Questions/Time Stamps 6:50 How did we end up with fauna like the Kopion and Marok instead of anything we've previously seen before? 9:08 Economy updates? 14:48 Will there be a wipe in 3.23? 16:04 What should players expect in terms of gameplay with the reputation hostility feature card committed to the 3.23 roadmap? 17:53 Sniper glint, WTF man? 20:45 Why can we scan other players ships, but not our own? 21:20 Master modes? Why was it made? 28:00 Performance issues, what's the deal? 31:05 How concerned are you with avoiding another 3.18? 38:27 With 3.23 being the biggest patch yet, was it too much? 42:25 Current state? How's it going? (Cargo elevators, personal persistent hangers and freight elevators) 44:56 Once personal persistent hangers come out, will our landing zone remain the same as what players choose when 3.23 drops? 47:57 How do you see arena commander? 50:10 What is the go no go process like today? 53:02 Bed loggings future? 54:01 Currently it is very hard to be a bad guy in Star Citizen, what's the future hold for the bad guys? 57:34 What place is there for a solo player in Star Citizen? 1:00:04 Hey JJ, why the F don't we have night vision? WTF MAN!
The Dark Tyrer face @ 42:01 is the face of someone who you can see MEANS it. His recounting internal development prioritization struggles and their reasoning, I can tell, is genuinely coming from the heart and isn't some company wordsalad or spin. This man is DETERMINED to wrangle these disperate budding game mechanics and loops into something resembling an enjoyable and interconnected MMO. I am, and continue to be, cynical with the development progressive of the PU. But hearing Tyrer's explanation and seeing that furrowed brow made me reconsider the resolve going into its making. At least until the end of the "12 months," CR had mentioned that we'd get all mechanics showcased at CitCon 2023. Also, just THANK YOU for these pillar talk-esk episodes with development heads. The information is more comprehensive, providing a pressure release, especially on the "why's" of bad news or outcomes, and that communication is refreshing!
Congrats to Jared and the team, that was one of the best, free flowing SCL’s in a long time. Excellent panel, really interesting discussion and high quality all the way. Thanks gents, let’s get 3.23 out and work out what breaks.
Or stop penalizing snipers because people can't figure out Jumptown isn't safe. Give players the means to tell people are out there, not free info. Make it a player choice to actually find that stuff out.
Agreed, though I think muzzle flash should be a thing. Bullet drop and windage could help level the playing field by upping the difficulty for long shots, but glint is ridiculous.
"If you have a moment where you die, and there was nothing you could have done about it" .... That happens with A2's and A1's........ there's no 'warning' if a bomb is dropped unless you see the ship flying past.... and we cant exactly out-run on foot the blast-range. I'd rather there be a tell-tell indicator of "that general direction" rather than a literal 'pinpoint location' type thing. That is the biggest complaint people have anytime "Sniper Glint" is added into games as a way to 'balance' sniping. The fact that the glint ALWAYS, no-mater how much you try to 'tweak it', will give the 'exact pixel location' of the person attempting to use the sniper-rifle. And if your not alone at the time, every single gun within sight of you that is on your team, turns to fire at that exact pixel-perfect location. Having any system that literally says "fire every gun at this specific pixel", nonmatter 'what' its assigned to (sniper rifle, generator, that one 2-meter wide hole in the middle of the Javelin's rear engine block), just makes people not even want to 'use' that item/thing. Because when you do, your almost always guaranteed to be killed 'attempting' to use it.
If there is someone in a ship, there is a warning ... there is a chirp and a ping on the radar before they get there. I don't think a 15 degree sniper glint is more warning than that. As with anything though, it depends on the implementation. If it is a constant, bright flashing point source then I might be on your side. If it's a tiny flicker of a point that might be mistaken for a graphics glitch or a twinkling star in your peripheral vision, then not so much. What if there are other things that give off "glint" other than sniper rifles? Ships, vehicles, derelicts, mining deposits? If snipers aren't the only thing that give off glint, then sniper glint is less of an identifier.
@@emessar I can understand that, which is why I specifically stated its that the 'glint' in any event, nonmatter how you tweak it, is an "Arrow" pointing to the 'pixel' the sniper is at. it can be 15 degrees, 50 degrees, or 5 degrees. its still a 'arrow' pointing to a location, rather than a 'over there somewhere' type of thing. Even radars on the ships are more of a 'general area' prior to you making 'visual' contact on your target. "behind in that direction, slightly above" for example. That's my complaint about 'glint' being used as a 'balancing tool' against snipers. Its that they give you the 'exact' location. Their no different than Danger-durito's in that regard.
That’s why I’ve been saying for years they just need to add a helmet visor indicator that you’re taking fire from general distance & direction like real life Gridbots BAT gunshot detection system. Weapons with lower signatures using flashhiders and suppressors would just give a broader swath for the indicator to incentivize using them but without breaking gameplay. Would make sniper gameplay more cat & mouse-like which would also incentivize using CAS like calling in an A1/2 to bomb a hillside etc.
@@SalvageCitizen he said that stuff was done that was not done nor is near to be done nor wil be done any years soon. Where is the quantas? the virtual IA? etc? All of that was in the roadmap. He lied. I hope he was fired just like todd, those were some of the biggest issues SC always had.
What an amazing answer for the Bad guy gameplay. Thank you for not going full jerks against the non-pvp centric players. While still allowing for some of that chaos.
Commercial vehicles don’t “cost more because they allow you to make money”. They cost more because they feature specific benefits to fulfill a given task that can be then used to charge a fee for said service. Please charge for the vehicles capability, NOT for “if the vehicle can be used to make money”.
True, you pay more if you aren't willing to take the time. You either take time to do it for free, or pay money to save time. Time = money, money = time. It is a universal principle. Or to put it more accurately: time > money or time < money. Which translates to "more time, less money" and "less time, more money".
