und Automatisierung. Ziel ist eine von Spielern gestaltete Welt mit eigenen Imperien und Industrien, inklusive verbesserter Industrie-Schnittstelle und Basisverteidigung.
00:07:30 Good afternoon, everybody, and welcome back to another episode of Frontier Fridays. I am, of course, your host, your friend, your secret lover, CCP Jotun, and today I'm joined by my very good friends and colleagues, one of whom you've never seen on the show before, CCP Cake Machine and CCP Hex. Friends, welcome to the show. Thank you. Yes, it's a pleasure to have you both here.
Vision für Basisbau
00:07:5800:07:58 Not least of which because I don't have to deal with the absolute cacophony of having to deal with CCP Overload and CCP Goodfella for another week. So exciting to have you both here. We're going to talk about some really cool stuff today that you guys are working on specifically. But before we do that, just remember, audience back home, we are still in the middle of our free trial for Cycle 2.
00:08:23 You can play the game right now for free if you've never played it before. Or if you, you know, are just bored and you want to do some stuff, you can do that. We have another huge event coming up here before too long for CCP. Operation Nemesis is coming up soon for EVE Vanguard. You can check that out as well. But until that starts, you can play our game too. Be a lot of fun. So I said, my wife was like, are those metal shirts? Yes, they are in fact.
00:08:50 I did not get the memo today, apparently. My bad. So, all right, gang. So, let's, before we get into it, let's just go ahead and introduce you two, because you guys, only one of you has been on the show before and not ever in this format. So, CCP Hex, let's lead with you. Who are you and what do you do? Yeah, so I'm CCP Hex, I'm a EOI UX designer here, and along with CCP Hex.
00:09:19 Okay. And CCP Cake Machine, you are? I am a game designer at CCP. Okay. Currently working on the base building team. Okay, cool. So we're excited about it. Awesome. I mean, base building is like the, this is the hot button topic, right? I mean, this is the thing that gets all the, it really brings the boys to the yard, as it were. So you guys, I mean, we've talked a lot in the past about the, you know, the work that you guys have already put into getting us.
00:09:47 So, I don't want to talk too much.
00:10:16 I'm going to throw it over to you, CCP Hex, to go through your slide deck. I asked both of you, not just you. You can both talk. Yeah, so we just wanted to share a little bit about base building. We've been hard at work trying to kind of take a really nice holistic approach to kind of making this really intricate system of gameplay, you know, cohesive, really...
00:10:43 Focusing on the user experience and all of that. So let's just dive into it. So we have this as our current vision. We also just want to create like an emotional journey, like a fantasy for this. I mean, we talk about this being the frontier where we rebuild humanity. So we want to get that journey started for players.
00:11:12 So in broad strokes what we want to achieve is to go from this camp building experience where we're bushcrafting and surviving in the darkness and then intentionally finding a home and settling down somewhere that still involves a lot of manual labor and then we want to evolve past that state into automation where
00:11:39 The base starts to an increased degree to take care of itself. And the player has more free time to focus on strategy, goal building and exploration. And then from that, we really take it to the next level. We're more integrated into the kind of landscape that players have built. And we intentionally want to
00:12:07 Es gibt auch einen Incentive, für die Entwickler zu kommen, mit großartige Lösungen zu den Systemen, die wir machen, und für es, generell, optimal zu gehen. So, in der Quest für Efficiency, die Spieler brauchen die Tools, um die Efficiency zu erhöhen.
00:12:26 And we very much want to leave those doors open as much as we can through the process. You're saying there's room in there for people to have not just different experiences, but maybe more optimal experiences based on how much effort they're willing to put in. Yes. On the back end. Very cool. Or even enjoy the labors of others' effort when it comes to that. Sure. So being able to share optimization effort or even like go.
00:12:49 Wie geht es noch weiter, was empires oder industrielle Asperations der Spieler hat? Weil die Infrastruktur in-game wird die Spieler-Base sein. Das ist der Endgame für uns, für die guten Spieler im Spiel. Sie sind die Humanität. Wir versuchen es auch von dieser Perspektive zu beantworten.
