We need a non combat class of weapons and armor for space hunters. Imagine intergalactic game Hunters that trade in exotic furs and meat. Ships could be created for capturing animals, weapons could be created for hunting different types of animals, tranq guns, armor for defense against creatures. It would be a great rol for single or coop gameplay. Potential for certain creature skins/furs for rare armor. A ton of gameplay options if they go this route.
This is a great idea! I’d have a reason for my 400i at that point. Those cooled storage rooms can preserve my exotic meats so I can sell on the black market.
the prospect of having creatures in game soon is awesome.... can't wait to dive into a cave and end up having to run for my life cuz of the new residents lol
Idk about the glint thing. Makes sense in a high server fps environment, but SC is not that and probably won't be for quite some time. Add that to the usually erratic movement of players in general and I could easily see how no one's actually using sniper rifles because they're not viable.
snipers are dangerous and sneaky IRL and massively powerful, keep it that way. Sniper glint sounds like a bandaid for noobs with skill issues more than an actual fundamental problem with the sniping system IMO
@@DiscoBiki I really don't like those "IRL..." points because they do not and should not apply to an mmo because life isn't a game. And just to be clear: CIG themselves called SC a space mmo a lot lately and never "sim". That aside following your logic that would also mean snipers in game should also have to deal with wind, gravity, humidity and all the other miniscule factors that make sniping actually difficult irl. And they should operate with a spotter and never solo. Doesn't really sound like something that fits into SC, don't you think?
@@DiscoBikithis is such a bad take, the point is to reduce griefing, the average player is not special forces they don’t know how to snuff out a sniper, the balance is absolutely necessary
@@justalex4214 Of course they should have to deal with those things! Now you're getting the idea! It's a way more polished way of balancing sniper game play rather than some cheap glint effect. Okay so maybe they have never called it a space sim, i can't really answer to that, BUT CIG seem to try and make their systems as realistic as possible at least, and having some COD style glint just seems like it will detract so much from the game IMO. The whole idea of a spotter is actually great for SC. And just opens up for avenues for unique game play. The idea that a sniper never goes solo is basically a modern military idea, and seeing as you're not in the military in the PU i don't think it really applies. I won't go full ham on the idea of glint til it's in our hands, but they're tip toeing into some pretty wacky territory.
They did that in Rainbow Six: Vegas. It worked okay, using a picture you'd make of around your head using a camera. I'm sure they could do something similar. The issue of course was, it isn't very nice to see someone who obviously took a picture of their butthole and then put it on their character, not to mention other body parts.
I think there should be some kind of stealth dynamic for snipers. If they are wearing the correct gear and reduce their profile. ie, go prone, hide under vegetation for example their glint is reduced substantially. Maybe a timer cooldown between shots whilst stealth reduces...a bit like being in a ship and lowering your energy levels which can take some time.
Hello: I guess this would be for next week, But the one thing I have not heard or seen in any vids, is regarding the cargo hangers. I would like to know if they will be on space stations or are they only going to be in the 4 main city's space ports.
I think they will be at both.. but our main 'Personal Hangar' will be at 1 of the 4 spaceport landing zones we choose as our home location... Orison, Area 18, New Babbage or Lorville. The stations will have the Instanced hangars with freight elevators but wont keep memory of our decorations - etc like will happen in our personal hangars. Same if my home personal hangar is on Orison and i visit the Area 18 spaceport ..ill just get an Instanced hangar there
I know this is nothing compared to real combat, however many years ago some buddies and I were playing paint ball. Defenders had a little bunker they were shooting out of, and we were in a forest. In front of the bunker a few yards were plastic yard bins that were cut to form a half circle barricade for cover. I run strait in toward the bunker and dove into the safety of the baricade as paint balls were flying around me. I'll never forget how awesome that was and the adrenaline flying, and the pain of the paint ball gun hitting me, thank goodness for the mask. I really hope frontal diving shows up. I think sliding makes less sense especially on rugged terrain.
There was a feature Jared said he wasn't going to talk about and wanted us to discover for ourselves. I figured then that he was talking about boids v1.
On the FPS SCL they said they wont have that. If youre sliding you wont be able to do anything else at the same time, they want it as a defensive only maneuver to get to cover.
I imagine that “physical shopping” means you’ll have to deal with the logistics of your purchase (move and manually install ship weapons or “carry” all those anmo magazines and personal weapons you purchased.
Or it will be physically represented in inventory like in dumpers depot, but that display is the actual unit you take? That would make the video of the personal hangar with the presented weapons and ammo a real thing. Just thinking.
@@MaticTheProto I was gonna say rhythmic movement like in the movies but that would be difficult to implement into a game so sound would be probably the next best thing
Great update! For me as long as weapons in SC have a good feel when fired (feel satisfying to take targets out like in some other very well made FPS games such as Titanfall 2 or Apex Legends, and others) that all that counts. I don't really care about how the gun looks, meaning it has visible wear and dirt on it. Also, I hope they make the use of nades feel as good as it's done in the mentioned games. In the demos the nades look very bouncy which I don't think real life nades are so I hope CIG will change this eventually.
Wow somehow I wasn't aware that suits would have a resource network. That's a really cool application of that tech. As an extension of that, they should allow individual components, or equipment attached to the suit, to take damage from incoming rounds - in the same way that ship components will take damage from incoming fire that penetrates shields and hull. In particular I'm thinking about GP-33 magazines... if those get hit they should go boom, and that is a pretty big offset to that weapon's power.
I feel like greatly increasing the muzzle flash and smoke would be preferable to scope glint at night. Might get off the first shot but it's so bright/loud and the smoke could hang there a minute. Any following shots just increase the chance of being located easily. etc etc
If they would've balance out snipers what they could do instead is have the sniperscope use a laser rangefinder to get distance to adjust the scope for shooters and that could be visible to players. However, high skill players can use skill to make their own determinations and manual adjustments when the shot. Also, don't forget that planets have different levels of gravity that would need to be taken into consideration by the shooter.