1:02:12 That is exactly what night vision is. It amplifies ambient light, well military versions anyway. You don't want to project light, even on the infra red spectrum because the enemy can see it if they have night vision.
Yes and no. Some night vision amplifies ambient light, but others display other parts of the non-visible spectrum such as infrared. Both types are in use for military combat with various hardware. It's true than only the really cheap security cameras use a flood of infrared illumination. This is not the thing you want for any combat situation.
Passive thermal imaging and other EM spectrum bands outside of the 'normal' range of human vision would also be possible (imagine being able to see into the u/v part of the spectrum like some insects do)... and has in the past been hinted at (by Todd Papy) - the problem is that this adds a huge overhead in terms of material properties in the game (e.g. for thermal imaging, you need to track the ambient / current temperature of every surface).
Please don't reply to my post if you do not know what you or I am talking about. My comment is about night vision, not thermal vision nor x-ray vision or any other means of vision.
IR spectrum light's not going to help amplifying ambient light, that's for IR vision. You've mixed them together. Most military night-sights use IR, usually with a monochrome display. Some use amplified ambient light. Many use both. Problem from a game POV is that each spectrum band is a separate graphics render, and so is heavy on the resources.
No one here knows what they’re talking about. (except maybe stormwolf) About halfway through my latest short is me using night vision with IR lasers and illuminators through a laser aiming module. Night Vision devices amplify light. Some are more capable than others to the point where they can make SWIR (short wave infrared) but the most part IR Illumination is used in conjunction with Night Vision to aid with illumination, particularly into places with insufficient ambient light. In general, these devices are used by both infantry and aviators. Considering how far this game is into the future, there really ought to be some solution for low light/no-light circumstances.
@@janskvara2762 I hope! Those features would take this game to the next level. I hope they don't try to control the economy too much. That's one of my big fears.
@47:55 Arena Commander will see *_much_*_ more activity_ once it has been reconnected to the PU by the little sim pods that were lost from our hangars.
No thank you. I don't want to have to load PU to then load Arena commander. It's just adding a pointless step. (Unless it's an optional other method to connect, keeping main menu option)
I think the original idea for Simpods was to be installed in the recreational areas of capital ships like the Javelin/Idris so that crew could practice skills in Arena Commander between missions/during long QD jumps a la Mess Hall from Wing Commander.
I love that the night vision question was directed at JJ, but all 3 were capable of answering the question succinctly. One of the best SCLs in ages. Thanks CIG 👍
My BIGGEST gripe with master modes - SCM still needs shields. Theres no logic behind turning off weapons and increasing speed and having NO SHIELDS.... Less? Sure. 80%? 70%? That space truck/transporter still needs to be protected. And those large ships that are doing those things ARENT FAST and can be attacked. Weapons or speed, shields should always have accessibility
Star trek vesre does this. You dont run around with shields up an phasers charged all the time. You are faster without them. You have to decide to fight, a a ship with the shields up an weapons up is a beacon of here i am on scanners.
He is a great guy and we all loved to get lost in his "Papy Eyes", but was he a good "Live Director"? It's hard to tell, because I think he had to "hold the line" like everyone else while the emphasis was on getting SQ42 feature complete. Or maybe Tyrer is the hero we really needed (and deserved). But without insights into what really happened (or what didn't), we can't properly judge Todd's work.
Elite Dangerous had really cool night vision view for ships- similar to SC's scan highlight. I pulse the scan repeatedly when I fly on dark planets to see the terrain. I hope they enable us to switch on that scanned topography after we've done a scan.
Just make grim hex a home option when skipping tutorial, with a warning on the pop up that it dose not have new player experience, or put a warning saying may not be new player friendly.
this might be the best Q&A ever! the thinking shows understanding of players POV. The cohesion commentary and logic around how the game needs to evolve, why a wipe is essential, incentive gameplay, testing data...so good. essential. thank you for this. thank you. the only problem I have with the video - is that its WAY TOO EASY to be a BAD GUY. PVE players are at the disadvantage
Tony Z told to many lies for Chris now they don't cart him out anymore because its frankly embarrassing. Chris and Tony both talked about most of the ai back ground tech like it was basically 100% complete in 2015.
The thing with 3.18, is, it happend at the worst possible time. It was like going down to 1 fps at the end of a cargo haul with a filled catter with all your money spent on it's cargo, and 3.18 was that one bug when the hangar's doors close right after their opening.
I feel with night vision it could be some kind of upgrade or tech installment to ships and or weapons, though i can see the difficulty with implementing that into how you see through front glass in cockpits.. maybe we can have a toggleable terrain scan option (using current scan as a base?) so you can see the dotted outline of the ground and obstacles without interfering with vision during daytime flying? A personal suggestion of mine would be having an option to display IRL time in your chosen time zone. maybe somewhere in the MobiGlass? I feel it would add to the immersion of my experience not having to look away at my phone or tab out on my PC to see the time. Sometimes its the little things
I thought of something else; I'd love for there to be a way to 'hand' things to other players, rather than dropping it on the ground for your friends. Maybe just for hand size items
this man richard is focusing all the talent and resources of CIG in a way no one could before. no wonder hes the man for the job. steering a 1000 man ship is difficult. hes done it.
It's a little disappointing to hear that NPC crew are seemingly quite a way down the road, but it's good they haven't fallen off of the radar. I think as much as the ideals of an MMO is prevalent in this design, there will always be more people who want to use ships that require more than one crew member than crew members who want to hang out in the role. There are always a lot of anecdotal "I want to be a crew member" people, but statistically speaking, when even fighters have one or more co-pilot seats and some ships require half a dozen people just sitting in turrets alone, the demand will exceed the supply. NPC crew (and "AI blades" or whatever) will be a very important part of making even smaller ships viable.
