10 For the Producers Episode 07
Transcript — every row opens the video at that moment
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[Music] hello everybody and welcome back to another episode of 10 for the producers I'm Travis day and I'm Ricky jley Ricky is joining us from the UK office this week which is a a true privilege thank you for being here it's a pleasure to be here Travis and thank you to all of our community that make the show possible and uh make the game possible because without you we couldn't do any of this and uh thanks for all our subscribers for actually making sure that we can do shows like this for you guys yeah thank you um so should we get underway yeah let's do it okay so first question from gravy monkey 35 if you run out of ammo or lose your weapon for any reason would
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it be possible to use bits of debris as a melee weapon I.E splintered box pieces or broken beams or perhaps a sever arm or leg from your enemy or friend some guy dies you take his leg and then beat your enemy with it something like that I believe Quan did that as a fatality in like M Kombat 4 so um yeah maybe some influences there good game yeah we could do something like that but I think having an item that you can just pick up anywhere around the level or any kind of item that you know the player is able to interact with may be kind of difficult to maintain because pretty much all part of the world that you're around and in terms of the geometry will be rip four and you know I just kind of think the player holding many different
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items or anything that they can grab will be quite difficult to put yeah no it' be a difficult thing to do I mean like I think a lot of people saw the system with grabby hands and they thought to themselves like oh I can just pick up anything and wield it as a weapon but I guess you know once you start using those items in the universe and start using them to interact especially with other players in a fatal way um yeah it becomes much harder to maintain much harder to test much harder to balance so you maybe that's something we could do in the future but probably probably not in the near term we'll probably have like one prop where it's s of severed body just on the floor and that's the one guy that you can always rip off arms and legs and just for you just for you it's a good question uh so our next one comes to us from shrike shrike asks will the FPS be launched with an in-game chat system the answer is yes so on the first iteration of FPS
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we're going to use the in-game cry engine chat so default chat that comes with cry engine uh later though during the social module one of the things that's been worked on by the Austin team is the new chat service so this will introduce things that people are more familiar with from most MMO titles uh giving you the ability to chat you know from you know in the long term from the website to people in the game this will come with the idea of Rich presence meaning that you can see when people are online or offline so you can chat with them while they're in the game you can have private Whispers or tells or whatever you want to call it and depending whato you play and then it will also allow for things like uh different chat channels I.E your your party chat your Guild chat your website chat so that system is coming with the social module but in the in the initial FPS release we will have uh I guess call it local Server chat meaning that you can talk trash to people on the
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other team and talk to your allies as well next question is from Alan Parsons will all of the different controller types be balanced when the game comes to release or will we Face significant advantages in any well I think with the different controller types now obviously working on trying to maintain balance across the board for you know hotas you know people use x52 x55 keyboard mouse and obviously whichever game pad that you decide to use the aim will be to make sure we do have um something that is balanced enough for everyone to participate in and still enjoy um and not kind of feel like there's one that is quite hacks over another or you know having that kind of overpowered if you're using mouse and keyboard for you know launching missiles and stuff or just like rapid fire when reason that we
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do that is um something that you know we're still kind of OB trying to perfect yeah well there's and there's a couple Avenues I mean you guys have seen the first iteration of what we called ESP right so giving people with the stick the opportunity to have a little bit finer control as you move closer to your target so we can do things like that attenuating the acceleration curve on the movement of the ships themselves we can also do things from a game design perspective like the refactor to gimbaled weapons and sizes so gimble mounts and the more they gimble uh having lower sizes that they can accommodate so basically sure you can move around with the mouse and have pretty good aim with the gimbals but then we will reduce your ability to deal damage based on the size of your weapons um so there's a couple different Avenues and one of the things I mean I've seen a lot of talk on the forums recently about specifically you know Mouse ver keyboard and I know we did that uh uh on around
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the verse there was like a controller Summit I guess you'd call it with some of our designers uh and so one of the things I want to make clear to everybody is that it is super important to us that everybody as Ricky said is able to enjoy the play experience so everybody can participate and be competitive no matter what peripheral device that they choose to interact with the game uh that said it is a work in progress I mean it is super pre-alpha controls are normally something you wouldn't do until like right towards the end of the game when you start to F tune and home like during the beta phase so while we are actually making efforts on this balance ahead of time because we are released with Arena Commander it is something that we will have to uh continue to balance and continue to tweak and tune and I think we do have some IDE about actually doing more Community involvement on that so stay tuned for that uh a little too soon to say but we have an idea for how we're
