Questions/Time Stamps 4:54 What's the plan for all the new locations so that they do not end up being "boring bunkers" with the same missions on a loop? 6:51 With contested zones, what's being done to avoid bottlenecks and other obvious camping spots? 13:22 How widely spread are these contested zones in asteroid bases around the pyro system? 16:00 With asteroid bases, will there be asteroid bases without enemy NPCs or non-violent gameplay as well? 17:35 Are there plans, or does the tool set allow for the creation of non-derelict asteroid bases? 20:16 How will we be able to extract something from the contested zones if people spawn right next to it and are back in one to two minutes after we kill them? 22:26 Will there be multiple ways in and out? 22:34 Traps? 24:21 What group sizes are contested zones designed around? 26:30 Will asteroid bases appear as quantum markers always or is exploration stuff necessary to travel to them? 28:47 Kopions? Are these placeholders later to be replaced by more fitting creatures? 32:16 Will some contested zones vary in terms of difficulty and overall loot? 35:11 What's the ghost thing? 35:37 Do contested zones have one main objective or are there different areas with things to gain from each of them? 37:03 "Mop spear" wants to marry a sand worm? 37:25 Will asteroid bases have any enclosed docks that would handle a capital size ship? 39:20 Why did you do the asteroid bases by hand instead of with procedural tools? 42:00 Will we be able to manipulate the environment of contested zones, like turn on or off gravity? 47:28 What kind of rewards are there from the contested zones? 51:26 Are asteroid bases, as gameplay locations, a precursor in test for player owned asteroid bases? 52:14 How do you envision contested zones evolving over time to prevent them from becoming static content? 53:31 Will contested zones have any time pressures that players must manage? 56:21 For both asteroid bases and contested zones, how varied will they be from base to base? 58:19 What lessons, if any, from other games, have informed your approach to creating what is your first version of that kind of experience with asteroid bases and contested zones?
Please consider adding spaces on planets and in space around the areas to “ hide” our ships. Like small caves or outcroppings or crevices amongst asteroids. My ship shut down should not be detectable parked on a rock or stuck in a cave. And how about some camo shrouds we can place over the ships to further reduce detection
Agree with the spaces to hide ships, that'd be cool. Also some hull plating/paints/cloaking componants for stealth would be great and allow more customization,
The pet Kopian idea is so cool. My character I made, for the character creation contest, was a circus Kopian trainer. She trained them to do tricks at her day job. In her off time, she uses the Kopians to help hunt down bad people who have bounties on their head.
there is a certain experience that can be had when playing solo in a MP game like SC has been made out to be becoming... if put into the context of a quasi survival game of this scope. living off grid solo or in very small groups becomes emergent gameplay for some, and through this emergent gameplay the base concept of the game is given different meaning, for some. as, when this logic is used, "survival" becomes skills of stealth, resource collection, and careful faction alignment. the simple act of progressing as a solo character based at an LZ or LEO would have its own challenges. maintaining a character around an LZ solo for any length of time would require some skill and planning, some of which would include factoring in gank squads, general shenanigans, and maintaining a clear crime stat. this is a real RP thing for a lot of people, and not something that should just be factored out on the basis of "it's an MMO"... Co Op should be encouraged, but optional at the cost of the solo player effectively consciously choosing to play hide and seek, while also having to accept that their personal skill level dictates the level of contracts they can complete out of the contracts provided to them as they are working without a safety net, then budgeting for ships and apartments out of their potential income.
I like the idea of the game becoming a "survival game" for solo players. I hope that, in the future, there will be enough oportunities for solo players to thrive in their own way
@@kinosan7666 a lot of the location based contracts they've shown are basically the basis of that along with lower level combat contracts. in FPS scenarios Death of a Spaceman becomes more and more of a meaningless mechanic as party size increases. each extra party member is an extra layer of safety netting for revives and general cooperation. people in parties just won't die basically, and most of the time only ship combat will cost lives, probably... with direct PvP most likely being an exception. a pro or the type of people who played Ghost Recon Wildlands/Breakpoint on "Ghost Mode" would have varying degrees of success with FPS combat, same as flight sim/Sci-fi ship combat pilots, and so on. thriving more as they learn, which allows them to plan better.
I can't decide what's worse : griefing for no gain at all but only sadistic satisfaction, or griefing in order to keep something to oneself while depriving others from a chance of getting it.
@@CastleBravo023 If that's how you feel, SC just isn't the game for you. You know you can play games that don't have PVP right? People play SC for the same reason they play any MMO - other players are "content" whether you're in a party with them or fighting against them. If you just want a safe experience where nobody can bother you, you can find that.
@@loam4187 Oh give me a break. Such dramatic language lmao. No matter how careful Jared is with his words, people find a way to twist them into something he didn't say. He wasn't describing anybody being "locked out of content." Yes, if you're a non-PVPer and you show up at Jumptown when a war is happening, you'll probably get killed and want to stay away from there. Does that mean you're "locked out" of Jumptown? Or does it simply mean there is PVP content you're choosing not to participate in? Non-PVPers can't be "locked out" of any content in SC. Whatever you're trying to do, if PVPers are making it difficult in one place, there are always other places you can go to do the same thing. If you decide to sell at Samson & Son's because there are PVPers at Brio's, that doesn't mean you're "locked out" of Brio's. It's your choice. What content are you worried about being "locked out" of?
I'm very thankful for Jared's clarifications and disclaimers for exactly the stated reason. There are still lots of misconceptions circulating around due to things that were misunderstood many years ago, but the rumors never die. Anything we can do to lessen the impact of misinformation and misunderstanding is helpful.
Tell that to cigs marketing then. Cigs marketing puts out videos and literally tells customers things are coming when they are not. Sort the marketing out first before coming at customers who have expectations trashed every single time with delays and fake demos for the last 10 years.
