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ICYMI: Luke "Eternz" Williams & Kiwo did a stream, and Luke dropped lots of info

This topic contains 23 replies, has 17 voices, and was last updated by  Ena 1 year ago.

#111638
Fureniku
Keymaster
Staff
Staff

As the title says; these two lovely people did a stream today. Luke is the lead designer of Worlds Adrift and shared a whole load of juicy information for us!
@jamesm2w and I have summed up everything that was said, in case you missed the stream and prefer a text-based format. If you’d rather watch from the VoD, it’s here: https://www.twitch.tv/videos/255063038## (stream starts properly at around 12 minutes – until then it’s just casual discussion and talking about the chicken nugget contest…)

So, without further ado, here’s everything!

skepticdk: BossaStudios – can you do farming in the game? I mean, farming is the new black and you know it
Eternz: No farming yet

jamesm2w: @bossastudios Can you jump right in with some more details on Territory Control?
Eternz: Territory control is a deep subject to jump right in on (It’s revisted in much more detail later in the stream!)

Kiwo: (after nearly dying to a manta) When are mantas going away forever?
Eternz: Manta Gameplay changes will happen. (Lukes a cheater). Fix up a huge underlying system with the creatures, when moving over to a new server type. They haven’t been touched much recently. More dynamic system, to add creatures easily. Once they’ve reviewed creatures, more variety will be possible – more types. Behaviour will have minor tweaks – they’re aggression is intended. More involved, less bullet sponges. Swivel gun has helped. Islands will have a diverse array of all weird and different creatures — Wierd “sand creature”? PvE content like the Skywhale WILL happen and be a big part of the PvE endgame. The territory control will be the PvP endgame.

xXL3pXx: @bossastudios will I be able to punch someone in the face or will melee be weapon based
Eternz: Melee inspired by Jedi Knight 2. Default melee punch will be the most basic implementation (FPS-style – press key to punch). Will be useful when you have no bullets, etc. Slap ’em about a bit.

MEH_0 (as read by Kiwo): Would you consider speeding up the reel on the grapple a bit?
Eternz: No – The grapple isn’t supposed to be like a hookshot. You can use it to gain momentum though. As it is now we’re not going to increase the reel [speed]

IbeDillon: @bossastudios when will the store be available and how exactly do you plan on doing skins? Like a crate system or what? I will be dropping tons of $ to support you guys once it’s open!
Eternz: No “crate” lootboxes. All store items will be in the stash (same as founders items).

Tom (Quickfingers, IC dev) brings them “diet coke” (which we’re pretty sure had alcohol). Kiwo starts roleplaying as a cat with a random player. Luke finds a cannon and thinks it’s an engine. #Developers

jamesm2w: @bossastudios What would a revamp to the knowledge system look like?
Eternz: Knowledge tree will have more specialisation, (quite far on), databanks will give tech points (limited). You can only have X amount. Like the Koroks in BoTW, they’re everywhere but you can max them out. You gain this from murals, lore, scanning, salvaging schematics. Knowledge will be more renewable. Can be used to specialise into one stat (e.g. Power and resilience) as well to generate new schematics.

Panzerkvlt: @bossastudios So here is the question. How does overheat exactly going to affect the engines?
Eternz: If you have high overheat, your engines can run at a hotter temperature and can run for longer at higher throttle. Burning them too hard for too long will shut them down, similar to cannons. Originally they took damage and fell off, but they decided that was too brutal.

— Above here was summed up by James. Everything else was summed up by me. —

SnapBackMaK: @bossastudios is VoIP going to be a thing?
Eternz: VoIP is something we’d like to do, but it isn’t that simple with the way [Worlds Adrift] is made. There are thousands of people on one server and VoIP has to manage all of that – so there’d need to be some sort of smart system. I’d like to do it… but it’s a thing.