00:13:18 Wir geben ihnen die Fondation auf die sie können. Awesome, sehr cool. Ich liebe das. Ja, so das erste state ist, das ist der current state. Ja, das ist das, wie wir über die Portables sprechen. Das ist, wie, bevor du getrennt und starten. Ja, ich liebe Collecting Rocks. Ja, das ist eine gute Art. Ja, wir haben auch über Punching Trees gesprochen. Ja, das ist die Punching Trees part. Ja, absolut.
00:13:47 Ja, wir haben diese Art von finden die Aktivitäten, die du machst, nicht die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten. Die Aktivitäten.
00:14:14 mit den Mechaniken der Gathering, der Bildung, der Powering, der Planung und der Maintaining. Das sind die Emotionen der Dangerous Unforgingen Welt. Das campfire, das Licht an der Campfire. Ja, ja. Und in diesem Kontext ist es sehr wichtig für uns, um diese Emotionen zu erreichen. Der Welt muss sich mehr als Dangerous sein.
00:14:41 die Base, oder sogar die Campen, oder wassitzen, die Spieler zu bauen sollten, sollte sicher sein fühlen. Aber jetzt, all die Welt fühlt sich sicher. Ja, ich wollte sagen, es gibt nicht die ever-present-Danger. Aber das kommt. Ja, aber das ist also das, was wir wollen, dass es eine Evolution gibt.
00:15:05 breaking point or like where you evolve from the stage one to the getting to that point and doing like a proper base right is that like we need to make then this state less viable as well so it's like it isn't unstable it is like decay it is like you are building in an unstable environment or something like that we're trying to approach it with the portables to kind of reframe them conceptually as makeshifts okay
00:15:34 So, because currently they just feel really good. Yeah, you're just running forever. Yeah, yeah, yeah. And so we want them, like when you build the assemblies at your L-point, when you start building up your base, you should find that those machines are much more efficient. They're more enjoyable. They feel like an upgrade to the existing journey. It's not, it's the difference between like a lean-to, like a...
00:15:59 Tent that you make in the woods, if you need shelter somewhere and you have your little spit roast to cook your food on versus a proper stove and a proper four walls on a roof kind of situation. Emotionally, that's where we want to go. Okay, cool.
Entwicklung der Basisbau-Stufen
00:16:1600:16:16 So, es gibt eine Natur-Evolution von diesem, die die Stabilität und Decay und die Intense Manual-Labor- und Micromanagement, und die Limitade-Capabilität in dieser Phase. Ja. So, wenn man weitergeht, es ist das, wie in Space, wie in Space, wie in deinem Raum.
00:16:37 Establishing something permanent, laying the foundations. And this is where I say with the activities, you have mastered or gotten these beginners intro to these skills of gathering, building and all of that. Now those are more advanced, right? You're not building postables, you're building more advanced buildings. You are powering them in a more advanced way. And planning and maintaining all of that. But on top of building upon those skills, you're also adding the skills of
00:17:05 Defending that permanent home that you're starting to build out. It's about upgrading them. It's about iterating. And this is where you more come to express your identity. Either as a group or a solo player. Or in whatever way you want to do that. I'm an Age of Empires player for a long time. Age of Empires 2, shout out the GOAT. And this is the difference between...
00:17:29 Die early days where you're just putting down palisade walls, just thick walls around your base to being able to, the first time you get like, oh, I can put down a stone wall here and actually start to upgrade my infrastructure a little bit in a more meaningful way. Cool? Yeah. Yeah. Exactly. No, this is more than like, it is like really intentionally.
00:17:47 Strukturally, an all level, this state is this manual labor. We want to fully lean into the fact that you have to do everything yourself. You haven't gotten to that optimization stage of your base. This is, like I said, just laying the foundations, mapping it out. The natural evolution from this will be not wanting to keep doing this micromanagement, this manual labor. We evolve from this point into the automation gameplay.
00:18:17 Ja, das ist der Unterschied zwischen dem Ausbau von der Hand zu einem Assemblinge oder zu einem höheren Produktionsqualität. Ja. Sehr cool, sehr, sehr cool. Und wir denken auch über Automated Resource Gathering. Hell ja. Und so, so, so, like, the idea hier ist, die Base starts taking care of itself more. There will be required interventions, but they will be on a much different caliber. So now the player is more free to go into the world. Sure. For meaningful...
00:18:45 Das ist eine Art von Automation. Das ist eine Art von Hacking-System. Das ist eine der Pillen-Systeme, die wir uns umsetzen haben.