Summary: Contested Zones: PvPvE "dungeon" Asteroid Bases: "bunkers 2.0", sort of (4:54) What's the plan to avoid boring repetition? * asteroid bases = bunkers 2.0, sort of, w/ more condensed space * encounter variety, type of base variety, gameplay loops, interests, game mechanics * example: puzzle gameplay, or combat (6:51) Contested Zones: how to avoid bottlenecks, camping, "griefing"? * multiple entry points from interior & exterior of station * exfiltration points, one-way safe exits * still intended to be opt-in PvP zones, expect PvP friction (11:10) PvP vs. Griefing, theoretically * PvP allows alternatives, solutions to challenges * No solution, no options, denial of gameplay altogether = griefing * Much-debated nuance of the difference, how to balance both challenge & gameplay access * Devs challenge: find & provide ways to counter, alternatives (13:22) How widely spread are these contested zones in asteroid bases around the Pyro system? * 5 zones planned in established NPC stations * Some only accessible via item unlock, reputation unlock * Intention: some branches or sections have short-term, mid-term (self-contained), long-term progression (which requires other locations' inputs) (16:00) Will there be asteroid bases without enemy NPCs, non-violent gameplay? * current intent: not all are combat, many are mission hubs, many "safer" for explo, puzzle gameplay * rewards tied to progression within the explo & puzzles, not just kill-related (17:35) Can you make non-derelict asteroid bases? * Whole concept is quite expandable in variety, small-scale in size = easy development * Initial release = 3 archetypes, but lot of future plans to expand social spaces & add variety * Refueling pitstop concept (probably necessary, w/ how huge Pyro is) (20:16) How will we be able to extract something from the contested zones under this near-immediate PvP pressure? * By design, deeper you go, better rewards you find, further from spawn-in, more PvE threats than PvP * Challenging to get back to body after failure further in due to traps, hazards, PvE enemies respawning * Exfiltration routes to get out one-way, "quit while ahead" * Want to see how it plays out in testing & adjust as necessary (22:34) Traps? * Want to develop a full range (tripmines, exploding canisters, radiation, fire current plans) * Mimics? Jared's new mission in life. Jalopy Mimic? (24:21) What group sizes are contested zones designed around? * Very difficult to do solo the deeper you travel in, not recommended * intent: 2-5, roughly * figuring how they can scale up to 40 (26:30) Asteroid bases always quantum markers, or is explo necessary to travel to them? * Always present on map for get-go without mission requirement, in 4.0 * After 4.0 as more explo stuff & content is introduced, will require explo legwork (28:47) Kopions? Are these placeholders? * For now it's what we have; future gains domesticated animal variety * Kopion domestication by NPCs is a start * "Player pets" kicked around as idea atm (32:16) Some contested zones vary in terms of difficulty and overall loot * What's important to devs is uniqueness and substantiality of rewards (33:15) Player frustration on inability to ingame receive mission rewards: * 4.0 adds that functionality for missions, contested zones, asteroid bases * Player progression to something greater! (35:11) What's the ghost arena? * Do you know Running Man? (35:37) Do contested zones have one main objective, or are there different areas with sub-objectives & rewards? * short-term goal, go in, get some loot, get out * mid-term to complete entire zone for final reward room, more effort & teamwork (like key unlocks) * long-term overall progression, multiple zones + asteroid bases, a flow with scaling rewards (37:25) Will asteroid bases have any enclosed docks that would handle a capital size ship? * initial bases = no hangar or landing pad services * later when social space added (pit stops), small-med ships * maybe docking tube but not guaranteed (39:20) Why did you do the asteroid bases by hand instead of with procedural tools? * There's always a balance to be had to control experience & flow through multiroom * Handstitching certain sections together, controlling scale at multi-room level * "Everything procedural" = nothing is unique; it's a tool to help devs with initial stages (42:00) Will we be able to manipulate the environment of contested zones, like gravity, life support, turrets, doors? * Not now, doors w keycards & fuses are current extent * Would require post-4.0, post-resource network system integration * Future designs very well may, but don't want to withhold initial designs & gameplay from testing * These locations intended to be more standalone, interactive within than other locations (47:28) What kind of rewards are there from the contested zones? * We don't want to spoil everything! * rewards unavailable elsewhere with player value is general concept * ex: military, stealth, competition-class ship components, exclusive in reward rooms, "grand prizes" * per old Shipyard articles, post-4.0 resource network adds beginning of ship component classes tuned to different abilities & perf. thresholds * Freight elevator access in the zone (51:26) Are asteroid bases, as gameplay locations, a precursor in test for player-owned asteroid bases? * Purely focused for their current design at this time (52:14) How do you envision contested zones evolving over time to prevent them from becoming static content? * Live game = continuous updates for new items, systems * New gameplay systems require revisits to old locations, and they do (53:31) Will contested zones have any time pressures that players must manage? * Timed gates, hazards * PvP population, PvE hostile NPC respawns * Constant push from PvE environment against the player (56:21) For both asteroid bases and contested zones, how varied will they be from base to base? * three variants of asteroid bases atm: encounter, explo of abandoned, & one that ties into contested zone (58:19) What lessons, if any, from other games, have informed your approach to creating asteroid bases and contested zones? * Overwhelming majority of game designed for multiplayer, as a note * Noting traditional dungeons & bosses designs * SC different -> looked more to old-school MMOs, more open-spaced design lessons * Also looked at map design of Guild Wars 2 for lessons on moving players around space * First iterations will grow and develop from player experience * Unique position to not figure everything out ahead of time, due to live development * Can afford to test, experiment, gather actual feedback instead of guessing with assumptions * Also a double-edged sword when decisions turn out to be bad ones, but can be stopped before release
What about death of the spaceman with those PVP "extraction" areas? Isn't that really bad because you loose renown and maybe die forever? Did I miss something?
Everyone is forgetting this is level design. They didn't choose to make these, they were told to. As for the first part of your question... Risk vs reward. They've talked about potentially unique rewards from these; losing your unique character is a commensurate risk.
When it comes time for the more serious consequences associated with dying, dying will also be significantly harder to accomplish. There are medical rescue mechanics, tools, ships and beacons for a reason. The reputation system should handle all but the most dedicated fake medics, increasingly over time. A downed player should be able to see their would-be rescuer's record of murdered past "patients", and have the option to accept or decline the help before their location is given.
I would really like to hear CIG explain why they are adding so much convenience to Pyro. Places to refuel, places to restock on food and supplies, places to rearm. I think they are actively taking away the sandbox from Pyro by doing this. It's turning into a theme park
Cause shows is all you'll get. I remember hearing everything we saw in citcon 2953 was going be in PU by years end. Yes I can provide a quote and source, Chris Roberts. Enjoy being teased about what you won't see in game for years to come. We are still waiting for magazine reloading which was suppose to be around 3.10
Sometimes in life you can't go wherever you want whenever you want and do whatever you want. You have to adjust and adapt. It's not griefing to hold a defensive position or "camp." If you can't clear the "camper" out then you have to tuck tail and hit the trail. Simple as that. No grief involved.
Am I the only one wondering what Contested Zones will mean to "Death of the Spaceman"? Since dying will be a regular occurrence I can't see how DOTSM will have an actual impact as frequently discussed.
