Subliminal
Around the Verse

Around the Verse: Episode 2.26

7 April 201600:45:12967 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    [Music] this week we chat with design director from Foundry 42 Mr Todd papy Community manager Jared huab sits down with the streaming community's biggest Richard and we take a look at the continuing development of procedural planets in the ATV fast forward all this and more on this week's around the verse Arrow sniper rifle in action that's

  2. 00:01:40

    pretty cool pretty cool that's one of the weapons added to uh star seon 2.3 you can get that by exploring shipwrecks or by shooting down a level five criminal level five criminal greetings citizens and welcome to around the verse I'm Sandy NOS I know I am no I'm not greetings Cloud imperium's weekly look at Star Citizen by developers and for the community I'm Sandy Gardner and I'm Ben Lesnik Ben how are things looking today well uh great uh Star season Alpha 2.3 is out on the live servers right now with all sorts of new additions like the sniper rifle we just saw uh seems to be very stable and uh

  3. 00:02:29

    you have access to more than 30 different flyable ships we've got FPS mechanics we've got a giant Arena that you can explore and interact in and we've got things like Arena Commander for dog fighting and racing and the uh hanger module and AR cor for uh exploring and what are the team working on today well I'm happy to announce that we've just branched to uh 2.4 which means that uh kind of development has centralized around the features we want to get out in the next patch and you'll be hearing more about that that in the uh coming weeks and I understand that I went on a little Adventure today yes I forgot to head that over to you and I understand you went on a little Adventure today how was I did I did I went out to our shippers warehousing out at the city of Industry so Alexis and I went out there

  4. 00:03:20

    to look at the different warehouses to improve our Logistics of shipping merchandise to you guys we're looking at this um primarily for the collector's boxes going forward for all of our merchandise yeah traditionally we ship things from right where the factory is and now we are thinking we can do it better MH and hopefully have local warehousing in uh the states here in LA and also in Europe and also potentially in Australia sounds good yay April fools we delivered a career of food delivery that everybody seemed to like I really enjoyed it we also shot a little video that was scen screened and with some fun music and we we've heard from people everywhere you all want the uh the big Benny skin for the Reliant um it's not something we can

  5. 00:04:08

    put in the game today but we appreciate your passion um as for food delivery in general uh you will certainly be delivering things in the game and why not food so some of it may be closer to reality than it themes themes themes themes seems themes seems I actually wouldn't mind doing some food delivery it' be fun I think yeah the monthly report drops tomorrow check the com link for an in-depth report from each of our Studios what is the next one no flare is not what our concierge backers will be saying as the long promised concierge flare will be delivered tomorrow here's a sneak peek check it out

  6. 00:05:05

    yesterday was the 25th anniversary of the secret missions 2 Crusade the second mission disc for the original Wing commander and a 25th anniversary means a live stream so join Ben Jared toast and a few more of us on Saturday at noon Pacific as they take on the Empire of KRA one more time that's all the wing Commander for today now let's check in with our studios around the world hey everybody and welcome back to

  7. 00:05:53

    Lost Angeles California you're here with Eric Kon Davis and I have our newest uh person that joined us here in the LA office welcome what is your name uh my name is Jin hi and JY is our new 3D vehicle artist working with lwin and Daniel and you know Jen if you could real quick what are you working on what's the first thing you're doing here uh actually I got a 3D model from the on my manager Aran and then I'm working on on wrapping uh the the vehicle the vehicle caterpillar yeah yeah cerp caterpillar so new day one the caterpillar yeah aome and what are you doing on the caterpillar oh so I just to wrap up on the over you know interior stuff yeah to make it fit and then uh I will send that my my model to the 2D uh coner to Justin

