Dev chat Log!
2006-10-19
by omghax0r
at 2006-10-19 17:20:00
Here is the log of our latest (first!) devchat for 2006. The chat went on for two hours, and answered many questions. However, we did not get to them all! After the chat, we sent some of our extra questions off to the developers, and they responded.
- Welcome
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[QT]omghax0r: Welcome to the first devchat for EVE-Online in 2006, hosted by eve.coldfront.net. Here's how it works:[QT]omghax0r: The main channel (#eve) will be moderated. If you can think of a good question, please PM it to one of the ops that is prefixed with [QT].[QT]omghax0r: #eve-kibbitz is the commentary and free-for-all channel to freely discuss the questions and answers. It is not moderated, and devs will not be on call for questions there.[QT]omghax0r: Not all questions will be answered. If they're repeats of questions answered in recent blogs, in past dev chats, or official responses in forum threads, they are less likely to be answered.[QT]omghax0r: Specific questions are better than vague handwaving, whines or vague calls for nerfs or boosts.[QT]omghax0r: And welcome all. :D[QT]omghax0r: Today we have many people in attendance, and a few developers and even those semi-helpful ISD types.kieron: I'd like to thank the Coldfront staff and OMGRawr team for hosting the chat.Oveur: Harro!kieron: Plus the players are here. 300 is one of the more populated chats we've hadOveur: That's just because I'm nakedOveur: i said that out loud didn't i?Nebulai: Really ?kieron: Yes, that was your outside voice again, Oveurkieron: The questions are coming in, the Devs are looking at them and will start with the Q&A in a few moments
- Karash|Work: With combat lasting longer...and the drive by CCP to extend this even further, will the aggression timer be extended so people cannot just play "Station Games" around stations and jumpgates? 30 seconds seems far too short these days and allows battleship pilots to easily escape combat they started.
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Oveur: Not at this point in time, Kali public testing is just starting and I think we'd like to see it in play on TQ too before we start changing that. Don't rule it out though.
- Mitchman-: ... With the increase in HP again, there is large imbalance created. Ships that use cap when firing their guns will have less so now to finish off a target, and cap charges will run out much faster. Suggestion: Reduce cap use on guns by 50% and volume of charges by 50%. Thoughts?
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tuxford: Personally I like the idea of the possibility of running out of charges in a fight. Cap boosters have come something of a must have module and its come up to the point that the one with bigger cargo hold wins. Well ok not quite but still you should see my point. Ammo is a different story its well possible that we'd reduce the volume of those
- Sham: Question: Are there any plans to reintroduce either the Paintshop or Passenger features from beta?
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Oveur: Nope, the paintshop might show up sometime after the graphics upgrades but currently, we're still focusing on performance and the paintshop wouldn't help in that effort.Oveur: Passengers, well, I can see them making more sense as population of planets, where we have dynamics controlling the "supply" and "demand" of passengers from and to other planets, based on their tyran... uhm, governorsOveur: but not really just as "passengers". But as population of planets, thats been a longstanding dream of ours
- [EP]Artemis:How has ccp dealt with the leak of the Tetrimon arc? What steps are being taken to prevent it from happening again?
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kieron: We've taken steps against those involved in the leak to ensure they won't duplicate it again. We are changing some internal security points and re-vamping the arc itselfkieron: It will occur, just in an evolved fashion.
- spiralJunkie: in a recent blog on EVETV by LeMonde, it was stated by him in passing that Tuxford is looking at changing the crystal impant boost bonus to an HP bonus. Is this confirmed?
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tuxford: No its not confirmed but we have had talks about it. The crystal implant are for obvious reasons always compared to the slave implant but the fact of the matter is that they are not directly comparable. In some situations Slave is better and some Crystal. Its just with the current stats by the time slave is better you're already looking at survival time of seconds. I for one thing the implants can be balanced without changing the behaviour but just by tuning sttuxford: We have had quite a bit of conversations about thistuxford: no chairs were injuredOveur: yes there weretuxford: ok my chair wasn't injured, which is really all that mattersOveur: * the last letters there are stuffOveur: or stiffOveur: nmOveur: next!LeMonde: I know for a lot of people this can make or break the next tournament, and finding the best and simplest solution for that is something I've spent a lot of time on.LeMonde: If you have input, dont hesitate to post on the events forum :)
- Blacklight: Q: How confident are you that you really understand the main causes of lag in game, can you point to the specific issues that are under your control (i.e. code, hardware, architecture rather than net, routing etc.), explain what causes them and are you confident you have the required expertise on the team in order to resolve them? Thanks.