It’s not complicated, just like any higher risk or PvP content, you balance those risks and the consequences against the rewards and make the decision as to whether it is worthwhile.
I don't think we're going to be "dying" in the way we are used to. Actual death is meant to be rare, being downed and either revived where you fell or waking up in a med bed as if you'd been rescued isn't supposed to mean actual DOASM Death. CIG has referred to this in the original DOASM article and reiterated it every time they've discussed DOASM.
That seems to be the way it's going -- you'll note that medbeds have empty resources nearby them. I'm pretty sure that's where the life support goop for respawning goes.
@@viperino1573 How does it not fit the topic? They are bringing in contested zones, which are basically "go in, die, respawn 20 metres away, go in again, die, repeat", and the questions are asking "does this show a change of direction away from Death of a Spaceman, which implied that death should have consequences for this universe to make sense?". What is _more_ on topic than that here? If "It currently does not matter so we will create a completely different game and then once consequences are implemented, we will do another 180 in game design again" is the answer they want to give, let them, but it will say a lot about their approach.
give it a couple episodes of this nonsense and they will repeat the message: things we are not working on we are not answering, or maybe when there is a single question very dominant they might address that and say, we don't know that so stop asking. Death of a spaceman is a thing like so many others in this project that DOES NOT EXIST YET right? so you can look up some video from 10 years ago where they talk about it. But that's just their imagination of what they think it could look like in the most ideal world where time and money is infinite. Because that's what you aim for when you are concepting, then when you're building you will find out what is possible what is not.
"Griefing is PVP" This is the most accurate assessment of this game and why a lot of people who like space games are not into it Being teabagged by laughing people on a regular basis does not really fit with the scifi experience a lot of people are after
It's doubly sad because Roberts' originally said there would be a pvp slider to avoid it if you wanted to. Somewhere along the way, all the devs he hired talked him out of that.
This brings up an interesting thought... Will pyro give players access to their personal hangars, or do you have to manually travel to pyro, or can you spawn at a pyro base w/ a personal hangar at that base? Also regarding the 'customized ships' or 'shipyard'. I have really been wanting the ability to salvage crashed ships for better equipment, or rather, spare equipment for my ship potentially, and/or be able to save those components to sell at other locations. Will MP modes such as fps 4v4 or 8v8, add additional game modes ? i.e. ctf, holding points, 1 ship battles where a team of 4+ gets one ship vs another team with the same ship and they have to protect and repair that ship while moving cargo of some sort.
Speaking of gas stations in Pyro, is it really necessary to strategically place so many of them around the system when Starfarer's exist as mobile gas stations? It seems like you are looking to solve a problem where a solution already exists and the solution both justifies a need for that ship and the associated gameplay. Putting in so many gas stations invalidates the Starfarer's existence and purpose even further.
Yeah it sounds like they have no intention of fixing the starfarer. Like how much data did they get from that brief period when it actually worked? I'm worried refueling is getting set aside for the time being.
I think it's important to note that camping and griefing are not the same thing. Griefing is when you ruin someone's fun for the goal of your fun. "Ethical" PvP from a design point means that a player attacks another player for an in-game benefit. For example, killing a party in a contested zone to gain their loot vs blowing up a random prospector in an asteroid field and flying away. Good to hear that there are deeper extraction points that you have to delve to reach. That'll do a lot to mitigate risk-free camping at the entrances.
I would love to be able to use the basketball court or pool table in my 890 Jump. I travel around with it and would really enjoy having some activities or mini-games onboard. I know this is a stretch, but being able to shoot some hoops on a ship that took so many hours to grind for would be awesome.
A truly thought we would get the tech/mechanical player skill at some point. Where you have to level up your "tech/mechanical ability" over time to allow you to modify and improve weapons, weapon attachments, ship components etc. Like an extension of crafting, where you could add +5% or more to item stats in a modification mini-game. That would be cool. Locking the best pre-existing game items behind mission types just feels cheap and lame. However, if CIG wants to create a unique and highly modified item as a reward for an event or mission, then that would be actually cool. Say a certain game-bosses' components, or their personal vehicle/ship.
Say what you will about ED but I liked the fact that crimes could spawn NPC LEO or ships from the ruling faction that would engage the "criminal". Not a guarantee you'll survive but at least provided some consequences for committing crimes and not far off from committing a crime in front of an NPC faction when laws are in place. I would've loved to see something like that in SC that could be combined with the sat system in SC (where knocking the sat covering a particular area/planet would allow you to get away with crimes to a point).
One thing about Lawless space, it’s not actually lawless. The Gangs that rules the space would impose draconian rules to make sure their territories is safe because safety makes money. You cannot just ambush somebody in their territories unless of course you pay them to look away. If your target paid them protection money they’d put a bounty on you.
They are a society of people with their own set of rules and values. They may tolerate some behavior but not others, for example, being a murder hobo will attract to much attention and might cause a gang to get rid of that person.
Really looking forward to where we go. Soo much potential in soo many places. Not a fan of the best components being gated without a legit (lawful) way to get them. Could and probably should backfire.
Everyone loves a good train wreck! And yours are truly sublime. I mean that in a sincerely good way. They're not the typical definition of a train wreck, more like a guy who's dancing on rolling logs and keeps slipping but catches himself every time in hilarious, entertaining fashion that keeps bringing me back for more. Love the work you do, Lando. Keep it up.
Another suggestion, give the players smoke and poison gas or radioactive grenades, it opens up new ways of proceeding and forces others to come out of their holes and regulates how all the radioactive waste from the Star Citizen universe is used.
Out of everything we are missing in this game, you enquire about cats and dogs? This is why this game might never actually come, because some backers care too much about useless things.
@@ANDROAZ_Gaming they COULD make PvP consensual as in, say, Elder Scrolls Online. As for PvE combat, that is already taken care of by the location and NPC behavioural programming.
@Gazbeard you know very well that just because some jerk occasionally interrupts you with violence during your cargo mission doesn't mean the cargo mission itself is a combat mission. They have been written instructing you to pick up package at point A and deliver to point B. Or pickup at points A,B,and C then deliver to point D. And it never tells you to do any of that violently. The mining and salvage missions don't instruct you to be violent either. They are non-combat missions and the probability of being engaged violently by a NPC or player is do to the security status of the star system. The question you should be asking is when are we going to get a higher security star system.
if you needed to get something from one place to access the second the second place will be camped and cant the player lose the keys or what ever it was they found at the first place to the campers?
