I may not be there (terribly jealous of those who are), but I’m watching the stream like a boss. The first substantive bit on the schedule was the Crimewatch panel. I think everyone who cares is pretty aware that a lot of code in Eve Online is pretty screwy – but nowhere was it more apparent then on the graph shown by CCP MasterPlan at the beginning of this panel. Hopefully I can find a good pic of it to throw in here, but essentially Crimewatch is a gigantic clusterfuck of code.
In the short term, they are working at unraveling that ball of string. In the longterm, CCP plans to completely rewrite Crimewatch. Here are some of the things I took away from the stream of the panel:
1 – The Crimewatch system was ‘reverse engineered’ by CCP recently, generating a 41 page document on all the things it touches within the game and the systems in between. 41 pages – as CCP MasterPlan adeptly put it “That’s longer than most other game manuals”.
2 – Future design proposals in the works, as reported by CCP Greyscale, include a ‘safe logoff’ mechanic, whereby your client stays open if you initiate log off while still having aggression (presumably in space, where you are vulnerable). That way you can monitor what is going on (i.e. if someone probes you down) and potentially take control of your character to try and run away. Marc’s Rating: 3/5 (Not exceedingly important, but kinda cool)
3 – Assisting someone with a weapons timer will in turn activate your weapons timer. Greyscale explained that ‘weapons timer’ refers to the 60 second aggression timer that prevents you from jumping/docking when you shoot someone, and that in future they would like other people (i.e. remote reppers) to gain a weapons timer for assisting people with weapons timers. Marc’s Rating: 5/5 (Greyscale quote: “God hates station games” and I couldn’t agree more)
4 – Gun safeties – similar to the ‘are you sure’ pop ups we have now, but expanded. At first I thought this was a terrible idea – until Greyscale mentioned you would have the option to ‘turn the safeties off’ prior to combat. All in all, not a terrible idea, especially with the ‘turn off’ ability. Marc’s Rating: 4/5
5 – Greyscale then went into some depth about reclassifying illegal acts in the game. This was pretty obviously not well thought out (or I should say, deeply thought about), but the gist is making two class of illegality – Suspects and Criminals. I like the gist of it, but it was plainly obvious (especially in the short Q&A that followed) that this needs tons more fleshing out, so I won’t even give this a rating.
6 – Killing someone with negative (below -5) sec status gives a sec status increase to the killers. Makes perfect sense, people have been asking about this for ages. Marc’s Rating: 5/5
7 – Handing in Officer/NPC Tags for Security Status boosts. AMAZING. Since you can buy tags off the market, you would essentially be paying for sec status increases, which I really like. The downside? The current plan is to have these boosts nerfed for people below -5. Not a huge blow, though, as it would probably make the most efficient route to rat to -5 and then turn in tags the rest of the way (which is the hardest stretch when it comes to regaining sec status). Marc’s Rating: 5/5
8 – The Q&A that followed kinda jumped all over the place, but a couple interesting things popped up. First, there is currently absolutely no work being down on lowsec in general (apart from FW). This makes me a sad panda. Also, no work being done on allowing better/more in depth interaction with NPC Pirate Corporations (i.e. turning them into factions you can fight for/against). Again, very sad inside.
9 – There are plans to make it so that self destructors generate killmails. Marc’s Rating: 6/5 (yes, 6 out of 5. Deal with it).
That pretty much wrapped up the panel. It was shortish but packed full of information. Really like the majority of the plans they have, and can’t wait to see more. Next up? The Dust 514 Keynote. If it ever comes on…