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Oveur: do you know of anyone that hesitates to post on our forums?Oveur: anywaysOveur: Well, if we had all evening, we could cover all the areasOveur: I made a dev blog once with a nice animated picture showing where it all could occurOveur: and currently, it's happening all over the place for different reasonsOveur: for example, wednesday the 1st of november, we're addressing internet connections, we're adding more capacity and multi-homingOveur: this both helps you find better routes and ensures we're far from a congestion point thereOveur: we're also adding more RAMSAN capacity, which means more of our database tables can be moved from old spindle hard disks to RAMOveur: the hardware capacity we're facing is per sol node problems, which is pr CPUOveur: so we're bringing in more hardware to lessen the number of solar systems pr. CPU on average, decreaseing the number of solar systems pr. CPU and thus gives more headroom, like for fleet battles and suchOveur: we're also working on more factors taken into loadbalancing, we'er seeing new pattern we could utilize to better predict load, like player infrastructure (starbases, outposts etc)*Sadie gives thumbs up for shooting eachother btw YARRRROveur: and that's where we've been focusing our software teamOveur: well, anyways, for short, we're attacking the problem, as always, on multiple frontsOveur: we have the people, we have the finance, we have the capacityOveur: and we also have professionals coming from outside the company and abroad looking at specific areas which our expertise doesn't cover (like, really low level stuff)tuxford: like gerbiltologistsOveur: yupOveur: oh - and here is the blog - http://myeve.eve-online.com/devblog.asp?a=blog&bid=286Oveur: hope, I answered your question, just post a followup if you were asking for something specific
- :: For the moment, we're going to pause on taking more the questions so we can get some answers!
- DaReaper: Any idea on if there will ever be a capitol minining ship introduced? Or when the systems wide belts that was promised in exodus will be making an apperence?
- DaReaper: Any idea on if there will ever be a capitol minining ship introduced? Or when the systems wide belts that was promised in exodus will be making an apperence?
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*omghax0r WINS the race!Oveur: Capital Mining Ships, yes, we want a m*********** industrial ship like in aliensOveur: what it'll do exactly, we'll shed light on at a later date, but probably "industrial" would be more correct than "mining", but still not like a industrial as in haulerLeMonde: We have considered adding a neverending Veldspar roid in Amarr for Chribba's dreadnought.Oveur: Yeah, that tooOveur: just so people can see it, you know, as a landmarktuxford: hereticsOveur: "so this is what blasphemy on epic scales looks like, huh?"
- Hakera: The eight new regions, will be they renamed to something better and have a history/background applied to them
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kieron: Yes, the eight new regions will be renamed to Bree, Oveur's Pink Wig, Coconuts, Bree II, CCP RoxoR, Sirkis, Beer in a Sodastream? and F-4rt. We will entertain bids to have some renamed after that. Opening bids start at 500 billion ISK.kieron: On a more serious note, there will be some EVE Chronicles introducing the new regions coming in the near future.Oveur: They will also be renamed, except the Oveur one, I like thatOveur: but we're thinking about a spin on the naming, we'd like players doing their part in that
- [EP]Artemis: How is eve china doing? What have you learned from that experience?
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Oveur: It's doing well, still to early to tell though, but if anything, we're seeing how big a part the strong player infrastructure plays a big part for the players on TranquilityOveur: The Singularity is so young and the infrastructure present shows that. But amazing things happening, we're seeing alliances pretty strongly there with starbase warfare alreadyOveur: uhm - Serenity that should be :D
- codemaster28: when do ccp plan to do something about the 500+ players with AMD X2 cpu`s that can only use 1 core , & sli support
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Oveur: Now, I'm assuming you're talking about client side here since youre talking about sli and suchOveur: our graphics engine upgraded and the client optimizations are all in the direction of supporting that, it's just a question of when
- Gatorade: Due to the recent forum problems and spam attacks; is there any intent to rewrite or redesign the forums to stop this from happening, Especially as it was causing peoples account details to be stolen ?
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Oveur: Short answer is yes, we'll be revamping a lot on myeveOveur: forums being first in line, then we'll be adding other sections which are based around ingame data and such
- DigitalCommunist: For Tuxford, concerning global combat balance: "Bigger is better" _still_ holds true for everything below capitals. Since dictors came out, fleet battles have become even more skewed towards 150km battleship peck-fights. Have you had any revelations for balancing each ships role in fleet battles for the next patch?