Squadron 42 (2024) Update Synopsis Take the role of a rookie UEE Navy combat pilot in a cinematic single-player adventure set in the Star Citizen universe.🎮🎮🎮🎮🎮🎮🙏🏊♀️🏊🐬🌊🤿🐳🧑✈️👩🏼✈️👨✈️👮👮♀️👮♂️🧑🚀👩🏼🚀👨🚀🌌🌌🌌
Jared definitely need´s an co-comentator, for gap´s like vacation or sick leave 🙂. "Dungeons", that remind´s me to the danger on dungeon´s in Felucca ( Ultima Online ), there could be an player killer everywhere. I know I will only check them out in a larger group 🙂
There is most certainly a very thin, very fine line between good natured PvP and Griefing. Curious to hear about any Solo player developments, particularly for PvE and PvP separately, particularly Bounty Hunting!
yeah Jared thanks for constantly lying to the public for the sole purpose of scamming gamers out of their money and keeping the propaganda machine well oiled up n running. THX MAN!
So are we going to be able to respawn in the station where the dungeon is? If not, these things sound really tedious because you can die so easily in this game and every time you do that you're going to have to go back and go to the stores and gear up again and call for your ship and actually claim it probably and then wait for the claim and then get back in your ship and then fly to the station and then land and then get out and go back into the dungeon just to die again
Listening to this, it makes me wonder how Jared feels about the current state of soft death. It takes away player choice because theres no way a c2 has a chance against decent pirates. Id like to see a point in the game where ships almost never actually explode, that way the hauler at least gets the chance to defend from boarding action. If the pirates have no imtention of negotiation that is.
I feel like there should be an option for players to have PVP/PVE mode enabled which would transfer to their ships as well, not everyone in the verse want's to do pvp randomly and just want's to enjoy the game and the environment and all the PVE the game offers.
Devil's Advocate. At that point, why not just play a Single Player and/or Coop game, designed around it? Why take up expensive server resources just to run a simulation for those who aren't going to be utilizing those resources in a shared fashion? Why expose the economy to players who can more easily cheat system, and disrupt it for everyone else in the process? Even assuming we go that route, Would those PvE players be willing to be subjected to safe guards against system exploitation? Things like more aggressive NPCs, lower profit margins and payouts, no player trading or interaction with player owned assets?
Will there be or are there already dedicated servers? When those come and modding, then i want my AI agent that could do changes to the environment on the fly.
Questions/Time Stamps
4:54 What's the plan for all the new locations so that they do not end up being "boring bunkers" with the same missions on a loop?
6:51 With contested zones, what's being done to avoid bottlenecks and other obvious camping spots?
13:22 How widely spread are these contested zones in asteroid bases around the pyro system?
16:00 With asteroid bases, will there be asteroid bases without enemy NPCs or non-violent gameplay as well?
17:35 Are there plans, or does the tool set allow for the creation of non-derelict asteroid bases?
20:16 How will we be able to extract something from the contested zones if people spawn right next to it and are back in one to two minutes after we kill them?
22:26 Will there be multiple ways in and out?
22:34 Traps?
24:21 What group sizes are contested zones designed around?
26:30 Will asteroid bases appear as quantum markers always or is exploration stuff necessary to travel to them?
28:47 Kopions? Are these placeholders later to be replaced by more fitting creatures?
32:16 Will some contested zones vary in terms of difficulty and overall loot?
35:11 What's the ghost thing?
35:37 Do contested zones have one main objective or are there different areas with things to gain from each of them?
37:03 "Mop spear" wants to marry a sand worm?
37:25 Will asteroid bases have any enclosed docks that would handle a capital size ship?
39:20 Why did you do the asteroid bases by hand instead of with procedural tools?
42:00 Will we be able to manipulate the environment of contested zones, like turn on or off gravity?
47:28 What kind of rewards are there from the contested zones?
51:26 Are asteroid bases, as gameplay locations, a precursor in test for player owned asteroid bases?
52:14 How do you envision contested zones evolving over time to prevent them from becoming static content?
53:31 Will contested zones have any time pressures that players must manage?
56:21 For both asteroid bases and contested zones, how varied will they be from base to base?
58:19 What lessons, if any, from other games, have informed your approach to creating what is your first version of that kind of experience with asteroid bases and contested zones?
You are a Hero!
Thx!
@@123reivajunderstatement of the year ! Wohoo!🎉 ❤
What a legend.
O7 🖖
I really want a random truck stop / diner combo deep in the middle of nowhere in space. That has always been one of my favorite scifi space tropes.
Please consider adding spaces on planets and in space around the areas to “ hide” our ships. Like small caves or outcroppings or crevices amongst asteroids.
My ship shut down should not be detectable parked on a rock or stuck in a cave.
And how about some camo shrouds we can place over the ships to further reduce detection
That will cost 5 more years of development sir/ma'am
@@4jup4ter4 Not really, they already have tarps and caves for example, but it isn't a priority at the moment.
Agree with the spaces to hide ships, that'd be cool. Also some hull plating/paints/cloaking componants for stealth would be great and allow more customization,
@@Jezato There won't be cloaking, but there are ways now and I'm sure more in the future on making your ship stealthier.
Some of us old timers still have an electro-camo skin collecting dust in our hangars...
Wish you a cool vacation Jared and thanx for the amazing work 💙 and...HAPPY BIRTHDAY 🎉🎉🥳🥳🥳
I'm so excited about the rarer loot. If things happens like you guys say it's going to be a really good start 👌
Happy Birthday Jared, Thank you for some great insight into SC, and a few chuckles. :)
The pet Kopian idea is so cool. My character I made, for the character creation contest, was a circus Kopian trainer. She trained them to do tricks at her day job. In her off time, she uses the Kopians to help hunt down bad people who have bounties on their head.
Part of being prepared for a high risk high reward operation is education. With the equipment you choose to use, the situations you can encounter.
Asteroid Bases are what I call "Space Man Caves"...
Please remove the non-interactable set pieces from player hangars. They are blocking meaningful use of the space.
I'm sure that will happen, it is like with your ships having items already stocked on it, so that people get a sense of what you can do.
