{"data":{"id":18309,"title":"Dynamic Events AMA Recap","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/18309-Dynamic-Events-AMA-Recap","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18309","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18309","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/similar"}],"images_count":2,"translations":{"en_EN":"Dynamic Events AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on September 8, 2021.\n\n\nThis time, we welcomed four guests from different departments who answered players\u2019 most burning questions on how our Dynamic Events and providing insights into the decisions we made.\n\nLuke Pressley \u2013 Lead Designer\n\nEdward Fuller, Principal Live Designer\n\nRob Reininger \u2013 Assistant Live Game Director\n\nBen Dorsey \u2013 Senior Systems Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nThe trading stock and replenish rate can be painfully slow. For Jumptown 2, what potential changes (if any) without spoilers have been considered following similar indications from NineTails Lockdown where players were unable to adequately resupply Medical Supplies? This sometimes slowed the event to a boring stall, which negatively affected its quality, pace and the work that has been done by the team to make this event work\nBen Dorsey:\n\nI\u2019m going to answer this question in two parts, Jumptown 2 and Ninetails.\n\nFor JT2, I\u2019m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The \u201cinventory\u201d then is less \u201c300 boxes becomes available across all servers\u201d and more \u201cA box will be made available to spawn every 30 seconds on each server\u201d.\nI felt this was both more interesting gameplay-wise as carrying the cargo out to your ship adds a layer of complexity (physicalized cargo will make this more standard across the game, but I didn\u2019t want to wait for that) and I felt that in a PVP-centered event, players on another server being able to take the boxes you are trying to defend\/steal defeated a large amount of the gameplay.\n\nFor Ninetails Lockdown, some of you who participated in the very first Evocati test might actually remember there were shop mods that made it so the shops selling medical supplies had their sell inventories boosted, much like the station has its buy inventory capacity boosted. I was asked to remove those mods to emphasize the derelicts due to XenoThreat feedback. Thanks to the Ninetails feedback that has come in, I was able to re-hash that conversation and I have hooked the shop mods for sell locations back up for 3.15.\n\n[Follow-up reply:] I covered this very briefly in the ISC segment, but I also have shop mods for sell locations in JT2 to increase the shops\u2019 buy capacity.\n\n\n\n\nExploits\/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I\u2019m-sure-to-be-overcome issue was seen where destroying\/attacking the enemy Idris in Phase 3 before the Javelin arrived in the cloud broke the event. Without spoilers, have there been any design changes you\u2019ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?\nLuke Pressley:\n\nWe saw lots of backers stating this as being the cause, but the Javelin\u2019s arrival has no bearing on the spawning of the Idris in logic. The hotfix we attempted was to fix an issue we recognised whereby we attempted to spawn the two Idris within a 1km radius of the wreck of the previous Idris and if that failed no Idris were spawned and the mission became incompletable. We had thought this an extremely rare situation as we never encountered it in testing, but then we saw 50 players in large ships mobbing the Idris at the moment of its destruction and we realised it was a likely culprit of the mission becoming stuck. To prevent this possibility, if the 1km radius fails, we gradually increase the radius until the spawn succeeds. This fix affects spawns game-wide so will not be a problem anywhere, NineTails included.\nHowever, this was only our best guess for how to fix the Idris not spawning and the mission becoming stuck, but it seems from player feedback that this has not solved the issue (may have improved it) so further analytics will need to be added to get to the bottom of it.\n\n[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I\u2019m unable to follow up in greater detail, but I\u2019ve verified my explanation and I think it\u2019s worth posting.\n\nKnowing when things happen is easy because you get a callback telling you it happened. Knowing when things don\u2019t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don\u2019t receive the callback after that time assume you never will and abort the mission.\nThe event ran for not even two weeks and first the issue had to happen enough that it became clear it was a serious issue. Then we had to investigate and, because we were unable to reproduce the issue internally, in the end we made our best guess fix (a valuable one to the rest of the game also) rather than add a timer. In hindsight this may have been a mistake, but we intend to add the analytics we need to catch this issue and solve it properly as it is likely not limited to this event.\n\n\nSimultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn\u2019t conflict with another announcement from another dynamic event as XT and Ninetails did not occur simultaneously. But what is the thought process behind simultaneously occurring dynamic events being transmitted to players within the same star system (i.e. Stanton) or star system sector (i.e. around Pyro IV)? e.g. Will only selecting a mission in the contracts manager under \u201cDynamic Events\u201d allow you to hear Dulli speak (as opposed to how she broadcasts across the whole area) or will flying into the area where the event is occurring automatically trigger the mission acceptance and pre-alert announcements?\nRob Reininger:\n\nUltimately, the intention is that there could be any number of things happening in the \u2018verse at any given time. We acknowledge that we\u2019re currently being extremely heavy handed with the broadcasting of events because we are using the tools we have at the moment. Ideally, we need to expand our notification system such that it can handle multiple events, queuing messages, and other player driven controls like controlling the types of messaging they receive. Also keep in mind that we are in the early stages of this tech and this will continue to evolve as we move forward with not only the Dynamic Event system, but other complimentary systems as well.\n\n\nSo far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?\nRob Reininger:\n\nDynamic events will ultimately trigger all over the \u2018verse based on various conditions being hit that are relevant to the specific mission. This could be at something as small as an outpost or a UGF, to comm arrays, stations, and even major landing zones. (Requiring FPS gameplay OR spaceships.) TZ\u2019s upcoming Citizen Con presentation will get into some additional details, but rest assured, we want this type of content happening all over the universe, not just for larger scale space battles.\n\nEdward Fuller:\n\nYes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet\u2019s surfaces.\n\n\nWill future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?\nLuke Pressley:\n\nWhenever it is we next run the XenoThreat event it is my personal hope and intent that we have the necessary clarity of markers to deliver it with a counter mission for XenoThreat supporters. So if the assumption is we get a counter mission, my assumption would be that rewards based on rep would be available. This is not mine to promise, but I do see it as the next big and exciting thing to properly tackle.