00:19:13 Es ist auch ein System. Es also hat sich mit einem Storage-Unit oder etwas, welches ist auch ein System. Aber es ist eine Friction zwischen diesen System. Und so, diese haben die Möglichkeiten, und du dann musst du für diese Manier-Labor machen, um sie mit den Puzzle-Piecesen zu spielen, die wir in der Second-State geben geben. Cool. Das ist die Satisfaktorie.
00:19:41 In that direction. Instead of just, here's a hammer and a nail, like go build yourself a house. This is the, here's all the different things you can use to connect these different things. Here's how you can figure out that puzzle, like what works best for you. Because it's not just that here's one thing, here's one thing, here's one thing, stick them together and you're good to go. And everybody's situations will be a little bit different too. And I think it's more relatable even to...
00:20:06 Ja, ja, ja.
00:20:31 High-scale industrialization. So you're almost building the furnace of industry at that point, yeah? Yeah. Okay, cool. And for different people, it will, you know, involve their gameplay to different degrees.
00:20:44 Und wir denken über das so, wenn ich ein PVP-er, wie ist es, wie meine Base unterstützt meine Aktivitäten? Aber das braucht Schiff-Manufacturing, Ammo-Manufacturing, Stable-Source-Source-Fuel, du musst die Modules produzieren. So die Faktorie wird sehr unterschiedlich von jemanden, die eine Gas-Station ist. Ja. Ja. Ja. Ja. Ja. Ja. Ja. Ja. Ja.
00:21:06 The fact that you said gas station just now is going to make some people freak out in chat. I can guarantee it. That is something people have been asking for for ages. That leads us into the next step of this, which is kind of embracing this modification style, you know, getting into the...
Spielergesteuerte Werkzeuge und Systeme
00:21:2400:21:24 Die Builder-Made-Tools sind, um die Builder zu entwickeln, um die eigenen Tools zu entwickeln. Und um die Tools zu entwickeln, was du willst, in der Spiel zu entwickeln. Kapitalizei auf Investieren in deinem Base. Putting time and effort into doing that. Creating diese Stores, creating diese Gas Station. So, bis zu diesem Zeitpunkt haben wir viel über die Aus-the-Box-Tools, die Spieler zu haben. Jetzt sprechen wir über...
00:21:45 Wir sind nach dem Punkt, wo wir unsere Hände haben. Das ist komplett in der Welt der Spieler-designung, Spieler-controlled Systeme. Ja, und das ist, wo ich gerne sehen, dass ein Polizist oder ein Sicherheitskommunen emerge. Ja, ja, ja, ja. Ich habe eine Abschrift für seine Sicherheitskommunen, wenn jemand kommt zu meinem Haus. Oder wie bei der Telefonkommunen. Oder wie bei der Telefonkommunen.
00:22:10 Someone who brings fuel to you when you're out of fuel and nowhere, right? These kind of companies and cultures people want to create in the Frontier. Yeah. This is where we believe at least we will have sufficient tooling for them in order to build those dreams. Beautiful. Yeah, and this is where you can just see the scale. It's like this T0, it's always expanding the tool set, right? It's always expanding on the skills that you have. It's always, we are always letting go.
00:22:37 mehr und mehr und mehr und mehr. Es war sehr limited in den Beginn, dann ist es wie du auf Manual laborierst. Dann ist es wie du aufhörst, wie du hackst die System und dann, you know, dann, eventuell, write deine eigenen Rules. Sure. To live within that System. Das ist super cool, ja. Ich glaube, dass es, es ist, es ist ein Dependency-Thing, auch, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur, weil es nicht nur...
00:23:04 They don't have a lot of experience. They don't have a lot of stuff, right? And the more and more they build out, the more and more they become more independent of the things that we provide. And then it gets out to the point where they really, for better or worse, don't need much of what we give them. They're building their own tools, building their own systems and kind of developing their own, you know, whatever works best for them outside of, you know, what we have, you know, in our minds of what they should be doing, doing their own thing completely. That's very cool.
00:23:31 So we are very much thinking about this experience, like this journey of going from punching trees or picking up rocks to empire building and corporate structures and players being able to kind of find their fantasy. Sure. And throughout this, this maybe looks like just a solo experience, but that's why we went through this holistic approach.