  8. 00:06:43

    right J Justin doing the the caterpillar awesome we're very excited you joined us this week uh a couple other updates for La uh as Jin just said Justin's actively working on the the concept art for the caterpillar caterpilla is a really big ship for us here in Los Angeles um and there's a couple a bunch of other stuff obviously we're working on uh the light Marine is being worked on as well as some shaders and texture items with Omar Omar has been actively working a lot on the characters and the heads and getting ready for Squad 42 as well as just for the persistent universe so that is our Updates this week for Los Angeles we are looking forward to talking to you again next week again I'm Eric and I'm Jen all right and we'll see you guys next week hey guys Jake Ross here producer of the Austin studio and I'm here with with you this week to talk a little bit about what's going on here Austin uh we are really really focusing hard on uh

  9. 00:07:34

    shopping all the time here that's the kind of the name of the game right now and uh you know I'm I'm kind of the the lead producer on that feature and Rob Riner is our lead designer here in Austin he's kind of the the development lead on that feature so it's a big Focus for us and uh so I'm going to give you a big update on on shopping today so uh first of all our shop inventory schema has been set up by uh the guys at behavior and um we are what that means is now that we have a we have a schema set up in what we data Forge which I'm sure you've heard uh talked about before it's um kind of a big uh data data center for for a lot of stuff that goes on in our game and so the uh the schema will be in data Forge and we will have uh Rob go in and uh kind of fill out everything in data in the in that schema

  10. 00:08:24

    that will appear in our shops so that's where our shop inventories will live that's where where uh the the game will pull the data from to populate the the stores with um and it'll have all the information that you see in Mig glass uh listed there as well uh including the price so that's one other thing we've been working on is a pricing formula for all for our um all our Commodities and components and weapons and and uh ships you know everything has to have a price and so before it was kind of a you know all Voyager direct and and now we're moving everything into into game and um it's going to be a slow transition uh but we'll hopefully get everything into the game with the proper price that it'll have in the in the real game and that's kind of what uh Alpha currency is all about which is the next thing I'll talk about um is our our new currency

  11. 00:09:12

    that we're going to be rolling out uh and internally we call it Alpha currency not sure if the name will change or not but it's basically just a a test currency that's all it is for it's there to exist to test with and then to be wiped away and so um you know we're hopefully we're hoping it's to be kind of like the arena Commander leader boards or every now and then we have like a season and then uh we wipe it and start a new season and so it's real really there for us to kind of hone in on on what the prices should be like balance the game a little bit without having to mess with y'all's real real hard-earned dollars in ueec so uh that's kind of what Alpha currency is all about and you'll be able to earn Alpha currency in game uh via completing missions um you know killing players that have a high wanted level um you

  12. 00:10:01

    know taking down tons of pirate swarms and and that kind of thing so um you'll still be able to earn the alpha currency and game and then uh and use that in the in the shops when it comes online so that's a pretty cool thing that we're going to have um but all of those prices are set in the shop inventory schema that has just been made so um it all kind of ties together like that uh and then uh along those same lines cubby blast uh We've set up the shop inventory for cubby blast and includes what you've seen in there so far if you've ever gone into Area 18 and kind of gone around looked inside cubby blast there it's really just for show right now but you kind of see what we're going for there we have all the weapon racks all set up so you can see the different weapons that we have uh one thing we are adding for this go around are um these pedestal things that will sit in the back of of

  13. 00:10:49

    cubby blast that will have um mannequins standing on them and on those mannequins we'll have armor we'll have uh this new flight suit that we're uh the character team is working on here um so and a few variants of that flight suit so we were we thinking about well what makes sense because cubby blast is a personal weapons uh shop but um we don't have an armor shop set up yet uh there is an armor shop dedicated solely to armor on uh The lki Landing Zone in nxs but uh for this first release we won't have that so we want to make sure that we still have provide the players with an opportunity uh to have armor to have you know these flight suits that I'm talking about um so we thought maybe we put them in cassaba but it just didn't make sense fictionally to be in there so we we're

  14. 00:11:36

    going to put those in in cubby blast so we needed a spot in cubby Blast for those mannequins so we're setting up a space just for that so that's kind of what we're working on with kbby blast um so yeah kbby blast shop inventory and pricing lots of different things going into shopping uh all people from all different kinds of um uh departments from all over the the company uh on this project are are you know put putting their hard hard work into it so uh it's going to be a big thing and we're excited to put it out uh put it out there in your hands so uh look forward to that guys cool uh that's all I have for you this week thanks I'll see you around hi guys welcome to the UK it's Tom here and you might be wondering where I am it's uh still in the UK but just in a different meeting room than

