Star Citizen: Reverse the Verse LIVE - It's Chris Roberts, Y'all!
Transcript — every row opens the video at that moment
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[Music] creating citizens and welcome to another episode of reverse the verse live the only star citizen show where the rules are made up and the points don't matter I'm your host Content Manager Jared Huckaby let's get things started with this week's Week in Review last Friday we played stars there's an alpha 3.2 with the members of the Lord team and one of us spent the entire hour sitting patiently for his chance to grief Adam Dave and will for reasons that won't be made public any time soon now we try to carve out as much time to play the game as we can from our busy schedules of making the game and we're gonna try to do more of this kind of stuff in the coming months whenever it's possible Monday was another episode of our weekly question and answer series calling all des which returned to format after a
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two-week detour into the realm of calling all Pappy's in this week's show we address such backer submitted backer voted on topics as forthcoming changes to the 600 I the current state of missiles and how we intend to improve them in the future filtering the myriad of quantum travel destinations you'll find in the stanton system and dialogue-driven purchases of items like drinks from a bartender in the persistent universe if you missed it you're a chance to have your questions answered by developers each and every week is available now up on YouTube Tuesday Tuesday is Laura day in the star citizen universe and this week's post was a monthly employee newsletter from Shubin interstellar a mining corporation with important ties the bold star citizen and squadron 42 it's the latest in a series of over 300 lore posts that
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are available right now on the Roberts space industries comm website and it's one of the best ways to immerse yourself in the continue in the developing world of star citizen plus will gave me five bucks to plug it hard on this week's show and you know five bucks also this week we announce the winners of the Rs by Apollo astromechs contest which required entrants to attain a highest score on a game modeled after the original chris roberts game king kong which he designed back in 1883 the script says way back in 1983 and I'm not gonna see her and say way back anything its way back sitting right there it is way back in 1983 foot but he's sitting right there as I do this joke is one that I've hit three times this year each and every time he's appeared on the show and it makes one wonder if I just
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like poking the bear a lot or if I'm simply devoid of any in all creativity yeah we know what the RSI Apollo which is available now to all backers is the new medical ship and latest edition from in-game ship manufacturer robert space industries if this is some time somehow the first time that you're hearing about this you can check out the promotional page the dedicated shipshape episode the shipyard posts on the current and future plans for medical gameplay the deep dive reversed the first interview with designers and the developer Q&A posts that will go live next week yes you guys said you wanted to know more about these ships when they were first introduced and well I think we've got you covered finally another episode of our flagship broadcast around the first hit this week which featured updates on the face over IP system mining improvements procedural
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sound effects vanduul energy Lance's and more the July month report also hit the Robert space industries website with even more development updates and behind the scenes images for you to digest and this morning a new letter from the Chairman accompanied our weekly newsletter with updates about the Alpha 3.3 scheduled citizencon video content plans UEC caps and when we return we're gonna be sitting down with Game Director for star citizen and squadron 42 chris Roberts to answer your questions live so stay tuned we'll be right back okay so the kind of KISS from champion 70 let's go over sharing what do you use
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hey this is never good oh no who's it from great jacket is it for you or me hi let's do it here here it's just here you work with me not him oh you understand this he I'm in your department we're co-workers or we're coworkers me and Julie are friends who's gonna wear it pick it up okay let's uneven wait is it is it just a head
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all right well I will Adi hold on before we want even this audio a lot even this you're hot I mean okay okay all right two and three oh oh oh is it a baby shirt oh no it's a baby shark it oh the onesie this is why you're filming I'm not gonna ask i'ma go get that
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crystal candy gram yeah of course any man I still have absolutely no idea why
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somebody sent us a shark costume but Chris hello hey John how you doing I thought you were gonna do the interview in the shot costume then we discussed that you discussed it I did not discuss it yes a crystal just did I do this interview wearing the shark costume and even I have limits I would have had to cut holes through the fins in order to use this thing that's why it's the only reason you do it uh how you doing yeah I'm good so we're back on our community truth it's your third it's your third visit this year anyway thank you for being back if you in case you missed the lead before we switch over there's a brand new letter for the chairman went out in with this week's newsletter those things go out in waves like this you can't just
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send out thousand tens of thousands of emails at once so if you don't have it yet watch your inbox you'll have it momentarily I talked about a bunch of things and well I'm sure we'll cover some part of it and this thing but today we just wanted to we wanted to have you back and just do another round of backer questions there's no there's no real you know in the past we had you on after three one we had John this time is just I kind of quite like I think I mentioned that it probably won't be bad to do this like once a month or something yeah to have you know sort of we used to do 10 for the chairman but this you know I can't do that every week that I used to do but I think it's good to sit down and and hear it from me are you suggesting you have actual work to do it's nice yeah and travel that's part of a probably a no-no so I'm it's actually
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kind of fun I had a lot of fun when we came on you know just when we were really seeing 3d too so yeah it's good so we're just going to jump right into the questions this week we did take questions from a number of places if you're watching this live you can submit your questions live in twitch chat by privacy your question with the word question and capital letters surrounded by brackets that'll help our community team pull the questions out from all the other conversation that happens you can also submit questions live on spectrum which is our bespoke communication platform available on Roberts space industries comm website you can do that there same process question in capital and capital letters brackets we also put up a thread earlier in the week to collect questions for the folks who couldn't be here live because you know we are in the middle of the date some people happen you know not everybody as this is their job this is all they voted on yes so we did collect