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tuxford: Fleet battles are very much about bigger is better now. Mostly because of obscene range and damage they do on that range. Making fleet battles fun is very much a focus for after Kali 1 and I for one would like to see role for more ships than snipers consisting mostly of battleships.kieron: tux is typing away madlytuxford: So yeah you might say that that is the plantuxford: I like to think sometime as wellOveur: and get tuxford typing lessons :Ptuxford: blob breaking is something we want to take a closer look attuxford: AT LEAST ITS SPEELED CORRECTLYtuxford: spelled*Oveur: roflPann: At least he's faster than Solaris. *duck*Oveur: but yeah, we've even looked seriously at some very extreme range-changing across the boardOveur: (read=nerf)tuxford: antiboostOveur: bringing the love closer together*omghax0r loves close in love.Oveur: and also gangs could play a big role in this
- Deepflame: What is currently on the table for mission runners? Anything on level 5 missions yet? If so, are they group missions in the sense that they require a group not because you fight a massive blob of uber NPCs, but instead due to clever scenarios?
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Sadie: Recently we are using more and more triggers when it comes to missions and dungeon design, with triggers there missions and dungeons have become a lot more unpredictableSadie: even the npc groups you can encounter may change slightlyOveur: yeah, unpredictability and variation, more dynamic focus on the encountersSadie: an extreme example will be that you warp somewhere and you see an empty field with a gate and on your way to the gate you will set off triggers and the npc?s appear all around youSadie: i recommend making a lot of friends and invite them to explore some of the newer missionsOveur: this is also part of exploration coming in the next Kali release, you have some fun encounters there but it's also more risky - and rewardingOveur: regarding level 5 specifically, we started implementing those, we have a lot of work to do with improving current ones, more dynamicOveur: *we haven't started should that beOveur: but for groups, yeahOveur: most certainly
- Pallantre: It was mentioned by tomB prior that much of the new complex content will be implemented with the sort of discovery in mind where a complex randomly respawns elsewhere after being cleared. Should we hope that this same system will eventually be applied to all of the complexes in the game as a deterrant to farming?
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Oveur: It very well could, but not in the first release, we'd first like to see how exploration work, tune it and see how it pans out before moving content over thereZrakor: We are also thinking of eventually putting in hidden agents in the exploration system, basically Exploration is our big PVE project right now (that along with COSMOS). We have plans to improve the mission system (by adding in some new missions) in Kali 2 though (the next patch after Kali release).Oveur: But if we move the current ones into exploration, they would be more limited to the space they are already in, they wouldn't be as extremely distributed as the current stuff, but you might have to search for them within the samce constellation
- Chadk: Related to the question about missions. Are there any changes to belt rats comming soon? As it is now, ratting(And even missions) can be very borring, compared to the reward
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Zrakor: We will be adding in more complexes into Exploration, so the people who can't access the static complexes which are over-farmed will be able to find similarly rewarding and difficult content via exploration.Oveur: And regarding ratting specifically, we're considering moving that into the same system we create all encounters in, so you might have to explore for them and they have more challenging encounters with themOveur: This actually works to solve a couple of problems in the bigger scheme of things :)Oveur: so i would consider it likelyOveur: (as in ratting, asteroid belts)
- Bek: Question: Are you happy with the current state of Amarrian ships and weapons? Do you feel they're balanced in relationship to the other races in Eve today?
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Oveur: Oh, I forgot earlier, system wide belts could be a realization as part of this changetuxford: I'm typing not ignoring youOveur: tuxford is still typing, he's not ignoring youtuxford: Ah yes the Amarrians. Now bear with me apparantly I don't play Amarr or have ever heard of them, I read it on the forums. The problem is that there are some problems with Amarr but aren't really fixed by changing Amarr.tuxford: One problem is damage types and eanm. The problem isn't fixed by boosting laser damage but changing EANM. How has yet to be decided on.tuxford: Another problem is how hard it is to fit beams but tbh other races have that as well like Minmatartuxford: The third is that Amarr is missing something extra special, some flavor.tuxford: we do indeed talk about these things but in general I think certain people tend to overexaggerate the problem
- [EA]Woebringer: How do CCP feel about the current trend of highsec suicide-ganking. Are there any plans to remove insurance payouts on ships involved in crimes?