RodeoTrashPit: @bossastudios what about Harpoons?
Eternz: Harpoons, definitely still wanna do. They’ll be procedural like cannons, with stuff like reel in speed, strength of harpoon, how far it can fire – that’s their general stats right now, but the big thing for them will be mostly skywhale hunting, so I wouldn’t expect to see them until skywhales come in. But, you never know – they’re a big part of anchoring your ship, and they’re fun to throw into the PvP. There won’t be ammo, but harpoons do have a resilience on them, and you won’t be able to use them for a while if they do get damaged. When they get attached to a ship they do have HP on them, so when you remove them with the salvage tool or other things they’ll need time to recover.

toflox: @bossastudios If you were to have like 10 overheat, how long would you be able to run at full throttle for?
Eternz: 10 overheat, you’d be running at full throttle for not very long at all. We haven’t done the exact balance numbers because it’s [complicated]. This week I redesigned the overheat system to make a little more sense – it was using real convection formulas like the hotter something gets the faster it cools down, which is why it’s a weird thing at the moment. I tried to rebalance it for EA launch and it was crazy complicated, so I decided I wasn’t gonna run the risk of angering everyone with a rushed job to the overheat system, so I’ll get back to that.

jamesm2w: @bossastudios Procedural guns (like the pistol)? procedural sails?
Eternz: Melee weapons and guns and stuff will all be procedural, and they’ll have their own trees in the knowledge tree. The goal is (much like cannons) is to not have a power creep, so they’ll behave differently but not do more damage. Obviously, we don’t have levelling up so we don’t have the kind of power creep that a lot of MMOs have, so we need to be careful with that. I like the way cannons work right now, because there’s an element of wanting Rate of Fire and wanting Power. We have some dead stats which is bad, but those should be the earliest to be fixed.
I made some adjustments to spin-up this week, which basically makes spinup a more valuable stat. It basically involved-
Eternz was cut off by Kiwo pointing out that their ship was under attack, so they requested backup from people who were in the area. Spikey B comes down to the island and starts shooting at Eternz, but Eternz and the cat-man kill him.

Eternz: Spikey B, more like Dead-y B
The coding team instantly make tumbleweed which then drifts past.

Vick_Viper89: @bossastudios when will that create multiples button be on? 😛
Eternz: *groans* Hopefully soon… ish.

UltraHyperDuck_: @bossastudios What are the upcoming changes for sand and storm walls?
Eternz: The sandwall is unfinished. The plan is that sandstorms will be very very hot, so if your ship or character cannot cope with the temperature you’re gonna die. 2; the direction of the sand is going to hurt uncovered players, so if you go out onto the deck in the middle of a sandstorm you’re gonna get blasted and take lots of damage. Storm walls will be less random, they’ll target an area of your ship and you’ll get a warning like static electricity rising, and it’ll insta-kill anyone who’s caught where the lightning strikes and damage the parts in that vicinity. It’s more of a communication thing, so if lightning is appearing near your pilot you’ll need to tell him so he can peg it (British slang for run away)

Panzerkvlt: @bossastudios so I’ve heard rumors about cooking progression tree. Is it going to be just different rates of healing? Or will food have other uses?
Eternz: We’re going to overhaul the mouseover stuff. As you’ve probably noticed resilience gets removed from the scanning data and also the scanning data doesn’t have as much information as we want. So that’ll get overhauled, and at the same time it’ll actually tell you how much [health] you’ll get from food, and stuff like that. Also, we’re debating whether or not we just make the camp fire a craftable thing, so you’d go to the camp fire and open it to craft [like an assembling station] because the confusion of being near it and crafting just isn’t coming across.

Vick_Viper89: @bossastudios any elaboration on the long distance trading thing?
Eternz: So that’s pretty involved. [he then interrupts himself for the next question and comes back after]. The idea is that if this is my ship right here, I can put down a store manager, and inside that store manager I can put items that I wanna sell, and I can put a little note of what I want for it, because we don’t have a currency. There’ll be a list of commonly used things, so if I only ever want this item I can attach that to all my items [for sale]. What happens then, is that’ll be on your main ship, and then you can build a secondary ship or use the crew system or territory control there’ll be things I can elaborate on later – but you’ll be able to build store fronts, which you can link to a store manager, and that store front will show you items. So you can have a flying merchant ship, but the goods are not stored on that store front ship, because obviously the second you have a ship that’s like “I’m a trading ship! come here to find your wares!” everyone’s like oh cool, I know the wares are on you so I’ll just nuke you and take it for myself. So this way they’ll destroy the store front ship, but it doesn’t have any of the goods on it. The goods are stored separately on another ship, which can be an offline ship as well, or part of the alliance territory control stuff. So yeah, you’ll be able to link a set amount of store fronts to a single store manager, so you could maybe have three or five store fronts dotted about, all linked to a single ship with the store manager thing on it. If you log into your store manager ship, you can open the store manager and it’ll display the trades people want to make, and if you think that’s a fair trade, you can accept it and it’ll cost atlas shards to send it across to the person who offered the trade. That cost will differ depending on what the distance is. That’s where alliance territory control comes in, because if zones are linked together by a single alliance, that trading cost will be reduced.

