Dynamic Events AMA Recap
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Dynamic Events AMA Recap
Each 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.
This time, we welcomed four guests from different departments who answered players’ most burning questions on how our Dynamic Events and providing insights into the decisions we made.
Luke Pressley – Lead Designer
Edward Fuller, Principal Live Designer
Rob Reininger – Assistant Live Game Director
Ben Dorsey – Senior Systems Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
The 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
Ben Dorsey:
I’m going to answer this question in two parts, Jumptown 2 and Ninetails.
For JT2, I’m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The “inventory” then is less “300 boxes becomes available across all servers” and more “A box will be made available to spawn every 30 seconds on each server”.
I 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’t 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.
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. 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.
[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’ buy capacity.
Exploits/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I’m-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’ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?
Luke Pressley:
We saw lots of backers stating this as being the cause, but the Javelin’s 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.
However, 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.
[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I’m unable to follow up in greater detail, but I’ve verified my explanation and I think it’s worth posting.
Knowing when things happen is easy because you get a callback telling you it happened. Knowing when things don’t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don’t receive the callback after that time assume you never will and abort the mission.
The 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.
Simultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn’t 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 “Dynamic Events” 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?
Rob Reininger:
Ultimately, the intention is that there could be any number of things happening in the ‘verse at any given time. We acknowledge that we’re 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.
So far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?
Rob Reininger:
Dynamic events will ultimately trigger all over the ‘verse 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’s 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.
Edward Fuller:
Yes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet’s surfaces.
Will future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?
Luke Pressley:
Whenever 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.
Plans 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.
Any plans for a non-combat profession centered dynamic event ie: involving mining/refining?
Rob Reininger:
Ideally, 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.
How 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?
Rob Reininger:
One 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 “any” of the locations in the ‘verse. 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’s 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’s no sense going wide until we’re 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’re pushing forward with.
In the future will there be a mechanism which uses RNG to determine which dynamic event will become active?
Rob Reininger:
We 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’s 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’s often for things like “which cluster of enemies to throw at you during a random (or not so random) encounter”. 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 “X” or “Y” will likely happen. That said, this won’t prohibit us from randomly triggering things.
Are Dynamic Events really necessary with the current state of the game servers (lag, desync…) ?
Edward Fuller:
Building 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.
What things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?
Luke Pressley:
We 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.
The 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’s 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.
Now 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’m sure backers will love, but I can’t yet go into.
Are 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)?
Ben Dorsey:
Currently, these events are triggered manually. It’s absolutely planned to have these events be driven by Quanta and player actions.
We will be talking about this a bit in Digital CitizenCon, so tune into that for more info.
Can we expect to see video feeds via mobiglas instead of still images during events ?
Edward Fuller:
YES you will get to see Dulli’s face in missions comms one day.
Technically 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.
What do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?
Ben Dorsey:
So many things. I’ll take this opportunity to do a sort of mini postmortem.
Insufficient Medical Supplies:
There aren’t 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.
We’re 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.
Players not playing the Nine Tail’s side:
This 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’m looking to increase the rewards for the Nine Tails, but if I’m being honest, I expect this to have very little impact.
Longer-term, I’ve 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.
Event was too short:
Many 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.
I 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.
Event was too long/repetitive:
As 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.
Doesn’t Feel like a blockade:
While 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’s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you’ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you/don’t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.
Will 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’t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!
Ben Dorsey:
Likely yes, though running these is always a conversation with several other departments.
We might hold off until after 3.15 (I would like to get some minor fixes in).
That 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.)
I 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’s shipyards are being hijacked?
Luke Pressley:
The XenoThreat’s 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’s my excuse and I’m sticking to it :)
As 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’re 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.
Thus 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?
Edward Fuller:
Yes 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.
Also 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.
Disclaimer
The answers accurately reflect development’s 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.
Each 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.
This time, we welcomed four guests from different departments who answered players’ most burning questions on how our Dynamic Events and providing insights into the decisions we made.
Luke Pressley – Lead Designer
Edward Fuller, Principal Live Designer
Rob Reininger – Assistant Live Game Director
Ben Dorsey – Senior Systems Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
The 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
Ben Dorsey:
I’m going to answer this question in two parts, Jumptown 2 and Ninetails.
For JT2, I’m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The “inventory” then is less “300 boxes becomes available across all servers” and more “A box will be made available to spawn every 30 seconds on each server”.
I 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’t 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.
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. 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.
[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’ buy capacity.
Exploits/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I’m-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’ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?
Luke Pressley:
We saw lots of backers stating this as being the cause, but the Javelin’s 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.
However, 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.
[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I’m unable to follow up in greater detail, but I’ve verified my explanation and I think it’s worth posting.
Knowing when things happen is easy because you get a callback telling you it happened. Knowing when things don’t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don’t receive the callback after that time assume you never will and abort the mission.
The 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.
Simultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn’t 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 “Dynamic Events” 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?
Rob Reininger:
Ultimately, the intention is that there could be any number of things happening in the ‘verse at any given time. We acknowledge that we’re 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.
So far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?
Rob Reininger:
Dynamic events will ultimately trigger all over the ‘verse 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’s 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.
Edward Fuller:
Yes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet’s surfaces.
Will future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?
Luke Pressley:
Whenever 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.
Plans 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.
Any plans for a non-combat profession centered dynamic event ie: involving mining/refining?
Rob Reininger:
Ideally, 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.
How 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?
Rob Reininger:
One 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 “any” of the locations in the ‘verse. 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’s 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’s no sense going wide until we’re 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’re pushing forward with.
In the future will there be a mechanism which uses RNG to determine which dynamic event will become active?
Rob Reininger:
We 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’s 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’s often for things like “which cluster of enemies to throw at you during a random (or not so random) encounter”. 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 “X” or “Y” will likely happen. That said, this won’t prohibit us from randomly triggering things.
Are Dynamic Events really necessary with the current state of the game servers (lag, desync…) ?
Edward Fuller:
Building 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.
What things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?
Luke Pressley:
We 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.
The 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’s 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.
Now 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’m sure backers will love, but I can’t yet go into.
Are 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)?
Ben Dorsey:
Currently, these events are triggered manually. It’s absolutely planned to have these events be driven by Quanta and player actions.
We will be talking about this a bit in Digital CitizenCon, so tune into that for more info.
Can we expect to see video feeds via mobiglas instead of still images during events ?
Edward Fuller:
YES you will get to see Dulli’s face in missions comms one day.
Technically 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.
What do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?
Ben Dorsey:
So many things. I’ll take this opportunity to do a sort of mini postmortem.