What solo players can do, to gather enough to build an Idris as mentioned, is to outsource resources from other players from other game loops. That will tie-in all the other game loops and generate a player-based economy. Because a solo player could hire a miner to mine a resource or buy the resource raw from miners or salvagers. To make that happen, there needs to be a terminal or cargo store where miners and salvagers can drop off their loot, then anyone can go there and buy that resource from that player via a terminal or delivery service on the galactic market. Next the player will need to get the resource(s) refined and use it for parts manufacturing. Finally, the player can hire a ship fabricator to make their Idris. All the solo player needs to do is earn enough to outsource others.
Also we want Thermal Vision!!! and maybe something else, like Audio-Based Vision or EM-Based Vision. Just put it in the roadmap for down the road, but please don't forget about these things! Ty!
Earnables.... Something I would like to see are avenues for garnering rep with specialized factions that will essentially then license their special equipment (ships, armor, weaponry ((fps and ship)) and so on) to you once you start to reach the peak of their trust and respect.
Dayz does a perfect way to not use sniper glint, you can hear the gun shots from kilometers away and thats how u tell where ur gwtting shot from u have to ur brain not just show where they at?
How about give people heat/thermal vision? Not automatically. It would have to be an attachment or special helmet. It would also need to be actively used and not passive.
19:35 You can just implement a function into the HUD of helmets to track enemy fire and reveal the aggressor position to you as soon as he starts firing at you and you are looking into the right direction. You could explain this with the helmet scanning for muzzle flashes permanently and marking them. This would have the cool side effect that you would see the shot before it reaches you so if youre lucky you can react
20:41 I actually would like to scan my ship's internals from my ship console(s) and via FPS. Please make this a thing. Kind of part of the whole ship management and engineering on top of security. Maybe the scan is more detailed or faster from the console?
Sniper ok..but if u die whit one bullet of any gun...armor need protect more and we need more HP, few time server make the guard react u dont make in time use a heal,if die start be more expensive of lose all item .. . Good Work
What exactly is the measurable analytic of wiping “rental ships”? If the point is to test the new ship prices, wouldn’t you HAVE to wipe in game ship purchases, not rentals…?
22:03 I had by first day in master modes just now. It feels way less fun than before. It doesn’t feel like an improvement over the previous model. It feels like I’m driving a boat or like I’m in atmo even when I’m out in space. For example in nav mode I can go fast and to stop I can turn and burn like in expanse which is super fun and feels good Now in master modes I can be going max nav speed then switch to scm guns and essentially stop dead no turning and burning. It feels really arbitrary and destroys any sense of immersion I had before. I’m glad I’ve only spent real money on a starter ship because this model isn’t really my jam.
I would like the ability to see where I'm flying on the night side of planets.... Right now, the HUD is so bright, it darkens everything else and have to go to external camera to see where the F we are flying or if we are about to crash into the planet.
Kind of telling the two money sinks they listed were both negative things and not positive things like rent for apartments or things players would want to spend money on.
Walk the sniper glint back. It is an unnecessary change given the other options that take a bit more work to get right. Do it right, do not take short cuts.
Rentals and bought in game are 2 different terms. If you're right I will have to disregard what JJ is saying in the future since he purposely said Rentals which are actually not rentals. We shall see.
@@gemreviews2840 how do you know because he actually mentions ships bought in game when he talked about character reset so I think he meant what he said with rentals as being rentals. he didn't double speak
The most successful business model in the game industry is not to fully develop a game and then sell it. But to constantly give teaser about the potential of this game and then ask for more money from investors. Endless cycle of development & testing, until they all grow old and die super rich from investor's money.
The three guys looks like a Zeus variants NGL they even have outerwear to match each variant. Just gonna leave it here to anyone who reads this enjoy your day
No, we don't, and that's not happening . Tell me, when was the last time you heard CIG mention ''NPC CREW'', c'mon, tell me?........years ago, its just never mentioned, just like ''custom ship paints''. What about the old rumour ''buying multiple accounts will give you NPC Crew'', which many did, and not mentioned since 2013?. Your not getting NPC Crew.
We don't need NPC crew. We need working server meshing and BIG player cap, so Orgs will finally make more sense. Also meaningful jobs for every spot in the crew of course. We don't need a way to be able to solo large multicrew ships.
I still think the SRV is under utilised. A simple set of missions targeted to this vehicle to allow it to clean up landing pads at outposts would be a viable option. Allow players to take missions and allow for the tow in armistice. Value of mission could be tied to a scrap value of the ship requiring removal.