papatong: @bossastudios Will we have a preview of stats before building?
Eternz: You won’t get stats before building, you won’t get that preview because we want you to have to science it a little bit, and we don’t wanna make it easy for you.

Twitch chat went down around here (A global issue, not exclusive to Bossa’s stream), so things went a bit quiet. A few people asked questions via Twitter.

Kittco36: @worldsadrift #WAQA Will there be a 2018 Artbook? i saw somewhere talk about it, but they could have meant to say 2017
Eternz: I believe that the artbook you’re getting in the Pioneer pack is just the standard artbook, I don’t know if we have any plans to add new stuff to it? We have new stuff, I don’t know, maybe that’s something I can throw at Jack (lead artist) and say “Hey, let’s throw in a couple more concept arts into the art book”. I’ll see about that.

Fureniku (hey thats me!) @worldsadrift #WAQA What will the steam workshop content be? Just ship frames or something more interesting?
Eternz: Steam workshep content for Worlds Adrift will probably be we give any kind of more tech-minded players the ability to create clothing and stuff, and that’ll be what goes onto the store, and they get a cut of all of that. (In-game store credits or actual cash was unconfirmed, but I’d assume in-game cash or maybe Steam wallet cash.)

Chat came back up. Yay!

RodeoTrashPit: @bossastudios can you expand upon Fuel Quality?
Eternz: I don’t know what fuel quality is, or who brought that up.

Kiwo: Changes to repairing? Because at the moment, repairing abandon shipyards takes SO long
Eternz: That’s not necessarily a problem with repairing, that’s a problem with how much HP shipyards have, so we might look at something like that in the future.

NodeWA: @bossastudios how will rolling cultural engines from knowledge work? will we have to be in the culture’s zone or can we pick?
Eternz: We don’t actually know yet

Atreties: @bossastudios Are in-game Alliances planned for 0.2.0?
Eternz: Alliances, as much as we tried, probably not 0.2.0. It’s a crazy big system. 0.2.0 will have all the new culture; Kioki loot, music, items and all that stuff will be 0.2.0, but yeah try as we might, Alliances is a big one.

Everyone_is_Bigsby: @bossastudios How are you going to balance people abusing the shop mechanics to avoid ever having their loot stolen?
Eternz: So in terms of how people are gonna abuse shop mechanics by not having their loot on them – you can’t send stuff to a store manager you own, because we know who’s it is and we’ll just not let you do that.

RodeoTrashPit: What else will territory control give you @bossastudios ?
Eternz: I did mention skyports earlier and no one picked up on it. Skyports are what you’ll use to control territory. Skyports will gain a shield if you build a lighthouse on an island. When you build a lighthouse on an island, that’s your way of saying “this is my island”. Now, how lighthouses are kept safe is when you build one, you are given three shield generators. These shield generators will need to be destroyed in order to make your lighthouse vulnerable. The shield generators are however physics objects and they can be moved. So, I know I’ve said before about how we wanted to incorporate exploration into territory control; the idea is when you build your lighthouse and gain your three generators it’s then up to you to use lifters or grapple to drag them to locations that are hidden and are safe, and then you can set them down. It’s up to any attackers when they arrive at your island to destroy your lighthouse and then your skyport, they have to find where you’ve hidden the generators and destroy them. At that point, the lighthouse has a vulnerability window, which you can set from your skyport. We don’t want people to destroy it at like 4AM, so you can set it to be invulnerable in your prime time. The idea is your skyport will never be directly attacked; the way to destroy a skyport is by going to the owned islands and destroying the lighthouses. Also, skyports will give you lots and lots of permissions, one of which is to enable its immediate surrounding area to be essentially a safe zone, so you can disable all cannon and weapon fire inside.
Alliances will have ranks. You can assign people to be able to have specific ranks at your skyports; they could be security so you let them use their weapons for example. We also wanted it so you could share a zone if there’s a coalition of alliances, you could all have a few islands in a zone and all have a skyport, and you would be allowed to essentially share that space.
Skyports don’t log off like ships do.