  15. 00:12:25

    usual uh turns out the one I usually use is booked at the moment so I'm currently in what we call M uh it's a tiny little uh conference call room uh just for a couple of people but um other one Doyle and bod up here on third floor they're both taken for uh meetings with LA and and Austin so I've had to kind of squeeze in here um but it's all good hopefully you can uh you can still see and hear me um we actually have like three floors here on in the UK now uh just as a sort of quick word as to Personnel we're up in I think around 160 staff here in the UK so have to expand and get another floor uh so now first floor is opened with QA and uh the carrots team on uh they've got a meeting room there called Vera uh then if you

  16. 00:13:13

    can guess the theme so far the the one on ground floor is called taget so um some of you might have heard of those as as uh British uh police detectives um so yeah we're we're we're certainly spending a lot of time on our hiring at the moment there's lots of recruitment going on myself included with production looking to fill a producer role and a couple of associate producer roles so it does take quite a bit of time but um things are taking over the team's still working um hard on all the features and all the tech needed uh for the project so it's kind of business as usual speaking with a few of the producers before U we're still getting these um implementation passes in doing the usual Cycles with QA and getting in things like player health system volter mantl in um got some uh the weapon gameplay

  17. 00:14:02

    itating on and uh Landing in a back of an hydis um some of the core Tech work as well it's uh just got up with one of our guys on the game system side who's uh working on the thing called spawn bundles all to do with like this core Tech of being able to um have the game um kind of compartmentalize items and large numbers of items and uh make these things called object containers which the level streaming or layer streaming can kind of um deal with appropriately and efficiently and so on so uh yeah lots lots of cool Tech work going on as well as all the high level feature stuff that perhaps is a bit more prominent in the live patches when you when you get your hands on those things uh so yeah that's about it for this week um sorry my

  18. 00:14:50

    time's up but uh it's been nice catching up with you guys I'll see you in the vers bye tonight everyone Brian Chambers from the Frankfurt office uh this week I will try to appear more energetic people keep saying that I seem bummed out or tired or sad but I'm just a mellow guy um but I'll try my best um and yes I did get a haircut I do look a little less metal so sorry but thank you for all the support on Twitter um on to the team uh in regards to weapons the weapon team this week although I can't really give out names CU I shouldn't um we have final stages in regards to ship weapons final stages on one new weapon and concept phase on

  19. 00:15:41

    two other weapons uh we also are in the final concept stage of two new FPS weapons um engine uh bug fixes crash Handler uh R&D on uh terrain Shadows um that's coming together really well um we did work on the runtime rig Logic for character faces um that was on the engine side in combination with tech art and some of our external vendors that are are working on on rigs with us um bugs 4 231 I believe um did some improvements on Eva um constantly tuning those to make

  20. 00:16:29

    sure that things uh look right that they appear right and that the foundation there strong for us to expand on future stuff that we want to do with them um we did track view improvements I mentioned before track view is the tool that the cinematics team uses um so they need all these parts and pieces in place to be able to do things as efficiently as possible so most the improvements are based on efficiency so Hest and the guys can pull things together easier or they're not having to redo things uh constantly um we also fix some audio bugs in Game Dev and worked on fixing projectiles uh to function uh within the local fix uh physics grid a bit easier

  21. 00:17:19

    um on the AI front AI front is uh AI is something that'll you know continuously go on for quite a while uh bug fixing um they did some stuff of working uh with interactors um they're doing some testing in the Idis on a terminal and seeing interaction there and how that's functioning um subsumption is something that's always going to be going on so contined work on there um and a few various other things in regards to game code um we submitted the first version of a new health system and then had to do work to update the Health HUD to work with that new system um and started phase two already of the health system so hopefully

