Frontier Friday - Year(s) in Review!

Jahresrückblick: Entwicklungen und zukünftige Pläne im Überblick

Frontier Friday - Year(s) in Review!
CCP
- - 00:51:48 - 3.400 - EVE Frontier

Im Rahmen des Rückblicks werden umgesetzte Projekte und Optimierungen präsentiert, darunter visuelle Updates und Gameplay-Verbesserungen. Die Zusammenarbeit mit Frontier wird als Schlüsselpunkt für künftige Inhalte hervorgehoben. Außerdem gibt es Ausblicke auf geplante Features und Ereignisse für das kommende Jahr.

EVE Frontier

00:00:00
EVE Frontier

Start und Rückblick auf das Jahr 2025

00:04:01

00:04:01 hello there and welcome to another well welcome welcome yep just like that welcome to another exciting edition of frontier friday i am

00:04:18 your host ccp odin and it is uh the end of the year and i'm joined of course by my lovely guest ccp overload oh yep just casually sipping on is there anything in that glass gin and juice baby hell yeah

00:04:36 Oh, it's so good. It's the end of the year. We're here in the studio. I'm, to be very clear, not just joined by CCB Overload, also joined by our lovely guest, the ghost of CCB Goodfellas past. Look at him. Look at him go.

00:04:54 Oh, Merry Christmas. Merry Christmas. Yep, we're doing that. So, you can go ahead and scoot over. Thank you. Friends, family, everybody, welcome to this, the final episode of Frontier Friday for 2025. We started off this year, or we started off a year ago with the launch of Founder Access, and now we are here a year or so removed from that. And boy, howdy, what a year it has been.

00:05:22 um we're gonna go through some stuff i had a lovely 25 minute video that i have been compiling over the last three days with a ton of really cool clips from all of our past streams a lot of cool images that i had found and then while it was rendering last night windows decided to update my pc and it ate the render so the ghost of the ghost of premiere pro was passed

00:05:47 Thank you, Windows Update, for this gift that you've given me specifically on this, the eve of my birthday, actually. What a lovely gift for that, Microsoft. Thank you so much. But good news is I still have all the videos, so I just pulled a bunch of images out and we'll talk about them. But before we do anything else, let's just chat real quick. I mean, it's been a hell of a year. I said a year ago we started off with Founder Access. Yes.

00:06:14 We had the launch party that we did and we were on the PC Gamer Show. That was the one for the Launch and Founder Access. We put out the first trailer back then, which was super cool. I don't have that trailer. You guys have all seen it. I mean, you know what's going on here. And it was a big moment for us. I mean, up until that point, when you started here in what, 2023? 2022.

00:06:43 22. This is a much, much smaller operation, certainly than it is now. Yeah, there was like eight people on the team. I was going to say, I mean, looking, just getting from, before we do anything else, before we talk about anything else, getting to the point from where you guys started, where you guys, where we guys, you guys specifically back then, started to the point where we are, where a year ago, what kind of effort was that to get to just that point? From when you got here.

00:07:12 Ja, da war so viel going on. Wir hatten ein glimmer in der Augen, ein Herz, und ein starkes Motivation. Aber wir hatten noch vieles zu tun. Es war heavy Prototyping. Es war chopping und changing und trying. Es war ziemlich crazy. Ich erinnere mich an den ersten Cycles. Da waren Phases an der Zeit.

00:07:38 We actually only had one server, which was the server we used to develop on. It was Nebula, wasn't it? No, that didn't exist yet. Really? It was Awakening, that was our very first one. It was the only one. So when we did those phases and we invited people in to play it, our server was the one that was being used. So there was like, testing? What testing? It was crazy. And then we had like...

00:08:04 Der System war es für uns zu nutzen, so wenn wir eine Build-Change haben, wir automatisch deployen die Client-Updates. So, ich würde ein Build, es würde nicht funktionieren, aber das ist ein Schade, wir sollten nicht nutzen. Ja. Es ist schon sehr gut. Es war ein totaler Verständnis. Ja, es war ein ganzes Spiel. Es war ein ganzes Spiel. Ja, es war ein ganzes Spiel. Es war ein ganzes Spiel. Es war ein ganzes Spiel. Es war ein ganzes Spiel. Ich hatte Frontier, previously Project Awakening, das zu mir...

00:08:31 Well, in advance, from what I probably even should have heard about it. This is the thing, even before maybe I wasn't even on the CSM, somebody leaked it to me. It was a bit of a leaky ship situation. But back then, it looked like it was very much just like an EVE mod. And we've talked about this a little bit in the past about how, you know, we really did start as just like, hey, what if we wanted to use, you know, this specific tech stack in EVE?

00:08:55 Aber auf eine andere Branche. Was würde das sehen? Wir benutzen es als Prototypen. Und ich habe gesprochen auf Lenz auf das, dass wir sehr lucky, dass wir haben... Wir haben eine Multiplayer Online Spaceship Game. Und wir sind sehr glücklich, dass wir die Besten für eine Multiplayer Spaceship Game haben. Wir haben nicht alle diese Netzwerke, Server Architektur, von scratch, von einem. So, wenn es eine kleine Team von...