The problem I see with players currently, is that they don't foster respect or loyalty in-game. Almost every lawful game loop are pirates in disguise. Which makes a player-based economy hit rock bottom. For example, you could make an agreement with another player to meet and trade credits for a resource, but the other player stabs you in the back or shoots you when you were expecting a legitimate sale. If every player can swap back-and-forth between legitimate and pirate, there is no confidence in a player-based economy. A player should be able to request a resource from another player without being on guard all the time. Like if you buy something from a mining player, you shouldn't need to expect an ambush and make the transaction like normal business, in a lawful star system. Which is why there needs to be a reputation system between players and player orgs by the time ship and base building comes into play. Because that is when player-based economy will become vital. Once Pyro is fully in-game, I expect Stanton to be more strict on piracy. For instance, if a lawful player is attacked in Stanton space, there should be an automatic alert sent out to nearby AI police ships and they arrive within a timeframe. Or the lawful player sends out a call to the nearest outpost for help, provided the satellite isn't down and the player has enough time to make the call. The player will need to evade until help arrives. It would also be cool if other lawful players in range of the satellite get a flashing notification; which would have the player name and location mentioned, as well as show a flashing ping on their star map. The flashing message shouldn't be distracting and should flash for at least 2 seconds before disappearing, while the ping on the map will stay until the victim or the aggressor is destroyed. That way the message won't get in the way but will at least alert others of an opportunity should they want to accept it and go to the location. Maybe it doesn't need to be a notification but it could be a small blinking dot in the corner of the visor that flashes a certain color or combination of colors in 3 dots that signify different warnings or alerts. For instance, 1 red - 1 white - 1 red, will mean someone is in need of help in your area. Up to 500km away or something. 1 blue - 1 red - 1 blue, could mean police sirens and you are being pursued by police. 1 red - 1 dark grey - 1 red, could mean a pirate or a player with a crime stat is locked onto you. On the other hand, when the player-based rep system is added, players will undoubtedly falsely accuse other players and give them bad rep points for no reason other than to grief. There needs to be some sort of check in place that would prevent false accusations. Perhaps not make it a manual point submission? It should be reactive to player actions instead and any disputes should be handled by a third party, perhaps on spectrum or create an advocate game loop. But the problem with having an advocate game loop is that players cannot be trusted to stay impartial. For example, a griefer could be friends with someone inside the advocate agency, and that friend sides with the griefer in the dispute. It would be better if the player-based rep system is governed by the game AI. Say, players will need to go through the game AI to buy or sell from other players legitimately. If either party defaults on the sale agreement, the one that defaulted gets a negative rep point. But if both parties make a trade illegitimately, and one side defaults, neither party can give negative points because they chose to risk it. Likewise, neither party will receive positive rep outside of the game AI exchange. I think that will be fair. Of course, that is only one department of player-based rep. Players are still governed by crime stats and prison terms, which will affect player rep as well. Hopefully, player rep will keep most players honest and highlight the dishonest ones...
Questions/Time Stamps
6:50 How did we end up with fauna like the Kopion and Marok instead of anything we've previously seen before?
9:08 Economy updates?
14:48 Will there be a wipe in 3.23?
16:04 What should players expect in terms of gameplay with the reputation hostility feature card committed to the 3.23 roadmap?
17:53 Sniper glint, WTF man?
20:45 Why can we scan other players ships, but not our own?
21:20 Master modes? Why was it made?
28:00 Performance issues, what's the deal?
31:05 How concerned are you with avoiding another 3.18?
38:27 With 3.23 being the biggest patch yet, was it too much?
42:25 Current state? How's it going? (Cargo elevators, personal persistent hangers and freight elevators)
44:56 Once personal persistent hangers come out, will our landing zone remain the same as what players choose when 3.23 drops?
47:57 How do you see arena commander?
50:10 What is the go no go process like today?
53:02 Bed loggings future?
54:01 Currently it is very hard to be a bad guy in Star Citizen, what's the future hold for the bad guys?
57:34 What place is there for a solo player in Star Citizen?
1:00:04 Hey JJ, why the F don't we have night vision? WTF MAN!
Thank you so much 👍
Hero work there!
Thanks you are a hero 🎉
Sigma Alpha thanks
Hero.
The Dark Tyrer face @ 42:01 is the face of someone who you can see MEANS it. His recounting internal development prioritization struggles and their reasoning, I can tell, is genuinely coming from the heart and isn't some company wordsalad or spin. This man is DETERMINED to wrangle these disperate budding game mechanics and loops into something resembling an enjoyable and interconnected MMO.
I am, and continue to be, cynical with the development progressive of the PU. But hearing Tyrer's explanation and seeing that furrowed brow made me reconsider the resolve going into its making. At least until the end of the "12 months," CR had mentioned that we'd get all mechanics showcased at CitCon 2023.
Also, just THANK YOU for these pillar talk-esk episodes with development heads. The information is more comprehensive, providing a pressure release, especially on the "why's" of bad news or outcomes, and that communication is refreshing!
Congrats to Jared and the team, that was one of the best, free flowing SCL’s in a long time. Excellent panel, really interesting discussion and high quality all the way. Thanks gents, let’s get 3.23 out and work out what breaks.
You're delusional...
Sniper glint should NOT be a thing if the sniper is in shadow/shade or the sun is behind them. Reward a good sniper, penalize the lazy sniper.
Or stop penalizing snipers because people can't figure out Jumptown isn't safe. Give players the means to tell people are out there, not free info. Make it a player choice to actually find that stuff out.
Agreed, though I think muzzle flash should be a thing. Bullet drop and windage could help level the playing field by upping the difficulty for long shots, but glint is ridiculous.
"If you have a moment where you die, and there was nothing you could have done about it" ....
That happens with A2's and A1's........ there's no 'warning' if a bomb is dropped unless you see the ship flying past.... and we cant exactly out-run on foot the blast-range.
I'd rather there be a tell-tell indicator of "that general direction" rather than a literal 'pinpoint location' type thing.
That is the biggest complaint people have anytime "Sniper Glint" is added into games as a way to 'balance' sniping. The fact that the glint ALWAYS, no-mater how much you try to 'tweak it', will give the 'exact pixel location' of the person attempting to use the sniper-rifle. And if your not alone at the time, every single gun within sight of you that is on your team, turns to fire at that exact pixel-perfect location.
Having any system that literally says "fire every gun at this specific pixel", nonmatter 'what' its assigned to (sniper rifle, generator, that one 2-meter wide hole in the middle of the Javelin's rear engine block), just makes people not even want to 'use' that item/thing. Because when you do, your almost always guaranteed to be killed 'attempting' to use it.
If there is someone in a ship, there is a warning ... there is a chirp and a ping on the radar before they get there. I don't think a 15 degree sniper glint is more warning than that. As with anything though, it depends on the implementation. If it is a constant, bright flashing point source then I might be on your side. If it's a tiny flicker of a point that might be mistaken for a graphics glitch or a twinkling star in your peripheral vision, then not so much. What if there are other things that give off "glint" other than sniper rifles? Ships, vehicles, derelicts, mining deposits? If snipers aren't the only thing that give off glint, then sniper glint is less of an identifier.