I agree. They decorate the hanger with so much non-moveable items that take up valuable real estate we can use to park vehicles/ships.
they already removed them
11:35 I think what was done with SOO was a good solution. Griefers were marked as nine tails sympathizers. It worked pretty well.
there is a certain experience that can be had when playing solo in a MP game like SC has been made out to be becoming... if put into the context of a quasi survival game of this scope. living off grid solo or in very small groups becomes emergent gameplay for some, and through this emergent gameplay the base concept of the game is given different meaning, for some. as, when this logic is used, "survival" becomes skills of stealth, resource collection, and careful faction alignment.
the simple act of progressing as a solo character based at an LZ or LEO would have its own challenges. maintaining a character around an LZ solo for any length of time would require some skill and planning, some of which would include factoring in gank squads, general shenanigans, and maintaining a clear crime stat. this is a real RP thing for a lot of people, and not something that should just be factored out on the basis of "it's an MMO"...
Co Op should be encouraged, but optional at the cost of the solo player effectively consciously choosing to play hide and seek, while also having to accept that their personal skill level dictates the level of contracts they can complete out of the contracts provided to them as they are working without a safety net, then budgeting for ships and apartments out of their potential income.
I like the idea of the game becoming a "survival game" for solo players. I hope that, in the future, there will be enough oportunities for solo players to thrive in their own way
@@kinosan7666 a lot of the location based contracts they've shown are basically the basis of that along with lower level combat contracts.
in FPS scenarios Death of a Spaceman becomes more and more of a meaningless mechanic as party size increases. each extra party member is an extra layer of safety netting for revives and general cooperation. people in parties just won't die basically, and most of the time only ship combat will cost lives, probably... with direct PvP most likely being an exception.
a pro or the type of people who played Ghost Recon Wildlands/Breakpoint on "Ghost Mode" would have varying degrees of success with FPS combat, same as flight sim/Sci-fi ship combat pilots, and so on. thriving more as they learn, which allows them to plan better.
Why didn't you guys answer the second most upvoted question on if the asteroid bases are coming to the Aaron halo or around Stanton?
Because its combat Citizen and the Question was not related to combat.
Jared your comments at 11:45 on when PVP becomes griefing is such a great way to sum it up!
I can't decide what's worse : griefing for no gain at all but only sadistic satisfaction, or griefing in order to keep something to oneself while depriving others from a chance of getting it.
@@ghislainbugnicourt3709anyone who considers other players to be “content” IS the problem. @&$# PvP.
@@CastleBravo023 If that's how you feel, SC just isn't the game for you. You know you can play games that don't have PVP right?
People play SC for the same reason they play any MMO - other players are "content" whether you're in a party with them or fighting against them. If you just want a safe experience where nobody can bother you, you can find that.
He's basically describing non-pvpers being locked out of content, though
@@loam4187 Oh give me a break. Such dramatic language lmao. No matter how careful Jared is with his words, people find a way to twist them into something he didn't say.
He wasn't describing anybody being "locked out of content." Yes, if you're a non-PVPer and you show up at Jumptown when a war is happening, you'll probably get killed and want to stay away from there. Does that mean you're "locked out" of Jumptown? Or does it simply mean there is PVP content you're choosing not to participate in?
Non-PVPers can't be "locked out" of any content in SC. Whatever you're trying to do, if PVPers are making it difficult in one place, there are always other places you can go to do the same thing. If you decide to sell at Samson & Son's because there are PVPers at Brio's, that doesn't mean you're "locked out" of Brio's. It's your choice.
What content are you worried about being "locked out" of?
looking forward to seeing asteroid bases 19 months after the 4.0 initial release in 4.32.24-5
I'm very thankful for Jared's clarifications and disclaimers for exactly the stated reason. There are still lots of misconceptions circulating around due to things that were misunderstood many years ago, but the rumors never die. Anything we can do to lessen the impact of misinformation and misunderstanding is helpful.
Tell that to cigs marketing then. Cigs marketing puts out videos and literally tells customers things are coming when they are not. Sort the marketing out first before coming at customers who have expectations trashed every single time with delays and fake demos for the last 10 years.
@@Eagle6Airsoft That doesn't happen lol.
@@ksl-988 hahhahhahahahabahhahahaha that’s like saying water isn’t wet and the sun doesn’t rise each day.
Summary:
Contested Zones: PvPvE "dungeon"
Asteroid Bases: "bunkers 2.0", sort of
(4:54) What's the plan to avoid boring repetition?
* asteroid bases = bunkers 2.0, sort of, w/ more condensed space
* encounter variety, type of base variety, gameplay loops, interests, game mechanics
* example: puzzle gameplay, or combat
(6:51) Contested Zones: how to avoid bottlenecks, camping, "griefing"?
* multiple entry points from interior & exterior of station
* exfiltration points, one-way safe exits
* still intended to be opt-in PvP zones, expect PvP friction
(11:10) PvP vs. Griefing, theoretically
* PvP allows alternatives, solutions to challenges
* No solution, no options, denial of gameplay altogether = griefing
* Much-debated nuance of the difference, how to balance both challenge & gameplay access
* Devs challenge: find & provide ways to counter, alternatives
(13:22) How widely spread are these contested zones in asteroid bases around the Pyro system?
* 5 zones planned in established NPC stations
* Some only accessible via item unlock, reputation unlock
* Intention: some branches or sections have short-term, mid-term (self-contained),
long-term progression (which requires other locations' inputs)
(16:00) Will there be asteroid bases without enemy NPCs, non-violent gameplay?
* current intent: not all are combat, many are mission hubs, many "safer" for explo, puzzle gameplay
* rewards tied to progression within the explo & puzzles, not just kill-related
(17:35) Can you make non-derelict asteroid bases?
* Whole concept is quite expandable in variety, small-scale in size = easy development
* Initial release = 3 archetypes, but lot of future plans to expand social spaces & add variety
* Refueling pitstop concept (probably necessary, w/ how huge Pyro is)
(20:16) How will we be able to extract something from the contested zones under this near-immediate PvP pressure?
* By design, deeper you go, better rewards you find, further from spawn-in, more PvE threats than PvP
* Challenging to get back to body after failure further in due to traps, hazards, PvE enemies respawning
* Exfiltration routes to get out one-way, "quit while ahead"
* Want to see how it plays out in testing & adjust as necessary
(22:34) Traps?
* Want to develop a full range (tripmines, exploding canisters, radiation, fire current plans)
* Mimics? Jared's new mission in life. Jalopy Mimic?
(24:21) What group sizes are contested zones designed around?
* Very difficult to do solo the deeper you travel in, not recommended
* intent: 2-5, roughly
* figuring how they can scale up to 40
(26:30) Asteroid bases always quantum markers, or is explo necessary to travel to them?