00:09:23 8-10 Leute, einfach einfach zu machen, einfach zu machen, und wir können es aufzunehmen. Wir können es aufzunehmen. Wir können es nicht einfach nur ein Boxen machen, wir können Existing Schipmodels mit Effekt und sehen wie es fühlt. Und das war viel mehr wichtig, was wie es fühlt. Und es ist einfach so wichtig, es ist einfach so wichtig, es ist einfach so wichtig, es ist einfach so wichtig, es ist einfach so wichtig, es ist einfach so wichtig, aber es ist einfach so wichtig, es ist einfach so wichtig, aber es ist einfach so wichtig.

00:09:50 Du kannst es sehen, und es geht immer wieder. Es geht immer weiter und weiter zu Vision Statements, die wir in Videos, Trailer, Presentationen haben. Das ist ein langes Prozess. Es gibt eine Fallacy von, dass man es richtig ist. Ja. Und wenn wir das gemacht haben, dann... Hat das schon immer been true? No. Ja, ich würde sagen. Alles ist immer ein dry run für den nächsten Mal. Nichts ist es ever done. Und any artist...

00:10:17 Ja. Ja. Ja.

00:10:43 Was there in your mind a real clear vision of what this even fucking was back then? At its core, yes. Were you saying things like survival game back in 2022? Yeah, we were talking about it being like more of a survival focused game. We didn't sort of put the right label on it yet because it was still kind of like narrowing down what that meant and how that would come to fruition.

00:11:12 Und es ist jetzt noch nicht gekommen, um zu furchtion zu werden. Ja. Aber im Jahr 2022, ich erinnere mich bei CppMaximum Katz, um, es war all über Biblische Referenzen. Ja. Und so, wir hatten eine black hole, dann. Ja, wir haben es. Es war Moloch. Moloch. Ich war almost Cpp, Moloch. Ich war almost Cpp Moloch als resultat. Ja. Aber es war bereits ein Cpp Moloch.

00:11:41 Und ich wollte das See of Molex-Thunder. Er war in Atlanta, so er ist nicht hier. Ja. Aber es wäre cool. Ja. Aber jetzt haben wir drei Black Holes. Ja. Objektivlich besser als eine. Ja, ich denke, es ist auf deinem Perspektive. Fair enough. Wenn du ein Citizen von einem Planeten nearby bist, dann wäre es nicht. Ja, das ist fair. Das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja, das ist ein guter Punkt. Ja

Jahresrückblick mit Entwicklungsmeilensteinen

00:12:09

00:12:09 We're going to go ahead and go to this screen where I prepared a slideshow. This is our year in review. I was going to do just a year in review, but then I found out that I have stuff back to the beginning of last year, beginning of 2024, which is kind of crazy. So just to go through some of this stuff real fast, which I think is kind of cool. Here's our very first survey that we put out in 2024. This, I believe, was the survey results for phase two.

00:12:38 um no it won't be in phase two what it was before because i was the very first one i was here for in was phase three that was in like may of last year uh that was when i was here maybe yeah i think it was phase two this was so ccb racks put this together yeah shout out to ccb racks uh but this is and you can phase one was december 22. yeah that would have been yeah it would have been right 22 into 23 this was or no that's not right yeah

00:13:04 Ich weiß nicht, dass ich das. Aber hier haben wir ein paar, wie ich gesagt habe, wenn du in hier real close sehen kannst, wir können nicht sehen, weil es wirklich weit entfernt ist und wir sind old. Aber der Beginn der some differentiation ist hier, viele interessante ship names, module names, player names. A lot of this ist sehr, sehr, sehr, sehr prototypy. Es war sehr strange back then. Ich bin pretty sure das ist die letzte Phase, die wir

00:13:33 Models from EVE Online as well. Yeah, I think I remember this one because the universe was only like 40 systems and it was in a loop. Yeah. And it culminated with like a feral surge. Yeah. And the feral slowly took over each of the areas. And then there was a huge feral assault on the starting station at the time.

00:14:01 Das war gut. Ich denke, das war either Phase 3 oder Phase 1. Es war eigentlich Phase 0, by the way. Really? Ja, ja. Aber dann war Phase 1, das war December 22. Ja. Und ich bin sicher Phase 3 war, ich würde sagen, May. Oder vielleicht war Phase 2, publikamente. Ich kann nicht mehr. Aber dann war das eine in December. Das war der Bedeutung. Das war ein Monat lang. Ja. Ich denke, das ist das, was ich referring zu. Okay, das macht Sinn. Wir...

00:14:27 So we had that put together. Then we had back at the beginning of... Yeah, here we go. There we go. A lot more of this stuff. Let me move us over here real fast. We want to be on this side. You can see the beginning of some things. The Megafin is in there. That was the Marshall model. We've got a Miner. We've got the Mycroptero made its first appearance in this one. Oh, that was a great ship. That was so fun.

