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Star Citizen Live

Star Citizen Live: Mission Features

2 August 201901:01:001,378 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    [Music] hi everybody welcome to star citizen live mission features I'm your host Jared okapi and joining us on the show this week we have three esteemed luminaries from our mission features team out of our Winslow UK this was a UK Europe I'm just trying to stack that up studio we got look Presley like Gareth Bourne and Elliot Maltby am I saying that right yes I'm usually terrible for nothing hey guys doing thank you for my great thanks yeah now here is your first time ever watching stars in live welcome to the show this is where we go live each and every week and we discuss or showcase some aspect of star citizen's development we do everything from VFX to props to one time I even had the IT guys

  2. 00:00:57

    on the show Friday broadcast is our chance to do a long-form illumination on all the various aspects of video game development generally the ones that don't get covered by most other game studios a game project so so I'm generally really happy to have every team we possibly can on the show each and every week and today we have a Q&A with our mission features team now look before we get into who you are and what everybody does if you had a breakdown here to describe what mission features are and what a mission features team does what can you tell us well we work with usually narrative first off to kind of get a feel for locations like a location can be planet or even a whole solar system and get a feel for what's

  3. 00:01:46

    going on there and we work with that to try and figure out which gameplay suits firm sometimes we get a mission giver come in and so we work with them to figure out what this mission giver like what their backstory is what kind of missions work for those then we go away we designed them obviously it's based on what what features we have available at that moment and so yeah and then we actually build them prototype them there are many different steps in that depending on how complex for mission is does have dialogue and that kind of thing and then we polish and test it and what you guys play and learn from that I know I was just in the

  4. 00:02:35

    UK a couple weeks ago and this happens with many developers and you guys are no exception you guys are watching videos and streams you know to actually see how the players are interacting with the missions of we have lots of tools for feedback we have spectrum we have read it we have our own issue council which is fantastic way to submit bugs and have them validated but there's also but that's all stuff that comes to us we also go out and view you know YouTube videos and twitch streams and we have analytics as well we can we can see and what you're doing as well and when our tools are getting better and better of that as we can see things there real-time now it sounded incredibly ominous we can see that you're doing we know what you're doing it's very useful though it's a good thing yeah yeah so I Gareth and Elliot your members of the

  5. 00:03:24

    mission feature team tell us a little bit about who you are and what you're working on these days so I'm a senior live designer and at the moment I am working on caves but I've done all sorts the Pacheco mission planetside locations lots of things slow versus mission my overseas mission I'm usually the guy that ends up mission government yeah I'm the mission given man quite often yeah I'm new I'm a junior life designer and when I stayed here I was given the brand new building box system that Zayn was on classes and live earlier talking about and I'm exploring sort of what I can do for missions and send it up so some of

  6. 00:04:12

    the things I have done is the criminal database screen that's in crater in the u GFS and the comma ray screen including the minimal Viable Product hack as well oh and currently i prototype in exploring over uses for screens to do with the law system you sound a lot more polish than me you've been practicing that yeah particularly on the refine kiosk and where you go and pay off your fines rather a bit than be charged yeah it taken out straight away to the play has the choice of if they want to pay off the site mmm so you're working that sounds like you're working on fines you're working on hacking stuff Elliot you're working on you know cave implementation and Luke what are you doing everything Imogene managing all

  7. 00:05:04

    the things I can't talk about that fair enough so to submit questions for supposed to our developers here on started in life you can submit your questions in one of two places either live on the twitch channel as it's going on now or on spectrum RB communications platform on the Roberts space industries comm website you thought I was gonna say bespoke long time viewers and I stopped myself did you see that people like you spoke too much I'm trying so when you submit your questions please preface your question with the word question in capital letters surrounded by bracket that's going to help our community management team pull it out from all the other conversation that's going on additionally we also put up a thread on spectrum earlier in the week to start collecting questions for folks who maybe couldn't be here live and allow folks to vote them up to see which questions they wanted to see answered most so while questions are coming in today we're gonna start with some of those pregame

  8. 00:05:52

    questions that came in throughout the week right off the bat when will we be able to share missions with people in the same party so we can all benefit from the payout we know that's a that's a request that players have been looking for for a long time straight in with a win question okay and so good news actually on this we we had a design it entailed some UI and some support from maybe groups and and then we realized that it wasn't gonna get done quickly enough obviously we we know how badly you guys want this and we want it like we've been kind of working around this in various ways it with like kind of cooperative missions and stuff and but we had our me and my Koda we looked at

  9. 00:06:44

    the design and tried to simplify it back down to what we could deliver quite quickly and easily and we managed to get something earlier this week that was really promising and adds fuller my principal designer he did an audit of all of our missions however he just finished today and and he came to the conclusion that it would be easy for most of them some of them do need some work like for instance like in the example is like race missions so you can share this mission with everyone else only the mission only owner can pass River checkpoints otherwise I could share this with everyone and they could be at every single checkpoint and instantly finish you know finish the