* Always present on map for get-go without mission requirement, in 4.0
* After 4.0 as more explo stuff & content is introduced, will require explo legwork
(28:47) Kopions? Are these placeholders?
* For now it's what we have; future gains domesticated animal variety
* Kopion domestication by NPCs is a start
* "Player pets" kicked around as idea atm
(32:16) Some contested zones vary in terms of difficulty and overall loot
* What's important to devs is uniqueness and substantiality of rewards
(33:15) Player frustration on inability to ingame receive mission rewards:
* 4.0 adds that functionality for missions, contested zones, asteroid bases
* Player progression to something greater!
(35:11) What's the ghost arena?
* Do you know Running Man?
(35:37) Do contested zones have one main objective, or are there different areas with sub-objectives & rewards?
* short-term goal, go in, get some loot, get out
* mid-term to complete entire zone for final reward room, more effort & teamwork (like key unlocks)
* long-term overall progression, multiple zones + asteroid bases, a flow with scaling rewards
(37:25) Will asteroid bases have any enclosed docks that would handle a capital size ship?
* initial bases = no hangar or landing pad services
* later when social space added (pit stops), small-med ships
* maybe docking tube but not guaranteed
(39:20) Why did you do the asteroid bases by hand instead of with procedural tools?
* There's always a balance to be had to control experience & flow through multiroom
* Handstitching certain sections together, controlling scale at multi-room level
* "Everything procedural" = nothing is unique; it's a tool to help devs with initial stages
(42:00) Will we be able to manipulate the environment of contested zones, like gravity, life support, turrets, doors?
* Not now, doors w keycards & fuses are current extent
* Would require post-4.0, post-resource network system integration
* Future designs very well may, but don't want to withhold initial designs & gameplay from testing
* These locations intended to be more standalone, interactive within than other locations
(47:28) What kind of rewards are there from the contested zones?
* We don't want to spoil everything!
* rewards unavailable elsewhere with player value is general concept
* ex: military, stealth, competition-class ship components, exclusive in reward rooms, "grand prizes"
* per old Shipyard articles, post-4.0 resource network adds beginning of ship component classes tuned to different abilities & perf. thresholds
* Freight elevator access in the zone
(51:26) Are asteroid bases, as gameplay locations, a precursor in test for player-owned asteroid bases?
* Purely focused for their current design at this time
(52:14) How do you envision contested zones evolving over time to prevent them from becoming static content?
* Live game = continuous updates for new items, systems
* New gameplay systems require revisits to old locations, and they do
(53:31) Will contested zones have any time pressures that players must manage?
* Timed gates, hazards
* PvP population, PvE hostile NPC respawns
* Constant push from PvE environment against the player
(56:21) For both asteroid bases and contested zones, how varied will they be from base to base?
* three variants of asteroid bases atm: encounter, explo of abandoned, & one that ties into contested zone
(58:19) What lessons, if any, from other games, have informed your approach to creating asteroid bases and contested zones?
* Overwhelming majority of game designed for multiplayer, as a note
* Noting traditional dungeons & bosses designs
* SC different -> looked more to old-school MMOs, more open-spaced design lessons
* Also looked at map design of Guild Wars 2 for lessons on moving players around space
* First iterations will grow and develop from player experience
* Unique position to not figure everything out ahead of time, due to live development
* Can afford to test, experiment, gather actual feedback instead of guessing with assumptions
* Also a double-edged sword when decisions turn out to be bad ones, but can be stopped before release
What about death of the spaceman with those PVP "extraction" areas? Isn't that really bad because you loose renown and maybe die forever? Did I miss something?
They ignore DOAS when convenient to them lol
Everyone is forgetting this is level design. They didn't choose to make these, they were told to.
As for the first part of your question... Risk vs reward. They've talked about potentially unique rewards from these; losing your unique character is a commensurate risk.
When it comes time for the more serious consequences associated with dying, dying will also be significantly harder to accomplish. There are medical rescue mechanics, tools, ships and beacons for a reason. The reputation system should handle all but the most dedicated fake medics, increasingly over time. A downed player should be able to see their would-be rescuer's record of murdered past "patients", and have the option to accept or decline the help before their location is given.
@@graphite7473 But those mechanics may work in the wild, not in here. What medics are going to rush into one of these to rescue you?
@@pxkqd Medrunners.
Have a great birthday Jared!
great eps, have a good week off disco!
We need a face hugger trap!!! Take my money, CIG!
This game is garbage 🗑️
I would really like to hear CIG explain why they are adding so much convenience to Pyro. Places to refuel, places to restock on food and supplies, places to rearm. I think they are actively taking away the sandbox from Pyro by doing this. It's turning into a theme park
Happy Birthday Jared!
From one citizen of the stars to another, looking forward to another year of your shows.
Cause shows is all you'll get. I remember hearing everything we saw in citcon 2953 was going be in PU by years end. Yes I can provide a quote and source, Chris Roberts. Enjoy being teased about what you won't see in game for years to come. We are still waiting for magazine reloading which was suppose to be around 3.10
I hope we get a hint of passenger gameplay soon
Happy Birthday Jared! Mine's next week as well!
Happy birthday, Jared.
Sometimes in life you can't go wherever you want whenever you want and do whatever you want. You have to adjust and adapt. It's not griefing to hold a defensive position or "camp." If you can't clear the "camper" out then you have to tuck tail and hit the trail. Simple as that. No grief involved.
Trial and error CIG. You got this!
Am I the only one wondering what Contested Zones will mean to "Death of the Spaceman"? Since dying will be a regular occurrence I can't see how DOTSM will have an actual impact as frequently discussed.
It’s not complicated, just like any higher risk or PvP content, you balance those risks and the consequences against the rewards and make the decision as to whether it is worthwhile.
I don't think we're going to be "dying" in the way we are used to. Actual death is meant to be rare, being downed and either revived where you fell or waking up in a med bed as if you'd been rescued isn't supposed to mean actual DOASM Death. CIG has referred to this in the original DOASM article and reiterated it every time they've discussed DOASM.
It would be nice if the Asteroid bases and such like are "phased" for the player or group. Obviously not the contested zones.
you guys are awsome.
Ooo, domesticated kopions confirmed 😂. Can't wait to have one on the ship!
Why dont they just make Bacta for regeneration beds where it runs out after x respawns.
That seems to be the way it's going -- you'll note that medbeds have empty resources nearby them. I'm pretty sure that's where the life support goop for respawning goes.
It'll be really cool if there were multiple ways to get in through the ventilation
Did they not ask the Death of a Spaceman question? It was one of the most-upvoted ones on Spectrum, and many people were asking it.