@@emessar I can understand that, which is why I specifically stated its that the 'glint' in any event, nonmatter how you tweak it, is an "Arrow" pointing to the 'pixel' the sniper is at.
it can be 15 degrees, 50 degrees, or 5 degrees. its still a 'arrow' pointing to a location, rather than a 'over there somewhere' type of thing. Even radars on the ships are more of a 'general area' prior to you making 'visual' contact on your target. "behind in that direction, slightly above" for example.
That's my complaint about 'glint' being used as a 'balancing tool' against snipers. Its that they give you the 'exact' location. Their no different than Danger-durito's in that regard.
That’s why I’ve been saying for years they just need to add a helmet visor indicator that you’re taking fire from general distance & direction like real life Gridbots BAT gunshot detection system. Weapons with lower signatures using flashhiders and suppressors would just give a broader swath for the indicator to incentivize using them but without breaking gameplay. Would make sniper gameplay more cat & mouse-like which would also incentivize using CAS like calling in an A1/2 to bomb a hillside etc.
Richard gave solid answers. Thank you. This was a wonderful SCL. Thanks Jared... great host!
Wouldn't mind hearing from Tony Z about his vision of the economy and what changes have been made, if any, since his last presentation.
Yea is he even around still? Because it has been a LONG time since we have heard ANYTHING about Quanta and dynamic engine and mission engine.
@@MalakieI’d hope so. It was at least a third of the reason why I bought this game to begin with.
@@zeektm1762 I mean, he lied to the community and to CR, hopefully he is NOT around.
What do you mean he lied? What is your context on this?
@@SalvageCitizen he said that stuff was done that was not done nor is near to be done nor wil be done any years soon. Where is the quantas? the virtual IA? etc? All of that was in the roadmap. He lied. I hope he was fired just like todd, those were some of the biggest issues SC always had.
What an amazing answer for the Bad guy gameplay. Thank you for not going full jerks against the non-pvp centric players.
While still allowing for some of that chaos.
Trust me the strong will always devour the weak.
Commercial vehicles don’t “cost more because they allow you to make money”. They cost more because they feature specific benefits to fulfill a given task that can be then used to charge a fee for said service.
Please charge for the vehicles capability, NOT for “if the vehicle can be used to make money”.
that's exactly what that statement means, from the point of view of a designer.
🤡🤡🤡🤡
I would say that Revenue Generation is an obvious capability.
True, you pay more if you aren't willing to take the time. You either take time to do it for free, or pay money to save time. Time = money, money = time. It is a universal principle.
Or to put it more accurately:
time > money or time < money.
Which translates to "more time, less money" and "less time, more money".
Compare the price of a 14 ton truck to that of a sedan of the same year. The difference in price is material, engineering and commercial use.
1:02:12 That is exactly what night vision is. It amplifies ambient light, well military versions anyway. You don't want to project light, even on the infra red spectrum because the enemy can see it if they have night vision.
Yes and no. Some night vision amplifies ambient light, but others display other parts of the non-visible spectrum such as infrared. Both types are in use for military combat with various hardware.
It's true than only the really cheap security cameras use a flood of infrared illumination. This is not the thing you want for any combat situation.
Passive thermal imaging and other EM spectrum bands outside of the 'normal' range of human vision would also be possible (imagine being able to see into the u/v part of the spectrum like some insects do)... and has in the past been hinted at (by Todd Papy) - the problem is that this adds a huge overhead in terms of material properties in the game (e.g. for thermal imaging, you need to track the ambient / current temperature of every surface).
Please don't reply to my post if you do not know what you or I am talking about. My comment is about night vision, not thermal vision nor x-ray vision or any other means of vision.
IR spectrum light's not going to help amplifying ambient light, that's for IR vision. You've mixed them together.
Most military night-sights use IR, usually with a monochrome display. Some use amplified ambient light. Many use both. Problem from a game POV is that each spectrum band is a separate graphics render, and so is heavy on the resources.
No one here knows what they’re talking about. (except maybe stormwolf) About halfway through my latest short is me using night vision with IR lasers and illuminators through a laser aiming module.
Night Vision devices amplify light. Some are more capable than others to the point where they can make SWIR (short wave infrared) but the most part IR Illumination is used in conjunction with Night Vision to aid with illumination, particularly into places with insufficient ambient light.
In general, these devices are used by both infantry and aviators. Considering how far this game is into the future, there really ought to be some solution for low light/no-light circumstances.
Agreed, all people think of is "just fix it" without having the tiniest bit of clue why/how it's broken and how exactly fixing it would work.
Love 3.23, please work on player driven economy/trading, and org permissions next! Keep rocking CIG. You're cooking up good stuff.
This tech will come after server meshing as it depends on it functioning well.
@@janskvara2762 I hope! Those features would take this game to the next level. I hope they don't try to control the economy too much. That's one of my big fears.
We need to be able to sell used ships and items
I can‘t sell my ships at all? (still have my starter ship, but planned to buy and sell often - on my way up…)
17:50 Seeing Jared in the 'incorrect' camera shot felt like such a violation. 🤣
@47:55 Arena Commander will see *_much_*_ more activity_ once it has been reconnected to the PU by the little sim pods that were lost from our hangars.
No thank you. I don't want to have to load PU to then load Arena commander. It's just adding a pointless step.
(Unless it's an optional other method to connect, keeping main menu option)
I think the original idea for Simpods was to be installed in the recreational areas of capital ships like the Javelin/Idris so that crew could practice skills in Arena Commander between missions/during long QD jumps a la Mess Hall from Wing Commander.
@@davescott7680 The re-addition of the simpods linking AC to the PU wouldn't remove AC from the main menu. What ever gave you that idea?
I love that the night vision question was directed at JJ, but all 3 were capable of answering the question succinctly. One of the best SCLs in ages. Thanks CIG 👍
Thank you for anwsering my bad guys Question and thank you for being live with the Community, was interesting as alaways :D
Where is Tony Z?