00:23:57 Let's analyze the activities and the skill set that you need to build up in your journey. Sure. You can think about this in a social or a solo setting. Sure, sure, sure. Social as in five people or social as in 200 people in preparation or tribe. And that is what's kind of cool about it because you look at every single one of these steps and all of these are different things. It's not just one thing happening at a time.
00:24:23 Especially if you have groups of people. We've always talked before about the difference between the soloist gameplay and group gameplay. Where soloist gameplay, you really have to do everything by yourself. You have to follow one step after the other to get to the point where you're at the end of it. But if you're in a group, you have the people who are staying behind to build base stuff. Staying behind to mine, do industry, you get into the weeds of manufacturing. While you also have people who are going out and collecting resources, who are going out and killing NPCs, who are going out and...
00:24:52 Killing other players or doing the defending, you know, that sort of thing. So you have, like, these steps happen, you know, as a progression. Yeah. But when you have other people around you who are part of your tribe, part of your group, those things can be happening concurrently too. Exactly. And even if you're solo, like we said, if you come solo into Frontier eventually and you have all of these services, like, I could go solo to 1L point and I just like, okay, I'm alone. Yeah. I want to defend my base, but...
00:25:22 Und ich sehe, dass ich die Sicherheitskompany, die meine Basis monitoriert, wenn ich weggekommen bin. Und das ist eine Taktik. Und ich meine, ich denke, es geht um die Frontierer, wie viele Systeme in unseren Leben sind. Ja.
00:25:43 For instance, policing. Yeah. It's not something that someone sat down one day and came up with, like an inventor of policing. It's an emergent property. Same with healthcare. Yeah. Like we have needs and, you know, people fulfill those needs, right? Yeah. So creating a platform in where like those things can emerge without systematically putting them there.
00:26:05 I mean, even the basis of the modern economy, right, comes from back where you have 1% as one thing, 1% as another thing. They can't really agree on which of those is more equal than the other. So they find an intermedium to trade with. I'm sure CCP Collier would love to go on and on about this. But that is, I mean, that's effectively what we're talking about here. We're talking about, you know, you start out with effectively nothing. And then as you build up and up and up.
00:26:32 Ja, wir sitzen hier und denken, oh ja, wir haben die Unternehmen, das macht viel Sinn zu uns. Aber wenn wir gehen, wer ist zu sagen, was das eigentlich zu sehen ist? Ja, vielleicht nicht. Vielleicht werden sie nicht. Vielleicht brauchen sie die Haulung services mehr als alles. Und die Haulers werden die Tycoons des Industrie. Das ist cool. Ja, und wir wissen nicht. Ja, das ist die schönste Sache. Ja, ja, ja. Ja, das ist die Struktur.
00:26:58 Es ermöglicht uns, dass es in den Beginn ist, und wir helfen uns zu beginnen, und dann werden wir in deinem Reise ein Teil dieser Spieler-Owned-System. Das Spieler-Owned-Würld, in einer Art. Ja, sehr cool.
Geplante Änderungen und Schwerpunkte
00:27:1400:27:14 Yeah, our current focus now to get to this place. Yes. So we have in the pipes right now, industry changes. Okay. Those will be setting us up for more streamlined automation once we get around to it, but also just simplifies the whole industry interface. And I won't go too deep into it currently, but essentially it's...
00:27:41 um, when running an industry job, it will continue running as long as it has input materials and then it will output into an output container or like an output inventory, which will be limited. So like we will be, and this is just an old wireframe where I'm just like noting where the biggest changes will be coming up is that this removal of the settlement button, right? It's not about like grabbing
00:28:05 Setting the amount of 20 and then time costs everything double or split 20. And it grabs everything at the same time and locks everything. So it's more about going into this running, queuing job. So if I sat, we also then cap the volume of the input and output slots because that will create that automation.
00:28:31 Ja, ein Beispiel, den ich immer nehme, ist, wenn man einen Kommenor befindet, und dann kommt das Wasser-Eis und andere. Und dann, diese zwei Dinge, die aus der Output kommen, sind unterschiedlich in der Größe. Eine ist 1 M3, eine andere ist 5 M3. Wir sagen, dass der Größe von zwei Outputs der Größe ist 20.