They're probably sick of explaining it everytime someone asks
it doesn't even really fit the topic. The question just comes down to risk vs reward, which doesn't matter at the current state of the game.
@@viperino1573how does it not matter lmfao okayyy
@@viperino1573 How does it not fit the topic? They are bringing in contested zones, which are basically "go in, die, respawn 20 metres away, go in again, die, repeat", and the questions are asking "does this show a change of direction away from Death of a Spaceman, which implied that death should have consequences for this universe to make sense?". What is _more_ on topic than that here? If "It currently does not matter so we will create a completely different game and then once consequences are implemented, we will do another 180 in game design again" is the answer they want to give, let them, but it will say a lot about their approach.
give it a couple episodes of this nonsense and they will repeat the message: things we are not working on we are not answering, or maybe when there is a single question very dominant they might address that and say, we don't know that so stop asking. Death of a spaceman is a thing like so many others in this project that DOES NOT EXIST YET right? so you can look up some video from 10 years ago where they talk about it. But that's just their imagination of what they think it could look like in the most ideal world where time and money is infinite.
Because that's what you aim for when you are concepting, then when you're building you will find out what is possible what is not.
"Griefing is PVP"
This is the most accurate assessment of this game and why a lot of people who like space games are not into it
Being teabagged by laughing people on a regular basis does not really fit with the scifi experience a lot of people are after
It's doubly sad because Roberts' originally said there would be a pvp slider to avoid it if you wanted to. Somewhere along the way, all the devs he hired talked him out of that.
@@jefreahard9165 That sounds like a pretty good idea tbh
3.24 will come out to the P.U. on August 30th, 2024.
4.0 will come out to the P.U. on January 15, 2025.
Ahn'Qiraj opening ... will never forget the experience
Happy birthday, Jared!🎂🎂👍👍
I hope they surprise everyone and the game works this time.
This brings up an interesting thought... Will pyro give players access to their personal hangars, or do you have to manually travel to pyro, or can you spawn at a pyro base w/ a personal hangar at that base?
Also regarding the 'customized ships' or 'shipyard'. I have really been wanting the ability to salvage crashed ships for better equipment, or rather, spare equipment for my ship potentially, and/or be able to save those components to sell at other locations.
Will MP modes such as fps 4v4 or 8v8, add additional game modes ? i.e. ctf, holding points, 1 ship battles where a team of 4+ gets one ship vs another team with the same ship and they have to protect and repair that ship while moving cargo of some sort.
When they say 40 player contested zones. Does that mean contested zones will be a zone for dynamic server meshing perhaps?
Speaking of gas stations in Pyro, is it really necessary to strategically place so many of them around the system when Starfarer's exist as mobile gas stations? It seems like you are looking to solve a problem where a solution already exists and the solution both justifies a need for that ship and the associated gameplay. Putting in so many gas stations invalidates the Starfarer's existence and purpose even further.
There could be a healthy balance of both.
@ksl-988 How? There are either so few gas stations that you need a Starfarer to fill the gaps, or there are enough gas stations that you don't.
Yeah it sounds like they have no intention of fixing the starfarer. Like how much data did they get from that brief period when it actually worked? I'm worried refueling is getting set aside for the time being.
I think it's important to note that camping and griefing are not the same thing. Griefing is when you ruin someone's fun for the goal of your fun. "Ethical" PvP from a design point means that a player attacks another player for an in-game benefit. For example, killing a party in a contested zone to gain their loot vs blowing up a random prospector in an asteroid field and flying away.
Good to hear that there are deeper extraction points that you have to delve to reach. That'll do a lot to mitigate risk-free camping at the entrances.
You know your stuff Jared
I would love to be able to use the basketball court or pool table in my 890 Jump. I travel around with it and would really enjoy having some activities or mini-games onboard. I know this is a stretch, but being able to shoot some hoops on a ship that took so many hours to grind for would be awesome.
A truly thought we would get the tech/mechanical player skill at some point. Where you have to level up your "tech/mechanical ability" over time to allow you to modify and improve weapons, weapon attachments, ship components etc. Like an extension of crafting, where you could add +5% or more to item stats in a modification mini-game. That would be cool.
Locking the best pre-existing game items behind mission types just feels cheap and lame. However, if CIG wants to create a unique and highly modified item as a reward for an event or mission, then that would be actually cool. Say a certain game-bosses' components, or their personal vehicle/ship.
HOLY! Is that a prometheus on the table!? I WANT THAT!
Say what you will about ED but I liked the fact that crimes could spawn NPC LEO or ships from the ruling faction that would engage the "criminal". Not a guarantee you'll survive but at least provided some consequences for committing crimes and not far off from committing a crime in front of an NPC faction when laws are in place. I would've loved to see something like that in SC that could be combined with the sat system in SC (where knocking the sat covering a particular area/planet would allow you to get away with crimes to a point).
ISC/SCL need a disclaimer that we already know Jared is a very beautiful man and to keep the comments civil and tasteful ;)
HAPPY BIRTHDAY DISCO!!!!!!!!!!!!!!!!!!!!!!!!!!!
One thing about Lawless space, it’s not actually lawless. The Gangs that rules the space would impose draconian rules to make sure their territories is safe because safety makes money. You cannot just ambush somebody in their territories unless of course you pay them to look away. If your target paid them protection money they’d put a bounty on you.
They are a society of people with their own set of rules and values. They may tolerate some behavior but not others, for example, being a murder hobo will attract to much attention and might cause a gang to get rid of that person.
Really looking forward to where we go. Soo much potential in soo many places.
Not a fan of the best components being gated without a legit (lawful) way to get them. Could and probably should backfire.
How are they designing levels if we don't know what the progression system is or what the gameplay will look like?
Everyone loves a good train wreck! And yours are truly sublime.
I mean that in a sincerely good way. They're not the typical definition of a train wreck, more like a guy who's dancing on rolling logs and keeps slipping but catches himself every time in hilarious, entertaining fashion that keeps bringing me back for more. Love the work you do, Lando. Keep it up.
Another suggestion, give the players smoke and poison gas or radioactive grenades, it opens up new ways of proceeding and forces others to come out of their holes and regulates how all the radioactive waste from the Star Citizen universe is used.
I saw "Asteroid Bases" and thought "player bases in asteroid belts"... but what they meant was "asteroid outposts".
In the words of Publius Flavius Vegetius Renatus, "If you want peace, prepare for war"
Anyone remember we were getting magazine unload and reload back in like 3.8? What do think happen to it?