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going to actually get you guys to participate more in helping us to tune their control devices yeah and you guys have been really good so far and you know giving us kind of your feedback and everything that you've listed out um I've seen so much detail um from the backers already in terms of what they believe should be you know default configurations and um different types of uh preferred um control types so yet again and we're listening because I mean how many times have we gotten emails from Chris where he's reading the forums and he's like oh yeah yeah hey is this a thing is this really true QA can you verify this we got to change this yeah yeah those uh Sunday emails good to read but it's good though because it keeps us on our toes and it makes sure makes us kind of believe that hey we uh we're looking at sometimes a particular feature in the game and then it brings us back to controls for instance and says hey how can we do better to like balance everything exactly keeps as a
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focus item yeah nost drama 197 7 or 1977 in a universe built on immersion will cig add mature and tasteful tasteful romance to Star Citizen much like Mass Effect or Dragon Age Inquisition so this kind of question I mean it's um I think it's always kind of interesting to add different types of relationship and romance in particular um you see as games have developed over time um you can actually visualize that romance um between characters through different C cinematography different scenes um usually via the cutcenes but then also in the actual gameplay and actions that you can do um being able to like develop a real good personal relationship with significant others so to speak and I
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think star citizens going to give you a great opportunity to probably do that because there's going to be so many different people or so many different beings within that verse um yeah I personally think that is something that we need to yeah well I think I think Squadron 42 also I mean what they're calling out is Mass Effect and Dragon Age which you know is it's obviously much easier to handle uh relationships and romantic relationships especially in a single player environment rather than an MMO so one of the things I think that Chris is well famous for in the win commander games is having those interactive cutcenes having the ability to make those decisions and the branching kind of branching relationships that we had with some of the pilots the wingmen and Wing Commander so and I know that's something for a fact that he's definitely planning on doing in Squadron 42 where you're decisions conversations your actions will matter to your wingmen and impact
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their relationships now how far those relationships go I guess is up to the decisions that you make okay so our next question comes to us from Hammerhead or Hammerhead uh his question is Jump Point Warfare can we follow a player or SL NPC into a jump point and carry out an attack slon a fight inside the Wormhole SLC Corridor okay so yes I believe the answer is going to be that you can uh obviously our first iteration of jump points will probably be just handling a single ship because as we build the technology that seems like a logical place to start uh down the road I do know that the there's a concept of like I don't know a Stargate Wormhole for example where you're kind of just on this linear tube and you cruise through and then you arrive at your destination I think our concept of Wormhole or jump point is much more in line with uh
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having something that is an actual physical space that you can Traverse and it has a you know a finite distance and there obstacles as we saw in the is that uh South by Southwest the previous that we did for the jump points and so I believe that the natural extension of that is that yes at first we'll have one ship and then you could have multiple ships traveling through a jump Point simultaneously whether or not you'll be able to fire your weapons at each other board each other whatever that's going to end up looking like hasn't been fully fleshed out yet because there's just uh well simply there's no jump points yet but once we have that and we determine what's fun what's you know kind of sucked to go to a jump Point have that be a really unfun experience so as we build out the game we'll know more but I definitely know that that is something that you know Chris would like to do there's a lot of designers on the team that would like to do and we'll just have to see how it develops as a feature uh to determine whether or not that's
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good for the game yeah and I think as like a base iteration the first kind of development would be making sure that you can actually Traverse and end up at destination for getting through it is a good step War let's get that right as well but yeah know totally I think uh going down that route of having you know just approaching into your jump point and just as you're about to fledge out something comes to you that would be great all right the next question comes to us from grimith what level of detail is being put into the voice chat also will there be plugins for apps such as TeamSpeak or Mumble that will encourage this radio chat so that people are not speaking to people without interruption Across the Universe so I'm guessing is the basically compelling people or incentivizing people to use in-game chat and in-game chat systems over say teams speake Mumble vent so that the first