  10. 00:07:32

    mission and so there are like obviously some missions have edge cases like that that we have to catch but we're like straight up straight off about on Wednesday when he showed us this we were able to play a like share a delivery mission now like certain things straight away didn't work but we've managed over just just the course of two days to get that up and running so I can't answer when exactly I think it will be more of a kind of rolled out mission by mission as we can like result them convert them yeah but this is and you know it's so profit promising we were so happy at the start you know Wednesday it's one of those reflect is you happy about because yeah yeah a lot of refactor like

  11. 00:08:22

    obviously we've got do a factor of our missions for service dreamin and things like that so yeah they're great they you know apparently we've server streaming on night it's night and day it's like object object container streaming all over again you know the speed and stuff so that's great but it is a bunch of work we've got to do to refactor these missions whereas this is a refactor that really really benefits and will make everyone happy so yeah it's important to remember and I don't know if this always is always a parent or evident to everybody that the missions and the types of missions that are available in any given patch are dependent on a whole lot of other game systems being online and working

  12. 00:09:10

    correctly and being fully implemented some of the questions that are going to come later on have to do with you know can we have this type of mission you can we have this type of mission or why don't we have this type of mission and quite often that's simply because you know where the missions are downstream dependent of other game features so things like the the mission sharing so that when people ask why would you have to refactor something or why didn't you just make it this way the first time that's part of running a game in open development is we're working with other teams we're working with the systems and the resources that are available to us that have been developed that are tested and implemented at that time as we go through each patch yeah there is a danger that we couldn't make like too many missions to actually maintain like for instance

  13. 00:09:57

    back years ago now before 3.0 or even 2.0 we built all of our missions in flow graph that came with the others we had like so all that had to go when we went into subsumption all those missions but like it looks like carried-over would completely recreate it and some were lost you know and then we've gradually built up to surpass that now but you know there is a danger you go too wide and the moment we have to do a roof refactor like this yeah you know it takes forever you have to develop responsibly we don't want to put put in too much stuff that we know we have to redo later down the line so you you try to thread that needle is that we're fine to find a good healthy balance so that

  14. 00:10:45

    we have new gameplay and new missions and stuff to introduce every patch while we still limit the amount of work that we have to redo later down the line a lot of our missions are procedurally generated or were through the procedurally generated system does CAG plan to have fully handmade story missions in the pee-yew in addition to all that PG PG content yeah yeah totally plan to UM yeah especially when it comes to like mission givers really making those guys stand out as special and putting their effort in their mission chains for them as well like we really want to start focusing now on almost like organizations within

  15. 00:11:36

    the game that you work for and you build up reputation with and that reputation then turns into different missions for them and in working for one like mission giver you can actually accrue negative kind of reputation with another you know that's opposed to it and so yes yes we really we really do want to get into that and I I believe like you may have a question I've been reading through the the page about like the P I wanted mission and whether we'll have more missions like that but that's the closest I can think to a story kind of mission and still that is quite you know quite basic but we'd really like to take that notion of there's a big one big

  16. 00:12:27

    strong story arc here in this station you know this abandoned station and when you go and you go over to do that one thing and then on the way you find overs also with this smaller arc and this smaller arc and this much you know you know and then once that big main missions done you've actually unlocked a lot of more procedural missions so that we haven't just built this entire location and set it up for one specific mission I mean Elliot's been looking into like what we can do to maybe take the like the P I wanted mission as a basis and learn more about the building blocks and what we can do there if you

  17. 00:13:15

    want to yeah so we've been looking into it earnest we wanted to make more of a web so it's it can be sort of harder for the player but you know if they use an investigating skills to the best of their ability they'll be able to hopefully find it we want to throw in sort of extra things like as you're doing it and you're finding information you get contacted by someone who's saying we need you to throw these people under the bus and all up you know we'll we'll pay you more than the original mission cost so then you've got moral choices in there moral dilemmas and stuff and more choices and sort of we're looking at other ways we can sort of improve it because right now there's data pads floating about and we're looking at systems we can use to make it more immersive for the player so in world things and things like that

  18. 00:14:04

    yeah you've been looking at like email systems and using the building blocks tool so you can actually go through and like figure things out we can give you enough information and that you can then build like you can decide which which information you actually hand in at the end so as you as he said like maybe there's someone gets in touch and says I will pay you more money if you frame this guy or I will pay you money if you make this guy look innocent and we've got a final venation and you have all the information that you can then like move into a file before you submit and and that itself like you can make him look innocent and just just kind of hide away the stuff that probe proved he was guilty you're throwing people under the bus was I was just a turn of phrase right Eliot