Or they could just make sniper scopes useless, once it is dark outside. You would have to wait for the enemy to step into a bright light source, so you are able to actually aim at him properly.
glint at night, especially since in low light conditions the image down the scope is not enhanced or brightened up.... means the sniper will be at a huge disadvantage... also a work around have muzzle flash from rifles which do not use a suppressor or flash hider.... however reduced damage from suppressor, while increased dust kick up from compensators and hiders from the gasses.... fall off from laser weapons could be a thing... that in order to hit your target you'll need to charge up... which raises the EM signature and/or heat and ballistic snipers could use tracers... instead of glint... as any tanks or armour in the area could easily get the upper hand over the sniper(s) also with tracers and kicking up dust or dirt effects the position... and makes you more noticeable... but a sniper needs to take in to consideration range, drop and position however.... if there is light which catches the scope at the right angle THAT should create the glint... but if you are in cover, the position you are in could be restrictive whereby you would have to reposition to be able to get a clearer shot and if your armour is more visible eg, your visor data being displayed via your HUD, this could be a huge giveaway at night, which would be unavoidable if on a moon, planet, station where O2 is an issue
With adding the visor features that show crosshairs and stuff then cpuldnt they gave a warning that pops up that tells you when you are being aimed at but now which direction so the sniper can still try to be stealthy without giving away their position but also give the target a fighting chance?
Clothing over under suits would be an awesome feature. Things like cloaks, overcoats and large cargo pants would go a long way in giving players the option to further personalize their characters.
@@festersmith8352 seems like a pretty common sense idea. Whether I’m chilling on my 890 in pajamas or working on my reclaimer in an industrial jumpsuit, the ability to wear attire over an under suit just makes sense. Ship gets soft deathed? Simply throw on a helmet to prevent dying of oxygen deprivation. This feature would be greatly appreciated for players whom like to role play.
Will we have different zoom levels for vision through sight and environment while in aim down state? Like here in video at 07:13 to 07:42? I somehow doubt in it...
adding a realistic or semi-realistic glint to sniper rifles and even binos can create a great level of skill based gameplay bc you have to learn how to mitigate and minimize the risk of giving yourself away when sniping and reconning. This is very much the reality of real world sniping and reconning so I support it as longs as it isnt a super gamified glint like we see in some more arcady games.
Physical shopping? I was wondering if we were ever going to get that. One of the earlier trailers for Star Citizen shows a shop attendant demonstrating a weapon to a customer. I wonder if it's that.
09:57 "...it makes no sense to having glint on our scopes at night time..." Holy cow...am i the only one who knows how light is reduced every time you increase the zoom factor? During the night, the higher the zoom strength, the less light will be available to "see" the target...unless you're aiming at a light source.
I don’t know how snipers could possibly be powerful in a dark area if they have glint there, but if that’s the case, I’m sure it will get changed. I would rather have some feedback from the FPS radar sound system giving a hint towards where a sniper just fired their weapon from as opposed to a flashlight mounted where the scope should be. It sounds like it’s only a small glint, though- not like Battlefield.
I don't think scope glint's that big of a deal, TBH. I mean, you have to be looking in the sniper's general direction to even see it, right? If you're wandering around looking for loot or checking corners for enemies, you're not always going to be looking in their direction, meaning they can just wait until you're looking in another direction before they sight in.
@@GorBane and how are you gonna see/scout an area and provide intel to buddies on site or org mates if you cannot zoom in? Or HOW can you know if they are looking to you, we dont even have binoculars...
@@GorBane That's why I'm not so concerned since they said it's not super bright. If you've ever played a Battlefield game, though, you would know what I'm talking about with the 10k lumen flashlight mounted where the scope should be :P
I would like to point out that the combat slide is a real thing, but you usually only see it in baseball. So, they could do it where the surface of the ground effects the practicality of the slide. Grass, gravel, or sand? probably works fine. Dry pavement or steel, not so much (wet, maybe somewhere in the middle).
No glint during night, but it should be impossible to see with a scope at night unless it is nightvision. So how about If its nightvision it would make sense to have a glow of the scope being visible
Cig doesn't want you to customize faces with a slider so people don't just make abominations so they make you blend scanned heads together Then they add the ability to RGB your face and add clown makeup. Nice
a blend of x types of faces is easy to comminicate over aa server. It is just X percent of face Y, Q percent of face Q etc. I guess the infromation string is a lot smaller than having to share an entire free formed face.
Make a topic on spectrum and see if it gets enough attention. Maybe a dev can respond. You're not the first to say something though. That issues has been around for a long time.
Jesus Christ they still do that? I tried it out 3 years ago and that was one of the first things that killed the gameplay for me. I was told it was because "The Ai gets dumber the more people are on the server" and I just shook my head and logged out.
@@lostree1981 yeah the majority of the janky is down to the server fps, most of the time it's down at 5-7 fps ( game ruining ) I hit a server a few days ago that was pinged at 30 which is the current max, it felt like I'd won the lottery , ai were really hard to deal with fps and ship combat and the game just worked. Now server meshing has given us anywhere between 15 and 30 sfps in 400 to 800 player count games in evocati we're finally starting to get somewhere
I can't stress enough how much adding fauna will change how we explore. I for one am looking forward to the prospect of spelunking into a cave and almost getting eaten by something living inside! lol o7
To clarify, you get the upgrade token, whether you own the F7C Mk2 or not. Just can't used it unless you have an F7C mk2. But at least you still get it for completing the event.
Good to see creatures, will we have swarms and Stampeedes lol. Having a glint is fine, but thermal scopes will have a glint too. Just having the information to pass to the group will be better for recon gameplay.
Sniper scopes should work as in if the sun or light is reflecting off the scope then boom, glint. The guy they showed in the video with the glint was literally in the SHADE and the sun was to his LEFT, it doesn't make sense for him to have had a glint. They want this epic universe sim game but they can't make the scopes work in a way that makes sense too? Full interior in depth ships, but a scope is where they draw the line?