00:14:55 Oh, I remember actually from Phase 1. Yeah. It was a totally different set of ships and modules. Yeah. And I remember we were playing, and there was only like six systems in that particular playtest. And we figured out that there was actually a very rudimentary but functional version of essentially the Cavalry Raven from... Yeah, yeah. I can't remember the name of the ship, but myself, Mystical Might, Star Athlete Commander, built them and we're like...

00:15:24 Und dann war ich sicher, wir ganked CCB-B an das Stream he was doing. Sehr gut, love that. Und dann, wir hatten eine sehr gute System-Setup.

00:15:34 Es war ein type of animal called Red Cumulative S. Excuse me? Ja. RBD being like capitals, like that was the thing. Sure. And of course to search it, to get it quickly, you just typed Red, and then the first three words of Cumulative. Redcon. Yeah, and so we had like a big storage unit full of it. That was the bucket. The bucket of Redcon, very good. Love that for us.

00:16:02 Okay, moving right along. We have now here, this is squarely in 2024. This is the beginning of the new base building prototype. You can still see on the left, this was the, I think, I believe, the first iteration of the newer Neocom stuff before we went to... Well, this was just removing the real assets from it because it was just so blatantly in your face. Oh, yeah. It was just a very easy...

00:16:30 Ich glaube, es ist eine sehr interessante Sache, wenn du ein Screenshot hast, kannst du es sehr klar machen. Ja. Auch wenn du es immer noch in der gleichen Ballpark ist, ist es sehr klar, dass es eine differente Game ist. Und es ist gut, weil du gesagt hast, dass du ein paar Dinge hast, dass ich glaube, wir, wir haben, natürlich, weil wir, wir haben, die Terminal und die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die, die

00:16:57 especially large sections of that are still getting overworked. But, you know, you're right. You want to be able to differentiate between things, especially because you're bringing in new playtesters and you want new playtesters to focus on the new stuff that you're putting in and not focus on the things that are there that feel like leftovers, right? Which we still have some of, obviously. Here we have another iteration of this. This was, I believe, your bomb test. I don't remember if you remember this. Oh, yeah. I remember this.

00:17:25 Das war, glaube ich, Phase 3?

00:17:52 50-50 chance whether you're gonna blow yourself up there was a um we had cluster bombs back then too didn't we or you could like uh what was it like um you could drop like chain bombs behind you uh yeah there was a whole bunch of those really cool this is so testing this again this is we were we were able to benefit from hacking systems from an existing thing yeah to allow us to try these things see how they felt quickly without having to build systems from the ground up it was a really awesome leg up yeah to defend our own identity

00:18:20 Dann haben wir die Projekte Awakening Streams. Das war... Ah, ja, die Couches. Die Couches. Du kannst sehen, wir haben nur zwei Posters da. Wir haben nur zwei Posters. Das war vor Phase 3. Wir haben fünf jetzt. Wir haben die vier Phases und dann die Founder Access Poster. Das war die Beginn, das war ich, weil das war May der letzten Jahr. Wir haben diese Streams.

00:18:46 Das war die erste Instanz, bei der von der Sound Issues, auf einer unserer Streams. Erst von vielen. Ja, ich meine, viele sagen das, sicherlich. Um, wo du bist auf deinem iPhone und zu finden, warum die Leute nicht hören können. Ja, ah, und dann CSB Talks, was sehr patiently waiting. Ja, patiently waiting, CSB Vertex,

00:19:07 Find someone who will look at you the way it sees you vertexes me. The same sandals, of course, between all these shots. I've replaced them now. Have you?

00:19:19 Red wow it's very festive yes it's on brand yes I love it uh then we uh had like I said some more of these as well this was a CCP Paragon is to conquer on uh game design games and this is I mean ages ago this was they this before the the WSD stuff was even a glimmer in their eyes before we'd ever started talking about landscapes you can always that area where we're doing it um is we we set it up there

00:19:45 Ja, das ist ja, das ist ja, das ist super cool.

00:20:15 Das ist super cool. Das ist ja, das ist ja. Ich weiß nicht, was das ist, aber das ist... Ich... Ich... Ich... Ich... Ich... Ich... Ich... Ich... Ich... Ich... Ich... Ich...

00:20:42 in yellow there with the black holes being the dot and then those uh are from the different galaxies yeah this is the trailing arms of the rotation as they hit yeah uh and then it's just a sample of like a bunch of systems being connected up using a pathfinding algorithm like a crystal growing algorithm yeah yeah to like connect the gates up this was before we were like who the needs gates yeah right yeah yeah no uh and then we went ahead to let me move us back over to the other side we're doing a lot of dancing here

00:21:09 we started to talk to the eve net team for the first time yeah we've got ccp's sondheim legolas and of course a reuter reuter and this one and then an empty space up there in the top left i don't imagine i can't i don't know who that was supposed to be but they weren't there that day um we had a lot of chats or this is very early on this is like the beginning of like the when the first what the wallet was announced for the first time yeah we were doing the very basic like eve net stuff i actually have a video on my computer from all right it's going to be from

00:21:39 Ja. Ja.