00:29:00 die größere in volume ist, wird es schneller werden. Ja, ja, ja. Aber dann musst du das manual laborieren, um es auswählen. Und dann ist das wo du löst.
00:29:11 So from an assistant perspective, it's to set up for automation, but it's also like an improved experience in the sense that when a job is running, you will be able to switch between all the blueprints freely. Cool. To look at them. Can you move jobs around in the batch? So if you have a queue of jobs that are running, can you organize those jobs? So not for that iteration. Sure, sure, sure. We just want to get it.
00:29:39 Okay. Awesome.
00:30:08 Es ist ein hart-button Problem. Aber in dieser Version, ich bin sehr intensiv mit es. Wenn die Maschine hat die Input gesucht, und du stopt die Maschine, dann wird die Input verloren. Wenn du die Maschine stopt, dann wird das Input verloren. Wenn du die Maschine stopt, dann wird das Input verloren.
00:30:23 Ja, genau.
00:30:50 Die andere Sachen, die wir in der Works haben, sind die Build-Mode zu verbessern. Placement-Useability-Pass. Ja. Wir werden noch ein paar Videos sehen. Ja, ja, ja. Aber ja, wir wollen versuchen, die Veränderungen zu verbessern. Okay. Und dann starten wir wirklich auf, wie, solidifizieren, die Purpose, die Rolle und die Operations-Office-Assemblungen. Und dann schauen wir die Beziehung zwischen ihnen. Ja.
00:31:16 Fully finding the balance for each to create this really unified progression experience, right? To support you progressing in that way that we talked about. This is where we know of the problem, like we talked about earlier, portables are too viable. Yeah, portables are really strong. Yeah, exactly. This is where we take a look at every single...
00:31:36 Ich denke, das ist etwas, was wir in anderen Bereichen haben. Wir haben größer Plans, aber wir haben größer Plans.
00:32:05 was we put out and they're like, oh, this is the final product. And we're like, read the sign. Everything's subject to change and will change often. Yeah, definitely. But yeah, once we have that solidified, you know, this balance, when we find the balance, we can start more effectively map out and solidify the gameplay around the progression paths that we've in the stream vision that we wanted to go towards. And also on this, so just to
00:32:34 Wir wollen eine Minimum Viable Version von alles zu machen, um die Spieler in die Hand zu bringen. Wir haben die Anspirations für all diese, aber diese werden nicht bis später sein können, in der Namen der Baseline oder der Foundation zu machen.
00:32:55 So just to manage those expectations that everything we do put in, we want to get feedback on early. Of course. But then we also have plans for every one of them to grow. Awesome. Yeah, exactly. It's like we're taking this approach of, okay, let's map out the forest, you know, high level. Let's draw the outlines of the forest. And then we start with the first three, right? But we know where the... Very good. Carry on.
00:33:22 Ja, no, und dann... Ja, so das ist das, was wir machen. Wir wollen, dass wir alles in den NWP haben, aber wir wissen, wie wir auf dem NWP bauen können. Wir wissen, wie wir auf dem NWP bauen wollen. Wir wissen, wie wir gehen wollen und wie wir gehen wollen. Und da sind viele Blöcke in der Nähe. Wir wollen, ja, legen foundationen für uns.
00:33:51 Ja, aber Jean-Pilmotte. Man, look at that. Improvement's coming up. We showed off a little bit of this the other day. A very cryptic image showing an up and down arrow that I kind of was creeping over a CCP Armageddon shoulder and showing off some of this. Being able to, wow, move things vertically. What a fucking idea.
00:34:14 Das ist ein Prototyp. Und einige Leute kennen diese Aros von einem anderen Spiel. Ja, ich war going zu sagen, sie sind sehr familiar. Es ist lustig, dass du das, weil das ist, dass das ist, diese sind die selben Handels, die wir in EVE Online benutzen. Sie sehen uns mehr in diesem Spiel als in EVE. Es ist etwas mit dem Orange.
00:34:43 Ja, aber das ist nur ein Tech-Expression, das die Speermarket hat. Wir haben die Funktionen jetzt und arbeiten, aber wir brauchen eine VisualPass. Und wir wollen auch sehen, wie es möglich ist, wie es das ist, um Rotation zu machen. Ja, wir sind ein Space Games, so... Ja, wir sollten die Rotation zu machen. Ja, super, super cool.