Atreties: @bossastudios What is the planned incentive to control territory with the system?
Eternz: You’ll be able to store items, because skyports can be safe zones and easily defended. Also, when people enter that region they’ll get a fancy title thing come in, telling you which Alliance(s) owns that region. That’s it right now, but when the long distance trading comes in there’ll be some bonuses there.

ZaiiTheSkyNinja: Will ‘Sneaking” completely hide your name over-head?
Eternz: No. If you’re in a crew or an alliance you’ll always see it permanently, so it’s clearer who is actually someone [not hostile].

Eternz and Kiwo have a pistol duel in a thunderdome. Eternz wins, very decisively. He points out that in 0.2.1 Crouching will come in, so he could properly teabag. How professional…

ZaiiTheSkyNinja: Will we ever get some throwing weapons such as knives, or smokebombs/grenades?
Eternz: I don’t know, nothing’s planned so far.

Panzerkvlt: @bossastudios so since we are going to have furnitures how is it going to be balanced? I mean PVP players won’t use it as well as they don’t usually use lamps, figure heads, etc. So is it going just decoration to slow you down by adding weight? Or will furniture has some real use for all kinds of players?
Eternz: We’ll keep furniture light, but there isn’t really gonna be vast amounts of gameplay. There’s one plan for beds, if you sleep in a bed you’ll regenerate health more quickly, I don’t know if that’s something PvPers would bother with because they know what they need to do to min-max the heck out of it, and no matter what we do they will find a way. That’s just the nature of it. There is plans obviously for people who like to make pretty ships, we want to give you that oppertunity. We’ll have chairs going in.
Kiwo: Would they act differently to cannons?
Eternz: No they’ll work the same way.
Kiwo: Would it have the long timer?
Eternz: In fairness, there’s an argument that maybe chairs don’t need that.

RodeoTrashPit: @bossastudios did you say SkyPorts will let you build bigger ships?
Eternz: Skyports won’t let you build bigger ships. That’ll be on its own separate shipyard system. The shipyards will be upgradable in the same way as your atlas cores will be – so you’ll find parts to attach to them and those will expand your shipbuilding abilities. If you’re building a shipyard on an island, [materials] don’t matter. But, shipyards will be able to be built on skyports – where the weight will matter. But, that means you have a more permanent shipyard which you can upgrade safely, so even if a fully upgraded shipyard is expensive, it’ll be worth it on a skyport.

Panzerkvlt: @bossastudios any plans for longer render distance for ships? And add here zoom tools like spyglasses and such!
Eternz: Spyglasses are a thing. We actually just need some artist time – Tom (quickfingers) already has the basics of the spyglass working.
(EDIT: Eternz also mentioned that the rendering distance is something they want to improve upon, but they need to work around SpatialOS with it. I missed that bit so can’t get the exact quote I’m afraid :P)

Fureniku: @bossastudios can skyports move? / Abyzmi: Are skyports mobile or static structures? Do they float?
Eternz: Skyports cannot move – once they’re in place that’s it, they’re rooted in place until they’re destroyed. You can scrap them if you want, but the object that you use to turn your ship into a skyport is very expensive – or that’s the plan anyway.

Kiwo falls off and struggles to get back on the ship. Eternz suggests grappling to the sail – then mentions sails are going to be procedural.

The_capacitor: @bossastudios What’s the atlas compass? Is there going to be an ingame map with it? Will the cardinal guild be out of work? xD
Eternz: They’re fighting mantas, which drown out the first half of his response…
…compasses are things you craft yourself. Crafting them gives two objects – one is the compass, which points at the object, and the other is the object which can be placed anywhere. So if you wanted to you could give it to a friend, and the compass will point to where your friend is, or you could put it on an island where a stash is buried, or you could smuggle it onto an enemy ship and it’ll point to their ship, and you can track them that way. So yeah, Atlas Compasses are quite sandbox-y, and that’s the plan – you can kind of put them on anything and be able to track that item or object.