00:22:03 Es ist ein 5-minutes Video, und das hat sich die Zeit verwendet, als ich durch verschiedene Dinge verwendet habe. Es war ein properes Janker an, weil es war das erste Mal. Was das wie lange die Transaction took? Nein, es war ein paar verschiedene Dinge, die Stets in der Weg waren. Ah, ich verstehe. Ich habe eigentlich alles online, es wurde alles auf, etc. all in einem Video. Die Transaction selbst war vielleicht nur 30 Sekunden oder so. Aber ich erinnere, da war ein Punkt...

00:22:30 Es war immer ein Moment, besonders early an, als du in die Reaktion hast, und dann war es so... Es war immer ein Moment, wenn du in die Reaktion hast,

00:22:59 Ah, ich weiß nicht, ob es das funktioniert in einem Spiel-Senswert ist. Es fühlt sich so, dass wir das nicht optimiert haben. Ja, so mein Background ist in High-End Technical Engineering, und ich sehe... Er hat in Space gearbeitet. Für die Europäische Agency, eigentlich. Ich sehe Dinge kommen, wie Giga-Janky Prototypen, zu einem Space Telescope. Und die Route von A zu B ist nicht immer klar, aber du hast zu starten...

00:23:27 Und du sagst, das ist es, es ist ein Proof-A-Concept. Und wenn du ein Proof-A-Concept hast, kannst du wissen, okay, die Theorie ist grundsätzlich sound. Jetzt haben wir natürlich zu schauen, um Implementation. Und wir haben auch den Vorteil von Hindsight mit EVE Online, zum Beispiel. Wenn, wie jetzt EVE Online, Database, SQL Database, Single Database, wird über eine Billion Transaktions a day.

00:23:55 2001, das ist einfach unfathomable. Right. Amounts of transactions. Wouldn't it be possible? Sure. Not a chance in hell could you do it. Not even if you had the best computers and systems in the world, could you actually build that? And people knew that at the time, but they also knew that it was going to, the technology will catch up. And even in the last couple of years, technology in this space has advanced substantially. Yeah. And it will continue to advance substantially. And we're benefiting from that. And we kind of...

00:24:24 Wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, wenn du schon mal gesehen hast, kannst du schon mal sehen, kannst du schon mal sehen, kannst du schon mal sehen, kannst du schon mal sehen, kannst du schon mal sehen, kannst du schon mal sehen, kannst du schon mal sehen.

00:24:53 Okay, let's go back to this one here. We had the innocent bystander getting shot here, gunned down in the street. This was the first iteration of the new physics engine, the new Destiny physics engine, calculating how turrets work, which is different, obviously, than it is in EVE Online. A pretty big departure from that, which is not just math-based, but also physics-based.

00:25:15 Love that for us. Some would argue that physics is just applied math. Some would argue that. CCP Wizard probably would have some thoughts about that one. We go right ahead to this one. This was the first appearance of CCP Rolls, now CCP Heretic. He did change his name. It's a better name. Coward. You should have stuck with it. You should have stuck with it.

00:25:36 Oh, look, he's flexing his systems there. He is. He set the camera, he could have put the camera in front of him. No, no. Back where he's like, no, no, no. That flex. I got my sound dampening wall panels, I got my speakers, I got my monitor, I got my keyboard. CCP Rolls, aka CCP Heretic, by the way, is responsible for the majority of the sounds that you hear in the Frontier, from the music to the effects to the punchiness of the turrets to the attenuation of things and different effects. Anytime you hear your ship crash into something, just know that it was him outside.

00:26:06 mit einem Mikkel, mit seinem Auto zu einem Polen. Das ist für die Liebe, die Liebe, die Liebe, die Liebe, die Liebe. Shout out to CCB, Heretic, ein absolute Musiker Genius. Also, Long Hair, CCB Maximum Cats in this one, too. Very Long Hair, Majestic back then. Different situation. This was the, again, early, early, early prototyping for base building. This was the...

00:26:31 We still use this image a couple times since then. Yeah, this is still relevant. Yeah, it's all relevant. So this is not something that has been deprecated in any way. This is still part of the vision document. There's a stream in this stream, in fact. Right. Where you can go watch and find out more information about this. This is like the conceptual visualization of what the path will be. And you don't want to, you know...

00:26:53 Die ganze Sache, die Fortschritte und die Trees und all das nonsensieren. Aber das ist uns, wie wir die Vision haben, für was Base-Building holistisch ist, nicht nur die Art der Beziehung der Base selbst, das wir jetzt arbeiten, aber wie das Fits in die Game Ecosystem, mit den PC's, den Loop, den Experience. Das ist, wie wir das auch haben. Und es ist noch sehr relevant. All diese Streams, wir haben nicht nur diese Online, die sind auf meinem Hard Drive. Ich werde jetzt noch mal wiederholen.