00:35:09 Like I said, this is one of those things that feels, when we first did the prototype, whenever we talk about nothing is set in stone, everything can change. This is one of the things that the fact that you could only ever build things on a single horizontal plane was a good example of that early on because people saw it and they were like, wow, this fucking sucks. Why would you restrict us like this? And I'm like, listen, you have to understand. What we're trying to do is it's a very simple step one.
00:35:38 Ja. Ja. Ja. Ja. Ja. Ja. Ja. Ja.
00:36:03 All right, I love this. Carry on. Amazing. And another really nice video from CCP Armageddon. So we've adjusted here the bouncing box basically. Sure. That's around the object. So yeah, you can now place a refuge within a gate.
00:36:26 We have that tag now. I was going to say, I don't know why you'd want to, but you sure as hell can. Previously, the collision checking we were doing was too restrictive when it comes to base building. Sure. So, yeah, since we have apocalypse, Armageddon. Yeah, Armageddon. Armpocalypse, obviously. Same kind of idea. Yeah, so I've been working on some great changes to that. Super cool. Super, super cool. Look at that bounding box. That's so smooth. Man.
00:36:54 So once this goes in, hopefully players will be able to, you know, more neatly organize their base, or go absolutely crazy with how they want their layout to be. Ermagen's in chat saying, we might not actually allow that specifically. I don't know, I mean, you put it in the video, it makes you think. We're just showing off the tech here, guys. Cool, cool.
00:37:23 Ja, so we have it working now. We are in full exploration now of knowing, like deciding details, knowing exactly what we want to do for the first pass of this and starting to build up the forest as well, like we said, you know, knowing the steps ahead. Sick. And these two changes we've talked about, the industry changes and build mode improvements, those will be like we're currently just fleshing those out and getting those done.
00:37:49 Und wir versuchen sie in den Händen zu den Händen zu können. Aber wir sind auch in den Händen. Ich meine, das ist eine der Dinge, die wir entscheiden, wenn Dinge gehen zu den Händen. Wir denken über ein paar andere Dinge. Wir denken über, wie in der Cycle sind, die Dinge gehen. Wir denken über, okay, was das going to change in der eigentlichen Universität? Weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir nicht, weil wir
00:38:17 We're trying to do this as quickly as possible, obviously, always. But there are other considerations taken into account. So if you don't see something immediately, that's probably why. Yeah, it's not because we don't want to give it out to you. It's because, you know... Yeah, we're just holding it for ourselves. Fuck these players! Cool. Other stuff coming up for us. Yeah, so these are kind of the things on our list. And we're not going to make any promises on any of these. Sure. But this is what we want to do.
00:38:44 Okay. So we want to take a deep dive into access control and ownership. This has been a hot button topic too. Tribal gameplay is a little thin right now. Yeah, so it's getting into the base building when it comes to tribal gameplay, but also in the context of me and a couple of my buddies are going to play this space MMO together. Sure.
00:39:05 And then collaborative base building as a part of that. So once we figure out access control rules, frontend and back, and then we can start thinking more in the sense of collaborative base building.
00:39:16 Das ist nicht nur, wie ich und die Leute, die ich weiß, sondern auch, wie zwei Strangers spielen können, wie sie ihre Base-Building-Experienz spielen können. Wie die Beziehung der Beziehung zu haben, wenn man einen Nachbarn sehen kann, wenn man einen Nachbarn sehen kann, wenn man einen Nachbarn sehen kann, wenn man einen Nachbarn oder einen Nachbarn sehen kann. Ja, ja, ja. Also, das Kind of Base-Building-Multiplayer-Experienz. Sick.
00:39:41 Es ist ein vieles, ich würde nicht sagen, es ist nicht nur ein Verständnis, aber eine der größten Begründungen wir haben über die letzten paar Monate haben, ist es wie isoliert das Spiel manchmal kann. Ja. So wir machen jetzt ein bisschen Arbeit, dann, um zu breiten. Ja, wir sind sehr weit über all diese Gespräche, und wir haben einen guten, starken Blick auf es. Es ist etwas, was wir definitiv haben. Und es ist eine gewisse Erfahrung.