This is where the stream “ends” – but takes half an hour to do so. I don’t think anything else was covered in that time but there was a key giveaway and some chatting and stuff. We did however see Eternz’ steam library where he had lots of games (and lots of VR games) and currently at 711 hours in Worlds Adrift. Fun off-topic facts for you!
Luke then came into the community Discord and did some followup statements and Q&A, so here’s some stuff from that too!

Eternz – Today at 7:53 PM
So to clear up some confusion lighthouses do not have any safe zone region on them, that is only skyports that have to be in the open air
you cannot lock down an island, you can only hide your shield generators

Panzercult – Today at 7:54 PM
@Eternz so how do we get down skyport? Destroy enough lighthouses? Or just tear it down with cannons?
Eternz – Today at 7:54 PM
skyports need at least one lighthouse to keep it afloat
islands can only have one lighthouse on em

Kevin – Today at 8:00 PM
So what about the invulnerability window you talked about on stream @Eternz I was confused by that bit.
Eternz – Today at 8:01 PM
So if all shield generators are taken down, the lighthouse is still invulnerable until a certain time window, to give defenders a chance to keep hold of their islands

Atlas – Today at 8:01 PM
What do sky ports look like?
Eternz – Today at 8:02 PM
Skyports are built like ships so as we expand the ship building system we also expand skyport building
but once turned into a skyport they do get special privileges, like placing shipyards and assembly stations on them
Skyports have the added benefit of being able to edited with assembly station parts while in the air
they are basically their own shipyard

Eternz – Today at 8:05 PM
The more lighthouses you own (or islands) the more weight your skyport can hold

Atlas – Today at 8:05 PM
You just need to let us build new sections horizontally
Eternz – Today at 8:05 PM
new sections horizontally are part of shipbuilding 2.0

Eternz – Today at 8:10 PM
ship wiring is still on the cards
so a single button could fire all your cannons if you want

And that’s it! Thanks for reading guys!

UPDATE:
The chicken nugget challenge that you could hear in the background is now up on YouTube, for some context of what was going on!
(Totally not Worlds related, but amusing nonetheless and sort of semi-relevant to this thread…)

#111643
Ointment
Participant

Hype. Everything about this sounds excellent.

He points out that in 0.2.1 Crouching will come in, so he could properly teabag.

lmao

#111644
JJRcop
Participant

The coding team instantly make tumbleweed which then drifts past.

I’ve got a crazy theory, now hear me out, it’s kinda out there… I think that there’s a small possibility that @fureniku may have added a few details to this summary that didn’t actually appear on stream. 🤔

I know I know it’s like.. pfft 😉 just a CRAZY theory you know? 😅 😅

#111645
Fiffin
Participant

Like the chorox in BoTW

Yaha!

#111646
JJRcop
Participant

(EDIT: Eternz also mentioned that the rendering distance is something they want to improve upon, but they need to work around SpatialOS with it. I missed that bit so can’t get the exact quote I’m afraid :P)

I got you
Eternz: Render distance on ships is something we’d definitely like to improve, that does rely on upgrades to the Improbable technology though, and that’s almost separate from what we can do, so we have to wait while we develop that technology.

https://www.twitch.tv/videos/255063038?t=01h15m57s

#111648
athuanar
Participant

As someone fairly new to the community this stream was an awesome primer on where the team are planning to take things. I’m surprised the skyport stuff isn’t on the road map though; it sounds like the kinda core content that gameplay will revolve around and the biggest game-changer as a single feature.

#111651
jamesm2w
Moderator
Moderator

@athuanar

As someone fairly new to the community this stream was an awesome primer on where the team are planning to take things. I’m surprised the skyport stuff isn’t on the road map though; it sounds like the kinda core content that gameplay will revolve around and the biggest game-changer as a single feature.