\n\nPlans have been made on improving the way we communicate things like hostility, lawful right to attack and ally status (based on tracked mission) which will make these epic counter mission possible.\n\n\nAny plans for a non-combat profession centered dynamic event ie: involving mining\/refining?\nRob Reininger:\n\nIdeally, we will have dynamic events that cover the entire breadth of our content\/feature sets. As soon as we have mining functional within the core missions, something you can take from a mission giver or the contract manager, I would expect us to look for ways to incorporate that into our dynamic content.\n\n\nHow will the future of Dynamic Events take advantage of all the space and interesting locations in Stanton and not be subjected to one particular area in the corner?\nRob Reininger:\n\nOne thing to keep in mind is that we are using the current events that we have to build out necessary tech and prove out a scenario for a single location before we try and trigger them in \u201cany\u201d of the locations in the \u2018verse. This helps us zero in on issues related to mission logic as well as identify any location markup that the mission may need. (IE, there\u2019s no reason to mark up every possible location until you know exactly what the setup needs are.) Often times we refine the experience as we go as well, so what we initially implement might not be the final experience and there\u2019s no sense going wide until we\u2019re happy with it. That said, these will ultimately be something that can happen in as many locations as possible so as our technology continues to grow I would expect that more and more of our locations get utilized with the content we\u2019re pushing forward with.\n\n\nIn the future will there be a mechanism which uses RNG to determine which dynamic event will become active?\nRob Reininger:\n\nWe are working extremely hard to build a system that can, and will, react to conditions that are running on a backend simulation. While this still involves some level of probabilistic math here, the intent is that some benchmark was hit through either 1) the player\u2019s interaction within the world, or 2) through some level of virtual AI decisions that have caused some level of imbalance in the world. While RNGs are used here and there, it\u2019s often for things like \u201cwhich cluster of enemies to throw at you during a random (or not so random) encounter\u201d. But the bottom line is that we want the world to be something that the players can understand and potentially learn what warning signs to look out for or else \u201cX\u201d or \u201cY\u201d will likely happen. That said, this won\u2019t prohibit us from randomly triggering things.\n\n\nAre Dynamic Events really necessary with the current state of the game servers (lag, desync\u2026) ?\nEdward Fuller:\n\nBuilding Dynamic Events and running them now is absolutely necessary and beneficial as an important part of our development of the game. They act as test beds that expose problems in both the events mission system and the interplay of other gameplay systems as well as back-end systems. The features, discoveries and leanings that we take from building and running these events now leads to even better events further down the line.\n\n\nWhat things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?\nLuke Pressley:\n\nWe have learned a lot from the current run of XenoThreat, as well as from the first release which was our first attempt at a large-scale fleet battle and, as such, we learned a lot about the kind of issues that only present when many players and AI get together in one place to fight.\n\nThe major standouts we wanted to address for the second release were our simplistic friendly-fire system which led to unfair CrimeStats. We made major strides in friendly-fire arbitration which drastically cut down the number of unfair CrimeStats awarded according to the feedback and analytics we received on the event, and it allowed us to more accurately identify the remaining edge-cases. What\u2019s great is this kind of change improves the whole game, not just the event and paves the way for more large-scale space battles in the future.\n\nNow that the system is generally fairer, a lot of the noise has been cut out and we are now able to identify the specific remaining issues. I can see there is still work to do on the collision side so that will be our next focus as well as some changes I\u2019m sure backers will love, but I can\u2019t yet go into.\n\n\nAre Dynamic Events triggered manually or is there some logic in place that triggers the event based on a condition (for example if there is a high density of crimestats on a server)?\nBen Dorsey:\n\nCurrently, these events are triggered manually. It\u2019s absolutely planned to have these events be driven by Quanta and player actions.\nWe will be talking about this a bit in Digital CitizenCon, so tune into that for more info.\n\n\nCan we expect to see video feeds via mobiglas instead of still images during events ?\nEdward Fuller:\n\nYES you will get to see Dulli\u2019s face in missions comms one day.\n\nTechnically there is always going to be some scenarios in which an NPC is supposed to comms call a player and that NPC is not yet streamed in on the clients machine. So we may still, under certain conditions need to not show their face for this period (maybe with static or an image placeholder instead) that then gets replaced by their face when they stream in. So, we would always try to show the face if we can.\n\n\nWhat do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?\nBen Dorsey:\n\nSo many things. I\u2019ll take this opportunity to do a sort of mini postmortem.\n\nInsufficient Medical Supplies:\nThere aren\u2019t enough medical supplies available for haulers to participate freely in the event. For Ninetails Lockdown, some of you who participated in the very first Evocati test might actually remember there were shop mods that made it so the shops selling medical supplies had their sell inventories boosted, much like the station has its buy inventory capacity boosted. We decided to remove those mods to emphasize the derelicts due to XenoThreat feedback. Thanks to the Ninetails feedback that has come in, I was able to rehash that conversation and I have hooked the shop mods for sell locations back up for 3.15.\nWe\u2019re a bit worried this will be too profitable, but an enjoyable experience is worth a little temporary economic destabilization, and this is something that can be tuned. Longer-term, improvements to the shop system should also help this.\n\nPlayers not playing the Nine Tail\u2019s side:\nThis is the most painful one for me. Based on our analytics, for every 1 Nine Tails-aligned player there were 20 Crusader-aligned players. Short term, I\u2019m looking to increase the rewards for the Nine Tails, but if I\u2019m being honest, I expect this to have very little impact.\nLonger-term, I\u2019ve requested some tech to deal with Nine Tails-aligned players being sent to jail, and once players can obtain Nine Tails reputation, my hope is that I can move away from using CrimeStats as a determiner for participation, and thus have players be a bit more long-term in what sides they want to align with.