  19. 00:14:52

    you're not confirming busky oh no no no no bus is no throwing well we have buses okay no that the P I wanted mission is a at least from my anecdotal observation of the community seems to be a very popular mission amongst the star citizen community so I think there I think folks will be excited to hear that that were you considering that is like a basis to move forward it's like yeah Gareth you said caves when when caves do eventually come online what type of missions are we considering for caves so for caves when they do come online we're considering things like AI combat in a cave obviously that's like a natural one an easy for aggression missing persons you

  20. 00:15:41

    can imagine someone's gone down into a cave and they've met a rather unfortunate untimely end somewhere and you've got to go find them mining can I talk about mining yeah yeah yeah my name is in the game now cool yeah mining down in the cave is that wanted harvester balls the word but we said yeah just give the caveat that these are things that we're exploring these are things that we're looking into yeah this is definitely is very much in in development at the moment so things like whether the cave is inhabited or uninhabited previously explored currently being explored and all of the sort of opportunities that that brings

  21. 00:16:30

    with it so yeah I mean a lot of it became place traversal and an exploration in there yeah they're not gonna be think of it as likes plunking that would be difficult dangerous spaces dark mysterious you know well we'll certainly learn more about caves as we get closer to whenever the implementation is down the line looked at things like guy asking for that along with Kate came sir planetary things one of the one of them one of the common things that we see that come up and chat a lot that come up in just casual conversation are the possibility of planetary only missions right now we've got a promotion going on for the anvil ballista shameless marketing plug there so there's a lot of focus right now on

  22. 00:17:21

    planetside or surface side gameplay folks are asked often you know can we have missions that require you know planetside stuff vehicle stuff what are our thoughts on that it seems like it would be hard to keep people from using ships to do it anyway yeah yeah so interestingly if you remember the Pacheco mission you're given a vehicle in that so so my current thoughts are a similar think like a company wants you to retrieve X resources for them and return it in their vehicle or some other methods that I want don't use the word force but encourage you to use a certain yeah I guess but it's for danger because I have seen people saying I only use my own ship in the Pacheco mission which is completely understandable like we it was a different mission when we came up with

  23. 00:18:11

    it that it actually needed you to have to have a different ship there but when it comes to like as you said actually the reason we haven't done them is because most people can just cheat and just use their ship there isn't you know they're slower the ground vehicles are slower and you know and stuff so unless we force them to use it and we don't want it to be arbitrary you know the reason I get contextual yeah exactly the so when things like weather comes online like that will force you to drive you know yeah caves I mean we're making caves that have whole you know entrance is big enough to take vehicles into so cave is a great example of why you can't take your ship in you know it's like

  24. 00:18:58

    it's a naturally smaller space yeah and like of course a spaceship can't fly in a cave yeah so like that's yes it's all about the context about whether we can do it in such a way that you're not questioning it thinking why am i yeah this is contrived yeah oh you know the vehicles there upstart and they're like well that's great I'll just drive it into my ship and fly it yeah you know it's part of why I work so in the cave because you like of course I can't fly my down here and just torpedo these guys in the face because my doesn't fit yeah yeah it's hard you know and in a game that wants to provide so many so much in the way of choice and opportunity it's hard to then turn around and then cut so many of those choices out and say you'd have to just do this and use this you could do it stuff like that so Elliott what ways

  25. 00:19:49

    could be anybody by just saying Elliott what ways will we have to pay off fines in the future do we always have to go and do it at a terminal or you know or in person or can just wire transfer will there ever be an will start with their and then there's Apollo in the current plan so far in a sort of tier one I guess we're having actual terminals you have to go to to pay off these fines I'm not sure of any plans in the future to do sort of wire transfers it's I'm sure I know players will be able to transfer money well I don't know I assume they'll be able to transfer money back and forth between themselves which China and you ask the question why wouldn't you also be able to do it this

  26. 00:20:38

    way we do know we want the kiosks there like something physical to allow you to hack it you know you know go somewhere and be able to to do something to a physical object right and so I mean we can't speak to other features like money transfers but it makes sense if we're you're you're able to any point wire transfer money anywhere then it would make sense you know for the fines to be paid that way as well we always want those physical things yeah so currently we are working on just having a actual terminal in world that you can go up to and pay off of or if you don't want to pay you can go to gray or the ugf and just thinking yeah that's actually an interesting point yeah we would like you

  27. 00:21:27

    to be able to like it like the difference between the criminal database where all your felon is at cabs and the fine terminal where it's more jurisdictionally based you pay off if you want to pay off your crimes that you've committed and at crusader you have to go to a lesser or eventually horizon and saying for your view of us but right now very we because light security can't detect you hacking something and there's a green zone so no other player can do anything about it we would like you to be able to hack these kiosks but right now doesn't fit so we're just gonna thinking about just keeping that on the current hackable keep air terminals at Korea and such so you can go in there