When can we wear clothes with armour???
wrframes lvl design is nice, all this tilesets merge together this could be a nice dungeon generator ^^
"Watch citizencon".. JARED! lol what a troll.. solid work my guy.
Whatever happened to Dogs and Cats?
Out of everything we are missing in this game, you enquire about cats and dogs? This is why this game might never actually come, because some backers care too much about useless things.
@El1qt server meshing can wait. I want a ship dashboard cat right meow.
@@robwoodring9437in a purrrfect world, we would have everything
Idk we need server stability and AI that works first. We can save cats for litter.
And yet Copians… litter… I like what you did there
Are you going to bring back multi phase missions or implement long chained "dungeons" for players wanting that sort of gameplay?
Non-combat activity? When?
That will never happen because of, people.
@@ANDROAZ_Gaming they COULD make PvP consensual as in, say, Elder Scrolls Online. As for PvE combat, that is already taken care of by the location and NPC behavioural programming.
3.24 cargo missions. There you go, you're welcome
@@BlakTygr If you believe any iteration of a cargo mission since kickstarter has been non-combat then you've never left your spawning landing zone.
@Gazbeard you know very well that just because some jerk occasionally interrupts you with violence during your cargo mission doesn't mean the cargo mission itself is a combat mission. They have been written instructing you to pick up package at point A and deliver to point B. Or pickup at points A,B,and C then deliver to point D. And it never tells you to do any of that violently. The mining and salvage missions don't instruct you to be violent either. They are non-combat missions and the probability of being engaged violently by a NPC or player is do to the security status of the star system. The question you should be asking is when are we going to get a higher security star system.
if you needed to get something from one place to access the second the second place will be camped and cant the player lose the keys or what ever it was they found at the first place to the campers?
Squadron 42 (2024) Update
Synopsis
Take the role of a rookie UEE Navy combat pilot in a cinematic single-player adventure set in the Star Citizen universe.🎮🎮🎮🎮🎮🎮🙏🏊♀️🏊🐬🌊🤿🐳🧑✈️👩🏼✈️👨✈️👮👮♀️👮♂️🧑🚀👩🏼🚀👨🚀🌌🌌🌌
are you going to fix the Starfarer? since it is a refueler after all
35:02 LMAO only took them 13 years !!
Doors with Keycards & fuses? Like in Rust? I would love that!
Jared definitely need´s an co-comentator, for gap´s like vacation or sick leave 🙂. "Dungeons", that remind´s me to the danger on dungeon´s in Felucca ( Ultima Online ), there could be an player killer everywhere. I know I will only check them out in a larger group 🙂
H'ey b'day Jared
There is most certainly a very thin, very fine line between good natured PvP and Griefing.
Curious to hear about any Solo player developments, particularly for PvE and PvP separately, particularly Bounty Hunting!
Will there be a wipe in 4.0?
I would prefer if there were some asteroid bases that didn't have markers, you need to find them. Maybe less legal places
Wow, never knew Jared loved me 😂
Are there plans to add similar gameplay back to Stanton.
I have no question, just a gift for CIG .i.
We need a running man scenario for prison as an alternate option to get out faster
Where can i buy DRAKE TAPE ? :D
yes multiplayer this,singleplayer that, give us bunkers with more of a threat / not ai spawning from an elevator they aren't even supposed to "own"
Where can one purchase a scale model of a Vulture just on the left ?? 😅
I need one also !
I wish they would let us have the 3d Models so I could print them
I've googled it and someone has made their own out of lego 😃
The fan kit has the model in it, you'd have to convert it to a format that printer can use, but they exist for free.
It is a JRDF model whom are licensed to provide 3d printed items for CIG. Search for JRDF Star Citizen and the company will be there.
will i be able to drive spaceships from other franchises? like the one from starwars? or mass effect? that’d be well dope
we need a contested zone in arena commander.
What is the little white ship on Jareds left ?
Looks like the ship from the movie "Prometheus".
@@randlebrowne2048 yeah, that sounds right
I wonder what Manuel's excuse is for the personal hangars ...
Thanks Jared. Have a happy birthday!!
yeah Jared thanks for constantly lying to the public for the sole purpose of scamming gamers out of their money and keeping the propaganda machine well oiled up n running. THX MAN!
@@positronikiss LOL!! Dude! You're hilarious!!!
@@jameshollister3718 lol seldom mang
So are we going to be able to respawn in the station where the dungeon is? If not, these things sound really tedious because you can die so easily in this game and every time you do that you're going to have to go back and go to the stores and gear up again and call for your ship and actually claim it probably and then wait for the claim and then get back in your ship and then fly to the station and then land and then get out and go back into the dungeon just to die again
Listening to this, it makes me wonder how Jared feels about the current state of soft death. It takes away player choice because theres no way a c2 has a chance against decent pirates. Id like to see a point in the game where ships almost never actually explode, that way the hauler at least gets the chance to defend from boarding action. If the pirates have no imtention of negotiation that is.
I feel like there should be an option for players to have PVP/PVE mode enabled which would transfer to their ships as well, not everyone in the verse want's to do pvp randomly and just want's to enjoy the game and the environment and all the PVE the game offers.
Devil's Advocate. At that point, why not just play a Single Player and/or Coop game, designed around it? Why take up expensive server resources just to run a simulation for those who aren't going to be utilizing those resources in a shared fashion? Why expose the economy to players who can more easily cheat system, and disrupt it for everyone else in the process? Even assuming we go that route, Would those PvE players be willing to be subjected to safe guards against system exploitation? Things like more aggressive NPCs, lower profit margins and payouts, no player trading or interaction with player owned assets?
Peace is delivered one bullet at a time.
Posting this until we get a Jared bobble head.
I'm watching it on RUclips and are 100% certain this is not live
A new mission in life for Jared, is he giving up his mission for the Starliner? haha
When it comes to base building, players better have the ability to build asteroid bases.
Happy Birthday Jared !
I can't stop thinking about the time Jared lost a tooth in front of everybody before a Live episode
Genesis starliner when
Will there be or are there already dedicated servers?
When those come and modding, then i want my AI agent that could do changes to the environment on the fly.
Id hold tight for 5-15 years.
@@hawkzulu5671 well that matches up with my original estimates on how long the development time of this game would be 🤣
Can we get signs/lables for the pvp/griefing zones, so they can be completely avoided, please?!
the pyro entrance has massive "entering lawless zone" signs lol