\n\nEvent was too short:\nMany players were unable to participate in the event due to it ending before they could log in. Mea culpa on this one. I had set the prologue phase to one hour, thinking that would be sufficient. This number is dynamically tunable whenever we launch the event, so we will probably extend the prologue a bit in the future.\nI also have asked that, in the future, at least until we have a large enough stable of these events to allow players to regularly log in and find something available, we give a bit more outside-the-game warning for Nine Tails, so people can plan to log in.\n\nEvent was too long\/repetitive:\nAs other systems come into place throughout the game, my hope is that this will naturally evolve a bit. For instance, one of my least favorite pieces of the event right now is that I send out AI scanner ships for players to defend. I would vastly prefer that I offer this job to players as well, once long-distance scanning becomes more of thing.\n\nDoesn\u2019t Feel like a blockade:\nWhile flying in, you are not attacked nearly enough by Nine Tails AI. This was one we saw coming, but its not fixable in the short-term. It\u2019s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you\u2019ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you\/don\u2019t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.\n\n\nWill we see more Nine-tails events pop up now that Xenothreat is over? I think the community wants more of these random events popping up, but I haven\u2019t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!\nBen Dorsey:\n\nLikely yes, though running these is always a conversation with several other departments.\nWe might hold off until after 3.15 (I would like to get some minor fixes in).\nThat being said, Nine Tails Lockdown is an Evergreen Event. It is intended to run occasionally forever. (We just want to avoid burning you all out on it, particularly when there are known issues.)\n\n\nI noticed that during the Xeno Threat and the Ninetails Lockdown, the enemy used a lot of military spec\/grade ships: military spec Idris-M, Anvil Arrow, vanguard warden, etc. Was this to balance the battles or should we be worried that the UEE Navy\u2019s shipyards are being hijacked?\nLuke Pressley:\n\nThe XenoThreat\u2019s lore is that they are mostly ex-Navy so it is reasonable to assume that they have access to Navy shipyards that others would not. Also, they would prefer to fly ships they were accustomed to. That\u2019s my excuse and I\u2019m sticking to it :)\n\nAs for the Nine Tails flying military ships, I just reviewed the ships available with the Nine Tails paint job and the majority are not military ships, so I assume you\u2019re referring to the Idris M which I agree, it might have been better to replace that with an Idris P. However, the instruction for development of the event was to make it as efficiently as possible which meant relying on existing assets and the Idris M was proven working.\n\n\nThus far the dynamic events are based on performing the same actions over and over to build up rep and earn aUEC. Will there be events in the future that are true events that we only participate in once and reap staggering rewards or fail and the event ends without allowing us to try again. Making it a very high risk\/high reward scenario?\nEdward Fuller:\n\nYes we want to be able to do this. Currently we replay events to get as much data as possible and help us to refine the implementations of the systems and mechanics that are the focus of those events.\n\nAlso as we build our mission logic in a modular way and as our array of modules increases we will be able to build these events faster. The story elements and locations of any given event can then be one of the aspects we focus on to make them more unique and one offs.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","de_DE":"Dynamische Veranstaltungen AMA Recap\n\nJeden Monat veranstalten wir auf Spectrum eine offene Frage-Antwort-Runde, an der Entwickler aus verschiedenen Fachbereichen von CIG teilnehmen. Diese Fragen und Antworten wurden bei der Spectrum AMA am 8. September 2021 gesammelt.\n\nDieses Mal begr\u00fc\u00dften wir vier G\u00e4ste aus verschiedenen Abteilungen, die die brennendsten Fragen der Spieler zu unseren Dynamischen Ereignissen beantworteten und Einblicke in die von uns getroffenen Entscheidungen gaben.\n\nLuke Pressley - Lead Designer\n\nEdward Fuller, leitender Live-Designer\n\nRob Reininger - Assistent Live Game Director\n\nBen Dorsey - Senior System Designer\n\nDieses AMA ist abgeschlossen, aber halte Ausschau nach den n\u00e4chsten Threads, in denen du uns alles fragen kannst!\n\n\nDer Handelsvorrat und die Wiederauff\u00fcllungsrate k\u00f6nnen schmerzhaft langsam sein. Welche m\u00f6glichen \u00c4nderungen (wenn \u00fcberhaupt) ohne Spoiler wurden f\u00fcr Jumptown 2 in Betracht gezogen, nachdem es in NineTails Lockdown \u00e4hnliche Hinweise gab, dass die Spieler nicht in der Lage waren, ihre medizinischen Vorr\u00e4te angemessen aufzuf\u00fcllen? Dadurch wurde das Event manchmal langweilig, was sich negativ auf die Qualit\u00e4t, das Tempo und die Arbeit auswirkte, die das Team geleistet hat, um dieses Event zum Laufen zu bringen\nBen Dorsey:\n\nIch werde diese Frage in zwei Teilen beantworten: Jumptown 2 und Ninetails.\n\nIn JT2 werde ich (vorbehaltlich unvorhergesehener Bugs) die Drogen physisch spawnen lassen, anstatt sie in einem Laden zu kaufen. Das \"Inventar\" besteht dann weniger aus \"300 Kisten werden auf allen Servern verf\u00fcgbar\" als vielmehr aus \"Eine Kiste wird alle 30 Sekunden auf jedem Server zum Spawnen bereitgestellt\".\nIch fand das vom Gameplay her interessanter, da das Tragen der Ladung zu deinem Schiff eine zus\u00e4tzliche Komplexit\u00e4t mit sich bringt (physische Ladung wird dies im ganzen Spiel standardm\u00e4\u00dfig machen, aber darauf wollte ich nicht warten) und ich fand, dass bei einem PVP-zentrierten Event Spieler auf einem anderen Server in der Lage sind, die Kisten zu stehlen, die du zu verteidigen versuchst.\n\nEinige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die daf\u00fcr sorgten, dass die L\u00e4den, die medizinische Hilfsmittel verkauften, ihre Verkaufsvorr\u00e4te aufstockten, so wie die Station ihre Kaufvorr\u00e4te aufstocken konnte. Aufgrund des Feedbacks von XenoThreat wurde ich gebeten, diese Mods zu entfernen, um die Verlassenen zu betonen. Dank des Feedbacks von Ninetails konnte ich dieses Gespr\u00e4ch aufarbeiten und habe die Shop-Mods f\u00fcr die Verkaufsstellen in Version 3.15 wieder eingebaut.\n\n[Ich habe das im ISC-Beitrag schon kurz angesprochen, aber ich habe auch Shop-Mods f\u00fcr Verkaufsstandorte in JT2, um die Kaufkapazit\u00e4t der Shops zu erh\u00f6hen.\n\n\nExploits\/Schnellangriffe, die die Ereignisse unterbrechen. Bei Xeno Threat gab es ein Problem, das sicher bald behoben sein wird, n\u00e4mlich dass das Zerst\u00f6ren\/Angreifen des feindlichen Idris in Phase 3, bevor der Javelin in der Wolke ankam, das Ereignis unterbrochen hat. Ohne zu spoilern: Gab es irgendwelche Design\u00e4nderungen, die du f\u00fcr Jumptown 2 vornehmen musstest, um die Gefahr von Eventabbr\u00fcchen oder langen Verz\u00f6gerungen zu verringern?