  28. 00:22:17

    and adds a nice little layer to that which is do i hack off my felonies first or do i hack off the things so I really don't want to pay you know yeah it's definitely a choice that you have to take seriously as a follow-up to the being able to transfer money between players this is the mission feed your team that's obviously not a mission feature that's just a overall game life in the universe feature other teams are going to be working on that and we've stated before in other places that yes that is a feature that that we want to implement so moving on what happens if you don't pay fines is there are there additional penalties that can occur what I'm going to rack up the craziest amount of fines in the world so we've done research into this and I guess we've come up with a plan so if you don't pay off fines they go through certain stages

  29. 00:23:06

    and if you get to the point where you've not paid it off and the government is like me you're taking the biskits now they'll turn into a unpaid fine felony was like fine neglect you've not paid it it's elevated it's serious now it becomes a felony which obviously raises the bar more and you can't get rid of it and it goes on your record yeah service takes you were talking about is there as an early payment state and then a escalated payment state and then after that you get there's a certain length of time at which point you look I mean like so in free in the next next release hopefully you'll will be able to pay fines off in at these kiosks it's hope a little later you'll be able to be arrested fine you know because right yeah yeah we've got we've

  30. 00:23:56

    got bounty hunters but we've got lines for security reminding you you know even if you if they scan your ship and there's nothing on there they'll still give you that little warning okay but you've got some unpaid tickets and then they'll fly away and we've got lines for bounty hunters who turn up and they give you kind of warnings like the first one is just a reminder the second may be like a shot across the bow and next time I'm I won't you know obviously won't be a warning and so visit the kinder idea but yeah debt collectors will come out after you as well from the live chat here what technology are you most looking forward to that will allow you to create some really interesting missions legend I mean there's technology we already have

  31. 00:24:48

    that we need to just get to a point where it can be used in missions like mining and trading and things like that so like I guess for me the the one thing that we don't have just yet is so many actually now I'm thinking about it like is incredible I can't wait to punch someone out and Oh localized inventory so that we can actually put finite things in our pockets I'm flashy one but I think big trade cargo journeys yes you'll be really cool from one box with 200 boxes yeah but it doesn't get me excited a wistful question they're like yeah it's it's

  32. 00:25:43

    it's we often see we often see and we here are our backers we're community talk about the things that they can't wait to come online it's a it's important to realize you know that they're we're just as anxious for many of these things as you guys are where you know as our teams around the in five Studios now around the world are working very hard and very good identity to bring these things online I should I should manage leave it like build it with building blocks stuff is gonna change missions mass at least do yeah it's changing in an hour and seeing that develop in this last three months you've been here it's really nice because it adds more immersion into the game because instead of having this or you go up to a terminal and this in the thought pops up and it's kind of breaks the immersion that you can actually see if physical and interact with it yeah it's a good point like that the hacking

  33. 00:26:31

    hacking used to be that you walk up to a screen that had a texture on it and you pressed F and some words came up over it and the texture changed simple as we're now like as you know we've only taken it at one step forward but that steps a huge leap yeah but you can now you know select every any button on there and and I hope everyone can kind of see that like even though it's the first step it has been able to make a minigame on on a screen it's gonna be and the system's still developing so all the time I'm getting new tools to play about with it that gets me really excited for those of you this is your first time hearing about the building blocks we talked about the building blocks with Simon and Zane on this show about two weeks ago and we have a segment with visuals and you can see

  34. 00:27:20

    more about how that works and how that helps our developers coming up in ISC in two or three weeks depending on a couple different factors so well here we'll be hearing much more about the building blocks they're really cool it's a we don't just develop things for you guys we develop things for us to use to develop other things for you guys and building blocks are an important step in our development that'll make a lot of things more interesting and easier to do let's see there's the P I wanted question we'll skip that since we talked about that earlier Gareth what are the challenges involved in creating missions for caves like Frank finding people in outer space and on the surface is relatively easy but with caves like I can imagine you go to a waypoint and you just hit solid ground and it's like what because they're deep

  35. 00:28:09

    inside he caged in a cave what are the challenges involved here and how what are we doing to work with them is involved so I think it comes back around to context again so if you have AI in a cave you need to make sure they're not in a place with I don't know a bunch of crates where you're like I just crawled through a tiny hole how did this guy get his crates in this room because obviously they're procedurally general I say obviously but they will be procedurally generated so there's it's making sure that the nature of the connected rooms has an overall context and a flow that makes sense when you're in that space and things like finding a missing person you need to make sure that like he's in a pit he's not in a pit at the start of the cave or it could be but he might be in the pit at the very end of the cave as