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it we did collect a bunch of the top questions that were voted on so we're gonna get started with some of those while we wait for your questions live to come in right up right off the top you want to preface this this was the most voted on question but I also got a specific message from John crew saying please make sure Chris answers this because I'd really like to know and that's not a joke he sees it says what's your current vision for the perfect dogfight experience in a space let's just jump right into a big one here yes yeah yeah I mean that's obviously yes so what we have right now isn't what I'm happy with so we are actually a bit of a
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spoiler were working on some stuff or skunkworks things I'm doing to address some of the issues that I have currently with what we're doing it this is always a difficult one because everyone has slightly different opinions or visions of it you know a lot of stuff is being informed by things like Star Wars which is essentially taking you know world war ii aerodynamic maneuvers and having them happen in space and and I've always you know like when we started star citizen you know I kind of sort of pitched this idea of having it physically bet you know like we have Newtonian mechanics and everything sort of operates with inside that and it does in the current system too I know people feel like it doesn't but that's mostly because in a
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lot of the ships in the current system the amount of force that can be exerted by any of the thrusters is huge so you know when any one of your maneuvering thrusters can exert six GS of thrust and it means you know basically hanging around an atmosphere doesn't really matter your gravity doesn't you know you can move around you get left-right up-down or whatever so I actually feel like we have over powered the maneuvering and you always do it different you do a balance between this because if you have more realistic forces from say you're maneuvering thrusters it means that it all you know you will move a turn slower so I mean there's a TV show I think there's quite a lot of people have watched called the expanse which actually does a very good job of being sort of real science about
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it and I wouldn't say that we I want to go all that way because you know there's certain sort of speed you you take forever to turn around and all the rest of this stuff but if you watch the expanse it does a good job of sort of showing the realities of it and would and also give you an idea of why for instance you would want to keep your velocity low when you're doing like radical maneuvering in a in a dogfight because you know you if you want to change your heading by 180 degrees and you're going you know too fast the manage you need that would take on the human body is is you know is life frightening basically so you know what I really want is I want to have the dogfighting work within the parameters of proper physics I want to bring back the you know the balance on the ships in
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terms of not overpowering the thrusters because there's all these different you know people want their six degrees of freedom and they want to be able to strafe up and down and do this and they want to be you know so everyone all what I feel is happened in the past is everyone's had all these competing things they want to see people want to see their World War two style dogfighting and all the rest and so there's been too much of it sort of coming in and to fix one thing for this one particular sort of point of view has sort of stomped on some other stuff and I sort of feel like everything has become a bit too much of a mismatch and everything has become a bit too overpowered and so what I want to move towards is more distinct personalities on the ships and I don't want ships to be so powerful that they can adjust their course as quickly as they currently do but we don't want to go too far in the other
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because otherwise people will be like a turn and I'm still going this way and I slide forever and that's super frustrating too so it's a balance and I also want to make sure that the the the sort of allocation of your power you know whether you are sort of overpowering your thrusters has an effect on it's sort of heat output and also whether that thruster may miss fair enough or if you get your thrusters damaged it could also affect your ability to maneuver and all that's not particularly done or simulated very well so we've been working for a while on the sort of new version of ifcs that works inside the new item system which is all fully sort of multi-threaded batched and everything so it's not ready to deploy
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yet it's what I'm sort of hinting out that we'll be showing perhaps we'll show a preview at citizencon verda we'll see but it's on our schedule for the end of the year and it has the sort of full over holistic design as far as this goes to deliver something that's closer to what I like which it which is basically I want trade-offs I want pro and con to doing certain things so you know you could potentially overpower your thruster to be able to exert a bit more force to be able to turn a bit quicker but if you're doing that you're you know over potentially overheating it which potentially could cause it to well I'll definitely wear more and could potentially cause it to misfire so there's a balance as a model that that you know it's sort of there's a couple
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of sort of modern current sort of plasma thruster designs so that's kind of what we're doing where the idea would be that you know my phone resin off how did that happen sorry thought I put on silent sorry guys anyway so the idea is that you basically would you know you need power and you need a sort of matter which would be you know whatever hydrogen or argon or whatever that you would then and turn into plasma and then you would eject by magnetizing as fast possible out so therefore your sort of power you know input or power that you can pull to your thrusters helps the amount you can thrust and then also whatever you're storing is your sort of raw matter that you ionize in a jet so we're sort of running on all that stuff
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so I'll be much I think well it will hopefully have a lot of nuance and a lot of trade-off and balance and but of course on the basic level we'll want to make the simple ifcs handling within certain parameters easy for someone that's just getting in and playing the game but if you're a you know you're an expert you're pushing it you're learning how to fly I think you'll be sort of fine tuning your you know your power output and thrusters and balancing when running them as you're going along in a in a manner that could you know potentially give you that little bit of an edge in a dogfight so that's kind of that's what we're going for we've talked about a lot of this in the past I sort of feel like the current system you know never really delivered that because it sort of was trying to do too many things and it was also it was