\nLuke Pressley:\n\nViele Backer haben dies als Ursache angegeben, aber die Ankunft der Javelin hat keinen Einfluss auf das Spawnen der Idris. Mit dem Hotfix wollten wir ein Problem beheben, bei dem wir versuchten, die beiden Idris in einem Radius von 1 km um das Wrack der vorherigen Idris zu spawnen. Wenn das nicht gelang, wurden keine Idris gespawnt und die Mission konnte nicht beendet werden. Wir hielten dies f\u00fcr eine extrem seltene Situation, da wir sie beim Testen nie erlebt hatten, aber dann sahen wir, wie 50 Spieler in gro\u00dfen Schiffen die Idris im Moment ihrer Zerst\u00f6rung belagerten, und uns wurde klar, dass dies ein wahrscheinlicher Grund daf\u00fcr war, dass die Mission stecken blieb. Um diese M\u00f6glichkeit zu verhindern, erh\u00f6hen wir den Radius schrittweise, bis der Spawn erfolgreich ist, wenn der 1km-Radius nicht eingehalten wird. Dieser Fix betrifft Spawns im ganzen Spiel, sodass es nirgendwo ein Problem geben wird, auch nicht in NineTails.\nAllerdings war dies nur unsere beste Vermutung, wie wir das Problem beheben k\u00f6nnen, dass Idris nicht spawnen kann und die Mission stecken bleibt, aber aus dem Feedback der Spieler geht hervor, dass dies das Problem nicht gel\u00f6st hat (vielleicht hat es sich verbessert).\n\n[Ich war mir unschl\u00fcssig, ob ich diese Frage beantworten soll, da ich kein Programmierer bin und daher nicht in der Lage bin, sie genauer zu beantworten, aber ich habe meine Erkl\u00e4rung \u00fcberpr\u00fcft und denke, sie ist es wert, gepostet zu werden.\n\nZu wissen, wann etwas passiert, ist einfach, denn du bekommst einen R\u00fcckruf, der dir sagt, dass es passiert ist. Zu wissen, wann etwas nicht passiert, ist nicht einfach, denn du bekommst nie einen R\u00fcckruf. Das Beste, was du tun kannst, ist einen Timer zu setzen und wenn du nach dieser Zeit keinen R\u00fcckruf erh\u00e4ltst, gehst du davon aus, dass du ihn nie erh\u00e4ltst und brichst die Mission ab.\nDie Veranstaltung lief nicht einmal zwei Wochen und erst musste das Problem so oft auftreten, dass klar wurde, dass es ein ernstes Problem war. Dann mussten wir das Problem untersuchen, und da wir es intern nicht reproduzieren konnten, haben wir es am Ende nach bestem Wissen und Gewissen behoben (was auch f\u00fcr den Rest des Spiels wichtig war), anstatt einen Timer hinzuzuf\u00fcgen. Im Nachhinein betrachtet war das vielleicht ein Fehler, aber wir haben vor, die Analysen hinzuzuf\u00fcgen, die wir brauchen, um dieses Problem zu erkennen und richtig zu l\u00f6sen, da es wahrscheinlich nicht auf dieses Ereignis beschr\u00e4nkt ist.\n\n\nGleichzeitige dynamische Ereignisse? Derzeit werden Vorwarnungen zu einem Ereignis \u00fcber den gesamten Kanal gesendet, damit sie nicht mit einer Ank\u00fcndigung eines anderen dynamischen Ereignisses kollidieren, da XT und Ninetails nicht gleichzeitig stattfanden. Aber was ist der Gedanke hinter gleichzeitig stattfindenden dynamischen Ereignissen, die an Spieler innerhalb desselben Sternensystems (z.B. Stanton) oder Sternensystemsektors (z.B. um Pyro IV) \u00fcbertragen werden? z.B.: Wird nur die Auswahl einer Mission im Vertragsmanager unter \"Dynamische Ereignisse\" dazu f\u00fchren, dass du Dulli sprechen h\u00f6rst (im Gegensatz zu ihrer \u00dcbertragung in das gesamte Gebiet) oder wird das Fliegen in das Gebiet, in dem das Ereignis stattfindet, automatisch die Missionsannahme und die Vorwarnungen ausl\u00f6sen?\nRob Reininger:\n\nLetztendlich geht es darum, dass im Verse zu jeder Zeit eine Vielzahl von Dingen passieren kann. Wir geben zu, dass wir derzeit mit der Bekanntgabe von Ereignissen sehr vorsichtig sind, weil wir die Werkzeuge nutzen, die wir im Moment haben. Im Idealfall m\u00fcssen wir unser Benachrichtigungssystem so ausbauen, dass es mehrere Ereignisse, das Einreihen von Nachrichten in eine Warteschlange und andere von den Spielern gesteuerte Funktionen wie die Steuerung der Arten von Nachrichten, die sie erhalten, handhaben kann. Bedenke auch, dass wir uns in der Anfangsphase dieser Technologie befinden und dass sie sich weiterentwickeln wird, wenn wir nicht nur das dynamische Ereignissystem, sondern auch andere erg\u00e4nzende Systeme weiterentwickeln.\n\n\nBislang waren alle dynamischen Events haupts\u00e4chlich raumbezogen. Gibt es neben Jumptown 2 noch weitere Pl\u00e4ne f\u00fcr ein dynamisches Event am Boden?\nRob Reininger:\n\nDynamische Ereignisse werden \u00fcberall im Universum ausgel\u00f6st, wenn verschiedene Bedingungen erf\u00fcllt werden, die f\u00fcr die jeweilige Mission relevant sind. Das kann so etwas Kleines wie ein Au\u00dfenposten oder eine UGF sein, aber auch Kommunikationsfelder, Stationen und sogar gro\u00dfe Landezonen. (Erfordert FPS-Gameplay ODER Raumschiffe.) Die kommende Citizen Con-Pr\u00e4sentation von TZ wird weitere Details enthalten, aber sei versichert, dass wir diese Art von Inhalten im ganzen Universum haben wollen, nicht nur f\u00fcr gr\u00f6\u00dfere Raumschlachten.\n\nEdward Fuller:\n\nJa! Sobald wir eine KI haben, die auf den Planetenoberfl\u00e4chen navigieren kann, wollen wir mehr bodenbasierte Szenarien einbauen.\n\n\nWerden zuk\u00fcnftige Dynamische Events Belohnungen f\u00fcr Spieler anbieten, die sich auf die Seite der Xenothreat schlagen, um die CDF zu bek\u00e4mpfen?\nLuke Pressley:\n\nWann immer wir das n\u00e4chste XenoThreat-Event veranstalten, hoffe ich, dass wir die n\u00f6tige Klarheit \u00fcber die Marker haben, um es mit einer Gegenmission f\u00fcr XenoThreat-Unterst\u00fctzer durchzuf\u00fchren. Wenn wir also davon ausgehen, dass wir eine Gegenmission bekommen, w\u00fcrde ich davon ausgehen, dass es Belohnungen auf Basis von Reputation gibt. Das kann ich nicht versprechen, aber ich sehe es als die n\u00e4chste gro\u00dfe und aufregende Sache an, die wir angehen m\u00fcssen.\n\nEs ist geplant, die Art und Weise zu verbessern, wie wir Dinge wie Feindseligkeit, rechtm\u00e4\u00dfiges Angriffsrecht und Verb\u00fcndetenstatus (basierend auf der verfolgten Mission) kommunizieren, was diese epischen Gegenmissionen m\u00f6glich machen wird.\n\n\nGibt es Pl\u00e4ne f\u00fcr ein dynamisches Event, bei dem es nicht um Kampfberufe geht, sondern um Bergbau\/Veredelung?\nRob Reininger:\n\nIm Idealfall werden wir dynamische Events haben, die die gesamte Bandbreite unserer Inhalte\/Features abdecken. Sobald wir den Bergbau in die Hauptmissionen integriert haben, also etwas, das man von einem Missionsgeber oder dem Vertragsmanager bekommen kann, werden wir nach M\u00f6glichkeiten suchen, dies in unsere dynamischen Inhalte einzubauen.\n\n\nWie wird die Zukunft der dynamischen Events den ganzen Platz und die interessanten Orte in Stanton nutzen und nicht nur auf einen bestimmten Bereich in der Ecke beschr\u00e4nkt sein?\nRob Reininger:\n\nEine Sache, die man im Hinterkopf behalten sollte, ist, dass wir die aktuellen Events nutzen, um die notwendige Technologie zu entwickeln und ein Szenario f\u00fcr einen einzelnen Ort zu testen, bevor wir versuchen, sie an \"irgendeinem\" Ort im Verse auszul\u00f6sen. Das hilft uns dabei, Probleme in Bezug auf die Missionslogik zu finden und zu erkennen, ob die Mission an einem bestimmten Ort durchgef\u00fchrt werden muss. (Es gibt keinen Grund, jeden m\u00f6glichen Ort zu markieren, bevor du nicht genau wei\u00dft, was du brauchst). Oftmals verfeinern wir das Erlebnis im Laufe der Zeit, so dass das, was wir anfangs implementieren, nicht unbedingt das endg\u00fcltige Erlebnis sein muss, und es macht keinen Sinn, es zu erweitern, bis wir damit zufrieden sind. Das hei\u00dft, dass wir diese Angebote an so vielen Standorten wie m\u00f6glich anbieten wollen. Je weiter unsere Technologie w\u00e4chst, desto mehr Standorte werden mit den Inhalten, die wir vorantreiben, ausgestattet.\n\n\nWird es in Zukunft einen Mechanismus geben, der per RNG bestimmt, welches dynamische Ereignis aktiv wird?