  36. 00:28:55

    well so there's lots of like different places they can be or if he's just dead on the floor he's not dead on the floor and the entrance it's like making sure that all of these phases that can be connected together and form this space have like an overarching context so if the cave has got AI in it you don't necessarily want a crawl space at the front or you don't want a traversal space where they're spawned because it would be funky stuff would happen at the moment yeah because and stuff like that it's sort of like making sure that the the space that's received degenerated fits the context of the mission yeah and when it comes to things like markers we always have to be careful anyway like I mean putting the marker on you we wouldn't usually put the marker on the missing person oh whatever you know because that gives it away and and you get that problem you

  37. 00:29:43

    mentioned way like I'm staring at floor here how do I get underground we you probably end up putting it on the hole like that but then again yeah the entrance to the cave but then again like maybe that's half of the fun we have to figure out yeah we have to figure out for ourselves like oh actually finding my holes a pain in the backside or something I don't see they're quite naturally dark spaces so there's a lot of challenge in making sure that the space is readable in that you can understand where it is you're going to go because obviously imagine if you walk through a cave you turn into a cavern that doesn't have any natural light source and you're like what even is this face and make it so there's not a hole immediately there so you're not even had a chance to turn your torch on

  38. 00:30:30

    you're just instantly tripped up by the fact it's dark and we don't spawn box missions when you can't carry a box out yeah it's great like you know to be challenging and have people have to like for over boxed event to be able to climb up but if you actually make but because of a procedural way we build them if you've made like you have to crawl in then there's no way yeah it's kind of about level design challenges in a way yeah it's one of the reasons we use procedural generation is a tool to help us and not be and game-like like some of the games it's a question for the live chat what are the thoughts about PvP missions great we love them yeah and I mean especially especially now like because

  39. 00:31:22

    our AI is developing and it's really nice to be able to pick players against each other you know I don't think we do a good enough job of saying this is a PvP mission so we good as an option we need to make sure that people aren't lulled into you know thinking of this as a PvE mission and and you know get attacked by a player but you know that's for game but is became you can get attacked for no reason like nothing to do with the mission it was just you were there at you know for a long time but we build missions in a way that bring players together that can lead to PvP it I mean we don't always pit players against each other the I mean now you'll always give space wreckage or the derelicts on the ground

  40. 00:32:12

    as an example in the those missions have like 7 mm sorry those locations have about seven missions on them only two of them actually conflicts but when you meet another player like there's an instant kind of distrust like freeze and they're like is this an AI no he seems so so you know we can't there's no way we can prevent PvP and you know when we encourage it we should do so in a fashion that players are aware that that's the risk and but we do I mean there's plenty of missions we've made for like pit players against each other and the four clovis one I I think maybe

  41. 00:33:04

    the Clovis one just doesn't seem to appear as often as we'd like and we need to look into that one but yeah I mean it was a very kind of vague question but we like them we're not avoiding them we're not relying on them too heavily and we kind of we tend to do like a one pvp mission of an and PvE mission and and 1pv so we kind of keep it balanced and we say we can't prevent pvp where you we're saying with a hundred percent certainty and stuff we have things like the law system you know and then different star systems will have different levels of criminality and jurisdiction and stuff you know it's it's there are there are systems coming online and we know being developed and coming online that you know will discourage you know piratical actions

  42. 00:33:54

    it's like that but somebody who's determined to to do this will I will just have to face the consequences when they do it mm-hmm that's the basis of the law system all right hey Eliot what's your vision for the future of hacking gameplay and really anything I said Elliot again but so we obviously put in the hacking as a basis because again the tool was brand new and it's being developed and we're kind of like testing the walls with what we can do and how we can use four building blocks to the building blocks yeah so after that obviously there was a lot of feedback on spectrum really about that we we saw it through and read me and Ed Fuller have both been working on

  43. 00:34:44

    sort of ideas and prototypes of what we'd like to do but we'd we'd like to have it in a way that for the people who didn't really want to engage in it it can be easy for them and so you know so there'll be certain certain things for easy to have but we it's because we designed them to be easy to hack well then people who actually want to make say hacking a career of theirs we wanted to give it some some sort of depth to the point where they could actually make a career and sort of enjoy it a lot and be you know communicate with people like yeah I can act this for you and stuff like that easy to learn difficult to master kind of thing exactly even to the point where we I mean we are trying with a the intent is to try and

  44. 00:35:33

    build something that is go could be PvP so you could have you know someone hacking and someone kind of trying to prevent a hack you both hacking each other yeah exactly or setting up trap yes for alert youtuber to the hack and then you can get in there and move your double keyboard typing and two people on one thing yeah so yeah we're trying to go deep with it a while at the same time obviously keeping it's over when we when we just want you to get through a door and we want everyone to be able to get through that door but they can either pay and and get a you know a chip to basically do it for them like what the chips we've introduced now may eventually just be kind of relegated to this is like buy your way out of there