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answer to so the first part of the question is what are the plans for in-game voice chat uh Chris is very strongly of the idea that he wants to have in-game voice chat that attenuates over distance the same way it would in real life he also wants to do things like depending on the type of helmet that you're wearing actually have the muffling of the helmet or the radio static if you're over the in-game radio so there are definitely plans for that that's something he really wants to do um as for plugins for like different popular voice apps I don't know that we would do that I think we may do our own but that's kind of something that we're going to have to figure out as we get to the point where we're actually implementing in-game vo determining the route that we want to go and we haven't determined that yet because we haven't done that exploration yet next question comes from Guedo how will currency feel in the game currently you can purchase about 1,000 U per dollar are you
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intending to keep this current value in place during the course of the Pu and how will you stop the inflation of currency so yeah we could probably think about hiring some kind of stock broker or financial accounts advisor um to help us with the inflation problem anyway yeah no and I know that uh we we've gotten an economist to to consult on the economy for just these kinds of reasons I mean the one thing I do see in this question is uh you know you purchased about a th000 UAC for a dollar that right now is just a uh an arbitrary correlative value right so as we go into persistent Universe at some point there is going to need to be a switch over that says okay either these items cost more in ueec now and we change the whole scale or we change the dollar value of a u but that's something we're going to deal with once the Pu is actually a thing that we actually have ueec in the
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game that you can buy and earn that will all have to get figured out yeah I think once we develop kind of more of the features and more of the in-game items and purchases we'll be able to have a scale of exactly what's lower end what's top end to find the scale and actually give values that are going to be fair and you know applicable well I've also I've seen people related to this asking questions on uh you know on the forums related to like the initial Kickstarter pledges that had a lot of like oh this package includes 20,000 UVC and or 20,000 credits I think it was even called at the time and then a lot of people are going wait that's like one big missile is that is that all I got with my pledge and so I think that powerful missile yeah it's power the rer is powerful missile but um but in the end I do think you know I suspect that there's going to be a time when once we
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have a value of U then we can look at the relative value of those packages and then kind of reappropriate everything along those Lin next question comes from SPCA NYC the $54 million stretch goal saw the introduction of AI character roles into the game with the promise of additional roles added following future stretch goals have there been any internal discussions or considerations on where you will expand AI Behavior so I think a lot of the AI behaviors and um are kind of recent thought on this kind of came into play when we started thinking about moldic crew recently um as I've been here um me and Travis and a lot of the leads here have been discussing if you are owner of per say let's say a Retaliator or a constellation um and you loded into a
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match but you didn't necessarily have people to fill the other crew roles that are on those seats what would be those roles who would fill them and the obvious answer to most people would be AI MH yeah so with regards to to multi crew uh you know it's interesting because AI comes with its own kind of uh whole subset of problems right which is one of the things we talked about and Dan brought up was if you go into the game and you have all AI in your seats and they're actually like fully human Ai and they're sitting in that seat you land your buddy gets on your ship and now you have this AI sitting in your seat then you like okay hit the elevator button he comes down from your turret then you like GTA him and you pull him out of the seat and throw him out the air lock and you get in and then what happens if you leave so I think you do I think you do yeah you take him and toss him out the grab him toss him out space him them uh his explode it's
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fine no and then you know in the longer term I think you know there's been a lot of discussion about what what capabilities does AI have right like if I own five Freelancers and can I have them all fly with me meaning they're all different AI Pilots different AI Gunners or does it just give me the ability to say hey take this from this planet to this planet and I'm going to go be over here meanwhile this is just going to happen and you know hopefully he's a good AI pilot uh you know what will their skills be what things can they get better at you know these are all things that the Pu team is exploring right now and we don't have a firm solid final design on what exactly AI characters in The persistent universe will or will not be able to do and what kind of uh areas of learning that they have but I do think that there are some cool ideas floating around right now that are in the process of being locked down so
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that's something I think that would look forward to an update from the Pu team on because I know it's important to you guys and it's also very important to us because that's going to be a very core part of the experience all right our next question comes to us from gromp gromp asks will the ability to toggle the camera into third person mode be included in the FPS module will I be able to look around corners in third person even if it means I briefly lose my HUD this seems like a very important gameplay decision and I hope this ability is not included in combat situations so yeah we actually made a recent decision to convert the FPS into actually a third person shooter kind of Gears of War style so you'll be able to you know Corner creep and all that no I'm just kidding uh yes we're actually completely disabling the third person camera uh for FPS and Corridor moments so don't be concerned about that one of the things that we were talking about