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also very designer driven in terms of you know the design as well oh I wanted to go roll or rotate or strafe at this rate and then the algorithm figured out oh well you need this much thrust and then you'd look at it and you go well there's no way that this ship should really exert this amount of frost from one of these maneuvering thrusters it's that's ridiculous you couldn't do that on something this size so my big sort of direction is being look you know we need to make sure that we're realistic on our masses we're realistic on the amount of power or thrust impulses we can exert on the ship to maneuver them around you know within a balance so it's not like fully like the experience because that's dieting I'll be quite fun but we're walking the line between kind of where it has been which I feel is too overpowered and something that's you know more realistic but underneath it's
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all underpinned fully by physics and the physics system itself is going through a major refactor which is still a few releases away but again we're refactoring a whole bunch of stuff underneath the hood and the physics for better performance better scalability on the server and on the client and and we're looking at a different rigidbody simulation that's going to be more reliable than the old one so I think all these things added together ultimately will provide a much better experience so there you are that's my one-word answer it took three of these questions out with the board and then answering when you were talking there it may be think about in the game now we have we harvested be a better space and we have
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three moons which don't have tremendous atmospheres of them of their own when we introduced first in and and by extension other planets they these will have atmospheres is that yet another factor that has to be taken into consideration like how the flight model will handle it noise so sorry so it is part of it is part of the plan so the atmospheric flight modeling which we will be a model drag and lift and sort of wind forces and so part of part of like the previous version of ifcs was kind of lived in its own little world and wasn't as integrated to physics is the physics system that I'd like so the newer version is much more integrated and utilized in the physics so we can sort of make sure that things like the wind
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that we would have on a planet that would blow the trees around also would affect your ship as you're moving around and and we're really making a like with doing some other stuff like arc laughs and we've got a whole new cloth that we're working on that we may show you in the future perhaps this isn't come there again it's like yeah the big drive is to sort of unify the systems and try to make them scalable so the simulation in atmosphere right now is in you know as realistic as it could be because it doesn't model some of the things that I just mentioned and also again the thrust amounts are too high so we kind of want to have ships that either like if you're flying an aerodynamic ship you'll get a benefit from the lift that you'll get from the aerodynamic ship or if you
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don't have that you need pretty strong V tiles to keep you out but the days of ships having you know six G's of acceleration and any ticular direction you know something that I want to put in the past I mean you know maybe something like and I want more of a distinction so like you know the Jean ships which are really sort of built in such a way that maybe they can strafe are a great strafing ship but something like for instance the Hornets should be flown a bit more like traditional kind of yeah laughs I yeah the Star Wars style that you would think so I want that I want that distinction that you fly different ships in different styles and depending on how you like to fly you would pick your ship because right now I feel like they kind of all do more or less the saw the same thing other than their size and you go okay I'm in a bigger ship it's gonna do
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something slower but I want you know I want this ship you know go well this ship is much better at rolling and pitching so that's how I'm going to you know instead of your own I've got a row on pitch because I can achieve my goal faster than if I Ord and some ships may be better at your own assumption about strafing so you want more distinct personality in the ships and I think that's good for the game so you have a lot of ships and and I really want people to have a ship that fits how they like to fly in what the personality is that's for you new buffet for all of you but I questions have started to come in live the very first one it says do you like how the quarterly releases are working and what would you change no I do like how the quarterly releases are working because I feel like it gives the team a focus that is near enough that
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they because the problem is when you work on things that are way in the distance it's very easy to sort of think you've got lots of time and then all of a sudden it rushes up on you and yeah oh we haven't done all this stuff so it's making us much more disciplined and much more focused about delivering the features and also being you know more honest earlier on whether the feature is going to make it because you know the thing is you know you'll put it you know best laid plans of mice and men I mean you'll say okay we're gonna get all these things done then you get into it and then you find out oh well this is taking longer we thought or there's some tech that we didn't realize we needed we need to build or you know this developer got sick and so he's now put our schedule you know he's put us behind schedule and so things definitely move and having the discipline of having to get out a release every quarter I
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think really helps it also keeps the game much more stable because you know for instance when we had 3.0 and is essentially almost a year of development there was a lot of work that had to go into just get it stable and even when we were released 3-0 wasn't nearly as stable because it shouldn't I would you know if you look at three two it's you know much more stable than three zero was yeah and even more than three one and so I think that stability like releasing frequently helps with the stability and you know I think people like to see the progress that it gets good for the community I mean I definitely see the you know there's this cycle where you this comes out everyone plays amazing screenshots great videos everyone's super excited positivity everywhere doesn't matter where you're on spectra read it it's amazing and then you know after a little while people get bored and then there's concern fred's
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and all the rest of the stuff starts go and then of course and it goes the next one goes to PT you and then people start to get excited again so I prefer to have the the get bored section be much shorter and people get to play and engage and see the sort of regular stuff and and so so I I'm a I'm a big fan of it I think it's cause the development teams to have a lot more sort of discipline so yeah I'm really happy I know Aaron's happy I mean most of our development is pretty happy because you feel like you're making progress you're getting things out there to follow up on the the quarterly release thing just because it came up here one of the one of the points that went out in the letter for the chairman which I imagine most of you have in your inboxes now is that the quarter three release date won't be at the end of September like