He didn't want to move away from his family in the US to the UK and thus offered his post, I was told.
what is the point of wiping aUEC and rented Ships, if you dont wipe the aUEC bought ships?
Its likely, he said it wrong and meant ,,rentals,, as ingame bought ships, coz deleting just rentals makes no sense :D
My BIGGEST gripe with master modes - SCM still needs shields. Theres no logic behind turning off weapons and increasing speed and having NO SHIELDS.... Less? Sure. 80%? 70%? That space truck/transporter still needs to be protected. And those large ships that are doing those things ARENT FAST and can be attacked. Weapons or speed, shields should always have accessibility
Star trek vesre does this. You dont run around with shields up an phasers charged all the time. You are faster without them. You have to decide to fight, a a ship with the shields up an weapons up is a beacon of here i am on scanners.
I miss Todd Papy ;-;
He is a great guy and we all loved to get lost in his "Papy Eyes", but was he a good "Live Director"? It's hard to tell, because I think he had to "hold the line" like everyone else while the emphasis was on getting SQ42 feature complete. Or maybe Tyrer is the hero we really needed (and deserved). But without insights into what really happened (or what didn't), we can't properly judge Todd's work.
This is the first hour long I have watched for a long long time and it was a belter fair play.
The number one thing holding back star citizen is the network. It's the main thing everyone who plays wants fixed.
Blind Guardian shirt, mad respect
Elite Dangerous had really cool night vision view for ships- similar to SC's scan highlight. I pulse the scan repeatedly when I fly on dark planets to see the terrain. I hope they enable us to switch on that scanned topography after we've done a scan.
Always great to hear from Rich “Bug Smasher” Tyrer. Nice to see Rick debut on SCL as well! You guys doing great work!
Just make grim hex a home option when skipping tutorial, with a warning on the pop up that it dose not have new player experience, or put a warning saying may not be new player friendly.
He said Wipe of aUEC and rentals on 3.23
What about ships bought in game?
I despise sniper glint. BDSSE with diagetic HUD does not need sniper glint, it needs sensor gameplay.
Yea just like ground troops need a vehicle to scan for a ship that is coming in to drop nukes.
Yes, scanning and sensors is coming down the line... glint is a temporary placeholder.
This was absolutely great and a blast to listen to! Thanks Jared!
this might be the best Q&A ever! the thinking shows understanding of players POV. The cohesion commentary and logic around how the game needs to evolve, why a wipe is essential, incentive gameplay, testing data...so good. essential. thank you for this. thank you. the only problem I have with the video - is that its WAY TOO EASY to be a BAD GUY. PVE players are at the disadvantage
Where is Tony Z ? 14:16
Legend has it Tony Z achieved Quantum Nirvana and became one with the ‘verse.
Tony left the company because he didn't want to move to Manchester.
His LinkedIn profile says different :/
Tony Z told to many lies for Chris now they don't cart him out anymore because its frankly embarrassing. Chris and Tony both talked about most of the ai back ground tech like it was basically 100% complete in 2015.
@@MattHarris0008that was Papi.
The thing with 3.18, is, it happend at the worst possible time. It was like going down to 1 fps at the end of a cargo haul with a filled catter with all your money spent on it's cargo, and 3.18 was that one bug when the hangar's doors close right after their opening.
Correct me if I'm wrong but the main push for night vision is night flying
2945
The current in-lore year is 2954, and has so far ran 1:1 at real time plus 930 years. The events of Squadron 42 take place in the year 2945.
Update is super solid after the weekend well done fellas
Loved what Richard said about money sinks, those are essential
Good talk guys
I feel with night vision it could be some kind of upgrade or tech installment to ships and or weapons, though i can see the difficulty with implementing that into how you see through front glass in cockpits.. maybe we can have a toggleable terrain scan option (using current scan as a base?) so you can see the dotted outline of the ground and obstacles without interfering with vision during daytime flying?
A personal suggestion of mine would be having an option to display IRL time in your chosen time zone. maybe somewhere in the MobiGlass? I feel it would add to the immersion of my experience not having to look away at my phone or tab out on my PC to see the time. Sometimes its the little things
I thought of something else; I'd love for there to be a way to 'hand' things to other players, rather than dropping it on the ground for your friends. Maybe just for hand size items
I like Rick's positive attitude. Happy employees are productive employees.
this man richard is focusing all the talent and resources of CIG in a way no one could before. no wonder hes the man for the job. steering a 1000 man ship is difficult. hes done it.
They said wipe "rental ships" I guess they mean in-game bought ships?
Rental Ships are ships rented in game with aUEC or REC.
Yea no. They mean ships that have been rented.
@@JayAndre562 But those are time limited anyway, so it doesn't make much sense
@@JayAndre562 i hope that, and i hope they didnt just say it wrong
It's a little disappointing to hear that NPC crew are seemingly quite a way down the road, but it's good they haven't fallen off of the radar. I think as much as the ideals of an MMO is prevalent in this design, there will always be more people who want to use ships that require more than one crew member than crew members who want to hang out in the role. There are always a lot of anecdotal "I want to be a crew member" people, but statistically speaking, when even fighters have one or more co-pilot seats and some ships require half a dozen people just sitting in turrets alone, the demand will exceed the supply. NPC crew (and "AI blades" or whatever) will be a very important part of making even smaller ships viable.
It just dawned on me - with 3.23 going live, we might be able to see hangars and freight elevators on PTU soon. Which would be nice.
Indeed
Like it, open and transparent.
thanks guys
What is a rented ship? - hoping from the rental terminal not bought with Auec
He prob meant auec-owned when he said "rented", as compared to pledgestore owned
There's rentable ships.. and buyable ships in game...which are not rented
Star Citizen is not a game, it is a way of life, a code lead by our dear leader Christ Roberts and all the space saints like St. Jared
Rich spitting facts!
Can't wait for cargo tetris.