Insufficient Medical Supplies:
There aren’t 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.
We’re 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.
Players not playing the Nine Tail’s side:
This 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’m looking to increase the rewards for the Nine Tails, but if I’m being honest, I expect this to have very little impact.
Longer-term, I’ve 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.
Event was too short:
Many 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.
I 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.
Event was too long/repetitive:
As 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.
Doesn’t Feel like a blockade:
While 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’s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you’ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you/don’t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.
Will 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’t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!
Ben Dorsey:
Likely yes, though running these is always a conversation with several other departments.
We might hold off until after 3.15 (I would like to get some minor fixes in).
That 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.)
I 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’s shipyards are being hijacked?
Luke Pressley:
The XenoThreat’s 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’s my excuse and I’m sticking to it :)
As 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’re 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.
Thus 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?
Edward Fuller:
Yes 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.
Also 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.
Disclaimer
The answers accurately reflect development’s 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.
Dynamische Veranstaltungen AMA Recap
Jeden 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.
Dieses Mal begrüßten wir vier Gäste aus verschiedenen Abteilungen, die die brennendsten Fragen der Spieler zu unseren Dynamischen Ereignissen beantworteten und Einblicke in die von uns getroffenen Entscheidungen gaben.
Luke Pressley - Lead Designer
Edward Fuller, leitender Live-Designer
Rob Reininger - Assistent Live Game Director
Ben Dorsey - Senior System Designer
Dieses AMA ist abgeschlossen, aber halte Ausschau nach den nächsten Threads, in denen du uns alles fragen kannst!
Der Handelsvorrat und die Wiederauffüllungsrate können schmerzhaft langsam sein. Welche möglichen Änderungen (wenn überhaupt) ohne Spoiler wurden für Jumptown 2 in Betracht gezogen, nachdem es in NineTails Lockdown ähnliche Hinweise gab, dass die Spieler nicht in der Lage waren, ihre medizinischen Vorräte angemessen aufzufüllen? Dadurch wurde das Event manchmal langweilig, was sich negativ auf die Qualität, das Tempo und die Arbeit auswirkte, die das Team geleistet hat, um dieses Event zum Laufen zu bringen
Ben Dorsey:
Ich werde diese Frage in zwei Teilen beantworten: Jumptown 2 und Ninetails.
In 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 verfügbar" als vielmehr aus "Eine Kiste wird alle 30 Sekunden auf jedem Server zum Spawnen bereitgestellt".
Ich fand das vom Gameplay her interessanter, da das Tragen der Ladung zu deinem Schiff eine zusätzliche Komplexität mit sich bringt (physische Ladung wird dies im ganzen Spiel standardmäßig 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.
Einige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die dafür sorgten, dass die Läden, die medizinische Hilfsmittel verkauften, ihre Verkaufsvorräte aufstockten, so wie die Station ihre Kaufvorräte 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 Gespräch aufarbeiten und habe die Shop-Mods für die Verkaufsstellen in Version 3.15 wieder eingebaut.
[Ich habe das im ISC-Beitrag schon kurz angesprochen, aber ich habe auch Shop-Mods für Verkaufsstandorte in JT2, um die Kaufkapazität der Shops zu erhöhen.
Exploits/Schnellangriffe, die die Ereignisse unterbrechen. Bei Xeno Threat gab es ein Problem, das sicher bald behoben sein wird, nämlich dass das Zerstören/Angreifen des feindlichen Idris in Phase 3, bevor der Javelin in der Wolke ankam, das Ereignis unterbrochen hat. Ohne zu spoilern: Gab es irgendwelche Designänderungen, die du für Jumptown 2 vornehmen musstest, um die Gefahr von Eventabbrüchen oder langen Verzögerungen zu verringern?
Luke Pressley:
Viele 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 für eine extrem seltene Situation, da wir sie beim Testen nie erlebt hatten, aber dann sahen wir, wie 50 Spieler in großen Schiffen die Idris im Moment ihrer Zerstörung belagerten, und uns wurde klar, dass dies ein wahrscheinlicher Grund dafür war, dass die Mission stecken blieb. Um diese Möglichkeit zu verhindern, erhöhen 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.
Allerdings war dies nur unsere beste Vermutung, wie wir das Problem beheben können, dass Idris nicht spawnen kann und die Mission stecken bleibt, aber aus dem Feedback der Spieler geht hervor, dass dies das Problem nicht gelöst hat (vielleicht hat es sich verbessert).
[Ich war mir unschlüssig, 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 Erklärung überprüft und denke, sie ist es wert, gepostet zu werden.
Zu wissen, wann etwas passiert, ist einfach, denn du bekommst einen Rückruf, der dir sagt, dass es passiert ist. Zu wissen, wann etwas nicht passiert, ist nicht einfach, denn du bekommst nie einen Rückruf. Das Beste, was du tun kannst, ist einen Timer zu setzen und wenn du nach dieser Zeit keinen Rückruf erhältst, gehst du davon aus, dass du ihn nie erhältst und brichst die Mission ab.
Die 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 für den Rest des Spiels wichtig war), anstatt einen Timer hinzuzufügen. Im Nachhinein betrachtet war das vielleicht ein Fehler, aber wir haben vor, die Analysen hinzuzufügen, die wir brauchen, um dieses Problem zu erkennen und richtig zu lösen, da es wahrscheinlich nicht auf dieses Ereignis beschränkt ist.
Gleichzeitige dynamische Ereignisse? Derzeit werden Vorwarnungen zu einem Ereignis über den gesamten Kanal gesendet, damit sie nicht mit einer Ankündigung 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) übertragen werden? z.B.: Wird nur die Auswahl einer Mission im Vertragsmanager unter "Dynamische Ereignisse" dazu führen, dass du Dulli sprechen hörst (im Gegensatz zu ihrer Übertragung in das gesamte Gebiet) oder wird das Fliegen in das Gebiet, in dem das Ereignis stattfindet, automatisch die Missionsannahme und die Vorwarnungen auslösen?
Rob Reininger:
Letztendlich 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 müssen 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 ergänzende Systeme weiterentwickeln.
Bislang waren alle dynamischen Events hauptsächlich raumbezogen. Gibt es neben Jumptown 2 noch weitere Pläne für ein dynamisches Event am Boden?
Rob Reininger:
Dynamische Ereignisse werden überall im Universum ausgelöst, wenn verschiedene Bedingungen erfüllt werden, die für die jeweilige Mission relevant sind. Das kann so etwas Kleines wie ein Außenposten oder eine UGF sein, aber auch Kommunikationsfelder, Stationen und sogar große Landezonen. (Erfordert FPS-Gameplay ODER Raumschiffe.) Die kommende Citizen Con-Präsentation von TZ wird weitere Details enthalten, aber sei versichert, dass wir diese Art von Inhalten im ganzen Universum haben wollen, nicht nur für größere Raumschlachten.