\nRob Reininger:\n\nWir arbeiten mit Hochdruck an einem System, das auf Bedingungen reagieren kann und wird, die in einer Backend-Simulation ablaufen. Das bedeutet, dass entweder 1) die Interaktion des Spielers in der Welt oder 2) die Entscheidungen der virtuellen KI, die ein gewisses Ungleichgewicht in der Welt verursacht haben, ein gewisses Ma\u00df an Wahrscheinlichkeitsrechnung erfordern. RNGs werden zwar hier und da eingesetzt, aber oft nur f\u00fcr Dinge wie \"welche Gruppe von Gegnern wird bei einer zuf\u00e4lligen (oder nicht so zuf\u00e4lligen) Begegnung auf dich geworfen\". Aber im Endeffekt wollen wir, dass die Welt etwas ist, das die Spieler\/innen verstehen und m\u00f6glicherweise lernen k\u00f6nnen, auf welche Warnzeichen sie achten m\u00fcssen, weil sonst wahrscheinlich \"X\" oder \"Y\" passiert. Das wird uns aber nicht davon abhalten, Dinge zuf\u00e4llig auszul\u00f6sen.\n\n\nSind dynamische Ereignisse beim derzeitigen Zustand der Spielserver (Lag, Desync...) wirklich notwendig?\nEdward Fuller:\n\nDynamische Events zu bauen und sie jetzt laufen zu lassen, ist absolut notwendig und als wichtiger Teil unserer Spielentwicklung von Vorteil. Sie dienen als Pr\u00fcfstand, der Probleme sowohl im Missionssystem der Events als auch im Zusammenspiel mit anderen Gameplay- und Backend-Systemen aufdeckt. Die Funktionen, Entdeckungen und Lehren, die wir aus dem Bau und der Durchf\u00fchrung dieser Events ziehen, f\u00fchren zu noch besseren Events in der Zukunft.\n\n\nWas hast du gelernt und was wirst du in Bezug auf die Verbrechensstatistiken f\u00fcr LAWFUL-Spieler\/innen w\u00e4hrend dieser Events \u00e4ndern?\nLuke Pressley:\n\nWir haben viel aus der aktuellen Ausgabe von XenoThreat gelernt, ebenso wie aus der ersten Version, die unser erster Versuch einer gro\u00df angelegten Flottenschlacht war. Dabei haben wir viel \u00fcber die Probleme gelernt, die auftreten, wenn viele Spieler und KI an einem Ort zusammenkommen und k\u00e4mpfen.\n\nDie wichtigsten Punkte, die wir in der zweiten Version angehen wollten, waren unser vereinfachtes Friendly-Fire-System, das zu unfairen CrimeStats f\u00fchrte. Wir haben gro\u00dfe Fortschritte bei der Schlichtung von Friendly-Fire gemacht, was die Anzahl der unfairen CrimeStats drastisch reduziert hat, wie wir aus dem Feedback und der Analyse des Events erfahren haben. Das Tolle daran ist, dass diese Art von Ver\u00e4nderung das gesamte Spiel verbessert, nicht nur das Event, und den Weg f\u00fcr mehr gro\u00df angelegte Raumschlachten in der Zukunft ebnet.\n\nJetzt, da das System generell fairer ist, wurde ein gro\u00dfer Teil des Rauschens herausgeschnitten und wir sind nun in der Lage, die spezifischen verbleibenden Probleme zu identifizieren. Ich sehe, dass es auf der Seite der Kollisionen noch einiges zu tun gibt. Das wird unser n\u00e4chster Schwerpunkt sein, ebenso wie einige \u00c4nderungen, von denen ich sicher bin, dass sie den Unterst\u00fctzern gefallen werden, auf die ich aber noch nicht n\u00e4her eingehen kann.\n\n\nWerden dynamische Ereignisse manuell ausgel\u00f6st oder gibt es eine Logik, die das Ereignis auf der Grundlage einer Bedingung ausl\u00f6st (z. B. wenn es auf einem Server eine hohe Dichte an Verbrechensstatistiken gibt)?\nBen Dorsey:\n\nDerzeit werden diese Ereignisse manuell ausgel\u00f6st. Es ist durchaus geplant, dass diese Ereignisse von Quanta und Spieleraktionen gesteuert werden.\nWir werden auf der Digital CitizenCon ein wenig dar\u00fcber sprechen, also halte dich auf dem Laufenden, um mehr zu erfahren.\n\n\nK\u00f6nnen wir w\u00e4hrend der Events mit Video\u00fcbertragungen \u00fcber mobiglas anstelle von Standbildern rechnen?\nEdward Fuller:\n\nJA, du wirst eines Tages Dullis Gesicht in den Missionskommentaren sehen k\u00f6nnen.\n\nTechnisch gesehen wird es immer Szenarien geben, in denen ein NSC einen Spieler anrufen soll und dieser NSC noch nicht auf dem Client-Rechner gestreamt ist. Daher kann es unter bestimmten Umst\u00e4nden notwendig sein, sein Gesicht f\u00fcr diesen Zeitraum nicht zu zeigen (vielleicht mit einem statischen Bild oder einem Platzhalter), das dann durch sein Gesicht ersetzt wird, wenn er sich einloggt. Wir w\u00fcrden also immer versuchen, das Gesicht zu zeigen, wenn wir k\u00f6nnen.\n\n\nWas hat eurer Meinung nach beim Nine Tails Event gefehlt, so dass es weniger spannend war als das Xenothreat?\nBen Dorsey:\n\nSo viele Dinge. Ich werde die Gelegenheit nutzen, um eine Art Mini-Postmortem zu machen.\n\nUnzureichende medizinische Versorgung:\nEs gibt nicht genug medizinische Hilfsmittel, damit die Schlepper ungehindert an dem Event teilnehmen k\u00f6nnen. Einige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die daf\u00fcr sorgten, dass die L\u00e4den, die medizinische Hilfsg\u00fcter verkauften, ihre Verkaufsvorr\u00e4te aufstockten, so wie der Bahnhof seine Kaufvorr\u00e4te aufstockte. Aufgrund des Feedbacks von XenoThreat haben wir beschlossen, diese Mods zu entfernen, um die Verlassenen hervorzuheben. Dank des Feedbacks von Ninetails konnte ich dieses Gespr\u00e4ch wieder aufw\u00e4rmen und habe die Shop-Mods f\u00fcr die Verkaufsstandorte in 3.15 wieder eingebaut.\nWir sind etwas besorgt, dass dies zu profitabel sein k\u00f6nnte, aber ein angenehmes Spielerlebnis ist eine kleine vor\u00fcbergehende wirtschaftliche Destabilisierung wert, und das ist etwas, das man einstellen kann. L\u00e4ngerfristig sollten auch Verbesserungen am Shopsystem helfen.\n\nSpieler, die nicht auf der Seite der Neunschw\u00e4nzigen spielen:\nDas ist f\u00fcr mich der schmerzhafteste Punkt. Laut unseren Analysen kommen auf einen Spieler, der auf der Seite der Neun Schw\u00e4nze spielt, 20 Spieler, die auf der Seite der Kreuzritter spielen. Kurzfristig m\u00f6chte ich die Belohnungen f\u00fcr die Nine Tails erh\u00f6hen, aber wenn ich ehrlich bin, erwarte ich, dass das nur wenig Auswirkungen haben wird.\nL\u00e4ngerfristig habe ich eine Technologie angefordert, um zu verhindern, dass Spieler, die mit den Nine Tails verb\u00fcndet sind, ins Gef\u00e4ngnis geschickt werden. Sobald die Spieler den Ruf der Nine Tails erlangen k\u00f6nnen, hoffe ich, dass ich die CrimeStats nicht mehr als Kriterium f\u00fcr die Teilnahme an der Runde heranziehen muss und dass die Spieler etwas langfristiger entscheiden k\u00f6nnen, mit welcher Seite sie sich verb\u00fcnden wollen.\n\nDas Event war zu kurz:\nViele Spieler\/innen konnten nicht am Event teilnehmen, weil es endete, bevor sie sich einloggen konnten. Mea culpa in diesem Fall. Ich hatte die Prologphase auf eine Stunde festgelegt, weil ich dachte, das w\u00fcrde ausreichen. Diese Zahl ist dynamisch einstellbar, wenn wir das Event starten, also werden wir den Prolog in Zukunft wahrscheinlich etwas verl\u00e4ngern.\nIch habe au\u00dferdem darum gebeten, dass wir in Zukunft, zumindest bis wir eine ausreichend gro\u00dfe Anzahl dieser Events haben, damit die Spieler\/innen sich regelm\u00e4\u00dfig einloggen und etwas finden k\u00f6nnen, eine etwas gr\u00f6\u00dfere Vorwarnung f\u00fcr Nine Tails geben, damit die Leute planen k\u00f6nnen, sich einzuloggen.\n\nDas Event war zu lang\/wiederholend:\nIch hoffe, dass sich dieses Problem mit der Einf\u00fchrung anderer Systeme im Laufe des Spiels nat\u00fcrlich ein wenig ver\u00e4ndern wird. Einer meiner Lieblingsbestandteile des Events ist zum Beispiel, dass ich KI-Scannerschiffe aussende, die die Spieler verteidigen m\u00fcssen. Ich w\u00fcrde es sehr bevorzugen, wenn ich diese Aufgabe auch den Spielern anbieten k\u00f6nnte, sobald das Scannen \u00fcber gro\u00dfe Entfernungen m\u00f6glich ist.