1:00:04 [QUESTION] Will night vision have glint?
What solo players can do, to gather enough to build an Idris as mentioned, is to outsource resources from other players from other game loops. That will tie-in all the other game loops and generate a player-based economy. Because a solo player could hire a miner to mine a resource or buy the resource raw from miners or salvagers. To make that happen, there needs to be a terminal or cargo store where miners and salvagers can drop off their loot, then anyone can go there and buy that resource from that player via a terminal or delivery service on the galactic market.
Next the player will need to get the resource(s) refined and use it for parts manufacturing.
Finally, the player can hire a ship fabricator to make their Idris.
All the solo player needs to do is earn enough to outsource others.
I like these devs, doing the impossible and not afraid to let something burn.
Also we want Thermal Vision!!! and maybe something else, like Audio-Based Vision or EM-Based Vision. Just put it in the roadmap for down the road, but please don't forget about these things! Ty!
Earnables.... Something I would like to see are avenues for garnering rep with specialized factions that will essentially then license their special equipment (ships, armor, weaponry ((fps and ship)) and so on) to you once you start to reach the peak of their trust and respect.
Excellent stuff.. People should stop moaning, they can just take a break from the game if they can't take it
@ 13:30, Motivation = Grind
Squadron 42 Chapter 1 Update
Squadron 42 Chapter 2 Update
Squadron 42 Chapter 3 Update
Squadron 42 Chapter 4 Update
Squadron 42 Chapter 5 Update
Dayz does a perfect way to not use sniper glint, you can hear the gun shots from kilometers away and thats how u tell where ur gwtting shot from u have to ur brain not just show where they at?
How would that work on moons that have very little atmosphere to carry sound?
How about give people heat/thermal vision? Not automatically. It would have to be an attachment or special helmet. It would also need to be actively used and not passive.
Scope glint is an actual thing and there's no problem with it being in the game. They just need to get rid of it happening at night and such.
19:35 You can just implement a function into the HUD of helmets to track enemy fire and reveal the aggressor position to you as soon as he starts firing at you and you are looking into the right direction. You could explain this with the helmet scanning for muzzle flashes permanently and marking them. This would have the cool side effect that you would see the shot before it reaches you so if youre lucky you can react
There will literally be a combat scanning feature coming. Glint is a good placeholder until the advanced scanning system is in.
The new game director seems legit. I like him
Spawn closets in AC, are we finally getting the intended Good Doctor experience? :o
20:41 I actually would like to scan my ship's internals from my ship console(s) and via FPS.
Please make this a thing. Kind of part of the whole ship management and engineering on top of security.
Maybe the scan is more detailed or faster from the console?
You already get a layout of your ship's internals with engineering.
This is the best SCL we've had in a long time and I appreciate all the information sharing.
55:10 teasing and tempting and giving hope to my smuggling future.
Sniper ok..but if u die whit one bullet of any gun...armor need protect more and we need more HP, few time server make the guard react u dont make in time use a heal,if die start be more expensive of lose all item .. . Good Work
What exactly is the measurable analytic of wiping “rental ships”? If the point is to test the new ship prices, wouldn’t you HAVE to wipe in game ship purchases, not rentals…?
22:03 I had by first day in master modes just now.
It feels way less fun than before. It doesn’t feel like an improvement over the previous model.
It feels like I’m driving a boat or like I’m in atmo even when I’m out in space.
For example in nav mode I can go fast and to stop I can turn and burn like in expanse which is super fun and feels good
Now in master modes I can be going max nav speed then switch to scm guns and essentially stop dead no turning and burning.
It feels really arbitrary and destroys any sense of immersion I had before.
I’m glad I’ve only spent real money on a starter ship because this model isn’t really my jam.
Let´s earn reputation for the Idris! Lifetime goal ;)
No NPC for ships anytime soon....
How does Robert always find such good team members? Love u guys. Thank u all and everybody under your lead. You all make a perfect job 👏
NOT thrilled with Master-Modes at all / dislike having my shields drop while I'm checking distance to a destination
Yeah it feels bad and less fun than before.
Flying doesn’t feel like a freeing experience anymore. I’m glad I didn’t pay a lot so far
Why not just use the star map to check?
Imo, doesn’t sound like a MM problem but a UI problem.
They will come back 100% instantly, it isn't like they have to recharge. And you have a radar to see if there are any threats nearby.
Master Modes, rebalancing and increased ship-greed prices...all wonderful and common sense. Luuuuuuuuuv it
Very informative episode... Cheers
Thanks for the night vision update
I would like the ability to see where I'm flying on the night side of planets.... Right now, the HUD is so bright, it darkens everything else and have to go to external camera to see where the F we are flying or if we are about to crash into the planet.
Why not ships internal sensors specifically for larger ships
Give us more of a player influenced economy. Not just mining and transport, but also escorting NCP supply ships, etc.
Will come, step by step - also personal Transports etc. - it will be great
3.23 feels so much better now in EPTU than when it was first released. Feels like a totally different game already.
Kind of telling the two money sinks they listed were both negative things and not positive things like rent for apartments or things players would want to spend money on.
Apartment hubs come with the new interior buildings + base building. Both of those are post 4.0.
good on ya rich, pushin for SC :))
Walk the sniper glint back. It is an unnecessary change given the other options that take a bit more work to get right. Do it right, do not take short cuts.
You need to do an entire ship wipe. Otherwise, what's the point of checking ship prices?
Polaris soon boys.
As in - just 7 more months...
They just confirmed that the Polaris will be at ILW
...(as part of the fleet flyby)
Where Endeavor?!?
@@WatcherXPbet that means the interior isn't remotely finished-looking, much less functioning.
@@kunkleeeeeeee77 after 1.0
Fantastic episode !
I hope my account still exist .
I got Avenger there😂
I might able to play this game before i file my retirement hehee
So glad I grinded for days to get the Reclaimer. Should only take a couple hours to make most my aUEC back.