  45. 00:36:23

    because I you know I'm no good at the hack and I never never get it or whatever and whereas people who you know put the time in can just become fantastic yeah please help where our thoughts about adding alternative rewards like stuff let's like not always aec but unique items or reputation or anything else we definitely want to do it it's these things rely on other features that aren't in existence just yet or being worked on naturally like for instance unique unique items you need to be able to like store those

  46. 00:37:12

    somewhere you know like properly persistent Habs where you know where you can own and decorate and and and things like the what was the other one reputation so as I was saying before you'll when we focus more on the in-game kind of organizations companies but you work for you'll be both going up and down in reputation for those unlocking new missions my Oscars really naturally ties into receiving items relate to them yeah yeah like oh yeah we're desperate like we've been wanting to do kind of missions that give you uniforms and you know can I allow you to have ships it's what we try to do like McCray again it's only a

  47. 00:38:01

    prototype at what's in the Pacheco mission now that gives you the I got the Cutlass because what we want what we need to be able to tie it into is the actual system that players use right now to to let players party members open doors and stuff because you'll find him at Mission they're literally only the person who has permission is able to fly that ship as we found out actually in our life play through detox there and but he like he can let anyone else fly it and he didn't have his stick set up so it was a bit of an issue there but it's because it's not using the actual system that is in our game it but that system needed to be opened up to us to

  48. 00:38:50

    emptor allow us to do it detox helped us on earth choices and live play through the particular mission maybe three months ago helped us we haven't forgotten you didn't bring your forgotten we loved detox so just give them some good-natured crap will there ever be mission givers that can only be found in the bowels of a cave yeah I know yeah yeah all the bowels of a space well not exactly I mean I who's to say it will be like a full-blown mission Giver

  49. 00:39:36

    like but we want these you know kind of side mission givers thank you very much yeah exactly yeah exploring yeah crazy hermit crazy hermit archaeologists yeah stuff like that yeah sure you mentioned the Loren team for how closely do you work with the Lord team to provide to develop these missions every day missus this is why I get in it like 10:00 and leave at 7:00 and because obviously they're in LA and we have as much crossover as possible and because it's very rare very rare we have a week where we don't speak to them like that super overs you a day even I'm dating every day yeah they when it comes

  50. 00:40:26

    to this this part you know obviously we've been putting out a release and no one plays it like they do like we get couldn't we come into like screenshots of like this this text is wrong this this is wrong like always oh okay yeah we found it stuff it basically what QA would never never figure out because they know how it's been written and like we'd use a lot of procedural text so there'll be a blank you know and a blank and and we have to hook it up to the right thing and we may have done it in the wrong order or something like that but it's stuff that no one else would ever catch yeah when that we're never out of contact with them in the future well missions be capable of having

  51. 00:41:13

    multiple paths to proceed with different monetary compensation for each individual path or not just monetary but different compensation general for each different path yeah Ellis yeah I wanted but yeah also like you well yeah you did say someone kind of call in halfway through or you uncovering something halfway through but changes how you want to do it you really like you go into this thinking you're being altruistic and realize for actually oh these people are innocent I shouldn't be gassing or doing something to this you know yeah I go in to turn the power off at this place you know it's quite simple but oh all these people will die if I do it it changes changes a story and I've always been I mean I've worked on fable so I'm all

  52. 00:42:05

    about like they're kind of good evil choices within a single mission Tony tofu and what's there for eat chicken see little chicks but yeah we definitely do want to do that that's a more complex mission than we have currently it going back to the start it's that's because what we're trying to build right now is is more like the ingredients to a mission you'll notice not our missions aren't super complex not at present now like that's because we tend to build the objective first when we get a new feature for instance we build an objective around that and then that can be tied together into like a whole mission you string your string

  53. 00:42:52

    objectives together you get a whole mission and and sorry I read another question on there but we've made y'all may not get to but it was ranking missions yeah you talked about yet you were talking about how we build the objectives first we build there Jeff oh sorry you know yeah there wasn't very question about how like play is building row missions or something yes it's the very next one on the list ah amazing in the past it was discussed that players would someday be able to generate missions is that still the intent you just do the show yeah we

  54. 00:43:47

    really want to allow a place to do that and it's because this is the way we're building as I said before like we build in objectives so that as a really simple example is the delivery missions so a delivery mission is super simple pick up a box drop off a box and scenes though no beans it's not my same company but but it's it's not one mission it's it's two objectives pickup drop-off and and we we built those separately so for an example in a mission where you steal box you like at first there is a go kill this person maybe or you know you know whatever on the front for now anyway we're going to that but you do something first and then at the end there is the

