TL;DRThe designers plan multiple entry points and exfiltration routes to spread out bottlenecks, but say camping cannot be fully removed and some friction is intended, since these are PvP spaces.
I guess I should go for that one, John, right? We're looking for multiple entry points, like establishing multiple entry points that can come from the interior, but also from the exterior of the station, so that we just don't have one bottleneck. I mean, I guess you kind of spread the options out a bit. We can't fully eliminate the possibility of this, but at least giving players the option and giving them some sense of opportunities in and around the station to enter this contested zone will definitely help it out.
J
JohnLevel Designer II
Yeah, exactly. I think whenever you have an entrance into a place like this, where PvP is possible, it naturally creates a bottleneck. You have to be able to enter the space, and there could be people camping that space waiting for you to enter. So what we can do as designers is try and offer alternate paths in, as Khan said. There are side elevators, there are ways in from the exterior of the station. So we're just trying to provide as many different opportunities to enter that space so that it's more difficult to use those bottlenecks if you are of a griefing mindset.
Yeah, what's also important is that there's like exfiltration points inside these contested zones. So if you hit a specific depth of the contested zone, you can get to a part that offers you a one way exit that brings you to the social area, so back to practical safety.
Interesting. And you're talking about things that we can do to battle or defeat the bottlenecks and stuff that the camping and stuff like this, but some aspect of that is intentional. Some aspect of that is not a bug. It's a feature. These are still intended to be PvP zones. They are intended to still have a certain level of friction. The balance in all of this is in finding the right level of friction, not eliminating all the friction altogether.
Yeah, that's a tough part of designing a map like this. Definitely.
J
JohnLevel Designer II
Yeah, ultimately, it is a PvP space and griefing, unfortunately, you know, is something you try to design against. But this is a kind of a whole philosophical debate we could get into about griefing versus PvP. But griefing is just PvP, ultimately, at the end of the day, there's technically nothing wrong with someone finding a defensible position and using that as an advantage over another player. And that aspect of being on the defensive in the PvP kind of equation is you dealing with those kind of bottlenecks and those camping positions, you know, which cover do you use? How do you approach a room? Do you breach the room? You know, do you use like grenades to flush out a room before you enter it? You know, scouting opportunities. And there are things we can do as designers to kind of aid that as well with like cover placement and, you know, lighting and things like that, that can alleviate these issues. But ultimately, you can't get rid of them. And you probably shouldn't because ultimately, this is pyro and this is a PvP space as well as PvE.
So it's also part of opting in, right? It's just like, you want to do PvP. And then I mean, that can also spark like new things. Imagine like back then in the days in WoW Classic, right, when Crossroads was raided, and then suddenly you try to ally with some friends or like people and just like try to push back on things. And I think that can be really interesting.
Yeah, yeah, we obviously we obviously do want to, this is not the place to do a giant Griefing versus PvP discussion. We've actually done that on SEL a number of times. It's, but ultimately, just because I can already I can already see the chat now. Hi, Twitch chat. And I can already imagine the YouTube comments later. At the end of the day, I think a baseline here is is that there has to be an alternative, there has to be a solution available to the player who's being attacked in order to turn the tables when there's not a solution when there's not an any an option that's accessible to that player to continue to go on and have a good experience to continue to do the things that they want to do. That's when PvP turns to Griefing when you when you when you when you take away the gameplay experience, not not just make it difficult. That's PvP. But it's a fine line. And I think every you sit here, we could we could march a parade of 500 developers in front of this camera, you'd probably hear a solid 400 different answers about what that is. So for those of you for those of you who are already working up your YouTube videos and stuff saying CIG says this or CIG says that, that's not what's happened now. We're hearing a couple of people express some individual opinions on what the difference is. And again, I promise if you brought 400 people in here, you get 300 different answers. So it's at the end of the day. It's about our job here in this situation, right? And this is me where I'll put on the CIG hat and speak on behalf of CIG here. Our job in those situations is to find alternatives for the for the players who are suffering at the hands of PvP, find ways that they can counter it, provide ways that they can counter it provide alternatives that still provide the same experience other places where they can go other things like turrets and things like like factions that NPC factions that can come in and help defend to find the things that can help when when a player runs out of options. And the only thing they can do is be killed over and over and over again. That's where there's a problem. So I said some friction is intended, but it's all about finding that point.