I agree it dosnt make sense with a ever present glint (atleast at night) although would you want a more realistic traveltime between planets to so it would be more "real"? It is a game, someday they might find another way to balance it out . We just have to play with whatever is ingame at any given time.
Snipers could kill it just as easy. Since they can camo themselves as three pixels on a 1080p resolution. 6 pixels maybe at 4K. Unlike the human eye who might be able to spot something odd in the distance. Providing our eye sight is good enough.
Give the player base another player’s ship sitting on a pad, they will ram it. Give the player base space animals, they will go out of their way to kill them in every way possible. From naked melee to stealing an Idris just to splat them with a giant railgun.
I want a way to see if ships are abandoned on planets or active like a timer saying the last time engines were on so I can tell if someone’s camping a bunker or bounty location too many bored people ruining grinding just because they camp locations
Due to the way desync is prevalent right now, I find long distance sniping not all the effective. Will be nice once some of that is solved. The glint makes sense. I know IRL there are coatings. But I can see the game balance reasons.
if they are gonna do wild life and stuff i really hope they give us vehicles to capture the animals. i mean if they are gonna do unique creatures for different planets and star systems it would be sweet if we were able to get into poaching for when people get bases they could have wild pets thanks to people who go out searching for the animals. makes capturing hostile cave creatures even better for player events
I would love for sniping if they’d make the environment affect you instead of just glint all the time. Examples positioning being crucial. Know what side of the planet the sun will be on. Shooting towards the sun you should be able to basically see nothing. Wind/rain/atmospheric pressure/gravity changing the physics and trajectory of the bullet. Make the shooter/team have to either have the technology and setup to have the information but maybe make the player do the calculations and use the full range of the scope to make the shot. I think there’s a lot that can be done for the sake of balance outside of “I use scope, I get spotted”
Between engineering and updates to medical gameplay I don't know if I'm going to keep being a medic or become an engineer. Also can't wait for job specific armor. "Oh yeah, it's all coming together."
Engineer is needed to heal ships. Medic is needed to heal bodies. Why not be both? Often the medic is needed in FPS combat, separated from the ship. And if it does take place on the ship, its likely pretty dead anyway, and being boarded. Both would make you pretty useful in any scenario.
@@festersmith8352 that's the plan more or less but there is eventually supposed to be more consequences for injuries and diseases or radiation poisoning. Meaning it will be more difficult to split my time between preventative maintenance and treating those injuries as part of a crew with my org
@@Furnace2552-cz8iy I get it. Your crew is going to have to be civil, and figure how to be fair on you. If they can't stop arguing over you. Well... If they die, you live. If the ships dies, you die. Seems like a no brainer when prioritizing your time. 😁
Scope flares are something that shouldn't be by default a hint that there's a sniper aiming at us. Most snipers are aware that they can eliminate the reflections by using meshes and scope shades and caps. Therefore, there should be options like that so we won't be locked in the default state: being always detectable just because the scope will always produce a reflection. Year 2954 and we still have problems with scope reflections, when in fact this is fixed through the 1980s.
Death of a spaceman should not be easy to do imho, and if it is, where someone kills you after you been "floored" and kills you in cold blood after the fact. Then it should be a very harsh penalty to outright kill the character, this way people will be reluctant to actually kill people off when they are in a downed state and neutralized. There are going to be edge cases having a bomb hitting you directly, and other stuff that have to flatout kill you or it is not realistic enough imho. Well, this game is the first in its kind, so we'll see how it progresses towards this end goal of "death of a spaceman" which may in the end be scrapped alltogether if it breaks the gameplay.
How about fixing some bugs? I am a new player and have lost almost all of my starting credits and most of that is due to bugs. Like stepping into an elevator on a star base and ending up in space without anyway to get back.
Welcome to the verse! Learning the bugs is part of learning the verse. Learning what devs are up to, is understanding why many bugs exist, and are not being addressed. Its an alpha play test game, and with that comes all that goes into playing such. We report/complain, and they dev to overcome and adjust. The bugs suck if you want a smooth experience. But its the growing pains. There is a lot being built, that will fix many of them. Entirely new map system coming in. Completely replaces the buggy mess we have had for years, as an example. Why fix what you're just going to throw away for a new? And with each new patch, some bugs get fixed and some bugs return. And we get to meet new ones too. If you let global chat know your new, and broke, they will often send creds your way, to keep you alive until you get your footing in the verse.
I'd rather just see people scan from the air or an armored vehicle if they're going somewhere where they think someone will shoot them in the face, but maybe that's expecting too much.
The ONLY problem I have with star citizen is that everything feels pointless. Unlike other MMOS there doesn’t seem like there’s anything to work towards to, it just feels like doing chores in real life sometimes since there’s no overarching story or goal other than ‘earn money’
Do you actually have to complete all missions successfully, or is just one or a few enough? Unfortunately, I'm not an FPS professional and would therefore be happy if there were other ways to upgrade the Hornet MK II.
I'm going to strongly say you have to complete all of them. Though CIG could come up with another way in the future. I be happy to help you get these first ones done. But if you ask in global, there are many volunteers that will help you. I see them offering all the time. Let them know how you are at combat. Someone has to stay behind and punch in the numbers. That will be your job. Its a minimum two man op, better with three.
Here is my prediction for the very long future. Not only we will get farming. People will find ways to farm inside their private hangars. Not as proffitable for space milk and Space eggs, but if you can craft, becoming a space drug dealer, rare creature dealer or space cowboy opens as a possobility. If by then we dont get a cowboy hat or cowboy helmet, then i quick SC. Because the whole creating a farm far away from civilization and becoming a homesteader is definely my kind of playstyle.