Edward Fuller:
Ja! Sobald wir eine KI haben, die auf den Planetenoberflächen navigieren kann, wollen wir mehr bodenbasierte Szenarien einbauen.
Werden zukünftige Dynamische Events Belohnungen für Spieler anbieten, die sich auf die Seite der Xenothreat schlagen, um die CDF zu bekämpfen?
Luke Pressley:
Wann immer wir das nächste XenoThreat-Event veranstalten, hoffe ich, dass wir die nötige Klarheit über die Marker haben, um es mit einer Gegenmission für XenoThreat-Unterstützer durchzuführen. Wenn wir also davon ausgehen, dass wir eine Gegenmission bekommen, würde ich davon ausgehen, dass es Belohnungen auf Basis von Reputation gibt. Das kann ich nicht versprechen, aber ich sehe es als die nächste große und aufregende Sache an, die wir angehen müssen.
Es ist geplant, die Art und Weise zu verbessern, wie wir Dinge wie Feindseligkeit, rechtmäßiges Angriffsrecht und Verbündetenstatus (basierend auf der verfolgten Mission) kommunizieren, was diese epischen Gegenmissionen möglich machen wird.
Gibt es Pläne für ein dynamisches Event, bei dem es nicht um Kampfberufe geht, sondern um Bergbau/Veredelung?
Rob Reininger:
Im 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 Möglichkeiten suchen, dies in unsere dynamischen Inhalte einzubauen.
Wie 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 beschränkt sein?
Rob Reininger:
Eine Sache, die man im Hinterkopf behalten sollte, ist, dass wir die aktuellen Events nutzen, um die notwendige Technologie zu entwickeln und ein Szenario für einen einzelnen Ort zu testen, bevor wir versuchen, sie an "irgendeinem" Ort im Verse auszulösen. Das hilft uns dabei, Probleme in Bezug auf die Missionslogik zu finden und zu erkennen, ob die Mission an einem bestimmten Ort durchgeführt werden muss. (Es gibt keinen Grund, jeden möglichen Ort zu markieren, bevor du nicht genau weißt, was du brauchst). Oftmals verfeinern wir das Erlebnis im Laufe der Zeit, so dass das, was wir anfangs implementieren, nicht unbedingt das endgültige Erlebnis sein muss, und es macht keinen Sinn, es zu erweitern, bis wir damit zufrieden sind. Das heißt, dass wir diese Angebote an so vielen Standorten wie möglich anbieten wollen. Je weiter unsere Technologie wächst, desto mehr Standorte werden mit den Inhalten, die wir vorantreiben, ausgestattet.
Wird es in Zukunft einen Mechanismus geben, der per RNG bestimmt, welches dynamische Ereignis aktiv wird?
Rob Reininger:
Wir 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 Maß an Wahrscheinlichkeitsrechnung erfordern. RNGs werden zwar hier und da eingesetzt, aber oft nur für Dinge wie "welche Gruppe von Gegnern wird bei einer zufälligen (oder nicht so zufälligen) Begegnung auf dich geworfen". Aber im Endeffekt wollen wir, dass die Welt etwas ist, das die Spieler/innen verstehen und möglicherweise lernen können, auf welche Warnzeichen sie achten müssen, weil sonst wahrscheinlich "X" oder "Y" passiert. Das wird uns aber nicht davon abhalten, Dinge zufällig auszulösen.
Sind dynamische Ereignisse beim derzeitigen Zustand der Spielserver (Lag, Desync...) wirklich notwendig?
Edward Fuller:
Dynamische Events zu bauen und sie jetzt laufen zu lassen, ist absolut notwendig und als wichtiger Teil unserer Spielentwicklung von Vorteil. Sie dienen als Prüfstand, 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 Durchführung dieser Events ziehen, führen zu noch besseren Events in der Zukunft.
Was hast du gelernt und was wirst du in Bezug auf die Verbrechensstatistiken für LAWFUL-Spieler/innen während dieser Events ändern?
Luke Pressley:
Wir haben viel aus der aktuellen Ausgabe von XenoThreat gelernt, ebenso wie aus der ersten Version, die unser erster Versuch einer groß angelegten Flottenschlacht war. Dabei haben wir viel über die Probleme gelernt, die auftreten, wenn viele Spieler und KI an einem Ort zusammenkommen und kämpfen.
Die wichtigsten Punkte, die wir in der zweiten Version angehen wollten, waren unser vereinfachtes Friendly-Fire-System, das zu unfairen CrimeStats führte. Wir haben große 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 Veränderung das gesamte Spiel verbessert, nicht nur das Event, und den Weg für mehr groß angelegte Raumschlachten in der Zukunft ebnet.
Jetzt, da das System generell fairer ist, wurde ein großer 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 nächster Schwerpunkt sein, ebenso wie einige Änderungen, von denen ich sicher bin, dass sie den Unterstützern gefallen werden, auf die ich aber noch nicht näher eingehen kann.
Werden dynamische Ereignisse manuell ausgelöst oder gibt es eine Logik, die das Ereignis auf der Grundlage einer Bedingung auslöst (z. B. wenn es auf einem Server eine hohe Dichte an Verbrechensstatistiken gibt)?
Ben Dorsey:
Derzeit werden diese Ereignisse manuell ausgelöst. Es ist durchaus geplant, dass diese Ereignisse von Quanta und Spieleraktionen gesteuert werden.
Wir werden auf der Digital CitizenCon ein wenig darüber sprechen, also halte dich auf dem Laufenden, um mehr zu erfahren.
Können wir während der Events mit Videoübertragungen über mobiglas anstelle von Standbildern rechnen?
Edward Fuller:
JA, du wirst eines Tages Dullis Gesicht in den Missionskommentaren sehen können.
Technisch 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 Umständen notwendig sein, sein Gesicht für 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 würden also immer versuchen, das Gesicht zu zeigen, wenn wir können.
Was hat eurer Meinung nach beim Nine Tails Event gefehlt, so dass es weniger spannend war als das Xenothreat?
Ben Dorsey:
So viele Dinge. Ich werde die Gelegenheit nutzen, um eine Art Mini-Postmortem zu machen.