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many may have expected and that's because of its proximity to citizencon this isn't clear long days later well I mean the yeah I mean we didn't when we were talking quality releases we didn't think this through fully we just sort of what we're gonna do one every quarter which is cool but when we start to look at our planning and like okay welcome there's citizencon and we're gonna you know we obviously have some stuff that we want to show that won't be in one necessarily being three three but some of the stuff will be kind of three three stuff well-liked and citizen cons always quite a big endeavor to pull everything together and also getting release outs pretty big endeavor to pull everything together and we're just like okay it's crazy we're gonna like have this massive you know rush to get everything out for September and then ten days later we also have citizen Commons so you know there was quite a few people on the development side they
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were about ready to have like meltdowns and like am I gonna do all that stuff and stuff so we sort of took a look at it and we decided that it would be better to in future our plan will be yeah like citizencon and three the third release of the year should always kind of align with each other and you make citizencon sort of the celebration and there and and the beginning of the release of that I'm I'm not sure we'll be able to go live at citizencon but we'll probably definitely be able to go full PT to everyone by citizencon because you know in some ways you you like want to go to citizen kind of like hey here's what three three is and do stuff like that but no that's sort of our plan just to align them and if we've thought about it when we first said how we're doing the quarterly schedule that's we would have said that so this is us just sort of looking at it and
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looking at the logistics because the other thing is you know releases and things like citizen can't take a lot of focus and so we're trying to also make life and distraction for developers you know fit inside boundaries so they're not always feeling the game pulled in twenty directions and you know to be on see I mean I've seen people complain that look you know the ATV doesn't have as much content is you know like well you know the it's not like we're deciding like that we're not going to oh hey haha we've got loads of content we just like they show it to you guys but I do that further what happens like for instance when we really he's three like three two or three one you know at that point the team went into full you know polish bug-fixing mode so they're not doing feature development and then it
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takes a bit of time to get back into future develop and of course we have some teams that are sort of cycle working on features that aren't coming out in the current release so we can show some of that but it definitely is the case that there is a bit more of a content draught for us to show things works in progress for ATVs around the release period then there is once were much deeper into the release period and you know the reason why it last year was so great in terms of ATV content was because we weren't releasing anything and so we have loads of stuff to show because are working all these all these features whereas now everyone's getting to see the features and actually play the features but I think ultimately it's a better thing yes but it just that doesn't mean you're gonna get you know 20 or 30 minutes of atv full of like beautiful juicy b-roll all the time because you know that's that's a a lot of work and be it requires everybody to
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be working on new features that they can show that for and you know if i new release schedule we've always got quite decent amount of team that's working on the bug fixing of the polishing of getting the the current release out but you have always liked this it's a lot like standing your character and in an old pen and paper RPG if you put 20 points into strengths you've got to take them out of intelligence if you put 20 points into charisma you've got to take them out of wisdom yeah it's you can have 20s across the board it's if you want more frequent releases we have to start pulling points out of yes that's the trap I mean I think we the last time we're on we talked about the there's always a trade-off right you always have to make you know like yes we would like to do everything but you know even with the resources we have which is you know we're probably one of the bigger like I I'm not there's a few projects that may
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have more people working on a single game but there aren't many of them right so we've actually got a lot of resources but still even with all that resources and all the things we want to do because we are literally trying to simulate a whole universe from a first-person view at an incredibly high fidelity you always have to make some choices and some of your choices are things like polish or bug-fixing I mean like a great example is the turret stuff right so the turret stuff still is and what we want four three two you know that the you know we want the turrets need to be better I mean it's a major part of multi-crew but you know like they schedule out do the sprits okay yeah we should have the turrets working and any like no they're still not good enough well that isn't that has to now go back into a schedule somewhere which will bump that team now won't be able to do something else they were scheduled to do until they finish the turrets and so
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those are the kind of trade she make where you somebody said what is the most important thing and you know what we're focusing on mostly now is making sure that the current game experience is getting as good as possible and it's going to take some time to doubt that in but that does mean that sometimes you push back some other stuff so like we haven't finalized our forward going roadmap but you know in the roadmap though accidentally saw yeah so I didn't publish the QA staging they publish the but and we're still trying to vet some of this stuff properly but you know that's that's sort of the case of well some of these teams we're going to work on the date some of that professional stuff but they haven't because we've had them working on polishing the turrets or some other stuff that we thought maybe we would had done or dialed in earlier but it's taken longer and be more difficult and so that's kind of the ongoing aspect of
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managing it but I do think the coyly releases helps you do that because it gives you short term you know goals that you have to get your stuff out and get it on and and so people can see tangible progress and and the team itself can see tangible progress rather than just all working on a big mess of stuff and then doing your release once a year or whatever it will be we've got a follow-up question to the monthly report which went out yesterday it says the monthly report talked about ship printing in the PU is this still on track four three three so I mean our intention is to get the ability to rent ships and purchase ships I know that we are working on it four three three I don't want to make a promise that it's going to make cause it's one of those features that is you know the team's working on it and they're saying well