They realizing that everyone's thinking This is a PVP first and they want to change that with all The baron planets that have nothing on them. I've been waiting for this a long time. it's way overdue, they should have put creatures On planets a long time ago. This is a tech company first, so gameplay takes a long time. To get incorporated. All these updates coming in the next patch have probably been in the works for years. You have smaller teams working on certain Things That are just now getting finished Or Who have finished but they weren't able to Put it in the game until another Team was finished their project. The organization and communication that goes into a game like this has to be crazy. I believe a lot of That contributes to How long this game Took to get where it is now.
A properly trained sniper an cause so much fear an chaos in a enemy. As it should be, if you are using the right gear an tactics. Snipers should be the most feared on the ground.
prob not, most modern explosives can actually be lit on fire without danger, they need a little explosion to set them off. I've seen army dudes use C4 as camp stove fuel
Scope glint 1000 years from now is ridiculous. Wouldn’t have a single developer spend even 30 minutes working on that “problem”. The defense against being sniped is not standing out in the open like a Star Trek red shirt. There is natural cover the environment teams are spending plenty of time making for us to use. In lieu of that, the verse is literally choking on debris and containers. One can pull the trigger on their tractor beam and arrange a wall or defensive structure around themselves in seconds. Or even tractor a 2SCU container in front of them and walk in front of a firing squad and remain unscathed.
30, 40 , 50 then 100 systems were stretch goals but from back when a 'system' was still going to be a skybox you take a loading screen into like Arena Commander or StarField. Stretch goals and the push of the backers changed the scope to having physicalized planets you can land on and mechanics like being able to exit the ship and explore or fight on those planets in 1st player perspective. They didnt reduce the number of systems once they decided to physicalize the Entire solar system, instead of using skyboxes, loading screens and/ or random procedural generation like Starfield, No Mans Sky, Elite, Eve.. etc - they went to work making the tools to build the solar systems and the network tech that will allow many players to exist and interact in those solar systems. Takes time to go from the 16km x 16km maps and 32 maximum players that the Cry/Lumberyard Engine was capable of when CIG 1st got it to setting the world record for longest in engine travel ever captured in any game engine at 6 Billion km and 1st working prototype of Dynamic Server Meshing in game engine history.. both of those happened on the same day at CitCon 2023.
@@hawkzulu5671In general it is not that hard to create this many systems. Even Freelancer had over 50 star systems full of planets, trade routes, stations, jump points, pirate bases etc. I think something like this was promised with the stretch goal: Freelancer 2.0. level of detail and not true scale planets down to the single plant leaf. Even today it allready takes a very long time to visit every moon, station and planet biome in stanton.
We need a non combat class of weapons and armor for space hunters. Imagine intergalactic game Hunters that trade in exotic furs and meat. Ships could be created for capturing animals, weapons could be created for hunting different types of animals, tranq guns, armor for defense against creatures. It would be a great rol for single or coop gameplay. Potential for certain creature skins/furs for rare armor. A ton of gameplay options if they go this route.
Careful now, you'll get the wokies after you. They'll protest digitally, block space traffic and splash holograms of exotic fur with red paint.
This is a great idea! I’d have a reason for my 400i at that point. Those cooled storage rooms can preserve my exotic meats so I can sell on the black market.
Or buy special ammo that works with guns already thats like tranq rounds
Those bird things are called Cliff Racers, and they're native to Vvardenfell.
I read clitt
N'wah
Oh gods. I'm having flashbacks....
the prospect of having creatures in game soon is awesome.... can't wait to dive into a cave and end up having to run for my life cuz of the new residents lol
I am used to chilling, and I absolutely know I'm gonna crap my pants the first time I encounter a creature in the caves.
Because the new residents t-posing in weird places is going to creep you out? 😂
@@justalex4214 they will be the scariest T-posers we've ever seen lol
You mean the body types?
STORMWALS
Can't have a space game without creatures.
You mean the body types?
Aliens exist ?
STORMWALS
That’s like saying can we have a strip club without naked ladies. Who thinks that way!
Idk about the glint thing. Makes sense in a high server fps environment, but SC is not that and probably won't be for quite some time. Add that to the usually erratic movement of players in general and I could easily see how no one's actually using sniper rifles because they're not viable.
snipers are dangerous and sneaky IRL and massively powerful, keep it that way. Sniper glint sounds like a bandaid for noobs with skill issues more than an actual fundamental problem with the sniping system IMO
@@DiscoBiki I really don't like those "IRL..." points because they do not and should not apply to an mmo because life isn't a game. And just to be clear: CIG themselves called SC a space mmo a lot lately and never "sim". That aside following your logic that would also mean snipers in game should also have to deal with wind, gravity, humidity and all the other miniscule factors that make sniping actually difficult irl. And they should operate with a spotter and never solo. Doesn't really sound like something that fits into SC, don't you think?
@@DiscoBikithis is such a bad take, the point is to reduce griefing, the average player is not special forces they don’t know how to snuff out a sniper, the balance is absolutely necessary
@@justalex4214 Of course they should have to deal with those things! Now you're getting the idea! It's a way more polished way of balancing sniper game play rather than some cheap glint effect. Okay so maybe they have never called it a space sim, i can't really answer to that, BUT CIG seem to try and make their systems as realistic as possible at least, and having some COD style glint just seems like it will detract so much from the game IMO. The whole idea of a spotter is actually great for SC. And just opens up for avenues for unique game play. The idea that a sniper never goes solo is basically a modern military idea, and seeing as you're not in the military in the PU i don't think it really applies. I won't go full ham on the idea of glint til it's in our hands, but they're tip toeing into some pretty wacky territory.
@@Rdakkipoo I'm not saying that there is no balancing needed. Of course there is. But there are far better ways of doing it than glint my guy.
Thermal/IR vision and lasers would be awesome to have. Always loved night ops in arma 3 using IR lasers & flares to mark targets for air strikes.
The game still doesn't have different vision modes?
Very excited with everything I'm seeing for 3.23. What a time to be a citizen!!!
For face creation, I'd love a game to take my photo and use that to make my character's head and face.
Dude I’ve been thinking the same thing! You’re the first person I’ve seen bring this up lol.