Unzureichende medizinische Versorgung:
Es gibt nicht genug medizinische Hilfsmittel, damit die Schlepper ungehindert an dem Event teilnehmen können. Einige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die dafür sorgten, dass die Läden, die medizinische Hilfsgüter verkauften, ihre Verkaufsvorräte aufstockten, so wie der Bahnhof seine Kaufvorräte 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 Gespräch wieder aufwärmen und habe die Shop-Mods für die Verkaufsstandorte in 3.15 wieder eingebaut.
Wir sind etwas besorgt, dass dies zu profitabel sein könnte, aber ein angenehmes Spielerlebnis ist eine kleine vorübergehende wirtschaftliche Destabilisierung wert, und das ist etwas, das man einstellen kann. Längerfristig sollten auch Verbesserungen am Shopsystem helfen.
Spieler, die nicht auf der Seite der Neunschwänzigen spielen:
Das ist für mich der schmerzhafteste Punkt. Laut unseren Analysen kommen auf einen Spieler, der auf der Seite der Neun Schwänze spielt, 20 Spieler, die auf der Seite der Kreuzritter spielen. Kurzfristig möchte ich die Belohnungen für die Nine Tails erhöhen, aber wenn ich ehrlich bin, erwarte ich, dass das nur wenig Auswirkungen haben wird.
Längerfristig habe ich eine Technologie angefordert, um zu verhindern, dass Spieler, die mit den Nine Tails verbündet sind, ins Gefängnis geschickt werden. Sobald die Spieler den Ruf der Nine Tails erlangen können, hoffe ich, dass ich die CrimeStats nicht mehr als Kriterium für die Teilnahme an der Runde heranziehen muss und dass die Spieler etwas langfristiger entscheiden können, mit welcher Seite sie sich verbünden wollen.
Das Event war zu kurz:
Viele 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 würde ausreichen. Diese Zahl ist dynamisch einstellbar, wenn wir das Event starten, also werden wir den Prolog in Zukunft wahrscheinlich etwas verlängern.
Ich habe außerdem darum gebeten, dass wir in Zukunft, zumindest bis wir eine ausreichend große Anzahl dieser Events haben, damit die Spieler/innen sich regelmäßig einloggen und etwas finden können, eine etwas größere Vorwarnung für Nine Tails geben, damit die Leute planen können, sich einzuloggen.
Das Event war zu lang/wiederholend:
Ich hoffe, dass sich dieses Problem mit der Einführung anderer Systeme im Laufe des Spiels natürlich ein wenig verändern wird. Einer meiner Lieblingsbestandteile des Events ist zum Beispiel, dass ich KI-Scannerschiffe aussende, die die Spieler verteidigen müssen. Ich würde es sehr bevorzugen, wenn ich diese Aufgabe auch den Spielern anbieten könnte, sobald das Scannen über große Entfernungen möglich ist.
Es fühlt sich nicht wie eine Blockade an:
Wenn du einfliegst, wirst du von der KI von Nine Tails nicht annähernd 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 können derzeit nicht schnell genug fliegen, um dich einzuholen bzw. haben keine Möglichkeit, dich aufzuhalten. Die Leistung wird ein ständiger Kampf sein, für den Rest gibt es bereits aktive Diskussionen über Lösungen.
Wird es jetzt, wo Xenothreat vorbei ist, mehr Nine-Tails-Events geben? Ich glaube, die Community will mehr dieser zufälligen Ereignisse, aber ich habe in den letzten Wochen keine Nine-Tails-Ereignisse mehr gesehen. Vielen Dank für die harte Arbeit!
Ben Dorsey:
Wahrscheinlich ja, aber das ist immer ein Gespräch mit mehreren anderen Abteilungen.
Vielleicht warten wir damit bis nach 3.15 (ich würde gerne ein paar kleinere Korrekturen vornehmen).
Abgesehen davon ist Nine Tails Lockdown ein Evergreen Event. Es soll gelegentlich für immer laufen. (Wir wollen nur vermeiden, dass ihr alle damit überfordert seid, vor allem, wenn es bekannte Probleme gibt.)
Mir ist aufgefallen, dass der Feind während der Xeno-Bedrohung und des Nine Tails Lockdowns viele militärische Spezialschiffe eingesetzt hat: militärische 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?
Luke Pressley:
Die XenoThreat sind größtenteils ehemalige Marinesoldaten, also kann man davon ausgehen, dass sie Zugang zu Marinewerften haben, den andere nicht haben. Außerdem würden sie es vorziehen, Schiffe zu fliegen, an die sie gewöhnt sind. Das ist meine Ausrede und ich bleibe dabei :)
Was die Militärschiffe der Nine Tails angeht, so habe ich mir gerade die Schiffe mit der Nine Tails-Bemalung angesehen, und die meisten sind keine Militärschiffe. Ich nehme an, du beziehst dich auf die Idris M. Ich stimme dir zu, dass es besser gewesen wäre, sie durch eine Idris P zu ersetzen.
Bislang basieren die dynamischen Events darauf, dass man immer wieder dieselben Aktionen durchführt, um Ansehen zu gewinnen und UEC zu verdienen. Wird es in Zukunft echte Events geben, an denen man nur einmal teilnimmt und dafür unglaubliche Belohnungen erhält 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?
Edward Fuller:
Ja, das wollen wir tun können. Derzeit wiederholen wir Events, um so viele Daten wie möglich zu sammeln, die uns dabei helfen, die Systeme und Mechanismen zu verbessern, die im Mittelpunkt dieser Events stehen.
Da wir unsere Missionslogik modular aufbauen und die Anzahl der Module wächst, können wir diese Ereignisse auch schneller aufbauen. Die Story-Elemente und die Schauplätze eines jeden Events können dann einer der Aspekte sein, auf die wir uns konzentrieren, um sie einzigartiger und einmaliger zu machen.
Haftungsausschluss
Die 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, Designüberarbeitungen oder andere Überlegungen zur Verbesserung der Balance oder der Qualität des Spiels insgesamt anzupassen, zu verbessern oder zu verändern.
Jeden 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.
Dieses Mal begrüßten wir vier Gäste aus verschiedenen Abteilungen, die die brennendsten Fragen der Spieler zu unseren Dynamischen Ereignissen beantworteten und Einblicke in die von uns getroffenen Entscheidungen gaben.
Luke Pressley - Lead Designer
Edward Fuller, leitender Live-Designer
Rob Reininger - Assistent Live Game Director
Ben Dorsey - Senior System Designer
Dieses AMA ist abgeschlossen, aber halte Ausschau nach den nächsten Threads, in denen du uns alles fragen kannst!