00:27:20 I mean, we may need to talk about that. I mean, there's some stuff in here that's not super relevant anymore, and I don't want people to get the wrong idea from them, because they are pretty old now. I mean, they're over a year old, all these streams. But there's a lot of cool stuff still in there. Maybe we can revisit some of them. Somewhere down the line. Moving right along, we had this. This was during the first hackathon. Or not the first hackathon. The hackathon we did in the cycle three or cycle four hackathon. Or not cycle three, cycle four. Phase three or phase four hackathon.

00:27:47 In der Hackathon-Area, es war littered mit SSUs. Ich habe auch, wenn wir diese in, bevor das, die Asset für die SSU war etwas komplett anders. Es hat eine Unikassette, und ich war mir, wie es so groß ist. Und ich war, was es großartig ist. Und ich war, was es großartig ist. Und ich war, was es großartig ist. Und ich war, was es großartig ist.

00:28:14 so i my internal lore justification was that that was the rest of so there's a small compartment to fill it with your stuff okay the rest of it is filled with helium and that's how they float that's how they float of course uh you know uh the uh they're just like big balloons these things uh and since you know uh it's a a water-based medium that we fly through anyway moving on uh we had the this was the the winner of that tournament yep um that was sovereign

00:28:42 uh they did the um trinary games commission that's right um and they built a game they just run a little tournament like cash prize tournament which is pretty cool we i don't know how many of those guys are still around but we absolutely i saw some of them um gdc and they were at ygg uh over that's right philippines that's right we absolutely use and this was the moment i think for a lot of people on our team where they really saw how how

00:29:08 wie well applied this was going to be, you know what I mean? I mean, if you just take a step back and phrase it in a slightly...

00:29:17 Derivative fashion, man könnte es als, wir gab es ein Magic Box, so dass sie sich in und ausfüllen und sie gebaut eine Tournament System aus. Ja. Ja. Es ist nicht... Es ist komplett accurate. Das ist genau das. Es ist super cool. Wir haben schon ein paar coolen Sachen, aber das wirklich war das Bild block für was, was kommt später. Wir haben auch, was die erste...

00:29:41 We're here. Appearance of me on one of these streams early on when we were doing some of the first couple playtests. This was Phase 3. I can tell because it says there down the bottom. Yep, it is. Phase 3, Let's Play 3. We had the Project Awakening logo. We were still calling it Project Awakening, of course, still even back then. And we still had like the...

NDA und Sicherheitsmaßnahmen während der Alpha-Phase

00:30:03

00:30:03 ...Watermarking in at the top? We did. I don't know if we ever talked about that publicly. Yeah, let's do it. Okay. Sit down and throw a tank in. Yeah. So, uh, put the screenshot back up for just one second. So people know what we're talking about. We had an issue for a long time where we were closed Alpha, right? It wasn't an issue, it was a deliberate decision. So people who were playing were signing NDAs and it was pretty important because...

00:30:28 Es war nicht bereit. Wir hatten einen NDA, und wir haben uns gesagt, hey, wenn du mehr zu spielen kannst, dann kannst du einfach nicht spielen. Und dann sagen wir uns nicht, dass wir nicht mehr Videos und Screenshots haben. Und, um, als wir wissen, ist es manchmal schwierig für viele Leute. Ja, selbst included.

00:30:57 So what we did is at the top of the screen, so it says pre-alpha gameplay, we put the user ID and character ID. Yes. And this was your ID, obviously. So if you took a screenshot, we could just look you up. And if it went out and we could remove access. So somebody posts a screenshot publicly somewhere, you can just look at that ID number and say, hey, these guys. Which happens sometimes. Most of the time people stood it out of innocence. A lot of it was like, hey, check out this. I really like it. People were actually really nice about it. Yeah.

00:31:26 Und in those instances we were like, hey, you're not supposed to do that. Please take it down. And they did. Now, there were some cases. There were some cases. And what they would do is they would tactically crop the screenshot so that you couldn't see the top part. Or just cover it with black boxes. Or cover it with black bars, for example. Which is, now you know this is intentional. And they're hiding it. Now, I had one of our UI developers build me a system.

00:31:54 Und es eigentlich encoded Ihre User ID und Character ID into verschiedene Parten der UI Elementen. Es war die BORDER, die Box BORDERS. Ja, wenn du erinnerst, es gibt Patterns auf den BORDERS der UI Elementen, kleine Checkmarken und so weiter. Das war eigentlich Encoding.

00:32:10 Ihr Charakter IDs, um, mit einem bestimmten Coding Algorithm, welches ich spekt an, in einer Excel-Sprache. Ich hatte einen Translator, auch. Ja. Es war nicht einfach, es war ein Binary mit einem Shift-Pattern, und so weiter. Und, uh, ich erinnere, das war, sechs Monate dauern, und ich hatte nicht zu benutzen, und dann, wir haben einen. Und ich war, oh, ja, mein Zeit, hier wir gehen! Pulled out, die screenshots, sat da, da war es, und ich war, got'em!