They did that in Rainbow Six: Vegas. It worked okay, using a picture you'd make of around your head using a camera. I'm sure they could do something similar. The issue of course was, it isn't very nice to see someone who obviously took a picture of their butthole and then put it on their character, not to mention other body parts.
@@FrenchyTube3 Cool! Thanks!
@@Cmoth040 They would need to use some kind of AI face recognition feature to prevent people from doing that sort of thing, lol.
2k does it for their sports games (face recognition stuff) and its always looked pretty bad from experience.
I think there should be some kind of stealth dynamic for snipers. If they are wearing the correct gear and reduce their profile. ie, go prone, hide under vegetation for example their glint is reduced substantially. Maybe a timer cooldown between shots whilst stealth reduces...a bit like being in a ship and lowering your energy levels which can take some time.
Hello:
I guess this would be for next week, But the one thing I have not heard or seen in any vids, is regarding the cargo hangers. I would like to know if they will be on space stations or are they only going to be in the 4 main city's space ports.
I think they will be at both.. but our main 'Personal Hangar' will be at 1 of the 4 spaceport landing zones we choose as our home location... Orison, Area 18, New Babbage or Lorville. The stations will have the Instanced hangars with freight elevators but wont keep memory of our decorations - etc like will happen in our personal hangars. Same if my home personal hangar is on Orison and i visit the Area 18 spaceport ..ill just get an Instanced hangar there
I know this is nothing compared to real combat, however many years ago some buddies and I were playing paint ball. Defenders had a little bunker they were shooting out of, and we were in a forest. In front of the bunker a few yards were plastic yard bins that were cut to form a half circle barricade for cover. I run strait in toward the bunker and dove into the safety of the baricade as paint balls were flying around me. I'll never forget how awesome that was and the adrenaline flying, and the pain of the paint ball gun hitting me, thank goodness for the mask.
I really hope frontal diving shows up. I think sliding makes less sense especially on rugged terrain.
There was a feature Jared said he wasn't going to talk about and wanted us to discover for ourselves. I figured then that he was talking about boids v1.
Whats boids?
@@jackthelad6386 bugs like crickets, roaches, ....
@@jackthelad6386 smaller creatures
No it's not
@@DABOYDJEM1what is it then?
Hipe Firing while sliding or diving would be perfectly fine, just increase weapon bloom to make it not desirable but deifnitely usable
On the FPS SCL they said they wont have that. If youre sliding you wont be able to do anything else at the same time, they want it as a defensive only maneuver to get to cover.
Where are the mutants that play music and dance at the clubs? In almost every sci-fi movie, those were the places to gather great intel.
Ah reminds me of my favorite place. Nar shadaa. SWTOR
It's just going to be footage of the crowd at CitCon.
Please don't give them any ideas..
I imagine that “physical shopping” means you’ll have to deal with the logistics of your purchase (move and manually install ship weapons or “carry” all those anmo magazines and personal weapons you purchased.
Or it will be physically represented in inventory like in dumpers depot, but that display is the actual unit you take?
That would make the video of the personal hangar with the presented weapons and ammo a real thing. Just thinking.
i NEED a Dune-like sandworm creature in this game
ruclips.net/video/pdCFTF8j7yI/видео.htmlsi=xq3RoXF0zZVH-D9o skip to 28mins
It better be attracted to noise
@@MaticTheProto I was gonna say rhythmic movement like in the movies but that would be difficult to implement into a game so sound would be probably the next best thing
@@lb21a yup
There has alrdy been one teased years ago. Most likely in SQ 42 currently just waiting on better servers for all the cool npcs
Great update! For me as long as weapons in SC have a good feel when fired (feel satisfying to take targets out like in some other very well made FPS games such as Titanfall 2 or Apex Legends, and others) that all that counts. I don't really care about how the gun looks, meaning it has visible wear and dirt on it. Also, I hope they make the use of nades feel as good as it's done in the mentioned games. In the demos the nades look very bouncy which I don't think real life nades are so I hope CIG will change this eventually.
Wow somehow I wasn't aware that suits would have a resource network. That's a really cool application of that tech. As an extension of that, they should allow individual components, or equipment attached to the suit, to take damage from incoming rounds - in the same way that ship components will take damage from incoming fire that penetrates shields and hull. In particular I'm thinking about GP-33 magazines... if those get hit they should go boom, and that is a pretty big offset to that weapon's power.
Even your body has basic ressource network. Breaking distinct bones and loosing blood effects the capabilities of the whole body.
You know there will be a few goblin faces when the face tech is teleased
like in real life you mean??
the way i understood the body type tab was simply the gender selection where you select either the male or female character
I thought so too, but I believe they are becoming 'woke'.
yes, it is just the woke naming for male/female
I feel like greatly increasing the muzzle flash and smoke would be preferable to scope glint at night. Might get off the first shot but it's so bright/loud and the smoke could hang there a minute. Any following shots just increase the chance of being located easily. etc etc
If they would've balance out snipers what they could do instead is have the sniperscope use a laser rangefinder to get distance to adjust the scope for shooters and that could be visible to players. However, high skill players can use skill to make their own determinations and manual adjustments when the shot. Also, don't forget that planets have different levels of gravity that would need to be taken into consideration by the shooter.
Or they could just make sniper scopes useless, once it is dark outside. You would have to wait for the enemy to step into a bright light source, so you are able to actually aim at him properly.
glint at night, especially since in low light conditions the image down the scope is not enhanced or brightened up.... means the sniper will be at a huge disadvantage...
also a work around have muzzle flash from rifles which do not use a suppressor or flash hider.... however
reduced damage from suppressor, while increased dust kick up from compensators and hiders from the gasses....
fall off from laser weapons could be a thing... that in order to hit your target you'll need to charge up... which raises the EM signature and/or heat
and ballistic snipers could use tracers... instead of glint... as any tanks or armour in the area could easily get the upper hand over the sniper(s)
also with tracers and kicking up dust or dirt effects the position...
and makes you more noticeable... but a sniper needs to take in to consideration range, drop and position
however.... if there is light which catches the scope at the right angle THAT should create the glint... but if you are in cover, the position you are in could be restrictive whereby you would have to reposition to be able to get a clearer shot
and if your armour is more visible eg, your visor data being displayed via your HUD, this could be a huge giveaway at night, which would be unavoidable if on a moon, planet, station where O2 is an issue
With adding the visor features that show crosshairs and stuff then cpuldnt they gave a warning that pops up that tells you when you are being aimed at but now which direction so the sniper can still try to be stealthy without giving away their position but also give the target a fighting chance?