TL;DRAbout five contested zones are currently planned, fairly evenly spread across Pyro, with some locked behind progression or keys, and the longer-term branches require ingredients found in other places.
So currently we are planning for about five contested zones and these are in a select few stations all pretty evenly spread along the Pyro system. Some of them being in very specific places that are only be able to be accessed once you progress to a specific stage or once you have actually gained a couple items you can get to that location and unlock the interior basically. So multiple contested zones might not be immediately accessible to the player. There's some that will require you to complete others to to then find the keys to others basically or to specific branches within these contested zones. So it's a mix and match a bit.
Is there any sort of is there anything intended or planned that would start you in one contested zone and make you go to another contested zone to finish or complete? Or are they just contained experiences within each one?
John can explain this a bit better after me, but the intention is that we have contested zones or we give certain categorization to to certain branches or sections of a contested zone. So we have a short term kind of branch. For example, we have a midterm and a long term one and in the long term it is a requirement to find specific ingredients in other places to be able to access that long term branch right and whilst short term or midterm ones are there to complete the dungeon itself or basically go in there and do some farm runs or loot runs.
Yeah, gotcha. So there's not going to be too much advantage to just holding up in one. You're not going to be able to complete the the ultimate objectives of these contested zones by just staying put in one place and holding it forever.
Yeah, you might do it to take away somebody else's enjoyment, but you won't gain anything as far as the progression for your character and stuff by doing so.
TL;DRSolo play is possible, at least in the early sections, but not recommended; they suggest going with at least one friend, test with groups of four or five, and it can scale up to 40 players.
You can do it solo, but we wouldn't recommend that. Like John just said earlier, these are pretty PvP, PvE centric spaces. Even if you're where there were no players in your vicinity, you'll still face quite a challenge. So our recommendation is to at least go with one friend. We are currently envisioning like a, or in our tests at least, we are going in by four, by five player groups with a recent test also involving another group. So, but yeah, we're seeing it to be able to scale up to 40 players per dungeon.
Now, you said this isn't the first time you said they can be soloed. Is anybody ever actually, are you talking about like, like technically like the way that the inside of a ship can technically catch fire if that, if the temperature outside is hot enough, you think it can technically be done or has there actually been somebody through testing that has managed to just run through the whole thing by themselves?
It's difficult, but I mean initially, you know, in the earlier sections, I think it's doable. It's, if you're good enough, it's manageable, but we do scale up like the enemies, the DP you get. And the intention is that, yeah, you might need to bring some help.
Yes, we are alternating some of this based on the contested zone you were in. We also have a very specific one which we call the ghost arena, but don't really want to spoil that yet. At the same time, for us what is really important when it comes to the reward stuff is that things are actually substantial and unique. What we put in there has to be has to not be widely available. That's the thing that we want to really balance out with the rest of the universe to make it worthwhile and to balance it out between the contested zones themselves.
TL;DRContested zone rewards will start with things unavailable in shops, such as exclusive military, stealth or competition ship components in reward rooms or the grand prize, with more not yet shared.
I guess I can give some examples. So for the first part, what kind of rewards you're going to get is our first step is to make things unavailable, like widely unavailable, something that you just can't not get from the shops in Stanton or in Pyro. It has to be something that has only been retrievable right here and what we're looking at right now after talking with System Design about it and other people is that ship components are one of the big steps like that. Like military, stealth class or even competition class ship components will be made exclusive in some capacity. Certain parts of it and only be widely available. Or certain variants of them. Exclusively available in reward rooms or in the final that's called the grand prize.