  22. 00:18:08

    there's some improvements there that you guys will see uh soon um for cinematics and design I don't really have any huge Updates this week uh Todd papy has been traveling to our other Studios although designers are busy here I didn't want to bug them and already had enough to talk with uh the other guys um as far as the office space goes we had four new people start with us last week um on April 1st we had Melissa um QA and the engine side um she's a transfer actually from the Austin team I think that team's put out some videos so you may have seen her in the past um we had Owen who is a senior animator on the cinematics side to help

  23. 00:18:54

    out with the cinematics team also for the cinematics team uh senior producer Judith uh happy to have her on board to help us start wrangling more of this stuff together um as of now all those kind of tasks of wrangling everything have been shared um and then we had anest which is an engine programmer um so yeah four people within one day was pretty nuts but so the team is also uh busy uh what we call onboarding those guys is making sure from each discipline they meet the right people know where all the documentation is they know where all the you know best practic is they start reading up on the discipline a bit more understand what they need to push on and and so on so um I've already talked for almost five minutes because I have a clock

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    right here um so I will shut up but thanks again for all the support uh thanks for all the messages um hopefully I was a little more peppy I know I'm not crazy peppy but uh yeah thanks and see you next week thank you folks let's check in with Community manager Jared Huckaby who sat down with design director Todd papy in this week's ATV interview in this week's ATV interview thanks guys this week on the ATV interview we're sitting down with design director at a Foundry 4 2 Frankfurt Mr Todd papy Todd how you

  25. 00:20:31

    doing man good to see you again thanks for coming back uh you're in time for like a day and a week and then a day like please will you will you come in when you sit on the show and talk now we've had you on the show before uh but you know every time that was it was like almost half a year ago we've gained 300,000 new people who have no idea who you are so you're Todd papy you're the design director for Star Citizen what does that entail what do you do for Star Citizen so I basically in charge of design I mean so that's been the ATV interview thank you for watching so making sure that uh I work with very closely with the other creative directors in studios or the other lead designers in the studio so in for example Kirk Tom here um then we've got

  26. 00:21:20

    Nick Elms and UK office and then we've got other leads throughout other various offices but my job is to make sure that the vision that Chris wants is getting implemented into the game and then making sure that if Chris Aaron and Tony all want something that we talk about it and then we you know work it out and put it into the game kind of thing so what happens when people want different things well I I I equate it to mom dad and uncle fighting and I let them work out what role they want to play kind of thing all right so and and then once once you've built that consensus with the three of them or whatnot uh what what happens then at that point then we make sure all the leads are on the same page and we we basically funnel it out to the team okay so you were you're in town last week you're in town for a

  27. 00:22:09

    single day today uh what brought you to La last week uh to syn up with Tony and basically talk about what we're doing for the next 12 months in the Pu and so sitting down with Tony uh Aaron and Ricky and basically scheduling out you know what kind of careers we're going to be working on what's what type of environments are we going to be building and and pushing out um and then what kind of tech do we need in order to facilitate all of that stuff so what are we doing for the next 12 months in the Pu what kind of careers are we doing what kind of tech do we need so with the with the Pu I mean obviously we're starting to really dig into the mission system uh one of our goals in particular is to make sure that we're introducing non- combat Centric roles um just

  28. 00:22:59

    because right now we know everything centers around fighting now part of that was just taking what we had in AC and now it's just a bigger playground but now we're going through and talking about cargo Salvage rescue um escorting and I think about five other ones that we felt uh were unique to or what we felt we could we could do a really cool take on in in Star Citizen and really start fleshing out the world and making sure that's it has these other roles that the players can go and and actually do and just not shoot everything now that's not to say that our work on the shooting part is done no

  29. 00:23:48

    no no no not even close um then obviously still I mean with FPS and everything like that we're still working on a lot of the base mechanics getting those you know as smooth as possible um we're not we're not happy with it yet so that's the best way to put it um and then with Eva uh then there's still Kinks and everything that we need to work out with that uh the Gunplay you know bender and I were talking about that this this last week as far as getting the movement in the weapon so that when the player you know moves the stick right well we get we get the gun twisting and and basically you start getting those those that shuffling but it's more one to one so is you know if you're if you're playing with a stick