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we're like right up against the edge you may not like it because we have quite a few features where you know once they start to get into it and we're assessing where they are on their Sprint's they start to flag that the feature for us and say oh well this feature you know we're coming in past your you know your cutoff date because what we do when we have the release was we have the cutoff date is you know a month before we want to go alive and the features should be feature complete then and then what will happen is we get into it some features will start to project that they'll be feature complete after that date and a lot of times well like okay we'll be able to just push that or squeeze that in make it work and sometimes we just go no it's not going to get there and then that's when it would move out so it is our attention I mean our the goal is to get you know all the item purchasing and ship purses purchasing and rentals into
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the game as soon as possible to create the proper loop for persistence that we're going through I mean out you know personally depending on how we do on our economy balancing you know I don't want to be also wiping the servers every you know the database every time we do a new a new patch that's more for what if we had something it was horribly unbalanced and we would you would do we may not be there to enough but our goal is to get to a persistent state in the game as soon as possible the people can money doing various things and use that to upgrade their equipment and ships and be much closer to the you know the final proper game loop you mentioned the economy and whatnot one of the questions in the thread it is a follow-up to a popular topic as of late it says for a long time it was
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deemed important to cap the total number of you eat the total amount of UEC purchased on an account that appears to have changed recently can you talk about why you don't think this will cause problems for the economy I'd get at a game lunch well I kind of had it in the letter but I mean from so I think that in every persistent game that you'll play there is everyone seems to treat this game like everyone's going to be on the starting line exactly the same time and they're racing to a finish line in the Canali be one winner and that is totally not the vision of the game that's not other games been designed for and you know in any MMO that I play if I go and join World of Warcraft now or Eve Online now I'm starting way behind people have been playing it for years
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doesn't mean that my experience necessarily is bad it's just going to be I'll be doing different things and different challenges after work with my way up it so and we already have a certain level of inequality because people have you know different numbers of ships I mean some people just have one aurora and some people have got a massive fleet and you know 150 UEC thousand UEC is nothing compared to an interest or a constellation or a claim so you know it's and also people were in the they were able to you know they could buy items and they so they can have as many items and many ships as possible but they had this this cap and then and the real reason why we changed it wasn't because we were like hehehe we want to
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make more money we actually don't really make that much money from you you see most of our revenue tends to be either from new people joining getting their initial package or the concept sales that we do but you know we didn't want to be in this situation where people couldn't melt their items that they'd bought over the years had completely arbitrary prices because back then we'd sort of make we didn't have any idea so we're like I don't know that sounds like it's 10,000 UEC or something and now we have a new model for our economy and we're starting to bring it in and it's that's going to be an ongoing process but like you know the way we value things is based on the the raw materials that are them that has a value the size of them has the value the quality of them has a value then there's sort of a brand up marks there's a whole formula that we have that also will play off in
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crafting stuff that will do down the road and you know wit so that means that we're changing pricing of items and you know yeah if you bought something with 10,000 UEC and now that thing is 4,000 UEC I would be pretty pissed and so we're like well we're gonna have to let Peter as well as we're rebalancing this and also as we're wiping the database every time we do a release we kind of feel like we should let the players melt the ones that they've purchased with proper UEC and then then they can buy whatever items they want are the new prices in the new sort of economy version that comes out with each one of the releases and so the cat was a problem because there was quite a few people that are over it and we were like it doesn't make that much sense to penalize these people when other people I mean you know they've just stockpiled
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the equivalent of millions of UEC and ships so for us it was like you know it's all the same and then in terms of the gameplay itself like I said it's it's you know it's not this is like a lot of people seem to think of star citizen as like PvP that can only be one Highlander style right and pull out my lighter but it's not I mean is it's it's yes if you want to participate in PvP or compete with other organizations we are going to put our gameplay in there but the design of this is to have like 90% of the universe be AI you know like you know so actually most of your content in the game will be PvE and it's certainly going to be fashioned in a way that if you don't want to engage in mano-a-mano or person a person a woman a woman or whatever whatever I should say the
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appropriate set up in terms of competition you don't have to and you know one of the reasons why I want 90% ai population is that you know the problem with PvP is there is always a winner and a loser and both those people are players that have paid money for the game and you know not everyone is the best dog fighter and I have ones the best FPS player and I was a bit straighter or whatever so the great thing about AI is we can make AI of all levels so no matter what even if you're a crappy dog fighter you can still take down some AI private pirates and feel like you're you know you're the man you know it's like okay yeah I got it I took them down and so that's I really want that we really I really want to make sure that that's there so people can have a good time because if you're only
- 00:37:38
ever competing against other people then there will always be winners and losers and if you're also on that's not that great I don't have enough time to really practice up it'll be a sucky experience for you and you won't play so I want you know people that you know are fall into that category to have opportunities to go out there and have fun and whip up on some pirates or do whatever they want to do without having to be forced into you know head-to-head competition and so based on that side then you know it's not head-to-head competition the overall gaming the game has that if you want it has that if you don't want it so it's not all about getting there isn't like some this is the master master of the universe person that you're gonna get to and so and we're deliberately building the the gameplay to of gameplay for people that want to play