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Oveur: it's not a new trend, it's always been aroundOveur: also, removing insurance payout would really help this alot, it would certainly increase the lower end of what you select as a targetOveur: but with people flying around with 100s of millions of ISK, it'll be profitable, insurance payout or notOveur: so far it's been a part of EVE, as long as you take the consequencesOveur: if you're recycling alts or trial accounts though, to bypass the consequences, we'll ban those and your mainsOveur: with much pleasure, i might add
- KIA: To quote a recent dev blog "change the nature of how gang bonuses work within a fleet if this system is ready on time", what changes do you forsee to gang bonuses/skills and the interaction of different ships and the roles they take within gangs?
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Oveur: yeah, wings, squads and fleets is coming in next kali releaseOveur: the full changes to how the gang bonuses are applied isn't in this version, but it's a starttuxford: hammer fartedOveur: and i'll keep the details out of this so you will go on Singularity during the weekend to test out the first Kali public buildsOveur: but we can say that squads are coming in strong and the squad leaders tooOveur: sorry, next kali = kali 1 :)
- Jameroz: Do we need lab slots for inventing and what kind of chances of succeeding are we talking about?
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Oveur: i'm typing a bit slower, i'm sick and i was just brought dinner so excuse me a bit :DOveur: and yes, you need invention slots for itOveur: the chances varie heavily depending on what tools, equipment and such you have for itOveur: but in general, it's hard
- Evelgrivion: How will the number of runs from an invented blueprint be determined? Is it chance and skill based or is it influenced by the run count of the blueprint copy that was used
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Oveur: We're keeping these areas secret, the only stuff we'll be divulging was in Kelis blog on inventionOveur: we're sure it'll be reverse engineered over time, but lets wait till that happens :)
- Darksaber: Q: Will the drone interface get some love soon? It's pretty laggy and can use some help.
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Oveur: yes, we have some UI overhauls, especially since we're beefing up gangs, which will be comingOveur: more customization and we'll most likely take drones through a bit at the same timeOveur: but that's after kali 1
- NisseOwned: I would like to help with making new missions and such, is that possible without being in the dev team, and is it coding that is required or just like mapping?
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*omghax0r listens to the sound of furious typing.Oveur: We've considered allowing ISD into creating baselines, which we then take and finalize, for example for events, we'd take and apply loot and review itOveur: but that takes a lot of technical work to enable due to our content infrastructureOveur: but that's not happening in the near future
- Levin: Q: are you happy with the current state of POSes, specifically in respect to small gangs/corps and what may be done to make the soverignty system less of a dread blob fight?
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Oveur: I can say "no" while tuxford is typingtuxford: Not really no. Its making that kind of PvP more of a grind and very very hard for the little man to have a fighting chance. There isn't really anything concrete on how we're gonna "fix" it but we know of the problems and are discussing it.tuxford: so in reality "no" like Over saidOveur: I can say that this is one of the big focus of Kali 2
- [EP]Artemis: Is there any comment on the problems that some people are having communicating with www.eve-online.com and myeve.eve-online.com?
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kieron: The recent communication issues with www.eve-online.com and the myeve pages are a router issue that we are confident will be resolved after tomorrow's downtime.
- DigitalCommunist: For the love of god make them address instajumps :(
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Oveur: Congratulations DigitalCommunist! You were person number 1000 to ask a question about instajumps!Oveur: You win this nice iPod!!! Next question please?Oveur: AnywaysOveur: Instajumps is something we've been talking a whole lot the last weeksOveur: and getting feedback from all around about what to doOveur: personally, I'm standing between in two camps, the "warp to 0 with autopilot on 15" and the "remove them and use the tools you got to begin with, mwd's and ab's to move"Oveur: pretty much lost faith in any thing between that, but i'm not the only one with an opinion on this and in this case, much more than chairs have been broken
- (and eve.coldfront.net is running a poll on instas this week, btw)
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LeMonde: (Redundancy has cost the comany over $10,000 in chair expenses)Oveur: but they all have drawbacks and positives, but I'm actually a bit optimistic that we'll see something in Kali 1Oveur: if not there, shortly thereafterOveur: especially with the hitpoint changes coming in Kali 1, they are a big part of this discussion, so are empire wars and so on and so forthOveur: the short answer, they will be changed, they are not only passionately hated, they are also wrecking our serversOveur: so the pressure is not only from gameplay, the server performance pressure is huge, so there will be a change
- m0rph: Q: Will players ever be able to claim sovereignty in NPC claimed regions such as Outer Ring, Venal and Stain? The npc factions claim the entire region here unlike other regions such as Fountain or Delve where they only claim a few key systems with their stations.