Der Handelsvorrat und die Wiederauffüllungsrate können schmerzhaft langsam sein. Welche möglichen Änderungen (wenn überhaupt) ohne Spoiler wurden für Jumptown 2 in Betracht gezogen, nachdem es in NineTails Lockdown ähnliche Hinweise gab, dass die Spieler nicht in der Lage waren, ihre medizinischen Vorräte angemessen aufzufüllen? Dadurch wurde das Event manchmal langweilig, was sich negativ auf die Qualität, das Tempo und die Arbeit auswirkte, die das Team geleistet hat, um dieses Event zum Laufen zu bringen
Ben Dorsey:
Ich werde diese Frage in zwei Teilen beantworten: Jumptown 2 und Ninetails.
In 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 verfügbar" als vielmehr aus "Eine Kiste wird alle 30 Sekunden auf jedem Server zum Spawnen bereitgestellt".
Ich fand das vom Gameplay her interessanter, da das Tragen der Ladung zu deinem Schiff eine zusätzliche Komplexität mit sich bringt (physische Ladung wird dies im ganzen Spiel standardmäßig 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.
Einige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die dafür sorgten, dass die Läden, die medizinische Hilfsmittel verkauften, ihre Verkaufsvorräte aufstockten, so wie die Station ihre Kaufvorräte 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 Gespräch aufarbeiten und habe die Shop-Mods für die Verkaufsstellen in Version 3.15 wieder eingebaut.
[Ich habe das im ISC-Beitrag schon kurz angesprochen, aber ich habe auch Shop-Mods für Verkaufsstandorte in JT2, um die Kaufkapazität der Shops zu erhöhen.
Exploits/Schnellangriffe, die die Ereignisse unterbrechen. Bei Xeno Threat gab es ein Problem, das sicher bald behoben sein wird, nämlich dass das Zerstören/Angreifen des feindlichen Idris in Phase 3, bevor der Javelin in der Wolke ankam, das Ereignis unterbrochen hat. Ohne zu spoilern: Gab es irgendwelche Designänderungen, die du für Jumptown 2 vornehmen musstest, um die Gefahr von Eventabbrüchen oder langen Verzögerungen zu verringern?
Luke Pressley:
Viele 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 für eine extrem seltene Situation, da wir sie beim Testen nie erlebt hatten, aber dann sahen wir, wie 50 Spieler in großen Schiffen die Idris im Moment ihrer Zerstörung belagerten, und uns wurde klar, dass dies ein wahrscheinlicher Grund dafür war, dass die Mission stecken blieb. Um diese Möglichkeit zu verhindern, erhöhen 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.
Allerdings war dies nur unsere beste Vermutung, wie wir das Problem beheben können, dass Idris nicht spawnen kann und die Mission stecken bleibt, aber aus dem Feedback der Spieler geht hervor, dass dies das Problem nicht gelöst hat (vielleicht hat es sich verbessert).
[Ich war mir unschlüssig, 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 Erklärung überprüft und denke, sie ist es wert, gepostet zu werden.
Zu wissen, wann etwas passiert, ist einfach, denn du bekommst einen Rückruf, der dir sagt, dass es passiert ist. Zu wissen, wann etwas nicht passiert, ist nicht einfach, denn du bekommst nie einen Rückruf. Das Beste, was du tun kannst, ist einen Timer zu setzen und wenn du nach dieser Zeit keinen Rückruf erhältst, gehst du davon aus, dass du ihn nie erhältst und brichst die Mission ab.
Die 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 für den Rest des Spiels wichtig war), anstatt einen Timer hinzuzufügen. Im Nachhinein betrachtet war das vielleicht ein Fehler, aber wir haben vor, die Analysen hinzuzufügen, die wir brauchen, um dieses Problem zu erkennen und richtig zu lösen, da es wahrscheinlich nicht auf dieses Ereignis beschränkt ist.
Gleichzeitige dynamische Ereignisse? Derzeit werden Vorwarnungen zu einem Ereignis über den gesamten Kanal gesendet, damit sie nicht mit einer Ankündigung 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) übertragen werden? z.B.: Wird nur die Auswahl einer Mission im Vertragsmanager unter "Dynamische Ereignisse" dazu führen, dass du Dulli sprechen hörst (im Gegensatz zu ihrer Übertragung in das gesamte Gebiet) oder wird das Fliegen in das Gebiet, in dem das Ereignis stattfindet, automatisch die Missionsannahme und die Vorwarnungen auslösen?
Rob Reininger:
Letztendlich 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 müssen 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 ergänzende Systeme weiterentwickeln.
Bislang waren alle dynamischen Events hauptsächlich raumbezogen. Gibt es neben Jumptown 2 noch weitere Pläne für ein dynamisches Event am Boden?
Rob Reininger:
Dynamische Ereignisse werden überall im Universum ausgelöst, wenn verschiedene Bedingungen erfüllt werden, die für die jeweilige Mission relevant sind. Das kann so etwas Kleines wie ein Außenposten oder eine UGF sein, aber auch Kommunikationsfelder, Stationen und sogar große Landezonen. (Erfordert FPS-Gameplay ODER Raumschiffe.) Die kommende Citizen Con-Präsentation von TZ wird weitere Details enthalten, aber sei versichert, dass wir diese Art von Inhalten im ganzen Universum haben wollen, nicht nur für größere Raumschlachten.
Edward Fuller:
Ja! Sobald wir eine KI haben, die auf den Planetenoberflächen navigieren kann, wollen wir mehr bodenbasierte Szenarien einbauen.
Werden zukünftige Dynamische Events Belohnungen für Spieler anbieten, die sich auf die Seite der Xenothreat schlagen, um die CDF zu bekämpfen?
Luke Pressley:
Wann immer wir das nächste XenoThreat-Event veranstalten, hoffe ich, dass wir die nötige Klarheit über die Marker haben, um es mit einer Gegenmission für XenoThreat-Unterstützer durchzuführen. Wenn wir also davon ausgehen, dass wir eine Gegenmission bekommen, würde ich davon ausgehen, dass es Belohnungen auf Basis von Reputation gibt. Das kann ich nicht versprechen, aber ich sehe es als die nächste große und aufregende Sache an, die wir angehen müssen.
Es ist geplant, die Art und Weise zu verbessern, wie wir Dinge wie Feindseligkeit, rechtmäßiges Angriffsrecht und Verbündetenstatus (basierend auf der verfolgten Mission) kommunizieren, was diese epischen Gegenmissionen möglich machen wird.
Gibt es Pläne für ein dynamisches Event, bei dem es nicht um Kampfberufe geht, sondern um Bergbau/Veredelung?