Bear in mind they nerfed salvage payouts.
You are losing the Reclaimer dude 😅 he said "rentals" but he clearly means ships bought in game wtih auec. Rentals never need wiping.
@@gemreviews2840no. He meant rentals.
Rentals and bought in game are 2 different terms. If you're right I will have to disregard what JJ is saying in the future since he purposely said Rentals which are actually not rentals. We shall see.
@@gemreviews2840 how do you know because he actually mentions ships bought in game when he talked about character reset so I think he meant what he said with rentals as being rentals. he didn't double speak
Great, see you in Liège Jared 👌🏾
The most successful business model in the game industry is not to fully develop a game and then sell it. But to constantly give teaser about the potential of this game and then ask for more money from investors. Endless cycle of development & testing, until they all grow old and die super rich from investor's money.
The three guys looks like a Zeus variants NGL they even have outerwear to match each variant.
Just gonna leave it here to anyone who reads this enjoy your day
We NEED npc crew, as soon as possible.
No, we don't, and that's not happening . Tell me, when was the last time you heard CIG mention ''NPC CREW'', c'mon, tell me?........years ago, its just never mentioned, just like ''custom ship paints''. What about the old rumour ''buying multiple accounts will give you NPC Crew'', which many did, and not mentioned since 2013?. Your not getting NPC Crew.
That’s a long long ways off my friend npcs still can’t even stand in a lobby haha.
@@davewills6121literally mentioned in this video haha
Mentioned a number of times in the last few years. Including this video.@@davewills6121
We don't need NPC crew. We need working server meshing and BIG player cap, so Orgs will finally make more sense.
Also meaningful jobs for every spot in the crew of course.
We don't need a way to be able to solo large multicrew ships.
MIssed you Rich!
I still think the SRV is under utilised. A simple set of missions targeted to this vehicle to allow it to clean up landing pads at outposts would be a viable option. Allow players to take missions and allow for the tow in armistice. Value of mission could be tied to a scrap value of the ship requiring removal.
59:30 "hire NPCs" - this could be an easy way to add meaning to that 80-person bedroom and dining area on the Javelin.
"Rental" vehicles? Did you mean ships purchased in game? Have rentals ever carried over? Just to make sure, can we get some clarification on this?
Illyana "Messer VI" Messer was the 6th Imperator of the United Empire of Earth, she was in office from 2662 to 2697.
add it to glasses (apex- / witha keybind)
The problem I see with players currently, is that they don't foster respect or loyalty in-game. Almost every lawful game loop are pirates in disguise. Which makes a player-based economy hit rock bottom.
For example, you could make an agreement with another player to meet and trade credits for a resource, but the other player stabs you in the back or shoots you when you were expecting a legitimate sale. If every player can swap back-and-forth between legitimate and pirate, there is no confidence in a player-based economy. A player should be able to request a resource from another player without being on guard all the time. Like if you buy something from a mining player, you shouldn't need to expect an ambush and make the transaction like normal business, in a lawful star system.
Which is why there needs to be a reputation system between players and player orgs by the time ship and base building comes into play. Because that is when player-based economy will become vital.
Once Pyro is fully in-game, I expect Stanton to be more strict on piracy. For instance, if a lawful player is attacked in Stanton space, there should be an automatic alert sent out to nearby AI police ships and they arrive within a timeframe. Or the lawful player sends out a call to the nearest outpost for help, provided the satellite isn't down and the player has enough time to make the call. The player will need to evade until help arrives. It would also be cool if other lawful players in range of the satellite get a flashing notification; which would have the player name and location mentioned, as well as show a flashing ping on their star map. The flashing message shouldn't be distracting and should flash for at least 2 seconds before disappearing, while the ping on the map will stay until the victim or the aggressor is destroyed. That way the message won't get in the way but will at least alert others of an opportunity should they want to accept it and go to the location. Maybe it doesn't need to be a notification but it could be a small blinking dot in the corner of the visor that flashes a certain color or combination of colors in 3 dots that signify different warnings or alerts.
For instance, 1 red - 1 white - 1 red, will mean someone is in need of help in your area. Up to 500km away or something.
1 blue - 1 red - 1 blue, could mean police sirens and you are being pursued by police.
1 red - 1 dark grey - 1 red, could mean a pirate or a player with a crime stat is locked onto you.
On the other hand, when the player-based rep system is added, players will undoubtedly falsely accuse other players and give them bad rep points for no reason other than to grief. There needs to be some sort of check in place that would prevent false accusations. Perhaps not make it a manual point submission? It should be reactive to player actions instead and any disputes should be handled by a third party, perhaps on spectrum or create an advocate game loop. But the problem with having an advocate game loop is that players cannot be trusted to stay impartial. For example, a griefer could be friends with someone inside the advocate agency, and that friend sides with the griefer in the dispute. It would be better if the player-based rep system is governed by the game AI. Say, players will need to go through the game AI to buy or sell from other players legitimately. If either party defaults on the sale agreement, the one that defaulted gets a negative rep point. But if both parties make a trade illegitimately, and one side defaults, neither party can give negative points because they chose to risk it. Likewise, neither party will receive positive rep outside of the game AI exchange. I think that will be fair. Of course, that is only one department of player-based rep. Players are still governed by crime stats and prison terms, which will affect player rep as well. Hopefully, player rep will keep most players honest and highlight the dishonest ones...
WIPE EVERYTHING! That is the way!
Richard is now in charge of everything and Chris Roberts is just a consultant or executive producer. im telling you.
Night vision!!!1!11!!!one!!111 I'm just happy that they are looking into it.
Already in game through ReShade.
@@georgemitchell2288 To a degree. But no where near as good as what it can be if it is built-in.
5:00 ”They move in heards….they DO move in heards…”
If you need test users, put persisten hangar in arena commander