I'm going to stop you there. That's plenty of you. We don't want to share everything. But yes, I'm taking next week off and then I'm in Germany the following week to film with Torsten and the gang there about resource networking and one of the neat talking points. God, I feel like I actually said this last week but I'll say it this week too. You might remember an old series of articles that Jon Crewe and I wrote back when I was a community manager 2016, 2017. I've been a community manager five or six years. But back then we wrote a series of articles for the website called The Shipyard where we broke down basically the overall plan for how ships are supposed to work and one of the things we talked about there was the classifications of materials not just in quality but in type. Military, competition, luxury, stuff like that. Along with resource network and I'm not going to go into it too much here because we've got the episode coming is the beginning of that realization of multiple ship components that are actually tuned to different abilities and tuned to different performance thresholds and stuff. So after 4.0 is where the world of, okay, my M50 behaves like this but I'm going to rip this out and I'm going to rip this out and I'm going to go do a contested zone and I'm going to get this and I'm going to pop that in and I'm going to go do an asteroid base and get this and I'm going to pop that in and now my M50 behaves differently than the stock thing that comes off the market. 4.0 is where the start of that begins to happen and I'm as, like I said, as the co-author of the shipyard articles with John Cruise so many years ago. It's one of those things that I've been waiting, waiting, waiting, waiting, waiting, which is why I'm... You brought it up so I'm going to be like excited about it.
TL;DRYes, contested zones will have time pressure from timed gates, locked areas and static AI and traps that can't be fully eliminated, plus respawning and patrolling enemies to discourage camping loot.
There's going to be time pressures. Specific locations even have timed gates. So, during these timers, we attract players to be there. Other times, certain things will be locked, so there's no point in going there. So, yeah. There's going to be timed gates. The other added pressure is just the population that exists there, right? Like, you won't be able to fully eliminate the static AI population or the traps that just exist in this space. There's a physical pressure and then there's also the other side with timed gates.
J
JohnLevel Designer II
Yeah, that kind of ties back to early discussions about PvP and camping as well. We want the PvE environment to be constantly pushing against the players as well. So, yes, you could find a loot box, loot it, and then try and stay there to see if you can loot it again later, but we would then want the environment to be pushing back on you for respawning enemies, patrolling enemies, to really not allow that.
TL;DRContested zones have short-term, mid-term and long-term branches, and the long-term branch requires ingredients from other places, so players must visit multiple zones to progress.
John can explain this a bit better after me, but the intention is that we have contested zones, or we give certain categorization to certain branches or sections of a contested zone. So we have a short-term kind of branch, for example, we have a mid-term and a long-term one. And in the long term, it is a requirement to find specific ingredients in other places to be able to access that long-term branch, right? Whilst short-term or mid-term ones are there to complete the dungeon itself, or basically go in there and do some farm runs or loot runs.
So there's not going to be too much advantage at just holing up in one. You're not going to be able to complete the ultimate objectives of these contested zones by just staying put in one place and holding it forever.
It's difficult. Initially, in the earlier sections, I think it's doable. If you're good enough, it's manageable. But we do scale up the enemies, the difficulty you get, and the intention is that you might need to bring some help.
TL;DRThe Kopions in asteroid bases are not just placeholders, as the speakers say they make narrative sense as domesticated attack animals for NPCs, though more fitting creatures could be added in the future.
I think they can make narrative sense in there, right? You can have domesticated Kopions, right, they bring with them. As far as I know, we have variants.
They just look feral right now, so that will be more fitting-looking. But I don't think it's a far stretch that they can narratively be around there. But if we have more fitting creatures as well in the future, that's it. But for now, it's what we have, what we are working with, right, as human NPCs and then the Kopions. So we try to utilize what we have to create more variety and more interesting combat with the ingredients that we have.
We don't really talk about it for the rest of the season, but the domesticated Kopions are one of the new aspects that are coming online with 4.0. These are domesticated for NPCs. We're not stealthily adding pet gameplay to players just yet.
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JohnLevel Designer II
Yeah, they're attack dogs, essentially. We have them in contested zones, and the narrative idea is that they have been breeding them and training them, and they will attack you. So as you engage a group of outlaws, there could be a couple of attack Kopions that they have that are charging at you, which I think provides a really interesting gameplay dynamic. You're not just dealing with humanoids now, you also have these fast-moving, low creatures that are attacking your ankles, and it adds a whole new aspect to it.
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JohnLevel Designer II
To go back to what Manuel said, I think we can narratively explain why there are Kopions on the abandoned asteroid bases. I think it would be a shame to remove them just to lessen the encounter variety. And I definitely agree that it would be cool to get those creatures, like the mimic facehugger chest we talked about. These kind of alien creatures that you would expect to see on asteroid bases in the future would be amazing. But for now, I think they do offer something useful.