  55. 00:44:36

    drop off part of a delivery mission and we just stitch rows together it's the same part and we could we could allow players to take our objectives stitch them together and to hopefully a coherent vision mission Lego right mission Lego exactly like and all you have to do then is say what is the thing that you would like picking up and dropping off and I mean we do it with the service beacons were currently like it's just a lot more straightforward for a like because it's like pickup me yeah and we always know where you are whereas it is a box it could be any box it could be anywhere and yeah and then what we do is we expose to that system like every location

  56. 00:45:24

    you know that's available and that's an interesting one actually that specific example like we don't expose currently places like that are illegal and secret and hidden but you may want something delivered there so would you get a marker to it or not no you shouldn't really you should have to have like learned where that is yeah exactly before before going there anyway sorry built together I must give my own questions to myself here at like sorry for that I was skipping this one cuz it comes every show you do but now you get

  57. 00:46:13

    it where's Tessa where's Tessa right she's on perforce waiting to be added back into into the game we've got a whole load of new lines we got recorded to her and but I'm kind of holding out on putting their back into the game until she gets something worthy of like I like right now we don't science missions we don't have scanning missions and those of omission she's made for and I don't want to brought back just four more in our combat missions or delivery missions or anything like that and yeah she just deserves bear honestly all right next question where's Tessa in the cloud has been like for the last any plans to add

  58. 00:47:10

    additional shipwrecks or for investigation missions yeah I mean as soon as we given them we'll use them and it's not it's not a straightforward as I've had this discussion Allah like when the ships break up now they aren't actually like the wrecks that you're walking around and they have to put a lot more effort into making that ver wrecks and that you guys are walking around crashed on the ground and then just for ones that this visually kind of break up in front of you and there's a lot of like collision issues and stuff that you won't see because they're just able to break these things apart and that they then have to do a lot of work to to to make them like so you can

  59. 00:48:00

    navigate them and that they look they hold up when you get that close so and our ships are just getting bigger and bigger on it and I'll only ever ask for the biggest ship lately I don't care about the Hornet I mean what can I can't do anything in there okay so get me a reclaimer and you know give me a javelin like you have a moment I saw like eight ninety jump I was like yeah yeah and it's a lot of work for those guys and obviously they had they're making the ships and these ships are just getting bigger and more complex anyway so it's a big crisis yeah when I asked when I was in the UK I asked the ship team there how many rooms were in the eight jump and they'll just kind of looked at me you know like I don't think we've

  60. 00:48:47

    counted so Adam Adam Parker went through encounter for a medicate came back it's like sixty eight rooms in it and everybody was like wait like it was funny was one of those things that we discovered on her own because of a random question is so there's lots of opportunities for a Bernie any jump shipwreck I will give a little bit of a tip that there were mitts we are looking into getting FPS combat within air Starfarer wreckage is now and the 890 jump has a whole mission within it and that we've we've made to a decent prototype level and we're reciting upon that kind of foundation of the existing one ya know it's big enough to have an an entire mission in it it's insane yeah

  61. 00:49:38

    another question mark caves will we encounter random NPCs in caves and if so will they always be hostile or can we discover other types of nbc's like archaeologists or geologists or something like that i think for the first time you see them there will be hostile npcs but for the future we definitely want like I think I sort of alluded to it earlier by inhabited caves and K Mississippian exploration so they would definitely be filled with NPCs of whatever type or class suits those but the first iteration I'm thinking going for the hostile yeah okay I think you just have to realize that we obviously record dialogue for all these guys and

  62. 00:50:28

    it's fair enough to do that for like asset for enemies you know because they only say so many things they you know that they have their set that they yell at you whereas NPCs they all they have complete a different thing if it's an archaeologist he's gonna say something different two different sets of animations but exactly and you know we're still in development we don't want to go like too far down a path that involves like actors and cleaning up the milk happen and all of that at this point in the game de l'armée of the guy at first yep you talked about mission and objectives and stuff starting with objectives one of the questions from the live chat is asking about mining missions or rather

  63. 00:51:16

    missions that are required that are specific to the type of profession ship that you would pilot yeah it goes back to I think something I mentioned previously which is though these mechanics exist they aren't actually accessible to the mission missions just now so they've had the right the hooks the hooks and and even things like a simple mining mission you could possibly take from you know verve kiosks for instance and so it's like by cell and then there's another tab on there maybe that has missions like I need X amount of gold within 10 minutes 10 minutes is

  64. 00:52:06

    not enough but you know a time and you are left to your own devices to figure out where to get this gold from you know and P players who if scanned in mind enough may know this and be like I'm going there and others okay I have no idea so maybe you have a very easy emissions actually take you to a location and then we spawn you know this van v over but again that's that's stuff that we don't yeah those cancel out far those in your inventory are they the right type yeah can you deposit those and the same goes for ya and how do you deposit I guess but the same goes for trade-in as well like that would have to be on a console somewhere as well and but like one of the one of the things holding us back is limeys trading