00:32:37 We were pretty lucky for the most part. Most people were pretty chill about it. I don't know if we ever had, and most of the leaks we had back then were probably all very localized, like somebody showing off their good performance. Yeah, it was just innocent. In general, nothing too serious. There was only a couple of times where we had to contact people pretty seriously. But yeah, that's pretty clever.

00:33:01 So, das war mein Idee, weil ich so, wenn wir das einfach machen, dann werden wir das einfach mal gucken. Ja. Aber wenn man einen in der Mitte der Schreie ist, dann wird das wo es ist. Und dann wird das einfach nicht gedacht, dass das wo es ist. Und dann wird das einfach nicht gedacht, dass wir die zweite Schreie sind. Was die Schreie sind, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was das, was

00:33:29 Once stuff's out there, it's out there. And we wanted to just give it more time so we could have the moment when it looked a bit more ready, we could be like, hello, everyone. Yeah. If we had gotten it to the point, what we ended up doing was when we finally did do our big live push, we still had, I mean, there were obviously a lot of EVE elements still left in there, but it was enough distinguished from EVE Online that we were at least able to say, hey, look, this is what we're aiming for, right? Which was not something we've been able to do before that.

00:33:57 Ich glaube, es war irgendwie cool. Das war sehr cool. Ja, absolut. Sehr cool. Es war sehr cool. Es war sehr cool. Es war sehr cool. Es war wie ein Super Spy. Er war wie, wo du findest? Ah, ja. Maths. Right. Moving along. Then we did Founder Access. This was one year ago this month. I believe it was on the 12th or 13th? 10th of December. 10th of December, that's right. So we began Founder Access. Of course, it meant that we had our first patch notes for Founder Access, our Day 1 patch.

00:34:23 uh which was good honestly these were pretty tame all things considered that's that's technically the second patch notes well right but we didn't we actually the first passion was just said began founder access it was really all it was right we were not very descriptive i'm sorry i didn't realize that accuracy was so disappointing ah yes of course we're better about it now then we of course we had the defects fix where we moved uh k4t uh we had to move that one because we did do a little bit of an oopsie come to find out doing a little bit of an oopsie

00:34:51 Ja, für sure.

00:35:16 Ja. Ja.

00:35:45 uh you can see the the rock man down there bottom left hand corner with the eyes that's a classic look uh but even even still here you can still see like if you look down at the bottom like the we're still using like eve icons back then too and these are still fairly recent in the grand scheme like the shield icons yeah the weapon icons um all super super old um just one of those things it just doesn't take too much time but you want to not waste the time right do them over and over again it does take some time

00:36:14 Ja, no shit. Wir hatten die Attack on the Moon Eater. Ja, oh, die Circle. Die Circle UI. Ja, die Circle UI, mein Gott. Ich weiß, viele Leute haben gesagt, dass die Return of the Circle UI gesagt haben. Ich kind of liked es. Es war eine Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art Art

00:36:36 Es war busy, denn es war überall, weil es überall warped zu können. Und das war ein bisschen viel. Und, um, ein circle zu representieren, ein fuller Globo von Direktions. Turns out ist es ein bisschen schwierig. Ja, das war ein bisschen wild. Ich denke, es war Michael J.D. von Reapers, der Organized das Event. Es war Michael J.D. Es war Michael J.D. Wir hatten die Arrivale, das ist, of course, unsere Freunde in Rooks & Kings.

00:37:05 Well, das ist Calamity. Calamity, yes, of course. Separate, independent entities. Total unique entity. Showing up to absolutely smoke that fleet, by the way. With their fleet of... Grusses. Grusses? Grusses. Grusses? Grusses? Gruss? Grusses. We haven't seen that one in the Karuda in a long time. I don't know. I guess we'll have to see when those show back up. See some Maximum Cats win. The...

00:37:34 Let's see here. Some, again, more early stuff. Actually, I think this was probably earlier even than all the other stuff. I think this was a bit out of order. But this was some of the pre-current rock models. Because the rocks used to kind of look like shit. And now they don't. They look a lot better now. We did a lot of texturing work on the visual target that we went into Founder Access. This was before that. They didn't look nearly as good as they do now. They look much better now.

00:38:01 Das war die, du kannst du hier sehen, wenn du hier mal kurz bist, das ist die Old Map. Das war von 40 bis 22,000 System. Ja, ich war zu sagen, es war ein viel tighterer Situation. Das war ein bisschen mehr als ein Konzept-Loop, weil es sich durch verschiedene Differen-Difficulties gibt, die Tiers-Ares sind. Ja. Du brauchst die Tiers-Tier von der Tiers-Tier, um zu den nächsten und so weiter. Du kannst direkt auf die Tiers-Tier und so weitergehen. Du kannst direkt auf die Tiers-Tier und so weitergehen und so weitergehen und so weitergehen.