Rob Reininger:
Im 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 Möglichkeiten suchen, dies in unsere dynamischen Inhalte einzubauen.
Wie 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 beschränkt sein?
Rob Reininger:
Eine Sache, die man im Hinterkopf behalten sollte, ist, dass wir die aktuellen Events nutzen, um die notwendige Technologie zu entwickeln und ein Szenario für einen einzelnen Ort zu testen, bevor wir versuchen, sie an "irgendeinem" Ort im Verse auszulösen. Das hilft uns dabei, Probleme in Bezug auf die Missionslogik zu finden und zu erkennen, ob die Mission an einem bestimmten Ort durchgeführt werden muss. (Es gibt keinen Grund, jeden möglichen Ort zu markieren, bevor du nicht genau weißt, was du brauchst). Oftmals verfeinern wir das Erlebnis im Laufe der Zeit, so dass das, was wir anfangs implementieren, nicht unbedingt das endgültige Erlebnis sein muss, und es macht keinen Sinn, es zu erweitern, bis wir damit zufrieden sind. Das heißt, dass wir diese Angebote an so vielen Standorten wie möglich anbieten wollen. Je weiter unsere Technologie wächst, desto mehr Standorte werden mit den Inhalten, die wir vorantreiben, ausgestattet.
Wird es in Zukunft einen Mechanismus geben, der per RNG bestimmt, welches dynamische Ereignis aktiv wird?
Rob Reininger:
Wir 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 Maß an Wahrscheinlichkeitsrechnung erfordern. RNGs werden zwar hier und da eingesetzt, aber oft nur für Dinge wie "welche Gruppe von Gegnern wird bei einer zufälligen (oder nicht so zufälligen) Begegnung auf dich geworfen". Aber im Endeffekt wollen wir, dass die Welt etwas ist, das die Spieler/innen verstehen und möglicherweise lernen können, auf welche Warnzeichen sie achten müssen, weil sonst wahrscheinlich "X" oder "Y" passiert. Das wird uns aber nicht davon abhalten, Dinge zufällig auszulösen.
Sind dynamische Ereignisse beim derzeitigen Zustand der Spielserver (Lag, Desync...) wirklich notwendig?
Edward Fuller:
Dynamische Events zu bauen und sie jetzt laufen zu lassen, ist absolut notwendig und als wichtiger Teil unserer Spielentwicklung von Vorteil. Sie dienen als Prüfstand, 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 Durchführung dieser Events ziehen, führen zu noch besseren Events in der Zukunft.
Was hast du gelernt und was wirst du in Bezug auf die Verbrechensstatistiken für LAWFUL-Spieler/innen während dieser Events ändern?
Luke Pressley:
Wir haben viel aus der aktuellen Ausgabe von XenoThreat gelernt, ebenso wie aus der ersten Version, die unser erster Versuch einer groß angelegten Flottenschlacht war. Dabei haben wir viel über die Probleme gelernt, die auftreten, wenn viele Spieler und KI an einem Ort zusammenkommen und kämpfen.
Die wichtigsten Punkte, die wir in der zweiten Version angehen wollten, waren unser vereinfachtes Friendly-Fire-System, das zu unfairen CrimeStats führte. Wir haben große 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 Veränderung das gesamte Spiel verbessert, nicht nur das Event, und den Weg für mehr groß angelegte Raumschlachten in der Zukunft ebnet.
Jetzt, da das System generell fairer ist, wurde ein großer 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 nächster Schwerpunkt sein, ebenso wie einige Änderungen, von denen ich sicher bin, dass sie den Unterstützern gefallen werden, auf die ich aber noch nicht näher eingehen kann.
Werden dynamische Ereignisse manuell ausgelöst oder gibt es eine Logik, die das Ereignis auf der Grundlage einer Bedingung auslöst (z. B. wenn es auf einem Server eine hohe Dichte an Verbrechensstatistiken gibt)?
Ben Dorsey:
Derzeit werden diese Ereignisse manuell ausgelöst. Es ist durchaus geplant, dass diese Ereignisse von Quanta und Spieleraktionen gesteuert werden.
Wir werden auf der Digital CitizenCon ein wenig darüber sprechen, also halte dich auf dem Laufenden, um mehr zu erfahren.
Können wir während der Events mit Videoübertragungen über mobiglas anstelle von Standbildern rechnen?
Edward Fuller:
JA, du wirst eines Tages Dullis Gesicht in den Missionskommentaren sehen können.
Technisch 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 Umständen notwendig sein, sein Gesicht für 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 würden also immer versuchen, das Gesicht zu zeigen, wenn wir können.
Was hat eurer Meinung nach beim Nine Tails Event gefehlt, so dass es weniger spannend war als das Xenothreat?
Ben Dorsey:
So viele Dinge. Ich werde die Gelegenheit nutzen, um eine Art Mini-Postmortem zu machen.
Unzureichende medizinische Versorgung:
Es gibt nicht genug medizinische Hilfsmittel, damit die Schlepper ungehindert an dem Event teilnehmen können. Einige von euch, die am allerersten Evocati-Test teilgenommen haben, erinnern sich vielleicht noch daran, dass es Shop-Mods gab, die dafür sorgten, dass die Läden, die medizinische Hilfsgüter verkauften, ihre Verkaufsvorräte aufstockten, so wie der Bahnhof seine Kaufvorräte 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 Gespräch wieder aufwärmen und habe die Shop-Mods für die Verkaufsstandorte in 3.15 wieder eingebaut.
Wir sind etwas besorgt, dass dies zu profitabel sein könnte, aber ein angenehmes Spielerlebnis ist eine kleine vorübergehende wirtschaftliche Destabilisierung wert, und das ist etwas, das man einstellen kann. Längerfristig sollten auch Verbesserungen am Shopsystem helfen.
Spieler, die nicht auf der Seite der Neunschwänzigen spielen:
Das ist für mich der schmerzhafteste Punkt. Laut unseren Analysen kommen auf einen Spieler, der auf der Seite der Neun Schwänze spielt, 20 Spieler, die auf der Seite der Kreuzritter spielen. Kurzfristig möchte ich die Belohnungen für die Nine Tails erhöhen, aber wenn ich ehrlich bin, erwarte ich, dass das nur wenig Auswirkungen haben wird.
Längerfristig habe ich eine Technologie angefordert, um zu verhindern, dass Spieler, die mit den Nine Tails verbündet sind, ins Gefängnis geschickt werden. Sobald die Spieler den Ruf der Nine Tails erlangen können, hoffe ich, dass ich die CrimeStats nicht mehr als Kriterium für die Teilnahme an der Runde heranziehen muss und dass die Spieler etwas langfristiger entscheiden können, mit welcher Seite sie sich verbünden wollen.