I love the content! Thanks for showing the video context for what you are talking about. I'm sure thats a lot of extra work but it is super slick! 👌
Missions on planets similar to Hell Divers 2 should be added. It would elevate the game to another level.
Clothing over under suits would be an awesome feature. Things like cloaks, overcoats and large cargo pants would go a long way in giving players the option to further personalize their characters.
I think light armors over clothes should work.
Rockin some cyber arms in a t-shirt
@@festersmith8352 seems like a pretty common sense idea. Whether I’m chilling on my 890 in pajamas or working on my reclaimer in an industrial jumpsuit, the ability to wear attire over an under suit just makes sense. Ship gets soft deathed? Simply throw on a helmet to prevent dying of oxygen deprivation. This feature would be greatly appreciated for players whom like to role play.
@@DJDrLandWhaleOfficial I know something of the like is coming. Just don't know the limitations yet.
Pretty excited for the new character creator. I had no idea exactly how detailed it's looking to be.
Critters and new character creator and star map are a few of my favorite things!!
Will we have different zoom levels for vision through sight and environment while in aim down state? Like here in video at 07:13 to 07:42? I somehow doubt in it...
adding a realistic or semi-realistic glint to sniper rifles and even binos can create a great level of skill based gameplay bc you have to learn how to mitigate and minimize the risk of giving yourself away when sniping and reconning. This is very much the reality of real world sniping and reconning so I support it as longs as it isnt a super gamified glint like we see in some more arcady games.
Physical shopping? I was wondering if we were ever going to get that. One of the earlier trailers for Star Citizen shows a shop attendant demonstrating a weapon to a customer. I wonder if it's that.
09:57 "...it makes no sense to having glint on our scopes at night time..." Holy cow...am i the only one who knows how light is reduced every time you increase the zoom factor? During the night, the higher the zoom strength, the less light will be available to "see" the target...unless you're aiming at a light source.
I don’t know how snipers could possibly be powerful in a dark area if they have glint there, but if that’s the case, I’m sure it will get changed.
I would rather have some feedback from the FPS radar sound system giving a hint towards where a sniper just fired their weapon from as opposed to a flashlight mounted where the scope should be. It sounds like it’s only a small glint, though- not like Battlefield.
Even if small at night, especially in SC makes them super visible... since night is really night in SC.
I don't think scope glint's that big of a deal, TBH. I mean, you have to be looking in the sniper's general direction to even see it, right? If you're wandering around looking for loot or checking corners for enemies, you're not always going to be looking in their direction, meaning they can just wait until you're looking in another direction before they sight in.
@@GorBane and how are you gonna see/scout an area and provide intel to buddies on site or org mates if you cannot zoom in? Or HOW can you know if they are looking to you, we dont even have binoculars...
@@GorBane That's why I'm not so concerned since they said it's not super bright. If you've ever played a Battlefield game, though, you would know what I'm talking about with the 10k lumen flashlight mounted where the scope should be :P
Could be interesting. Imagine stepping out of your ship to place a gadget. Only to notice something running towards you.
I would like to point out that the combat slide is a real thing, but you usually only see it in baseball. So, they could do it where the surface of the ground effects the practicality of the slide. Grass, gravel, or sand? probably works fine. Dry pavement or steel, not so much (wet, maybe somewhere in the middle).
you should watch paintball and airsoft, people being sliding and diving all the time in that real life sport
It'd be even better if we got floors that dont disappear, and elevators/trains that work.
And ladders we can trust, but I believe that will improve with replication layer and meshing. IIRC it's server related.
Thats what all that server tech talk is for
No glint during night, but it should be impossible to see with a scope at night unless it is nightvision.
So how about If its nightvision it would make sense to have a glow of the scope being visible
Cig doesn't want you to customize faces with a slider so people don't just make abominations so they make you blend scanned heads together
Then they add the ability to RGB your face and add clown makeup. Nice
I mean… I could do that to my face right now
It's great to have a good tool full of liberty ans possibilities to work with. What people do with it is not the tool's fault.
I wanna be able to make a abomination of a character just like ARK and Souls-games 😂
They probably don't want the head shape to clip through the helmet as as well, even though it's probably be funny.
a blend of x types of faces is easy to comminicate over aa server. It is just X percent of face Y, Q percent of face Q etc. I guess the infromation string is a lot smaller than having to share an entire free formed face.
I just want controller support to finally work. 3.23 looks absolutely phenomenal.
Make a topic on spectrum and see if it gets enough attention. Maybe a dev can respond.
You're not the first to say something though.
That issues has been around for a long time.
Physical shopping, picking up an item in the store, turning it over in your hands and looking at it in first person
Saving MULTIPLE versions of your character "war paint" will be so nice!
Seeing the NPC keep standing on chairs I wonder what creature behavior will be like?
Standing on rocks
Jesus Christ they still do that? I tried it out 3 years ago and that was one of the first things that killed the gameplay for me. I was told it was because "The Ai gets dumber the more people are on the server" and I just shook my head and logged out.