00:40:04 So don't worry about it, we're cooking on it. And then from that we'll go into resource handling and inventory management as a whole. It deserves some love. And I'm not going to throw any curveballs in there right now, but there are some controversial topics for sure. And then really flesh out automation as a gameplay aspect that's core to all base building. Awesome. But this is where we also like...
00:40:33 Ich habe das Gefühl, dass wir das in einem bestimmten Ort machen müssen. Wir müssen die Systeme selbst designieren.
00:40:41 von der Granta. Das ist so, dass wir es versuchen. Wir denken erst über den Solo-Player, einfach mit dem System zu interagieren. Und dann, als wir das in einem sehr guter Ort sind, wir denken dann, wie es das funktioniert? Wie ist das Scalable? Wie ist das Scalable? Es wäre wild, wenn wir mit Automation starten, mit nichts zu automatisieren. Ja, genau. Und dann, wie gesagt, die Strukturen, die Inventory und die Ressource Handlung brauchen.
00:41:11 We can actually do the automation design. Cool. Yeah, and then we want to get into overview navigation, which is just being able to easily see where are my bases, what's the state of my bases, how do I navigate between them, what kind of logistics. One of the great, another great question. I mean, bases are, you know, part of that is because the flight controls are a little bit clunky. We're going to have to, hey, chat.
00:41:38 We're going to have some more stuff coming out of that soon, too. If what I saw today in one of our sharing channels is any indication, so keep an eye out. Anyway, go ahead. Spicy. Yeah, spicy, spicy. But moving around the base, obviously, is always a little bit complicated right now. But this is where also, like, when you come to, like, a really big enterprise, a really huge industrial base, either as a viewer or owner, like, this is where we tackle this, like...
00:42:06 Holistic base management, overall base management, right? And like in Norwegian, like at a certain point, you wouldn't even need to be in your base to manage it. Sure. Yeah. Cool. It's like, it's this notion of looking at your base as a whole. I mean, the dream, right, is being able to...
00:42:20 Manage your base from an iPad in bed. Yeah, exactly. While, you know, things are going on out there. And then you check in if, you know, you need to, you know, because it's like a, you know, a power station, right? There are obviously people who have to go do things in a power station, replace this, fix that. But the controls of it can happen from basically anywhere. Yeah. And again, if we go to the kind of gas station analogy, there's a place where...
00:42:46 die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe, die Rohstoffe
00:43:12 Es gibt eine friktion, die zu tun, dass man das manual laboriert wird und es wird getrennt. Es gibt eine Absolution. Desiree zu getrennt. Ja, ja, ja. Aber das ist also, wie ich gesagt, wir sind nicht nur über die Bewohner, sondern auch über die Visitor, die inspiriert von anderen Spielen. Also, wenn eine Person hat eine große Shopping-Malle, von Storz und dann hat, ich weiß nicht,
00:43:40 150 storefronts and I come as the viewer, do I get some sort of overview? Can I just start internet web browsing what that person's space has to offer or something like that. And to connect it to the DAP logic. So you could create them all. Cool, cool. Something like that. Those are our thoughts moving forward. And it's a base attack and defense. And a huge thing, obviously.
00:44:07 We put that in later. We think it's a pretty high priority to get sorted. But we're currently really working on defining combat as an experience. So we don't want to go ahead and do base building. Until it's more flushed out. Until we have a better idea of what the frontier combat will look and feel like. And there's another team working on that as well. We're just also giving them time to catch up. It's two different teams. If you just think about the team that's doing ship and...
00:44:36 Schiff und Kontrollen und all of that. Das ist richtig. Aber dann gibt es eine andere Team, die die Environment, die Universität, die die Drones. So, es ist... So, es ist... So, es ist... Both of those things, ich meine, das... They all have to be informed by each other. Exactly. And this is, I mean, you know, when you're talking about base building or base attack and defense, you know, you're not just talking about attacking the players, defending against other players. You're talking about, you know, hostile NPCs. You're talking about environmental effects. Yeah. Cool. Yeah, but this is where, like, we're giving, you know, just the whole three teams.
00:45:04 time to flash this out together and in collaboration. So that it would be like a really solid feature when we set the first step of it. And when we eventually get to a place where we can then tackle this ticket for our team, we have then finalized or gotten the previous stuff to a solid enough hopefully place that a lot of the stuff informs.