- 00:38:26
lone wolf style or play of small groups or play with big organizations and fight over territories that want to be you know doing sort of more peaceful style you know they want they want to like mine or farm or trade or something or people that want to do more you know combat focus things like you know piracy or mercenary or bounty hunter and and we're building all those things to be in the universe and give you opportunities to do them on both the PV and a PvP basis and you know there will be areas where they can be cross over between the two but it's up to you whatever you're going to do and in that case I don't you know I get your own wind conditions yeah I don't understand yeah and this is just how I want to play how I would want the game to be how I want games to be and so it's completely reflecting how as a
- 00:39:14
player I would like and I and I think that there is an I don't on so based on those conditions I don't see whether it makes a difference whether you know I mean maybe two organizations that want to go to war they're all stressed about how many addresses they've got and all the stuff and they're starting thing but even in that case it's like it's it's it's not a sprint it's like a long-term race and you know there's the opportunity to earn money in the game and even do things or in items that you can't get outside is much greater so I mean it would probably help if people just I think they base their what they know from past games or they theory craft and they all get worried and concerned about it but you know I know what we're building and it's it's it's built in such a way that it that I I mean I truly aiming to build a game that hits these different spots and you know
- 00:40:04
I think I said in my letter it has a really large 10 for everyone and it's like just a destination that you can just it's up to you you know if you want to if you want to get up in it with other people great if you don't you want to chill out by yourself you can do that it's it's really just a destination and a home and you make it what it what it is and in that case yeah there I don't I don't there is there should not be a concern here yeah it's it's one of the things that first drew me to the project way back when was was it's your universe we've heard is the first person you know it's it's you step in we're building the sandbox were build we're building a universe of opportunity and the players come in and they decide what their goal is they decide what their win condition is and how you go about a team that is entirely up 107 and that is that is
- 00:40:53
absolutely the goal and the DNA and that's the philosophy behind all the design decisions and not everything is all in there perfectly yeah of course it's got a lot of stuff to go but you know if you know that then I think you know you should be a lot less worried about these things because it's it's it's you're not forced into a sort of competitive environment if you don't want to have to be in one so trying to find out whatever I'm getting notes from here so I go one of the questions that came in the thread with it's kind of a broader one that I'm kind of curious about it says what next milestone the star citizen's development are you most looking forward to I mean I it seemed like weird because obviously you're
- 00:41:41
looking for at all these are all things you want everything but if you but like like a parent trying to pick favorites among children is there something that you're like well I I think the most immediate one is the object container streaming stuff because it's the one that's going to allow us to sort of you know expand the world in a manageable fashion so we're working really hard on that four three three so it's a lot of work because it requires a complete you know every single piece of game code has to operate in a thread safe and batch safe manner which is different than how the engine was was built previously so there's a lot of legacy code that we have to cray and all our new codes being sort of built with this in mind but again not all of that was necessarily
- 00:42:28
built with it properly and has to be you know we've got to test it make sure it's all working so it's a matter I mean the undertaking to go to the object container streaming is as massive more massive than the moving to the large world yeah and so it's it's a huge effort on the engineering side but once that's in that's going to open up a bunch of stuff and then there's a few features beyond that that I'm you know you know the physics I mentioned earlier that were because that's one of the last holdouts that isn't properly batch the same way it's still multi-threaded but it's it's sort of an asynchronous model versus a phase model so an asynchronous model is you're doing several things at once so like maybe you're updating entities then you're updating the you're updating the physics at the same time
- 00:43:16
and perhaps you even rendering at the same time and then you have problems in syncing between them because you know the entity drives the render and the physics drives the entity so that so so the best is what's called sort of a phase batch model which is you you know update the physics and what you do is use every single core you can use and say you have ten thousand physics objects you distribute them to all these different cores and they do that simulation usually in their little islands that because they're any objects that would be interacting with each other would be on one core and so you you blast through that as much as possible use all the computing power to resolve the physics then you do the update of the entities same way and then you render same way so we're moving we're moving to that model but that does require refactoring the physics is one
- 00:44:03
of the the last things and then while we do that that means that the physics can scale much better because the problem we have on our servers which have a lot more cause than our clients is that physics just operates on four cause maximum so even if you have a several 32 cores you can't scale and when we can scale the physics that's when we can really increase the player count on any individual server and then the final part obviously is a server meshing when we'll be able to you know so I think what will happen is with the object container streaming and they're moving so batch model of physics we'll be able to get the player count in any one server to at least 200 or so and then the server meshing will allow us to go quite a bit beyond that in terms of people in areas or instances in the closest place and then then then then
- 00:44:50
that world becomes truly massive and everyone can sort of exist in the same area and venture around and and live their virtual life just gave Ricky a heart attack that's all not plan that's our project plan yeah just telling you the bits of tech that are going to edit that are going to enable you know this seamless universe online a couple koala questions have come in since since we talked about the the 3.3 release being affected by citizencon does that is that going to happen do we foresee it having a knock-on effect two three four as far as the release date not as far as the content but is the three four release date everything no so we're gonna we're gonna get three four out by the end of the I mean what's what what it really is
- 00:45:38