\n\nEs f\u00fchlt sich nicht wie eine Blockade an:\nWenn du einfliegst, wirst du von der KI von Nine Tails nicht ann\u00e4hernd genug angegriffen. Das haben wir kommen sehen, aber es ist kurzfristig nicht zu beheben. Es ist eigentlich ein Leistungsproblem in Kombination mit ein paar KI-Problemen. Die Schiffe brauchen lange, um zu spawnen (du bist also schon vorbeigeflogen), sie spawnen im Stillstand und sie k\u00f6nnen derzeit nicht schnell genug fliegen, um dich einzuholen bzw. haben keine M\u00f6glichkeit, dich aufzuhalten. Die Leistung wird ein st\u00e4ndiger Kampf sein, f\u00fcr den Rest gibt es bereits aktive Diskussionen \u00fcber L\u00f6sungen.\n\n\nWird es jetzt, wo Xenothreat vorbei ist, mehr Nine-Tails-Events geben? Ich glaube, die Community will mehr dieser zuf\u00e4lligen Ereignisse, aber ich habe in den letzten Wochen keine Nine-Tails-Ereignisse mehr gesehen. Vielen Dank f\u00fcr die harte Arbeit!\nBen Dorsey:\n\nWahrscheinlich ja, aber das ist immer ein Gespr\u00e4ch mit mehreren anderen Abteilungen.\nVielleicht warten wir damit bis nach 3.15 (ich w\u00fcrde gerne ein paar kleinere Korrekturen vornehmen).\nAbgesehen davon ist Nine Tails Lockdown ein Evergreen Event. Es soll gelegentlich f\u00fcr immer laufen. (Wir wollen nur vermeiden, dass ihr alle damit \u00fcberfordert seid, vor allem, wenn es bekannte Probleme gibt.)\n\n\nMir ist aufgefallen, dass der Feind w\u00e4hrend der Xeno-Bedrohung und des Nine Tails Lockdowns viele milit\u00e4rische Spezialschiffe eingesetzt hat: milit\u00e4rische Idris-M, Anvil Arrow, Vanguard Warden, etc. Diente das der Ausgewogenheit der Schlachten oder sollten wir uns Sorgen machen, dass die Werften der UEE Navy gekapert werden?\nLuke Pressley:\n\nDie XenoThreat sind gr\u00f6\u00dftenteils ehemalige Marinesoldaten, also kann man davon ausgehen, dass sie Zugang zu Marinewerften haben, den andere nicht haben. Au\u00dferdem w\u00fcrden sie es vorziehen, Schiffe zu fliegen, an die sie gew\u00f6hnt sind. Das ist meine Ausrede und ich bleibe dabei :)\n\nWas die Milit\u00e4rschiffe der Nine Tails angeht, so habe ich mir gerade die Schiffe mit der Nine Tails-Bemalung angesehen, und die meisten sind keine Milit\u00e4rschiffe. Ich nehme an, du beziehst dich auf die Idris M. Ich stimme dir zu, dass es besser gewesen w\u00e4re, sie durch eine Idris P zu ersetzen.\n\n\nBislang basieren die dynamischen Events darauf, dass man immer wieder dieselben Aktionen durchf\u00fchrt, um Ansehen zu gewinnen und UEC zu verdienen. Wird es in Zukunft echte Events geben, an denen man nur einmal teilnimmt und daf\u00fcr unglaubliche Belohnungen erh\u00e4lt oder scheitert und das Event endet, ohne dass man es erneut versuchen kann? Das macht es zu einem Szenario mit hohem Risiko und hoher Belohnung?\nEdward Fuller:\n\nJa, das wollen wir tun k\u00f6nnen. Derzeit wiederholen wir Events, um so viele Daten wie m\u00f6glich zu sammeln, die uns dabei helfen, die Systeme und Mechanismen zu verbessern, die im Mittelpunkt dieser Events stehen.\n\nDa wir unsere Missionslogik modular aufbauen und die Anzahl der Module w\u00e4chst, k\u00f6nnen wir diese Ereignisse auch schneller aufbauen. Die Story-Elemente und die Schaupl\u00e4tze eines jeden Events k\u00f6nnen dann einer der Aspekte sein, auf die wir uns konzentrieren, um sie einzigartiger und einmaliger zu machen.\n\n\nHaftungsausschluss\n\n\nDie Antworten spiegeln genau die Absichten der Entwickler zum Zeitpunkt der Erstellung wider. Das Unternehmen und das Entwicklungsteam behalten sich jedoch das Recht vor, Features und Schiffsdesigns als Reaktion auf Feedback, Spieltests, Design\u00fcberarbeitungen oder andere \u00dcberlegungen zur Verbesserung der Balance oder der Qualit\u00e4t des Spiels insgesamt anzupassen, zu verbessern oder zu ver\u00e4ndern.","zh_CN":"Dynamic Events AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on September 8, 2021.\n\n\nThis time, we welcomed four guests from different departments who answered players\u2019 most burning questions on how our Dynamic Events and providing insights into the decisions we made.\n\nLuke Pressley \u2013 Lead Designer\n\nEdward Fuller, Principal Live Designer\n\nRob Reininger \u2013 Assistant Live Game Director\n\nBen Dorsey \u2013 Senior Systems Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nThe trading stock and replenish rate can be painfully slow. For Jumptown 2, what potential changes (if any) without spoilers have been considered following similar indications from NineTails Lockdown where players were unable to adequately resupply Medical Supplies? This sometimes slowed the event to a boring stall, which negatively affected its quality, pace and the work that has been done by the team to make this event work\nBen Dorsey:\n\nI\u2019m going to answer this question in two parts, Jumptown 2 and Ninetails.\n\nFor JT2, I\u2019m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The \u201cinventory\u201d then is less \u201c300 boxes becomes available across all servers\u201d and more \u201cA box will be made available to spawn every 30 seconds on each server\u201d.\nI felt this was both more interesting gameplay-wise as carrying the cargo out to your ship adds a layer of complexity (physicalized cargo will make this more standard across the game, but I didn\u2019t want to wait for that) and I felt that in a PVP-centered event, players on another server being able to take the boxes you are trying to defend\/steal defeated a large amount of the gameplay.\n\nFor Ninetails Lockdown, some of you who participated in the very first Evocati test might actually remember there were shop mods that made it so the shops selling medical supplies had their sell inventories boosted, much like the station has its buy inventory capacity boosted. I was asked to remove those mods to emphasize the derelicts due to XenoThreat feedback. Thanks to the Ninetails feedback that has come in, I was able to re-hash that conversation and I have hooked the shop mods for sell locations back up for 3.15.\n\n[Follow-up reply:] I covered this very briefly in the ISC segment, but I also have shop mods for sell locations in JT2 to increase the shops\u2019 buy capacity.\n\n\n\n\nExploits\/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I\u2019m-sure-to-be-overcome issue was seen where destroying\/attacking the enemy Idris in Phase 3 before the Javelin arrived in the cloud broke the event. Without spoilers, have there been any design changes you\u2019ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?\nLuke Pressley:\n\nWe saw lots of backers stating this as being the cause, but the Javelin\u2019s arrival has no bearing on the spawning of the Idris in logic. The hotfix we attempted was to fix an issue we recognised whereby we attempted to spawn the two Idris within a 1km radius of the wreck of the previous Idris and if that failed no Idris were spawned and the mission became incompletable. We had thought this an extremely rare situation as we never encountered it in testing, but then we saw 50 players in large ships mobbing the Idris at the moment of its destruction and we realised it was a likely culprit of the mission becoming stuck. To prevent this possibility, if the 1km radius fails, we gradually increase the radius until the spawn succeeds. This fix affects spawns game-wide so will not be a problem anywhere, NineTails included.