00:45:32 Ich will etwas Spice auf der Base Attack und Defense. Oh, okay. Es ist ein Controversial. So Spice, Alex, Spice, drop the team, let's see. So we haven't gotten there yet. Okay. There's a whole thing, but we really want to get rid of the Reinforcement Timer. Get rid of the Reinforcement Timer. Yes, we figured out ways where Base Attack and Defense...
00:45:52 Es kann ein viel mehr intuitiver Erfahrung sein. Wenn ich einen Barsch mit einem großen Barsch mit einem großen Barsch, dann ist der Barsch in der Barsch in der Barsch. Es ist nicht einfach nur intuitiv, sondern es kann so viel mehr kreativ sein. Das ist so, dass wir nach dem Barsch in der Barsch werden wollen. Wir wollen die Barsch in der Barsch werden, die Barsch werden. Wir wollen die Barsch werden, die Barsch werden, die Barsch werden, die Barsch werden.
00:46:18 der gameplay des Attackers, denn es gibt zwei Gruppen hier. Es ist der Attacker und der Defender, und wir wollen sicher beide haben eine sehr gute Erfahrung. Okay, okay, sehr interessant. Und das ist, das ist, das ist, das ist, die Golden Goose, right? Weil es ist, es ist ein hartes Ding zu tun, weil du versuchen, eine Erfahrung für zwei Opposition-Gruppen, und zwei Opposition-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-Gruppen-G
00:46:45 Spheres work. But this is where, like we say, a separate brief is than just base repair and recovery. So it doesn't feel like too punishing. We really want to make sure that having your base destroyed is not the end of the world. But we also want to make sure that the attacker has an excellent experience, that they can go to a base, they can, you know, lay waste to it and pillage it.
00:47:06 So we really want that gameplay. And also we talked about the merchant policing. Like the pain point should be high enough for the demand of some kind of system where we can avoid these roaming bands of bandits. So I'm thinking about the people who are just trying to make a living and the needs that they will have for themselves. But I'm also really thinking about the marauders, the bandits. Because we also want them to have an excellent gameplay experience. Cool.
00:47:35 Cool, cool, cool. That is spicy. Yeah, and we haven't coughed in there yet. I just wanted the spicy bomb to drop. It's out there. It's definitely out there. Hell yeah. I love it. We will 100% be coming back to this in the future because I, this is, I mean, like I said, this is the thing that people have been talking about for years in EVE Online, obviously, is the, what is the most, what is the way we can improve structure mechanics? Because right now,
00:48:03 The back and forth between structures sometimes doesn't feel very good. Between attackers, defenders, and how those two groups interact. So seeing what you guys come up with is going to be really, really interesting. Really, really exciting. I can promise you that I will be...
00:48:17 Very much listening to both parties. Of course. In order to make a solid experience for both parties, but also keep it Frontier. Frontier is a pretty harsh and brutal environment. Yeah. And those harsh and brutal environments get more planning and more support between different groups of people. Cool. Awesome. This is sick. Is that your last slide? That's my last slide. Awesome. Let's go back to the main slide here real quick and do the wide shot. Well, this is...
00:48:44 Awesome. I knew this was going to be a great stream, and I was right. Vindicated. I feel very good about it. We will have, I mean, obviously more from you guys as your work progresses. Obviously, we'll almost certainly do one of these again. I need an excuse at some point to drag Ermageddon over here as well, because I think it should be a lot of fun on stream. And yeah, of course, we have a ton of other people. We are in, like I said, we've gotten out of pre-production. We're now into, well, we're still in kind of pre-production, but we're out of Discovery.
00:49:12 Right? Is that what it's called? I don't know how you guys work. Listen, we're still, we're in the production cycle. They call it expiration, but we want to rebrand it into Design Crunch. Oh, of course. Very good. Thank you. So we'll be doing more of this sort of thing. Less just me and Overload and Good Fellowship posting. We'll be doing more talks with our developers. CCP Cake Machine, CCPX, a pleasure as always to have both of you.
00:49:38 Thank you for being here so much. We'll be doing Live to Feed here in just a few minutes on this channel. If you guys want to stick around a little bit, I'm going to run over there and start that show up here in just a few. Until next time, guys, again, a huge pleasure, lots of fun, and we will see you guys next week. Have a good weekend and be good. Take it easy, guys.