going to mean is that 3 3 the third release of the other q3 release will probably always the biggest of meatiest release which is in this particular case I mean it's a massive release for us and the fourth-quarter release will probably be the smaller one like the first quarters tends to be the small because everyone like is on holiday for Christmas you know holidays or and they come back and it takes a bit of time to get up to speed so usually the q1 one has less than say the q2 of the q3 1 and the q4 one we were already working on stuff that will be in the queue for release but yes again that will be you know it's not going to be as as you know delivering as many features as obviously the q3 1 but our goal is to get that out for the you know you know actually it's not even the end of December because we
- 00:46:25
really sort of need to get it before everyone goes on holiday which is usually the 15th or 18th of December every year so so our goal is not to have that effect it's just basically we'll align the q3 releases with citizen come because it sort of makes sense in terms to focus an effort and that that will you can consider that the primo release in the year and then the second big release would probably the q2 1 and then the Q 1 and the q4 one would there's still we have a bunch of stuff in them but they're they wouldn't necessarily be quite as as meteors the two and three ones so with Hurston with our intention of introducing Hurston three three we've seen this question a lot it's come up and the live chats come up and there's spectrum credits come up on calling all Deb's
- 00:47:13
person's supposed to have water oceans stuff like that which is an entirely new at which can open up an entirely new topic of gameplay possibilities what can you tell us about our intentions for the very first iteration of the water interaction is that coming with three three is that so no it's not coming with so we will have oceans I'm not actually quite sure what we're I don't know if we're just gonna kill you if you get into it or but we do have I mean as part of our what we call our backlog right and our active backlog we have swimming and buoyancy for ships and vehicles and stuff is also part of the physics and so that will get taken care of so the ultimate you know the ultimate goal is
- 00:48:01
yeah you will be able to walk into the water and swim or you know drive a little boat around on it or if your ship is buoyant it could maybe float on top of the water but for three three I think it's going to be mostly the visual side of it we've been working on the shoreline rendering and the wave tessellation and simulation and the support for sort of the more kind of player centric things like swimming is is is in the backlog for you know future releases so and after I mean I'd have to I don't have a backlog in front of me we just have a long list of things and a fair number of the actor ones tend to be prioritized based on what we need for squadron 42 because we're trying to obviously get that one out as soon as
- 00:48:49
possible and so something like I think swimming is is push back a little bit because of that well congratulations because that's a question on mondays calling all devs that we asked for us upward and you said the same thing so you're right good good job that I write a couple questions from from the about the roadmap have been coming in here do we plan on continuing to update our roadmap one year ahead as we've been doing yes absolutely so the idea is to have a rolling four quarters as we go forward so we're we're actually in the process right now because the first rollout of the roadmap was a lot to get all that stuff in and so some of the later things that we described we didn't fully break down as as much as we do when it's like
- 00:49:39
the release for that coming quarter so one of the big goals the production's been working on it that you guys don't see is that they've you know that they're you know their instruction is like if we have we have these things on our roadmap instead of just having them as a placeholder like you know have them broken down properly exactly like one of the subtests one of the features you know why the time estimates in a more accurate manner than we have we've had in our sort of more longer range stuff and so we're in the process of that because that's one of the reasons why we haven't sort of officially published a roadmap because I sat with everyone and said look I don't want to like move these things into this particular quarter without actually a hundred percent being sure that you know we can achieve that so break all this stuff
- 00:50:28
down and if it means that certain things we won't be able to deliver all that cuz you know for instance the professions there was a bunch for three three and based on getting object containers streaming which which is taking a lot more engineering bandwidth than we had originally thought we had to you know so that's a lot of people have been doing this massive change in the engine and they're the same and there's across all the game code right so that means all the game teams that work on things like repair or Salvage are like going and making it thread safe and object container friendly and all the components they've got and so they get pushed back in terms of when that can happen so that's one of the reasons why this stuff shifted out of three three and I just want to make sure that like we're realistic for the continuing
- 00:51:16
professions on three you know three four three five three six etc so I Justin can you come turn our monitor back on it powered off over time which is a good hint the TV is trying to tell so we're actually approaching the end of the broadcast so I'm gonna attempt to do that shot us a Shaka I'm here giving short one-word answers it's on the back at the bottom all right let's try for a lightning round as I'm curious let's see how successful you are at allowing me but it's okay can we still expect a squadron 42 Birdman yes okay good now just just not tomorrow so it's that way that that is in that is in
- 00:52:06
process as I mentioned the last time wishes folks have been waiting for the three what do you talk about the roadmap going for for out waiting for the official update to the roadmap with the new quarter and three two is that I mean I think we isn't that on the current long I don't know Tyler that I said I asked him IIIi think that is but I could be wrong because that was accidentally that was part of the accident published but maybe I'm wrong I don't know I I look at the internal version so but it definitely we have that I mean we even have we have three five and three six why are you wearing two watches Tyler sent it to me because this is a Fitbit thing and I tracked steps and this is a nice watch that I have one of those too
- 00:52:55
I just and he gave me for my birthday a few years ago how is Vulcan support coming on so Vulcan support is on hold at the moment the team the engine team is working on the object container streaming which is a big thing for us we're finishing off the GPU skinning that we're doing so the past the skinning for stuff is all been on the cpu but GPU makes it a lot faster it also going to work with the DNA face tech that we're working on which I think we've mentioned before but is something again that we're working on to roll out in not three three but you know maybe three four OH three five and we'll definitely update about that probably it Susan con too so they're finishing those once that's done they're gonna start on
- 00:53:45
a Vulcan so what incentives and gameplay benefits will be do we want to implement to encourage players to wear uniforms and clothes on ships and non space stations and down the plants instead of just everybody walking around yes so that is my big pet peeve and bugbear and if you sat in there you will hear me harass our actor teams because there's a lot of sort of small detail stuff on this but essentially I want to make the use of suits and helmets be sort of appropriate in the same way they will be in the real world so for instance you know wandering around in the medium or heavy marine armor you should not be able to sit into the pilot's seat or an operator seat to operate stuff and in terms of sort of doing things in communicating I want you