00:38:27 Ich kann sagen, dass das vor ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier bin, weil ich hier

00:38:55 Ja, das war die Tournament. Trinary Proving Grounds, die wir gemacht haben. Das war die Tournament. Trinary Proving Grounds, die wir gemacht haben. Das war die Tournament der Tournament. Trinary Proving Grounds, die wir gemacht haben. Das war die Tournament der Tournament, die wir gemacht haben, die wir gemacht haben. Ich habe noch die UI-Elemente gesehen, die ist auch schon sehr fun. Das war das, was die color? Was die color? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur orange? Nur? Nur? Nur? Nur? Nur? Nur? Nur? Nur? Nur? Nur?

00:39:24 uh this was just another chill stream hanging out outside i believe this was uh

00:39:31 Ich weiß nicht, wie das System war. Das war eine der Gruppe. Das war eigentlich ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp. Das war ein Grupp.

00:40:00 so more stuff some dreams we've done this year this was within the last like six seven months uh we talked about the the um the modularity of ships talked about some stuff that might be coming down the line uh vis-a-vis uh the what do we call that um the spinal fitting the the the fitting style the one where the

00:40:25 I know I'm just gonna let it on the sides you know where like help me please no no you know like you put it on the one side and put it on the other side and then the one on the bottom yeah it's got a name that name is

00:40:37 Topological fitting. Topological fitting. There we go. We named it. We nailed it the first time. This is short hair at Maximum Cats as well, which is fun. We've made the full circle and I'm back to normal. Me, short hair as well, which is also cool. We did a... We have some more stuff here. Talked about some more icons. We talked about... This was... I was going to say, I love this actually because I don't know why you're doing this. I think you're maybe looking at something outside your window. Seesby Goodfell is not here in this picture. He had just like AFK'd.

00:41:06 oder es ist gone so we just like put this picture of him up there with some glasses on maybe he had to step away i don't remember what it was exactly um but we've again just more streams we've done over the last couple of months and then um do you have a picture from last year's christmas stream when we sat we had like the virtual set oh i don't i you know i have that i didn't i'll put it up there next time we had fan fest this is all pre-fan fest this is before may

00:41:32 Ich würde sagen, das ist in May.

00:42:00 Relativistic. Relativistic, talking about creating the universe. Then of course we had ours during the keynote. You, me, CSP Goodfella. I remember, so we were on in the Northern Leos room, which is the biggest room in Harper. And we were on at, I want to say 11. It was pretty early. Well, not early. 11.30, something like that. And there was a thing before us, which I think was the Alliance panel at 10.

FanFest 2025 und zukünftige Pläne

00:42:28

00:42:28 We were there at the venue early and I was making some changes on the presentation on my laptop. Then of course we had to deliver it to the tech guys. So put it onto their computer and look at it. And I was making a few changes as he was checking it up. Then they load it onto the computer for the actual room. And I was sitting at the back of the room making changes on the giant...

00:42:50 Es hat die Fonts, so ich hatte die Fonts. Oh mein Gott. Und dann in der Allianz-Presentation, die wir auf den Doors in 7 Minuten machen, und ich mache ein paar Veränderungen für die Präsentation. Ich erzähle das Story a lot, aber es ist wirklich lustig, wenn man es auf den Weg ist, weil wenn du... Ich habe das Bild hier, auch, von CCP Maximum Katz, aber bevor die Keynote, all of uns waren, und alle waren, wie, pre-gamingen, ihre eigene Weise. Du war, natürlich, über deine Notes, sehr studious, hat alles, wie, listed out.

00:43:19 Ich denke, ich war einfach nur auf meine iPhone und schuldig, in die Weise wie ich mache. Seeds to be Goodfellow war pacing, nach und nach und nach, über die Schrift, dass er sich vorbereitet hat. Nein, ich vorbereitet für ihn. Ja, ihr vorbereitet für ihn? Und dann Seeds to Maximum Kassel ist hier mit einem Glas von Kaffee, und ich schaue die ganze Zeit, wie ein sehr kleinerer Tag. Ja, ich meine, ich habe mich über die Hände, um, um, nach dem Lines Panel und um, um, um, und der Raum war, um, und ich war so, wie großartig.

00:43:47 Not bad. Yeah, not bad at all. And then when we came out, it was packed. People were still trying to come in and doors were full. That was kind of nuts. What are we going to be doing again this year? We'll be at FanFest again in May. I think we're on main stage this year, actually. Maybe. I don't know if I was supposed to reveal that, but I think we might be. Anyway, I guess I've blown the doors off, but that's fun. Moving right along. Again, now we're getting closer to where we are now.

00:44:13 Das war, ich glaube, ich glaube, ich habe das Bild gesehen, weil ich das Bild mache. Ich weiß nicht, was das Bild war, aber ich habe es gemacht. Jetzt kann ich es sehen, dass du das Terminal da oben in der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne der Bühne.

00:44:32 Ja, das ist das mit Schein, richtig? Ja, das war das mit Schein. Ja, das war das mit Schein. Ja, das war das mit Schein. Ja, das war das mit Schein. Ja, das war das mit Schein. Wir haben das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video. Ich habe das Video.