Das Event war zu kurz:
Viele 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 würde ausreichen. Diese Zahl ist dynamisch einstellbar, wenn wir das Event starten, also werden wir den Prolog in Zukunft wahrscheinlich etwas verlängern.
Ich habe außerdem darum gebeten, dass wir in Zukunft, zumindest bis wir eine ausreichend große Anzahl dieser Events haben, damit die Spieler/innen sich regelmäßig einloggen und etwas finden können, eine etwas größere Vorwarnung für Nine Tails geben, damit die Leute planen können, sich einzuloggen.
Das Event war zu lang/wiederholend:
Ich hoffe, dass sich dieses Problem mit der Einführung anderer Systeme im Laufe des Spiels natürlich ein wenig verändern wird. Einer meiner Lieblingsbestandteile des Events ist zum Beispiel, dass ich KI-Scannerschiffe aussende, die die Spieler verteidigen müssen. Ich würde es sehr bevorzugen, wenn ich diese Aufgabe auch den Spielern anbieten könnte, sobald das Scannen über große Entfernungen möglich ist.
Es fühlt sich nicht wie eine Blockade an:
Wenn du einfliegst, wirst du von der KI von Nine Tails nicht annähernd 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 können derzeit nicht schnell genug fliegen, um dich einzuholen bzw. haben keine Möglichkeit, dich aufzuhalten. Die Leistung wird ein ständiger Kampf sein, für den Rest gibt es bereits aktive Diskussionen über Lösungen.
Wird es jetzt, wo Xenothreat vorbei ist, mehr Nine-Tails-Events geben? Ich glaube, die Community will mehr dieser zufälligen Ereignisse, aber ich habe in den letzten Wochen keine Nine-Tails-Ereignisse mehr gesehen. Vielen Dank für die harte Arbeit!
Ben Dorsey:
Wahrscheinlich ja, aber das ist immer ein Gespräch mit mehreren anderen Abteilungen.
Vielleicht warten wir damit bis nach 3.15 (ich würde gerne ein paar kleinere Korrekturen vornehmen).
Abgesehen davon ist Nine Tails Lockdown ein Evergreen Event. Es soll gelegentlich für immer laufen. (Wir wollen nur vermeiden, dass ihr alle damit überfordert seid, vor allem, wenn es bekannte Probleme gibt.)
Mir ist aufgefallen, dass der Feind während der Xeno-Bedrohung und des Nine Tails Lockdowns viele militärische Spezialschiffe eingesetzt hat: militärische 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?
Luke Pressley:
Die XenoThreat sind größtenteils ehemalige Marinesoldaten, also kann man davon ausgehen, dass sie Zugang zu Marinewerften haben, den andere nicht haben. Außerdem würden sie es vorziehen, Schiffe zu fliegen, an die sie gewöhnt sind. Das ist meine Ausrede und ich bleibe dabei :)
Was die Militärschiffe der Nine Tails angeht, so habe ich mir gerade die Schiffe mit der Nine Tails-Bemalung angesehen, und die meisten sind keine Militärschiffe. Ich nehme an, du beziehst dich auf die Idris M. Ich stimme dir zu, dass es besser gewesen wäre, sie durch eine Idris P zu ersetzen.
Bislang basieren die dynamischen Events darauf, dass man immer wieder dieselben Aktionen durchführt, um Ansehen zu gewinnen und UEC zu verdienen. Wird es in Zukunft echte Events geben, an denen man nur einmal teilnimmt und dafür unglaubliche Belohnungen erhält 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?
Edward Fuller:
Ja, das wollen wir tun können. Derzeit wiederholen wir Events, um so viele Daten wie möglich zu sammeln, die uns dabei helfen, die Systeme und Mechanismen zu verbessern, die im Mittelpunkt dieser Events stehen.
Da wir unsere Missionslogik modular aufbauen und die Anzahl der Module wächst, können wir diese Ereignisse auch schneller aufbauen. Die Story-Elemente und die Schauplätze eines jeden Events können dann einer der Aspekte sein, auf die wir uns konzentrieren, um sie einzigartiger und einmaliger zu machen.
Haftungsausschluss
Die 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, Designüberarbeitungen oder andere Überlegungen zur Verbesserung der Balance oder der Qualität des Spiels insgesamt anzupassen, zu verbessern oder zu verändern.
Dynamic Events AMA Recap
Each 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.
This time, we welcomed four guests from different departments who answered players’ most burning questions on how our Dynamic Events and providing insights into the decisions we made.
Luke Pressley – Lead Designer
Edward Fuller, Principal Live Designer
Rob Reininger – Assistant Live Game Director
Ben Dorsey – Senior Systems Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
The 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
Ben Dorsey:
I’m going to answer this question in two parts, Jumptown 2 and Ninetails.
For JT2, I’m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The “inventory” then is less “300 boxes becomes available across all servers” and more “A box will be made available to spawn every 30 seconds on each server”.
I 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’t 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.
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. 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.
[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’ buy capacity.
Exploits/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I’m-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’ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?
Luke Pressley:
We saw lots of backers stating this as being the cause, but the Javelin’s 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.
However, 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.
[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I’m unable to follow up in greater detail, but I’ve verified my explanation and I think it’s worth posting.
Knowing when things happen is easy because you get a callback telling you it happened. Knowing when things don’t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don’t receive the callback after that time assume you never will and abort the mission.
The 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.
Simultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn’t 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 “Dynamic Events” 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?
Rob Reininger:
Ultimately, the intention is that there could be any number of things happening in the ‘verse at any given time. We acknowledge that we’re 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.
So far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?
Rob Reininger:
Dynamic events will ultimately trigger all over the ‘verse 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’s 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.
Edward Fuller:
Yes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet’s surfaces.
Will future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?
Luke Pressley:
Whenever 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.
Plans 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.
Any plans for a non-combat profession centered dynamic event ie: involving mining/refining?
Rob Reininger:
Ideally, 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.
How 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?
Rob Reininger:
One 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 “any” of the locations in the ‘verse. 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’s 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’s no sense going wide until we’re 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’re pushing forward with.
In the future will there be a mechanism which uses RNG to determine which dynamic event will become active?
Rob Reininger:
We 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’s 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’s often for things like “which cluster of enemies to throw at you during a random (or not so random) encounter”. 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 “X” or “Y” will likely happen. That said, this won’t prohibit us from randomly triggering things.