  30. 00:24:36

    then you're you're getting that exact movement and the gun is moving exactly the way that you want it to um and then from there obviously the ship weapons and and the the refactors that are happening across the board with shields with armor with um just the balancing in general um missiles weapons and then just power consumption across the ships making sure that's you know if we're putting out a power plants um then it has a pool that you can draw from and then making sure that's when you attach a new cooler in or you attach new um uh Quantum Drive or a jump drive or something like that then it's all pulling power and then you know in the beginning you you get to kind of choose

  31. 00:25:25

    your load out and how you want to run your ship and then at that point becomes not necessarily power management game but it allows you to customize your ship and um gives the players options which is what we're always looking for okay uh you you mentioned a little bit about the FPS stuff that's still ongoing development in from the Frankfurt office from the Frankfurt office as well as UK and then Benders out here in Santa Monica but the weapons are being built out of Frankfurt office I'm out of the Frankfurt office um our producer Alex Marshall's out of the Frankfurt office and then uh our designer um John crew is in UK and then we've got uh our programming team led by Yen and then we've got Gordon and Romo

  32. 00:26:14

    um those are also UK and then we've got Evo Herzig in uh frankfur and then we have our animators Dan mgon and Colin and usen in UK okay and so we've been slowly adding FPS aspects to Crusader we we had weapons with each patch we we we've we've added additional animations and stuff so people are moving smooth more smoothly uh Chris in this in uh the special subscriber Edition RTV last week talked about how we're adding mantling and vating yep and stuff is that is that all work that's going on from the Frankfurt office or well out of all out of both of those offices um but yeah that's that's what's being pushed on and um it's more about just interaction with

  33. 00:27:01

    the environment allowing the player to navigate um and so that's and then also cover so like cover was the first thing to get in and then from there then it's navigation based off of that cover State um and then from there we'll go onto looting and and other things so that's it's it's slowly building you know the way that we want it to be built and this isn't just work for Star citizens this this work applies to Squadron 42 as well this this work applies directly towards s42 and anything that is s42 related is higher priority gotcha so I mean it may seem obvious you know we talk about the first person universe but there are firsters aspects to Squadron 42 yes yeah okay just getting that out there um all right I think that's about all we needed

  34. 00:27:50

    from you this weekend uh thanks for taking your time to to stop in um I like the studio yeah no it's uh I'm we're pretty happy with it I mean nothing's straight everything's crooked but that's pretty PR good over there that's top papy everybody back to you guys for

  35. 00:29:26

    get [Applause] come a

  36. 00:31:14

    and fire destroy wow yeah this thing is so big you can do donuts inside of it there you go it's official all right here we go all right I drifted I drifted too much I drifted too much I drifted too much oh jeez oh jeez oh jeez oh jeez ah yes yeah I don't know what's happening it's peard guys it's peard there are four lights four lights but I was always

  37. 00:32:02

    curious like why can't we turn the lamp on and off I'm spamming the use button nothing's happening I mean I can play with my balls all night long I can turn them on turn them off you see they pretty cool stuff you know I have three balls by the way that I play with there's a nice little Carrick it's kind of like a mini ship model body slam stand SC yeah body slam no but I'm breaking my own ship grap there is some exemplary flying happening here today A real all right here we go yeah I finished with an explosion against me to come to fruition there's an alien on the ship get off my ship ow get off son it Dam it all right she went

  38. 00:32:56

    to go skull off into some some other monster kill some other random part of the welcome everybody once again to the wonderful world of stars citizen I'm your host Community manager Jared hucke and on the wonderful world we take a look at all the content creators in the Star Citizen Universe be it twitch streamers YouTube makers uh the folks who make cool battle armors uh 3D printed ships t-shirts uh original fiction original artwork basically if you create original content set in the Star Citizen Universe well there's a chance you'll appear here on the wonderful world of Star Citizen now joining us this week is Star Citizen twitch streamer Mr Captain Richard Mr Captain Richard I don't I I I messed that up how you doing man I'm doing fine thank you for asking you're not supposed