  65. 00:52:56

    consoles were built before building blocks so they're not easy reasons not something that designers can get into and start changing and they have a plan is that they eventually you know all get remade in building blocks and then we can take some of that pressure off the UI team and like because what they would do is um Elliot's been working with a design at UI team a lot and what he does is build a wireframe model ugly really bad no one would want to see it I was but it works you know yeah like the UI is kind of all this is kind of how he wants to play it how it wants it laid out I'm like this is the idea of how he wants to play it to use it and they'll go in and they'll make it

  66. 00:53:43

    look pretty and it honestly just necessary like white box it yeah box it making powerful make sure it can be tested and then just reskin it and make it look pre to the point where it's so hopefully like in the future all these things were you know there's a sticking point because it's UI and UI like over work they have so many other things like on the schedule that just a little like mission thing sometimes we ask for is its it's too much for me to do in the time but we are now free to kind of do ourselves they providing styles so they build this whole like I guess it's like building a website you know kind of thing they they build the style and then every box you make looks in that style afterwards so like main pages yeah yeah

  67. 00:54:35

    yeah obviously we've done a lot of talking about building blocks the designers are very excited about this new feature coming online from the UI tech team like I said we'll be covering it in more detail in about two or three weeks on is C so you get to see what these guys have been working with and why it's going to quite frankly is probably it's not it's not hyperbole to say revolutionize the way that the designers get to implement their missions intimate their ship you eyes implement their kiosk you eyes everything it's gonna take a lot of strain off of the UI team and allow designers at all levels on all teams to push forward with a lot of features that that that you we everybody's been waiting for so it's an exciting time look for that in coming weeks let's see we're almost out of time

  68. 00:55:23

    will we be able to hack the anti-air defensive towers on bunkers these people don't want to be probably I mean eventually the place we want to do it first is the common race like whether it's just kind of create a great hole in their defenses so that they don't they have a blind spot to you and maybe your party members or that you can turn them completely like against for security you know their allies but I'd imagine that's going to be one of the first places we do it but there's you know going into the underground facility having bypassed them somehow and turn them the other way or just make them oblivious to you is

  69. 00:56:13

    you know it's it's the same thing feasible yeah yeah it sounds cool and finally before we let you go I know it's it's Friday it's late on a Friday it's the weekend you guys have put your time and you ready to go home in a simply in a simplest sportin a lot of them I shouldn't say a lot but some of the missions are kind of unreliable right now a lot of folks are having us have trouble completing missions we see comments in we see comments in the chat about how I've only ever completed the pacheco mission and stuff like that what can we offer to people about the current instability that's involved in missions yeah a mission I think obviously people have to

  70. 00:57:06

    understand that a mission is its call very simple like again with the delivery mission it's pick up a box drop it off but then in between that pick up and drop off is the game the whole game so if any any portion of that game doesn't work at that time that mission might not work it might might be entirely blocked or it might be that it's just more of a pain and obviously like some of the examples are black boxes disappearing or falling through things like that's not a missions fault yeah that's not the missions fault that's I mean I don't know I have no idea why a box would fall through like I

  71. 00:57:55

    like designers is like at the end of the funnel trying to piece everything together to make to make something cohesive that any any single part could fall apart on you and it's easy to make that look like the mission that you might think are now the mission is broken but sometimes it's like oh I didn't have any power over that happening mm-hmm yeah so you know we're a small part of it obviously you you accept a mission and if you can't complete that it's like the mission a missions bust but that said you know teams you know all these teams are working very diligently to resolve these bugs resolve these issues 3 6 1 is currently on the PTU and open testing the first thing I noticed with regards

  72. 00:58:43

    to Garrett stuff about the boxes you know I picked up a box and I draw I dropped the box and for the first time the box didn't slide along the floor I haven't seen that you know wow so we are making progress on that teams all around the world are working on that stuff so as the game becomes more stable and as features become more fully fleshed out and more developed than you'll the wonderful consequence of that is that the emissions will begin to function better and and you let people have more success in completing them inside exactly and the more reliable become the more confident in pushing the boat out kind of thing pushing the envelope think that we'll get with that as well so you the natural course of things yeah yeah so everybody remember you can do your part get into the peach you help us test use the issue counsel issue counsel is

  73. 00:59:32

    an amazing tool where you can you can help us track down bugs verify bugs get them escalated and priority through the number of reports and stuff like that we are in development together so we all want a stable and fun gameplay experience for star citizen so we read those yeah we do repos you read those yep all right look Gareth Elliot thank you for your time here on the show today I don't know it's always always feel kind of guilty asking people to stay late on a Friday but I think if I can sue but if I can if I can speak for the folks watching I think they really enjoyed the show today so thanks so much for the candidness of your answers and we'll be back next week with another episode of star star

  74. 01:00:22

    citizen lime so uh thanks everybody we'll see you next week bye bye thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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