00:45:01 uh that was a you know who truly can say what was going on there um and then now we're getting to like this is some real sauce this is within like the last like four or five months at this point we have the first iteration of the new map this was right after we got rid of the circle ui we went to this this version of the map i believe this was in the uh and we're in a bathrobe so it's probably not the official stream but uh this is this is the um

00:45:29 Maybe like the introduction to the Frontier thing we did for a while, which was pretty good. You can see me almost getting smoked here by some lasers. It was very loud. I also include this picture because that face I was making some wild stuff. Moving right along. And so here we are. So we are now, after having done all that, we're at now this, you know, I'm just going to go ahead and play. This is a video. Why not play?

00:45:59 Ich meine...

00:46:01 It seems like a new problem. I'm not going to do anything about it. It doesn't seem like a new problem. Okay, we're going to forget about it. We're actually kind of running over time anyway. But all this to say, we've come now a long way. I mean, if you think back to where we were way back at the beginning of this thing, you know, all the way back to like the first iterations of the UI, the first iterations of the gameplay loop, like back way... I've got way older screenshots. I was going to say, I mean, this is just the stuff that I have from last year. I mean, this is... We've been doing this thing now for a couple of years. But if you go back all the way to...

00:46:31 like this like going from this and this to where we are now year i mean months and months later at this point the the scope of the thing i feel like a lot of times it's like a uh it's like boiling a frog right you first of all you shouldn't boil frogs it's a cruel thing to do frogs are friends but you know this idea that you can you know get to the point where you know you don't recognize big changes happening when they're happening because it happens so slowly sometimes but

00:47:00 Seeing it, the comparison between the two so starkly, at least for me, has been pretty dramatic. I mean, now we've got the WSD controls. We're looking ahead pretty closely at... I'm just now realizing there was another video clip in here that did not play because there's a clip from a year ago during one of those streams where I'm sitting there talking about wanting to see manual firing and hoping that we'll do that at some point. And sure enough, we're doing that.

00:47:27 The same thing with the WSD controls, the same way with the new landscapes, the same way with the new NPC AI, the same way with new world bosses, the same way with new... A bunch of cool stuff coming. I mean, there's cool stuff within like the last couple of days. Some things that I've seen that I wanted to get into this stream. He said, no, we're going to hold off of those until the beginning of next year. Like three brand new things, including one today. So the...

00:47:55 Even if, you know, now we're at this point where we've talked about this a little bit in the past too. All the work we've done, especially in 2024 and now a lot of it in 2025, has been getting to the point where these iterations can come faster and faster. Because we're really laying a lot of the groundwork for some of these things. And now here we are at the end of 2025, looking ahead to 2026. And there's a lot going to be happening in 2026. A lot that we have not even discussed yet.

00:48:21 We have, of course, the big SWE migration coming up here before too long. Shout out to our friends. Shout out to our friends in Mistin Labs. We had a stream with them yesterday. I hope things are well with you guys. We have, of course, FanFest coming up in May of this year. So if you want to come to that and hear more about us doing stuff then, we're doing something. And then later on in the year, who knows? I'm sure there'll be a lot of other cool stuff then.

00:48:45 It's been a long time. Some cool stuff coming in January. Cool, yeah. There's actually cool stuff coming in January. The hell, there might even be cool stuff coming before the end of this month. I guess we'll have to see. I mean, I fucking hope not. I think you might be surprised. Anyway. Friends. Friend.

00:49:04 Thank you so much for joining us here on Frontier Friday. It has been a wonderful year. I say this a lot. I can't stop saying it. This is the dream job. It's the best job I've ever had. It is a blessing as always to be able to work alongside such a talented and devoted group of designers, engineers, programmers, project managers, whatever they do, producers, directors.

00:49:33 Everybody else on our team, both here in Shanghai, in London, and then all of you across the world. This is, I think, something that we talk a lot about collaborative design, collaborative development, and it's serious. This is not a thing that happens without all of you and all of the people here. And it's great to see the community engaging with different stuff as well.

00:50:00 We've talked about in the past this whole development thing, but it's deeper because we've released a bunch of our stuff open source, all the smart contracts. And I see Protodroid in chat there. He has pushed PRs into our open source thing, which have been reviewed and accepted. He did push a bug in, which we have fixed. The scoundrel, the scoundrel. But that idea of open source and people being able to actively contribute to it is pretty cool.

00:50:30 So, yeah. It is more than anything else. Thank you all so much for being here. Thank you for being here with us in 2025. And we're looking forward to you being here in 2026. From all of us here in Reykjavik, Iceland, I have been CCP Jotun. This has been CCP Overload. And we have been the EVE Frontier Development Team. We'll see you next year. There's more as well. There's more of them over there. We're the real. We're the real. The brain behind the operation. The brain's mine. From all of us here.

Festive Sign-Off and Future Plans

00:50:58

00:50:58 Enjoy the rest of your 2025. We will see you in 2026. Happy holidays. Season's greetings. Merry Christmas. Happy Hanukkah. Whatever you celebrate, celebrate it together. And until next time, awake. And remain awake. Until Christmas. Until Christmas. Until sometime after Christmas. You can go to sleep. See you later, guys. Bye.