  39. 00:33:43

    to say Mr when you say captain it's two titles do you prefer Mr Richard or Captain Richard Captain Richard would be great great thanks Tim now Captain Richard you're a you're a twitch streamer I I want you to tell us about how you got started okay well um yeah I um well just um I had never really done any streaming before on Twitch it was kind of newer to me I had a buddy of mine who actually was a twitch streamer he was you know pretty much almost every day on Twitch and he kind of suggested that I check it out and get into it and it was a little bit before the I would say the release of Arena Commander for Star Citizen and I you know I've been playing Star Citizen since day one of the release of Arena commander and I saw a couple twitch streamers who are streaming the game as well and I was like you know

  40. 00:34:29

    what I'd kind of like to do that it seems like it'd be kind of fun and now here it is a a little over a year and a half later uh yeah I've been streaming Star Citizen gameplay every Monday through Friday for yeah over a year and a half now all right now a lot of people think hey this is easy I can stream uh why don't you to talk to us a little bit about the challenges inherent in being a video game streamer oh well I I would say the biggest challenge if you're if you're like a semi-regular or even a full-time Tri uh twitch streamer is you have to be dedicated you have to be willing to just you know say hey I'm going to do this when I tell people I'm going to do it and not everyone has a fixed schedule but uh I I would say that was the biggest hurdle for me was just you know getting myself to just you know commit to doing it I I don't think I've ever committed to anything for over a year and a half so consistently but yeah

  41. 00:35:18

    I would say that would probably be just you know not doing it for like a couple days one week maybe a day another week I would say if you're gonna get into it just commit to it I I would I will admit that it does get a little tough socially when you're like hey I'm going to be at you know on this time every single weekday and you know some buddies want you to come out or you've got to you know you want to take trips or whatever so yeah you just kind of have to balance the two but I would say consistency and commitment are probably the two two qualities you'd want to have if you want to become a twitch streamer a regular twitch streamer well people have to know when you're going to be on yeah exactly all right so there's a lot of Star Citizen twitch streamers out there what sets your stream apart from the others oh well I uh well actually every night what I do when I uh start

  42. 00:36:06

    streaming is I actually do kind of a Nightly News type segment where we cover everything that's happened in the day for Star Citizen whether it's your releases of a PTU uh updates from the chairman so just 10 for the chairman or discussing just some of the other releases that happened that day or maybe uh you know the previous day so I I would say that if you would like to learn more about Star Citizen or what happened at that current day yeah check it out I do that at the beginning of every stream before we jump into Star Citizen and then I would say that one of my goals is to try to get people actually into the game you know a lot of people just you know going to sit there and watch Twitch uh gameplay but when people are in chat I try to bring them out of chat and actually into the game y play with me let's go on some adventures and that kind of thing right now one of the things that's always curious to me

  43. 00:36:53

    is how the heck you guys make money doing this how what are are some of the ways folks can support start citizen streamers uh well I mean the uh Bare Bones is you could set up a you know a tip system if you if you want uh there's a few different options out there um just you know just Google twitch tipping system or whatever a few uh twitch assistant bot type things but yeah it's it's mostly just hey if uh you know if you enjoy the stream and you'd like to send a twitch streamer a tip then yeah they give you that option there's a few different other ways you can go about it um if you're interested in trying to monetize your efforts on Twitch uh one is patreon and uh that is just basically hey if you want to support my stream you can subscribe uh on a monthly basis to patreon I'm a uh twitch partner I actually became a partner on Twitch from

  44. 00:37:42

    streaming Star Citizen just for having streamed it so long and uh you could subscribe to my channel and it's like five bucks a month or something like that and it does help as far as you know just supporting me as a streamer and doing giveaways and things like that all right you say you've been been streaming since Arena Commander first dropped and it's been a while since then uh what kind of things do you now that we have Crusader uh what kind of things do you do in Crusader that folks can see when you they tune into to your stream well um you know apart from doing some of the more standard stuff like the missions or exploring for Rex out at yella I you know I try to come up with fun like adventurous type things uh for us to do you set set little challenges you know the weirder the better but uh but yeah that's that's uh that's about it just kind of you know not like Choose Your Own Adventure book but creating your own adventure and I think even in the long

