Inside Star Citizen: Player Slayer | Summer 2021
Transcript — every row opens the video at that moment
- 00:00:02
what do i like about pvp i like getting creative uh that is a very hot topic in the community i personally find pvp pretty anxious anxiety creating honestly the main reason why i play pvp i think is the competitive side of it people to trying to out with you gives you a huge ability to like improve and get better each time you play i like to you know try and do takedowns on people you know knife people in the back start throwing grenades around corners i get cocky in a fun way some people want star citizen to be just a purely pvp game and some people wanted to be just a purely pve game and the what makes dusseldorn unique is that pve and pvp are always blended together
- 00:00:50
because it's such an open world game it adds a new layer of difficulty to your missions if your mission is go kill some ai and take some cargo well brilliant that's the mission but then the the element of other players maybe you arrive there and they're doing the same mission and you decide to help each other out maybe you get midway through the mission and you're taking cargo back and people you know blow up your ship and it's that element of not knowing and it helps keep everything a bit more dynamic pvp is really important for us because we can learn from players what kind of strategies they they do the players will always use weapons in ways that designers didn't intend pvp has been an excellent testbed for coming up with new weapons new ideas for weapons new gadgets and so on anything for the fps experience especially as star citizens ai gets more
- 00:01:38
and more advanced pve players will start to see the benefits of you know the iterations that we've done through testing in pvp it is incredibly important that there are areas where you can more focus on pve where there's a bit of a safer space that might be a system that is more heavily patrolled and policed like terra or in contrast to a system that is completely lawless like pyro with stanton kind of sitting somewhere in the middle of all of that a high police presence the law system kind of keeping players out of of pvp can really create those areas where a player can focus on pve to a much greater degree [Music] for some of the more lucrative opportunities out there you will
- 00:02:26
probably have to go into a more dangerous area and those dangerous areas are probably going to entail pvp as part of them of course the elephant in the room with uh player versus player content is always going to be frame rate and desyncs um but while the engineering teams that are responsible for handling issues around that are fighting the constant battle against those we are not going to stop developing content to support that style of gameplay so one example of that is in the nine-tell scenario players can accept the security contract and go to defend a particular objective but what they don't know is that the enemy ninetails can also hire players to prevent that and that uncertainty just makes the scenario and what could happen
- 00:03:14
in it so much more interesting for players first big introduction to pvp in the persistent universe was actually jumptown the original which was never really designed to be a purely pvp kind of scenario we started getting frantic reports that there was this huge bug that a drug outpost was selling things at way too cheap it became a bottleneck for players to go to and because it was a bottleneck players decided to fight over it we ended up sitting there kind of going we wish we didn't have to pull this out yes it was wrecking the economy but it looked super fun we couldn't action on it immediately but you better believe we all noted down right then and there that someday we wanted to do jump town too so development is just starting for jump town 2. we're going to be trying to recreate the original experience as much
- 00:04:02
as possible the first big thing is obviously we can't let it destroy the economy to handle that the event will only run for a few hours but during that time it will be hyper profitable so that we can hopefully still pull people in for that limited duration the other big thing is making sure that people know about the event so we're going to be broadcasting things in game be that comms calls or more likely a mission uh that will let people know where they can go for this and what it is there are no plans currently to add capture zones or any huge gamifying elements if you want to group up and handle it great if you want to try and steal the stuff in order to sell in a different location great if you want to turn it into some kind of legal organization for reputation with them great we are looking to support a very
- 00:04:52
emergent uh style of play for this event [Applause] so we don't want to favor pvp over pve or vice versa purely because people come to the game for different things and we just allow players to do what they feel like they want to do we're not going to limit things either way but we're also going to cater for both sides of the coin with nine tails coming in with that more team-based kind of factionized pvp jump town coming in after that with more of a on your own make your own squad type of pvp and the upcoming pyro which is going to be an absolute lawless hellscape of pvp there should be a lot of great pvp opportunities coming for people who are interested in that content and hopefully they'll be interesting and fun and accessible enough that even those of you who
- 00:05:39
normally don't go that way will be tempted into trying it out as star citizen's gameplay systems and technologies continue to develop we can continue to realize the promise of of a seamless fusion of pve and pvp gameplay made possible by the ever-growing loss system the varying security layers of disparate star systems from terra to pyro and all the stanton-like systems in between dynamically changing events like nine tails lockdown and jumptown 2 all coming together to build a persistent universe sandbox that provides protection for some challenges for others but opportunities for everyone now realizing that promise isn't limited only to the pu improvements are also underway for an electronic access stalwart let's check in now with the
- 00:06:27
team at firesprite to see what's shaken for arena commander in the upcoming alpha 315 we've spent quite a long time working with cig redeveloping everything that you see within the arena commander map of dying star and broken moon we took on board the community wanting a lot larger player space pretty much making those maps like 10 times bigger they also thought along the lines of well navigation wise go try to give the player some way to navigate so they know where they're going within the maps so to
- 00:07:15
provide that we decided to look at the maps dividing it into kind of three player spaces so for example broken moon we've got an area that is a lot more packed full of asteroids we've got an area that's a lot more open and we've got an area that's got visuals that you can fly around and the idea of that was to give the player three different kind of takes within the same map for different combat scenarios and the same with dang style we thought about it from the point of view of three different areas within the player space got the central station in the middle you've got an area which is very much more of that dark kind of clustered space you've got a section which is almost entirely submerged in a gas cloud
- 00:08:04
you've got kind of larger much more imposing asteroids with kind of smaller chunks splitted around for people to fly in and around which is really really cool adds like a layer of difficulty i guess you could say you can try and outsmart your opponents fly through the clouds try and lose them dang star as you know is based in the power system because arena commander is electronic access and therefore not representative one to one of the game because it's a game within a game we're not representing pyro as you see in the pu we're representing it as its own thing that meant that there was an increase in the diversity of colors the saturation the hue and then we've also got the brand new
- 00:08:54
volumetric gas clouds brought into the map but it is where we kind of depart and we've then taken on the art direction from the original concepts so broken moon the idea there was that you would have almost this beautiful vista this marble of a planet and realize that that was the intent and we could now do it so where the maps are at present it's still a work in progress i think we've we've taken into the next realm of development using the new tools the new technology they're looking much closer to the original concept and i think that people are going to be really enjoying the new experience that we've delivered
- 00:09:43
so what did we learn this week well we learned that the new dynamic event system isn't just for large-scale pvp encounters it can also be used to help blend unpredictable pvp opportunities into the persistent universe like with the upcoming jump town 2.0 that pvp testing can have an immensely beneficial effect on the development of pve armor weapons and encounters and that old arena commander favorites like dying star and broken moon are getting just a little tlc in the upcoming alpha 315. now don't forget we're on the road to digital citizencon this october 9th and the cosplay contest is returning check out the website for more details and and be careful with with the bagheads responsible for inside star citizen i'm jared huckaby we'll see you all next
- 00:10:31
week you
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