- 00:54:33
know you know having your helmet on is has you know has an impact on say your stamina or ability to communicate and so what I really want to move to is a you know what we call a physical based inventory which is why we're building lock is on to the ships and everything and so there isn't you don't have some magic bag of holding that you can have every single outfit sitting there like you literally if you have your space do what I want you do is get aboard your Connie and then you take off your Evie a suit put your helmet and then get into the pilot seat to fly and then if you've got to go outside or if there's some decompression you've got to run put the suit on them and put it on and I don't and you shouldn't be able to operate or do things you know in in cumbersome equipment or if you you do the cumbersome equipment makes it more difficult makes you slower makes you
- 00:55:22
have less stamina you know other things that haven't been implemented properly yet is the sort of the what we call the player status we have a little bit you've seen the stamina but you know the sort of light role-playing elements of you know having to hydrate having to eat occasionally you know potentially having to you know go to the restroom or take a take a shower so you're not smelly but but basically what I get you know light not like in a way that like it's in real work you know like it lets go three times a day or whatever but I I want to have those so it's sort of facilitates behavior like if you go to a landing zone you know you take off your suit and you're walking around and you can talk and communicate people with you know face to face versus everybody's
- 00:56:12
running around in battle armor or space suits and it just it just feels kind of weird and and that's mostly because we don't have the penalties for having those things but we will do Italia's updating says saying it doesn't look like there's gonna be a road map published today oh yeah no no there is no there isn't one we still they still have to work out I was sitting in a meeting with him yesterday about it so I told him I don't want to be publishing something that all right every aspect is it well well thought out because some of them were silver one and I'm like like it's you know we can do better yes I last one's best barbecue in Austin per citizen gun well I would say the Salt Lake that's my favorite although I've
- 00:57:02
not I think I never had those forget the name of there's some trendy one that apparently sells that everyone lines up for fair you know for nine o'clock in the morning to get it sold out by 11:00 well I haven't had but Salt Lake is the good when I go back when I'm in Austin I go visit Salt Lake at least once so I would say go to the Salt Lake it's pretty awesome a last thing you want to tell everybody probably let you go and get back to work and yeah I don't know I mean we had that iron before a little video along remember that a big depression and it was a question about decompression somewhere where are the decompression mechanics we first saw at Gamescom mm one where the decompression so I know
- 00:57:52
just that this is another one of those like priority things so on the list the something we started to play around with but the physics programmer David Carlson who was doing it is front and center and what we're refactoring so the more physics driven ifcs so that's on whole but once we get it done he first started the prototype because we have the room system and so we know what the air and oxygen is the room system bleeds out so we know the amount bleed out and here we go this is a test and when the doors open there you are it's there's the vacuum out there and then there was actually there the room system bled out to there and it's done and now only happened when the door fully opened because that particular in the test there on the door that was basically saying once it's opened I'm
- 00:58:42
open versus oh I'm open you know and yeah as you opened it would increase which would be something we would fix this is just a very early prototype but that's basically applying a force on all the objects who are inside the room based on how fast the atmosphere or the gas was exiting the room so we have most of the systems to do that it's just pulling them all together there's a lot of it's there's just so much like there's some foundational stuff you know I personally have been working on a refactor of sort of the attachment of physics stuff in the engine that's my area so and I've always done it which will give us a pretty big performance boost hopefully when it's all in but again that's again it's refactoring things to think about the scalability of
- 00:59:30
the engine at the in our use case because you know whether it would have been you know work well you know what we're worth which is CryEngine slash lumberyard but you know even if we were using unreal or unity they're not built just to have the size of world and the amount of objects to simulate so we're doing a lot of work that changes the thinking because we have to think about how does this thing scale at the you know worlds of this size of object counts of this size and so that requires a lot of a lot of rework and refactoring so there's a fair amount of engineering it always happens that you don't see the end sexy results it's under the hood but then it Able's you to have a much bigger more immersive world alright well that's it for this week's 8r TBI we're gonna take
- 01:00:19
a short break play a community video and when we come back we'll be here with the wrap-up so stay tuned la la la visiting evolution house could catch him but Europe a theme is no no so there is a pop-culture pillar I think you got a fair many of these ones this
- 01:01:17
week's show special thanks to chris roberts for putting up with me in general some housekeeping for we let you go the RSI apollo promotion is in full swing you can learn more about the latest in medical spaceship now on the robert space industries comm website additionally we're just a couple short weeks away from Gamescom 2018 in cologne germany well we're not gonna have a fancy presentation as we have in years past several members from the community and development teams will be in attendance including john crew tyler witkin dan trepan wolf Kershner erin roberts Stara mccullough brian chambers and myself are you going know you're working I'm working now you'll be able to catch up with us on the show floor or at one of several bar citizens in the evenings and of course the annual beer garden gathering at the Hyatt on Saturday now full details of the winds and wares will
- 01:02:05
be coming in the next week or two so keep your eye out for that if you're gonna be in the area between August 21st and August 25th you know coming out at least you can keep me company on my birthday and then come back here on Monday for another all-new episode of calling all devs where we address even more community topics like losing cruise speed when you decouple atmospheric flight on her symbol of we touch sign here pursuing ships through quantum travel and more watch it every Monday because it gives my life purpose of meeting yeah yeah reverser is life I'm Jarrod that's Chris we'll see you next week everybody thanks for watching for the latest and
- 01:02:55
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.