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Oveur: This is a big part of the discussions around factional warfare. In any case, if they should be claimable, it shouldn't be without a fight, be that a player that fights for the NPC sovereign or not (preferably a player)
- [STAR]AeolusWind: As a followup to the HP increase, are there any plans to revise artillery to cope with the fact that the alphastrike capability will have been made less effective, where tanking, especially sheilds, has become more effective?
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tuxford: Everything is under constant revision all the time. Another look at the hitpoint increase is the possibility that cap using turrets run out of cap before its target is dead. Actually thats exactly what happened to a fellow dev that was trying out the Rokh. Of course I'd wager that the minmatar ship would be out of ammo as welltuxford: Of course the chances that you'll end up shooting at a target alone is pretty slim, I don't see many sniper duels o.Otuxford: We're definitly considering lowering the volume of projectile ammo. I haven't taken a look at the damage over time recently but iirc it did a bit less than both tachyon and 425mm rails but then I was looking at it with emp fitted which does less damage other turret most high damage ammo, which does not hold true for t2 chargestuxford: and another thing when you're comparing damage consider the ships they are going to be fitted on. You can assume that a minmatar ship will definitly get a rate of fire bonustuxford: gallente usually a damage and amarr cap need one
- Hakera: What skillpaths/advanced/elite teirs of skills are planned if at all to meet what is for a lot of 3 year old characters becoming slowly maxed out in their skills (aside from training completely random and unwanted skill trees)?
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Oveur: Time goes by, so slowly ...Oveur: I'm sure she wrote that song after playing EVE about the skill systemOveur: For older characters, their advantage is either those last % they gain with level 5s or their versatility by training many pathsOveur: There'll be more paths coming in over time, not necessarily combat based, like with new mini-professions, especially when we add more pvp into themOveur: like hacking into starbases :POveur: and salvaging tuxfords typing skillsOveur: i don's see us going endlessly in all paths, at a certain point it stops to make senseOveur: but if anything, we could see skills which require more # of skills at level 4 (like 4 x 4Oveur: which would give combined bonuses and not require 18 months to train that single rank 98 skill to level 5Oveur: for short, new paths which are early accessible, even for new players which can expand and compliment your playstyles
- Julia_Reave: Do you agree that a concept like jump queues is unacceptable from a gameplay perspective in a sense that you have to wait in a queue and maybe even get ganked waiting (often when trying to jump in a non-crowded system) randomly for out-of-game reasons (cpu-load etc.). I understand the queues work in a way that you can get queued when jumping in an empty or not crowded system due to multiple systems sharing a node.
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Oveur: Yes, our infrastructure should never be in a position to have to queue, it's implemented to prevent node deaths, which means the node is already on it's path to destruction anywaysOveur: The problem we see today is the number of solarsystems on the same node, for example one CPU has 6 constellations, 5 of them are hardly used but one suddenly gets a fleet battleOveur: and voila, you have 6 constellations bleeding for itOveur: this case works well if we have Jita on the brink of destructoin because solar systems like that have their own node, so it's only jita that gets queuesOveur: so the solution is through many things, one is the ability to move the nodes that suddenly start getting huge load from the node with the 6 constellations, preventing any need for queusOveur: it's in bringing in more # of nodes so that the collateral damage to other constellations is far less because with more nodes there are fewer constellations per nodeOveur: and it's in improving our loadbalancing to predict the "6 constellations and one gets a fleet battle" syndrome, by measures i told you earlier, so that likely fleet battle systems are put to nodes which are more prepared for itOveur: and of course fixing teh bugs which take down nodes today when fleets are attacking starbases and outpostsOveur: but today, for example doing the system movement isn't possible, but it's on our roadmapOveur: so rest assured, we have people on all fronts preventing queus from happening, not being necessary at allOveur: *and not being necessary at all
- Closing
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omghax0r: That's all the time and energy that the devs have for today. :( However, we still have a LOT of questions. We're going to do what happened at the last devchat, and that's bundle the questions up and have Oveur and the others answer them inteview-style, and post the answers as well as the log for this chat.Oveur: why do i always get them all :)omghax0r: cause you can deal with them. :DOveur: my finger hurst :P[QT]omghax0r: all the other devs are too wimpeh.[QT]omghax0r: The log should be up later tonight, and the interview portion a short while after we get the answers.Oveur: ok - hope I answered your questionsOveur: we have to get back to work, kali public testing this weekendtuxford: o/[QT]omghax0r: Thanks for coming out, all! Enjoy eve, and enjoy eve.coldfront.net!
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