Are Dynamic Events really necessary with the current state of the game servers (lag, desync…) ?
Edward Fuller:
Building 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.
What things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?
Luke Pressley:
We 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.
The 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’s 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.
Now 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’m sure backers will love, but I can’t yet go into.
Are 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)?
Ben Dorsey:
Currently, these events are triggered manually. It’s absolutely planned to have these events be driven by Quanta and player actions.
We will be talking about this a bit in Digital CitizenCon, so tune into that for more info.
Can we expect to see video feeds via mobiglas instead of still images during events ?
Edward Fuller:
YES you will get to see Dulli’s face in missions comms one day.
Technically 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.
What do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?
Ben Dorsey:
So many things. I’ll take this opportunity to do a sort of mini postmortem.
Insufficient Medical Supplies:
There aren’t 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.
We’re 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.
Players not playing the Nine Tail’s side:
This 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’m looking to increase the rewards for the Nine Tails, but if I’m being honest, I expect this to have very little impact.
Longer-term, I’ve 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.
Event was too short:
Many 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.
I 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.
Event was too long/repetitive:
As 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.
Doesn’t Feel like a blockade:
While 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’s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you’ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you/don’t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.
Will 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’t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!
Ben Dorsey:
Likely yes, though running these is always a conversation with several other departments.
We might hold off until after 3.15 (I would like to get some minor fixes in).
That 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.)
I 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’s shipyards are being hijacked?
Luke Pressley:
The XenoThreat’s 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’s my excuse and I’m sticking to it :)
As 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’re 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.
Thus 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?
Edward Fuller:
Yes 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.
Also 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.
Disclaimer
The answers accurately reflect development’s 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.
Each 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.
This time, we welcomed four guests from different departments who answered players’ most burning questions on how our Dynamic Events and providing insights into the decisions we made.
Luke Pressley – Lead Designer
Edward Fuller, Principal Live Designer
Rob Reininger – Assistant Live Game Director
Ben Dorsey – Senior Systems Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
The 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
Ben Dorsey:
I’m going to answer this question in two parts, Jumptown 2 and Ninetails.
For JT2, I’m actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The “inventory” then is less “300 boxes becomes available across all servers” and more “A box will be made available to spawn every 30 seconds on each server”.
I 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’t 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.
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. 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.
[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’ buy capacity.
Exploits/Quick attacks that break the events. Currently, for Xeno Threat, a soon-I’m-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’ve had to make for Jumptown 2 in order to mitigate the chances of event breaking or long stalls?
Luke Pressley:
We saw lots of backers stating this as being the cause, but the Javelin’s 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.
However, 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.
[Follow-up reply:] I was in two minds about trying to answer this because I am not a coder so I’m unable to follow up in greater detail, but I’ve verified my explanation and I think it’s worth posting.
Knowing when things happen is easy because you get a callback telling you it happened. Knowing when things don’t happen is not easy because you never get the callback. The best you can do is put in a timer and if you don’t receive the callback after that time assume you never will and abort the mission.
The 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.
Simultaneous Dynamic Events? Currently, pre-alert broadcasts occur across the channel regarding one event so it doesn’t 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 “Dynamic Events” 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?
Rob Reininger:
Ultimately, the intention is that there could be any number of things happening in the ‘verse at any given time. We acknowledge that we’re 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.
So far all dynamic events have been primarily space oriented. Other than Jumptown 2 are there any plans for a ground based dynamic event?
Rob Reininger:
Dynamic events will ultimately trigger all over the ‘verse 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’s 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.
Edward Fuller:
Yes! We want to incorporate more ground-based scenarios once we have AI capable of navigating on the planet’s surfaces.
Will future Dynamic Events offer reputation-based rewards for players choosing to side with the Xenothreat to fight the CDF?
Luke Pressley:
Whenever 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.
Plans 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.
Any plans for a non-combat profession centered dynamic event ie: involving mining/refining?
Rob Reininger:
Ideally, 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.
How 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?
Rob Reininger:
One 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 “any” of the locations in the ‘verse. 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’s 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’s no sense going wide until we’re 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’re pushing forward with.
In the future will there be a mechanism which uses RNG to determine which dynamic event will become active?
Rob Reininger:
We 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’s 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’s often for things like “which cluster of enemies to throw at you during a random (or not so random) encounter”. 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 “X” or “Y” will likely happen. That said, this won’t prohibit us from randomly triggering things.
Are Dynamic Events really necessary with the current state of the game servers (lag, desync…) ?
Edward Fuller:
Building 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.
What things have you learned and are going to change with regards to crime stats for LAWFUL players during these events?
Luke Pressley:
We 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.
The 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’s 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.
Now 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’m sure backers will love, but I can’t yet go into.
Are 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)?
Ben Dorsey:
Currently, these events are triggered manually. It’s absolutely planned to have these events be driven by Quanta and player actions.
We will be talking about this a bit in Digital CitizenCon, so tune into that for more info.
Can we expect to see video feeds via mobiglas instead of still images during events ?
Edward Fuller:
YES you will get to see Dulli’s face in missions comms one day.
Technically 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.
What do you feel was missing in the Nine Tails event that made it less engaging than the Xenothreat?
Ben Dorsey:
So many things. I’ll take this opportunity to do a sort of mini postmortem.
Insufficient Medical Supplies:
There aren’t 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.
We’re 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.
Players not playing the Nine Tail’s side:
This 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’m looking to increase the rewards for the Nine Tails, but if I’m being honest, I expect this to have very little impact.
Longer-term, I’ve 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.
Event was too short:
Many 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.
I 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.
Event was too long/repetitive:
As 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.
Doesn’t Feel like a blockade:
While 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’s actually a performance problem combined with a few AI problems. The ships are taking a long time to spawn (so you’ve already flown by), they spawn standing still, and they cannot currently fly fast enough to catch up to you/don’t have a way to stop you. Performance will be an ongoing fight, the rest are things that have active discussions about solutions going.
Will 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’t see any Nine-tails events pop up in the past few weeks. Thanks for all the hard work!
Ben Dorsey:
Likely yes, though running these is always a conversation with several other departments.
We might hold off until after 3.15 (I would like to get some minor fixes in).
That 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.)
I 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’s shipyards are being hijacked?
Luke Pressley:
The XenoThreat’s 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’s my excuse and I’m sticking to it :)
As 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’re 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.
Thus 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?
Edward Fuller:
Yes 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.
Also 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.
Disclaimer
The answers accurately reflect development’s 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.
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- 18309
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- Undefined
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- 28
- Published
- 4 years ago (2021-09-09T20:00:00+00:00)