Well to a certain extent it is, however it is listed as “Territory Control” (Under the “Coming Soon” section). Up to now, we’ve had little idea on how the specifics of the system would work, so it’s good to finally get some clarification on that.

#111681
RitchieJ
Participant

From the Blog advert:-

. . . to show off some NEW & VERY EXCITING FEATURES!!

I missed the live stream – what were these and at which time-points, approximately, were they demonstrated?

#111655
Kevdo
Participant

Eternz: Melee inspired by Jedi Knight 2.

Hnnnnnnnngggggghhh so gooooooood!!! This is actually what I was hoping for ever since I heard them plan melee weapons. SO GOOD.

❤️😂👌👍👏😂👍❤️👏👌👍😂👏❤️👍😂👌😂👍❤️👏😂👍👌

Thanks for taking the time to transcribe this all guys!

#111694
Fureniku
Keymaster
Staff
Staff

I’ve got a crazy theory, now hear me out, it’s kinda out there… I think that there’s a small possibility that @fureniku may have added a few details to this summary that didn’t actually appear on stream. 🤔

It’s quite the wall of text, so I tried to spice it up by taking @Eternz’ bad humour and making much better humour.

(It was also a little tedious to write up, I won’t lie. I was having to play the VoD at 50% speed to type at his talking speed. It did sound like they were using questionable substances though so it gave me a chuckle at times at least)

Yaha!

Fixed – another user pointed that out too. I’d like to blame @jamesm2w because he wrote that part, but I’ve actually played BotW so I should’ve spotted the typo…

I missed the live stream – what were these and at which time-points, approximately, were they demonstrated?

My bad – this was actually raised during the stream by @atreties as a question but I didn’t add it here as I wasn’t sure it was relevant.

To clarify, they planned to show off some 0.2.0 stuff, but they had issues with the build which made that no longer possible. So instead they played the live server and just spoke about stuff both from 0.2.0, and further on down the line.

Hnnnnnnnngggggghhh so gooooooood!!! This is actually what I was hoping for ever since I heard them plan melee weapons. SO GOOD.

Yup – this has actually always been the plan and inspiration for melee – and is the reason we don’t currently have any melee options. As you can imagine it’s not going to be a simple system to implement, which is why we’ll get a generic punch as a stopgap. Generally, Bossa don’t like “temporary fixes” – but in this situation it’s probably worth it.

#111738
Hanger Hangar
Participant

The territory control system actually looks interesting. But it’s going to be ripped apart something awful by min-maxing PvP players.

But I don’t see it handling the N+1 problem, where the more dudes you bring the more power you almost automatically have. Or the solo nuisance problem, where one guy can force an organized team to waste time to respond (even if that nuisance sucks a lot, I know this well since I’ve done the same in EVE as the nuisance mostly just to cause grief than a fight).

_____________

Those trade mechanics are juicy, and the devs actually seemed to put some effort in matching game mechanics to what the players actually do <3

#111748
pezcool
Participant

I was laughing so hard when Kiwo started role playing with the other guy just meowing

#111769
RitchieJ
Participant

@fureniku

. . . they planned to show off some 0.2.0 stuff, but they had issues with the build . . .

Thanks for confirmation.

Strange that the advertisement preceded build verification –
Not reassuring at this critical stage of development and impending EA-Reload.

#111816
Fureniku
Keymaster
Staff
Staff

Strange that the advertisement preceded build verification –
Not reassuring at this critical stage of development and impending EA-Reload.

I can’t say for sure, but I assume there are a limited number of build branches. I’ve seen on a dev screenshot (Oliver’s game library IIRC) a “nightly” build so it’s possible they were planning to use that – in which case they wouldn’t know about the issues until it was too late.

I don’t know how long their builds take to compile. The only experience I’ve had in that field was my old minecraft mods that would take around a minute, but if it scales up by size then I’d imagine builds could potentially take a bit of time. No idea for sure though, just speculating here so if anyone has more experience on large product compile times feel free to correct me 😉

#111817
RitchieJ
Participant

. . . in which case they wouldn’t know about the issues until it was too late . . .

Obviously, they know how long the build takes – thus surely only advertise once it is complete and successful
So that a professional face can be presented to the public – rather than a sloppy, long-winded AMA substitute.

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