@@lostree1981 yeah the majority of the janky is down to the server fps, most of the time it's down at 5-7 fps ( game ruining )
I hit a server a few days ago that was pinged at 30 which is the current max, it felt like I'd won the lottery , ai were really hard to deal with fps and ship combat and the game just worked. Now server meshing has given us anywhere between 15 and 30 sfps in 400 to 800 player count games in evocati we're finally starting to get somewhere
I can't stress enough how much adding fauna will change how we explore. I for one am looking forward to the prospect of spelunking into a cave and almost getting eaten by something living inside! lol o7
Wont the "Body" tab be where you configure your tattoos? 😅
Looking forward to space farming and Base building.
I feel a laser pointer should help the dynamic crosshair accuracy in some fashion.
It would be great to have season with rain 🌧 not just dry windy and cold days. Be great with thunderstorms.
Can we use tractor beams to throw them at people? Or drop from the C2?
I'm hoping all we get is a galactapedia dossier on creatures, but just a brief description.
Awesome updates and content, keep em coming!
Emp grenades please - which affect your suit and your ship if it goes off in it 🤞🤩
To clarify, you get the upgrade token, whether you own the F7C Mk2 or not.
Just can't used it unless you have an F7C mk2. But at least you still get it for completing the event.
Good to see creatures, will we have swarms and Stampeedes lol. Having a glint is fine, but thermal scopes will have a glint too. Just having the information to pass to the group will be better for recon gameplay.
Laser pointers are used in this game to keep friendlies from crossing fire lines
Can't wait for one of these to drag my bro out of a ROC. (I'm glad we have a point and laugh emote) :D
Everyone should be able to have a Droid that could detect a threat or whatnot. R2D2
Sniper scopes should work as in if the sun or light is reflecting off the scope then boom, glint. The guy they showed in the video with the glint was literally in the SHADE and the sun was to his LEFT, it doesn't make sense for him to have had a glint. They want this epic universe sim game but they can't make the scopes work in a way that makes sense too? Full interior in depth ships, but a scope is where they draw the line?
I agree it dosnt make sense with a ever present glint (atleast at night) although would you want a more realistic traveltime between planets to so it would be more "real"? It is a game, someday they might find another way to balance it out . We just have to play with whatever is ingame at any given time.
Add in that military helmets can track the sniper shot back to point of origin and plot it on the visor, problem solved.
on body type it could also be Race at some point
Feels like I've been waiting on creatures and wildlife and aliens since forever with this game
Fucking sniper scope glints... CIG is already killing their game.
Snipers could kill it just as easy. Since they can camo themselves as three pixels on a 1080p resolution. 6 pixels maybe at 4K.
Unlike the human eye who might be able to spot something odd in the distance. Providing our eye sight is good enough.
i foresee big 3rd party websites, where you can download celebrity look a like characters.
they teased more creatures in the new hornet mk2 trailer
Give the player base another player’s ship sitting on a pad, they will ram it. Give the player base space animals, they will go out of their way to kill them in every way possible. From naked melee to stealing an Idris just to splat them with a giant railgun.
Hell Divers is now also in SC?
I want a way to see if ships are abandoned on planets or active like a timer saying the last time engines were on so I can tell if someone’s camping a bunker or bounty location too many bored people ruining grinding just because they camp locations
Due to the way desync is prevalent right now, I find long distance sniping not all the effective. Will be nice once some of that is solved. The glint makes sense. I know IRL there are coatings. But I can see the game balance reasons.
my man the helmet take off was just the animation team being cleaver and making the reviel cinamatic
Amazing updates, cant wait!
We need sand worms on Hurston. I want to see a Aurora just get ripped from the sky
When is 3.23 scheduled to drop?
fuzzy fuzzy fuzzy, you know to not ask these types of questions
I guess when invictus come
@@DiscoBiki Lol
@@coolingfan last official was planned for April.
if they are gonna do wild life and stuff i really hope they give us vehicles to capture the animals. i mean if they are gonna do unique creatures for different planets and star systems it would be sweet if we were able to get into poaching for when people get bases they could have wild pets thanks to people who go out searching for the animals. makes capturing hostile cave creatures even better for player events
I would love for sniping if they’d make the environment affect you instead of just glint all the time.
Examples positioning being crucial. Know what side of the planet the sun will be on. Shooting towards the sun you should be able to basically see nothing.
Wind/rain/atmospheric pressure/gravity changing the physics and trajectory of the bullet. Make the shooter/team have to either have the technology and setup to have the information but maybe make the player do the calculations and use the full range of the scope to make the shot. I think there’s a lot that can be done for the sake of balance outside of “I use scope, I get spotted”
Monster of a video, nice one dude :)
Being hunted by an apex predator while doing what we do is going to be amazing if they can pull it off well.
Helldiver dive would be cooler than a slide.
Between engineering and updates to medical gameplay I don't know if I'm going to keep being a medic or become an engineer. Also can't wait for job specific armor. "Oh yeah, it's all coming together."
Engineer is needed to heal ships.
Medic is needed to heal bodies.
Why not be both?
Often the medic is needed in FPS combat, separated from the ship.
And if it does take place on the ship, its likely pretty dead anyway, and being boarded.
Both would make you pretty useful in any scenario.
@@festersmith8352 that's the plan more or less but there is eventually supposed to be more consequences for injuries and diseases or radiation poisoning. Meaning it will be more difficult to split my time between preventative maintenance and treating those injuries as part of a crew with my org
@@Furnace2552-cz8iy I get it. Your crew is going to have to be civil, and figure how to be fair on you. If they can't stop arguing over you. Well...
If they die, you live.
If the ships dies, you die.
Seems like a no brainer when prioritizing your time.
😁
Scope flares are something that shouldn't be by default a hint that there's a sniper aiming at us. Most snipers are aware that they can eliminate the reflections by using meshes and scope shades and caps. Therefore, there should be options like that so we won't be locked in the default state: being always detectable just because the scope will always produce a reflection. Year 2954 and we still have problems with scope reflections, when in fact this is fixed through the 1980s.
Death of a spaceman should not be easy to do imho, and if it is, where someone kills you after you been "floored" and kills you in cold blood after the fact. Then it should be a very harsh penalty to outright kill the character, this way people will be reluctant to actually kill people off when they are in a downed state and neutralized.