  45. 00:38:30

    term for Star Citizen yes there's going to be missions you know there's going to be bounty hunting and shipping and having all sorts of tasks tasks in the game you're getting paid in ueec I think that a lot of it a lot of the fun is just going to be yeah going on your own adventures and setting up your own events such as uh like operation Pitchfork is you know already a massive massive player uh driven event that'll hopefully take place later on but yeah I I personally think that yeah other than doing the intended content making your own content is also going to be equally fun all right and uh what's one of the things you're looking forward to most in Star Citizen well actually my first my first pledge ship was the freelancer base and yeah I just I kind of want to get my space trucker on I you know it's in a way once you're you know if you're

  46. 00:39:16

    playing it for the first time and going to different systems and trying to you know haul cargo it's almost like exploration in a way if you've never been there before but yeah I'm kind of I'm looking forward to both being a space trucker and uh well and an interest Captain so I can you know Captain Richard all right and finally before we let you go is there any message you'd like to give to the Star Citizen Community uh yeah I just want to say that uh the Star Citizen Community has been really really really supportive of not just me but All Star Citizen streamers it's it's a fantastic community and it's uh I I'd say it's it's been a kind of a humbling experience because everybody's just like so super into the game and super into anyone who's out there promoting the game whether it be on YouTube or twitch or Twitter or what have you and just um everyone they're just all great I mean

  47. 00:40:05

    everyone that's in orgs you know the people who just are single backers of the game and yeah and just many SL to you all you've been incredibly incredibly supportive of me all right well thanks for taking the time to appear on the wonderful world of Star Citizen Captain Richard I keep calling you Captain like it's your first name is Richard your last name people do that yeah people do it I've gotten used to it at this point well thanks Richard all right uh that's Captain Richard he's a twitch streamer you can check him out at twitch.tv Captain Richard we'll put that at the bottom here and uh back to you guys Ben and Sandy hey there Tyler Wicken here Community manager in the Austin Texas Studio here to bring you this week's MVP a huge congrats goes to Mike Willis UK

  48. 00:40:54

    on his extraordinary efforts developing a web page that cataloges every question and answer ever asked on 10 for the chairman with easy filtering I can't even count the amount of times that I've tried to reference something that Chris said a long time ago and ended up giving up because I couldn't find it but now it's easy at www.sc qa. info so big congrats to you Mike you're this week's MVP back to you guys thanks Tyler now let's make a quick Jump Ahead to ATV's fast forward

  49. 00:42:27

    be sure to tune in tomorrow at 11:00 a.m. Pacific for reverse the verse on Twitch we'll be talking about that fast forward and all other aspects of Star sissors Development Special thank you to sniffle wizard for my dog tags and everybody else on the community team who got them and also for these cup holders they're pretty cool which one's yours these I went with orange this one's mine yeah matches my dress today and then also thank you to FMJ operations who sent us patches stickers Cube chains and badges it says never outgunned only outnumbered I saw the Steve Bender Who is really into military stuff was uh very approving of that so there you go so thank you guys I also want to say sniffle wizard so thank you sniffle wizard sniffle wizard sniffle wizard

  50. 00:43:15

    sniffle wizard best username ever and if you like this video or others be sure to uh like And subscribe that uh helps our metrics a whole bunch yes and if you would like to connect to abandon myself more directly on social media here are our here are our links below and of course as always a big thank you to all of our subscribers for making this show possible we will see you next week on a round the verse you're not going to do that not much our movement today did you know that many of stars

  51. 00:44:26

    developers are on social media if you would like to follow Star Citizen on Facebook you can find us here or on Twitter here and even Instagram here and for a full list of developers personal accounts they're willing to share with the community check out this link you can find out uh what I bought at Amazon this week Star Wars stuff it yeah it was probably Star Wars stuff this

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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