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was you know we have these beautiful models we have these beautiful animations we want to be able to show them off we want you to be able to be in your hanger dress up in a new outfit and check it out I mean that's kind of the fun part right like you play an MMO you get some new gear you get fitted you check it out you take a selfie or whatever so that part we want to be able to have that experience so what we've talk about yeah selfies yeah totally a little selfie wand you know you can have like a little selfie wall as well post it an in game chat and say hey check out my selfie yeah look my SK So to that end I think what we're talking about is a system that kind of dynamically determines what cameras are allowed based off of whether or not you're in a combat situation in fps so when you're running around on Stanton for example or our Corp I should say uh there's a very real chance you could just have third person camera all the
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time run around check out all the cool animations see yourself your gear uh if you get into a situation where you draw your weapon or you get into a situation where is a known combat situation we just disable the camera at that point so that way we remove that um Advantage yeah exactly and I think one of the things like was kind of asked by Grump was if I go from protecting myself just and then turning around a corner you know will I lose my HUD and if I go into third person and the answer to that would be you would and if you got shot at that point then that's just your own fault for going to third person I would say yeah so if you could go to third person then you would lose your HUD cuz your Hud's on your visor yeah and it actually is literally on your visor in the game it's not like a cheat like if you move the camera away from the
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player's head you can't see the visor because it's actually rendered there ah so our next question comes from Mad run bad run is there going to be a radiation mechanic possibly including solar flare that could impact play in a variety of ways with both natural and man-made dodgy reactor question mark that would cause damage or death potentially to players or assets yes the answer is absolutely yes so one of the early on in the design for the FPS mechanic we were talking a lot about Eva what advantages or different disadvantages different suits had uh one of them was a radiation protection rating so that would kind of limit your ability to stay in Eva permanently so you can't just float around forever so we have the concept of life support but also just kind of radiation that could eventually build up over time to a toxic level different types of Suits would be rated differently for different types of
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radiation we've also talked on the Arena Commander side about different hazards uh that you can have in both in the gameplay environment but also in the Pu things like nebulas solar flares um and other kind of time time sensitive or system impacting uh natural hazards like what you're talking about now and I think we kind of um I'm just imagining now if you turned up with your suit um at a particular area such as a nebulus area that had a particular gas cloud that you were surrounded by um and you believe that you'll see is able to you know combat that kind of area and another person flies in and they're trying to get into your territory but they just get totally wiped out you know those kind of things are going to be really cool just to make sure that the players on their toes in terms of knowing what different suits do different areas and different
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environments and how they can kind of affect your gameplay yeah and actually one of the the mission types even is we've started talking while while Rick's been out here about uh the concept of the you know kind of the mission generator or the instance you know instance action sphere generator uh and some of the mission types we've talked about even have been like oh there's a disabled constellation that is floating towards the Sun and it's not under power and you have to go in there but there's a high radiation level so you have very limited time windows in which you can interact with it to try and reconstitute it rescue it or just go to hell with it and let it fly into the sun uh so yeah definitely something we're looking at because I think it adds a cool level of a immersion and B adds a lot of cool gameplay moments that you can put together well and with that last question it brings us to the end of the
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show so thank you very much for joining us and thank you very much to all the subscribers that make a show like this possible we really appreciate the opportunity to to come on camera and to interact with you guys and answer your questions directly and hopefully give you some more information that you didn't previously have and thanks to all our backers for making star set is un possible um you know I've been on this project for now a year and um it's by far an awesome project to be on and it's great to be on board especially with guys like you Travis oh thanks man I'm soad the backers back just so I can meet you thank you guys take care and we'll see you in the verse thank you hey guys thanks for watching um temp for the chairman uh if you guys would
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like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to date with all our video content go here and uh if you guys would like to watch episodes around around the verse go here please and I will see you in the verse
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