There are going to be edge cases having a bomb hitting you directly, and other stuff that have to flatout kill you or it is not realistic enough imho.
Well, this game is the first in its kind, so we'll see how it progresses towards this end goal of "death of a spaceman" which may in the end be scrapped alltogether if it breaks the gameplay.
How about fixing some bugs? I am a new player and have lost almost all of my starting credits and most of that is due to bugs. Like stepping into an elevator on a star base and ending up in space without anyway to get back.
Welcome to the verse!
Learning the bugs is part of learning the verse.
Learning what devs are up to, is understanding why many bugs exist, and are not being addressed.
Its an alpha play test game, and with that comes all that goes into playing such. We report/complain, and they dev to overcome and adjust.
The bugs suck if you want a smooth experience.
But its the growing pains.
There is a lot being built, that will fix many of them.
Entirely new map system coming in. Completely replaces the buggy mess we have had for years, as an example.
Why fix what you're just going to throw away for a new?
And with each new patch, some bugs get fixed and some bugs return. And we get to meet new ones too.
If you let global chat know your new, and broke, they will often send creds your way, to keep you alive until you get your footing in the verse.
I'd rather just see people scan from the air or an armored vehicle if they're going somewhere where they think someone will shoot them in the face, but maybe that's expecting too much.
The ONLY problem I have with star citizen is that everything feels pointless. Unlike other MMOS there doesn’t seem like there’s anything to work towards to, it just feels like doing chores in real life sometimes since there’s no overarching story or goal other than ‘earn money’
Cant wait to see them night glint snipers! Lmao
Do you actually have to complete all missions successfully, or is just one or a few enough? Unfortunately, I'm not an FPS professional and would therefore be happy if there were other ways to upgrade the Hornet MK II.
I'm going to strongly say you have to complete all of them.
Though CIG could come up with another way in the future.
I be happy to help you get these first ones done.
But if you ask in global, there are many volunteers that will help you. I see them offering all the time.
Let them know how you are at combat. Someone has to stay behind and punch in the numbers. That will be your job.
Its a minimum two man op, better with three.
@@festersmith8352 Thank you very much. Thats a good idea. 👍
Time hack on creatures?
Here is my prediction for the very long future.
Not only we will get farming.
People will find ways to farm inside their private hangars.
Not as proffitable for space milk and Space eggs, but if you can craft, becoming a space drug dealer, rare creature dealer or space cowboy opens as a possobility.
If by then we dont get a cowboy hat or cowboy helmet, then i quick SC. Because the whole creating a farm far away from civilization and becoming a homesteader is definely my kind of playstyle.
They realizing that everyone's thinking This is a PVP first and they want to change that with all The baron planets that have nothing on them. I've been waiting for this a long time. it's way overdue, they should have put creatures On planets a long time ago.
This is a tech company first, so gameplay takes a long time.
To get incorporated.
All these updates coming in the next patch have probably been in the works for years. You have smaller teams working on certain Things That are just now getting finished Or
Who have finished but they weren't able to Put it in the game until another Team was finished their project. The organization and communication that goes into a game like this has to be crazy. I believe a lot of That contributes to How long this game Took to get where it is now.
Thats using your mind to think.
I like it!
A properly trained sniper an cause so much fear an chaos in a enemy. As it should be, if you are using the right gear an tactics. Snipers should be the most feared on the ground.
exactly, glint is a worse idea than mastermodes
Claymore and mines would be cool
But those hairs are available in 3.22..?
wonder if you can cook off a grenade if you spend to much time on a hot planet
prob not, most modern explosives can actually be lit on fire without danger, they need a little explosion to set them off. I've seen army dudes use C4 as camp stove fuel
2 questions.
Can I kill it?
Most importantly can I keep it?!
Scope glint 1000 years from now is ridiculous. Wouldn’t have a single developer spend even 30 minutes working on that “problem”. The defense against being sniped is not standing out in the open like a Star Trek red shirt. There is natural cover the environment teams are spending plenty of time making for us to use. In lieu of that, the verse is literally choking on debris and containers. One can pull the trigger on their tractor beam and arrange a wall or defensive structure around themselves in seconds. Or even tractor a 2SCU container in front of them and walk in front of a firing squad and remain unscathed.
makeing lazer wepons do less damage. regardless of any other benefit , is a good way to make lazer weapons irelavent
Creatures is definitely going to be sick!
Can’t wait for them to be non responsive too!!
When are the 110 fully populated star systems coming? Still, early days yeah....
30, 40 , 50 then 100 systems were stretch goals but from back when a 'system' was still going to be a skybox you take a loading screen into like Arena Commander or StarField. Stretch goals and the push of the backers changed the scope to having physicalized planets you can land on and mechanics like being able to exit the ship and explore or fight on those planets in 1st player perspective. They didnt reduce the number of systems once they decided to physicalize the Entire solar system, instead of using skyboxes, loading screens and/ or random procedural generation like Starfield, No Mans Sky, Elite, Eve.. etc - they went to work making the tools to build the solar systems and the network tech that will allow many players to exist and interact in those solar systems.
Takes time to go from the 16km x 16km maps and 32 maximum players that the Cry/Lumberyard Engine was capable of when CIG 1st got it to setting the world record for longest in engine travel ever captured in any game engine at 6 Billion km and 1st working prototype of Dynamic Server Meshing in game engine history.. both of those happened on the same day at CitCon 2023.
@@hawkzulu5671 Good answer!
@@hawkzulu5671In general it is not that hard to create this many systems. Even Freelancer had over 50 star systems full of planets, trade routes, stations, jump points, pirate bases etc. I think something like this was promised with the stretch goal: Freelancer 2.0. level of detail and not true scale planets down to the single plant leaf. Even today it allready takes a very long time to visit every moon, station and planet biome in stanton.
did they fixed the npcs?
Happy St Paddy's Day to you!
4:50 CLONE ARMY!
Just like the simulations