\nHowever, this was only our best guess for how to fix the Idris not spawning and the mission becoming stuck, but it seems from player feedback that this has not solved the issue (may have improved it) so further analytics will need to be added to get to the bottom of it.\n\n[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I\u2019m unable to follow up in greater detail, but I\u2019ve verified my explanation and I think it\u2019s worth posting.\n\nKnowing when things happen is easy because you get a callback telling you it happened. Knowing when things don\u2019t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don\u2019t receive the callback after that time assume you never will and abort the mission.\nThe event ran for not even two weeks and first the issue had to happen enough that it became clear it was a serious issue. Then we had to investigate and, because we were unable to reproduce the issue internally, in the end we made our best guess fix (a valuable one to the rest of the game also) rather than add a timer. In hindsight this may have been a mistake, but we intend to add the analytics we need to catch this issue and solve it properly as it is likely not limited to this event.\n\n\nSimultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn\u2019t conflict with another announcement from another dynamic event as XT and Ninetails did not occur simultaneously. But what is the thought process behind simultaneously occurring dynamic events being transmitted to players within the same star system (i.e. Stanton) or star system sector (i.e. around Pyro IV)? e.g. Will only selecting a mission in the contracts manager under \u201cDynamic Events\u201d allow you to hear Dulli speak (as opposed to how she broadcasts across the whole area) or will flying into the area where the event is occurring automatically trigger the mission acceptance and pre-alert announcements?\nRob Reininger:\n\nUltimately, the intention is that there could be any number of things happening in the \u2018verse at any given time. We acknowledge that we\u2019re currently being extremely heavy handed with the broadcasting of events because we are using the tools we have at the moment. Ideally, we need to expand our notification system such that it can handle multiple events, queuing messages, and other player driven controls like controlling the types of messaging they receive. Also keep in mind that we are in the early stages of this tech and this will continue to evolve as we move forward with not only the Dynamic Event system, but other complimentary systems as well.\n\n\nSo far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?\nRob Reininger:\n\nDynamic events will ultimately trigger all over the \u2018verse based on various conditions being hit that are relevant to the specific mission. This could be at something as small as an outpost or a UGF, to comm arrays, stations, and even major landing zones. (Requiring FPS gameplay OR spaceships.) TZ\u2019s upcoming Citizen Con presentation will get into some additional details, but rest assured, we want this type of content happening all over the universe, not just for larger scale space battles.\n\nEdward Fuller:\n\nYes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet\u2019s surfaces.\n\n\nWill future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?\nLuke Pressley:\n\nWhenever it is we next run the XenoThreat event it is my personal hope and intent that we have the necessary clarity of markers to deliver it with a counter mission for XenoThreat supporters. So if the assumption is we get a counter mission, my assumption would be that rewards based on rep would be available. This is not mine to promise, but I do see it as the next big and exciting thing to properly tackle.\n\nPlans have been made on improving the way we communicate things like hostility, lawful right to attack and ally status (based on tracked mission) which will make these epic counter mission possible.\n\n\nAny plans for a non-combat profession centered dynamic event ie: involving mining\/refining?\nRob Reininger:\n\nIdeally, we will have dynamic events that cover the entire breadth of our content\/feature sets. As soon as we have mining functional within the core missions, something you can take from a mission giver or the contract manager, I would expect us to look for ways to incorporate that into our dynamic content.\n\n\nHow will the future of Dynamic Events take advantage of all the space and interesting locations in Stanton and not be subjected to one particular area in the corner?\nRob Reininger:\n\nOne thing to keep in mind is that we are using the current events that we have to build out necessary tech and prove out a scenario for a single location before we try and trigger them in \u201cany\u201d of the locations in the \u2018verse. This helps us zero in on issues related to mission logic as well as identify any location markup that the mission may need. (IE, there\u2019s no reason to mark up every possible location until you know exactly what the setup needs are.) Often times we refine the experience as we go as well, so what we initially implement might not be the final experience and there\u2019s no sense going wide until we\u2019re happy with it. That said, these will ultimately be something that can happen in as many locations as possible so as our technology continues to grow I would expect that more and more of our locations get utilized with the content we\u2019re pushing forward with.\n\n\nIn the future will there be a mechanism which uses RNG to determine which dynamic event will become active?\nRob Reininger:\n\nWe are working extremely hard to build a system that can, and will, react to conditions that are running on a backend simulation. While this still involves some level of probabilistic math here, the intent is that some benchmark was hit through either 1) the player\u2019s interaction within the world, or 2) through some level of virtual AI decisions that have caused some level of imbalance in the world. While RNGs are used here and there, it\u2019s often for things like \u201cwhich cluster of enemies to throw at you during a random (or not so random) encounter\u201d. But the bottom line is that we want the world to be something that the players can understand and potentially learn what warning signs to look out for or else \u201cX\u201d or \u201cY\u201d will likely happen. That said, this won\u2019t prohibit us from randomly triggering things.\n\n\nAre Dynamic Events really necessary with the current state of the game servers (lag, desync\u2026) ?\nEdward Fuller:\n\nBuilding Dynamic Events and running them now is absolutely necessary and beneficial as an important part of our development of the game. They act as test beds that expose problems in both the events mission system and the interplay of other gameplay systems as well as back-end systems. The features, discoveries and leanings that we take from building and running these events now leads to even better events further down the line.\n\n\nWhat things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?\nLuke Pressley:\n\nWe have learned a lot from the current run of XenoThreat, as well as from the first release which was our first attempt at a large-scale fleet battle and, as such, we learned a lot about the kind of issues that only present when many players and AI get together in one place to fight.\n\nThe major standouts we wanted to address for the second release were our simplistic friendly-fire system which led to unfair CrimeStats. We made major strides in friendly-fire arbitration which drastically cut down the number of unfair CrimeStats awarded according to the feedback and analytics we received on the event, and it allowed us to more accurately identify the remaining edge-cases. What\u2019s great is this kind of change improves the whole game, not just the event and paves the way for more large-scale space battles in the future.\n\nNow that the system is generally fairer, a lot of the noise has been cut out and we are now able to identify the specific remaining issues. I can see there is still work to do on the collision side so that will be our next focus as well as some changes I\u2019m sure backers will love, but I can\u2019t yet go into.\n\n\nAre Dynamic Events triggered manually or is there some logic in place that triggers the event based on a condition (for example if there is a high density of crimestats on a server)?\nBen Dorsey:\n\nCurrently, these events are triggered manually. It\u2019s absolutely planned to have these events be driven by Quanta and player actions.\nWe will be talking about this a bit in Digital CitizenCon, so tune into that for more info.\n\n\nCan we expect to see video feeds via mobiglas instead of still images during events ?\nEdward Fuller:\n\nYES you will get to see Dulli\u2019s face in missions comms one day.\n\nTechnically there is always going to be some scenarios in which an NPC is supposed to comms call a player and that NPC is not yet streamed in on the clients machine. So we may still, under certain conditions need to not show their face for this period (maybe with static or an image placeholder instead) that then gets replaced by their face when they stream in. So, we would always try to show the face if we can.\n\n\nWhat do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?\nBen Dorsey:\n\nSo many things. I\u2019ll take this opportunity to do a sort of mini postmortem.\n\nInsufficient Medical Supplies:\nThere aren\u2019t enough medical supplies available for haulers to participate freely in the event. For Ninetails Lockdown, some of you who participated in the very first Evocati test might actually remember there were shop mods that made it so the shops selling medical supplies had their sell inventories boosted, much like the station has its buy inventory capacity boosted. We decided to remove those mods to emphasize the derelicts due to XenoThreat feedback. Thanks to the Ninetails feedback that has come in, I was able to rehash that conversation and I have hooked the shop mods for sell locations back up for 3.15.\nWe\u2019re a bit worried this will be too profitable, but an enjoyable experience is worth a little temporary economic destabilization, and this is something that can be tuned. Longer-term, improvements to the shop system should also help this.\n\nPlayers not playing the Nine Tail\u2019s side:\nThis is the most painful one for me. Based on our analytics, for every 1 Nine Tails-aligned player there were 20 Crusader-aligned players. Short term, I\u2019m looking to increase the rewards for the Nine Tails, but if I\u2019m being honest, I expect this to have very little impact.\nLonger-term, I\u2019ve requested some tech to deal with Nine Tails-aligned players being sent to jail, and once players can obtain Nine Tails reputation, my hope is that I can move away from using CrimeStats as a determiner for participation, and thus have players be a bit more long-term in what sides they want to align with.\n\nEvent was too short:\nMany players were unable to participate in the event due to it ending before they could log in. Mea culpa on this one. I had set the prologue phase to one hour, thinking that would be sufficient. This number is dynamically tunable whenever we launch the event, so we will probably extend the prologue a bit in the future.\nI also have asked that, in the future, at least until we have a large enough stable of these events to allow players to regularly log in and find something available, we give a bit more outside-the-game warning for Nine Tails, so people can plan to log in.\n\nEvent was too long\/repetitive:\nAs other systems come into place throughout the game, my hope is that this will naturally evolve a bit. For instance, one of my least favorite pieces of the event right now is that I send out AI scanner ships for players to defend. I would vastly prefer that I offer this job to players as well, once long-distance scanning becomes more of thing.\n\nDoesn\u2019t Feel like a blockade:\nWhile flying in, you are not attacked nearly enough by Nine Tails AI. This was one we saw coming, but its not fixable in the short-term. It\u2019s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you\u2019ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you\/don\u2019t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.\n\n\nWill we see more Nine-tails events pop up now that Xenothreat is over? I think the community wants more of these random events popping up, but I haven\u2019t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!\nBen Dorsey:\n\nLikely yes, though running these is always a conversation with several other departments.\nWe might hold off until after 3.15 (I would like to get some minor fixes in).\nThat being said, Nine Tails Lockdown is an Evergreen Event. It is intended to run occasionally forever. (We just want to avoid burning you all out on it, particularly when there are known issues.)\n\n\nI noticed that during the Xeno Threat and the Ninetails Lockdown, the enemy used a lot of military spec\/grade ships: military spec Idris-M, Anvil Arrow, vanguard warden, etc. Was this to balance the battles or should we be worried that the UEE Navy\u2019s shipyards are being hijacked?\nLuke Pressley:\n\nThe XenoThreat\u2019s lore is that they are mostly ex-Navy so it is reasonable to assume that they have access to Navy shipyards that others would not. Also, they would prefer to fly ships they were accustomed to. That\u2019s my excuse and I\u2019m sticking to it :)\n\nAs for the Nine Tails flying military ships, I just reviewed the ships available with the Nine Tails paint job and the majority are not military ships, so I assume you\u2019re referring to the Idris M which I agree, it might have been better to replace that with an Idris P. However, the instruction for development of the event was to make it as efficiently as possible which meant relying on existing assets and the Idris M was proven working.\n\n\nThus far the dynamic events are based on performing the same actions over and over to build up rep and earn aUEC. Will there be events in the future that are true events that we only participate in once and reap staggering rewards or fail and the event ends without allowing us to try again. Making it a very high risk\/high reward scenario?\nEdward Fuller:\n\nYes we want to be able to do this. Currently we replay events to get as much data as possible and help us to refine the implementations of the systems and mechanics that are the focus of those events.\n\nAlso as we build our mission logic in a modular way and as our array of modules increases we will be able to build these events faster. The story elements and locations of any given event can then be one of the aspects we focus on to make them more unique and one offs.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall."},"links_count":1,"comment_count":28,"created_at":"2021-09-09T20:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 19:47:54","valid_relations":["images","links"],"prev_id":18306,"next_id":18310}}