Subliminal
arrow_backBack to results

Star Citizen Live: All About Alpha 3.17

18 March 202201:02:081,614 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    i'm recording star citizen lot star star citizen not so live starring jared huckabee and todd pappy will begin in just a moment hello everybody welcome to another episode of star citizen live i'm your host jared huckabee uh unlike most star citizen lives this week's show is pre-recorded um as happens sometimes in life uh schedules be come into conflict we're required to be in other places the times when we want to do things anything so uh in order to bring you this week's show without having to postpone and reschedule uh to another week uh we opted to record this a little bit

  2. 00:00:48

    earlier and and and replay it for you so welcome to star citizen almost live starring jared huckabee and todd peppy hi todd hello hello we're gonna have to put a i'll put a little thing at the bottom like previously recorded maybe we'll see if that goes through at the bottom um todd because everybody's show is somebody's first show uh tell him who you are what you do for star citizen i'm todd pappy star citizen live game director um basically what that means is i'm working with tony and chris and working on pu and or the persistent universe side of it and building out uh different gameplay different content and making sure that everything that goes into the game is

  3. 00:01:36

    feels good looks good and i compliment you on your salty crew shirt thank you we're gonna have a question about we're gonna have at least one question about fishing i promise all right so today's show is all about alpha 317 so as we usually do we put up a thread up in spectrum to collect questions a lot of folks questions had less to do with 317 and more about the long-term future of star citizen again i'm going to remind folks that today's focus is is we're going to try to keep it to the stuff of 317. we might dip in to dip out of 317 here and there but for the most part we're going to try to stay uh with our upcoming patch um to that end uh let's just jump into the

  4. 00:02:23

    questions todd uh right off the bat uh one of the biggest news uh uh one of the biggest features of all 317 was finally uh having a key bind for calling the atc some some folks called it the greatest feature in star citizen history some folks called it called it what the hell took so long this question says how will the hail atc button deal with multiple atc's being in range uh new babbage international spaceport the ground vehicle entrance the platinum bay at the commons for example will it hail the closest one or will it hail all two or three at the same time um how does this work so it right now i'll hail the closest one um

  5. 00:03:11

    if we need to adjust it in the future to actually cycle through multiple ones so you can you know tap it um we'll look at that but right now we're going to go out with it just calling the closest one okay and what took so long i don't know i don't know like i mean just from a new player experience standpoint like this will help on help a lot um let's see what one of the big uh features of 317 is refueling uh this next question says is there going to be a fuel quantity rebalance for ships in 317 to make refueling necessary and you force more planning or our current fuel take value is going to be left as is for testing similar to how medical gameplay

  6. 00:03:58

    is useful but not mandatory um it will be rebalanced now the the sweet spot that we're gonna be looking for is like how often do you actually need to refuel like we don't want it to be like you have to refuel every 15 minutes or every 20 minutes like it's it should be that um it takes a longer you know it's it's not something that you go through or have to think about every single you know ideally hour so my sweet spot i i think is is basically between an hour and a half and two hours that you need to be thinking about it um that's just from straight flying now obviously that'll depend on what ship you use how you fly it so and so forth

  7. 00:04:46

    um and then also if we're talking about quantum fuel then it also depends on how far you're jumping where you're jumping to so and so forth so like i think that this is we are doing a rebalance you know for it um but again i think this will be this will be our initial stab and then from there we'll do tweaks and in tuning you know as as it goes and it it might be that we're hitting very specific ships afterwards or it might be you know we just do a kind of general rebalance as well i think it's really important uh because we have got we have gained so many uh new players over the last year and stuff folks who uh it may be easy to forget or some folks may have never been made aware our live environment is still an alpha

  8. 00:05:34

    testing environment so we are going to use that opportunity however this goes out when when 317 drops whatever the rate is when it drops it it is very likely to change to be adjusted as todd said either on an individual ship basis or across the board it's we're going to use this opportunity to find that sweet spot even when it's in ptu so we we're doing initial passes and then we're doing adjustments and then from there once it goes live then i'm sure we'll be doing other adjustments for any other subsequent patches that we have so if we see any outliers or anything there that needs to be wrangled in we will go in and fix it um okay the whole a is coming online with 317 with the whole a

  9. 00:06:20

    needing to be in expanded mode to carry cargo has the issue of ships resetting their transformation upon logging out or in from the ship bed been fixed or will you log out to log in to find that all of your cargo has been sheared off because it defaulted to the compact position so um as of today which is march 37 or march 17th i was going to say 3 17. um but is it 17th or 16th 17th um 17th yeah we are talking about 317 on 317. yeah very good um that uh there was a possible fix for the code that went in today um basically when we ship it it should be solid um and it's i know this is a more ship

  10. 00:07:10

    question but uh will we be able to trans uh uh trigger the transformation at will i know a lot of time the transformations were linked to uh the landing gear and stuff like that do you know if um actually i don't know that's something i would have to ask john about and how that that triggers but i i mean i'm i'm assuming it's it's when we're going into different states so just like vtol or or landing gear so and so forth so another big feature coming into 317 is the ability to sell stuff from our inventories this question says can armor and weapons obtained from the pledge store be sold or is it blacklisted to prevent people from abusing character resets to continuously

  11. 00:07:58

    resell armor and weapons anything that's web enabled or web entitled can't be sold if something actually is sold then that's a bug and we actually need to fix it but when we last tested it um it it worked that way so anything that was you know web entitled to armor or fps weapons shouldn't be able to be sold very this question came up quite a bit uh will there be an inventory wipe since the selling feature is coming and loot is updating uh right now we're not planning on it uh or at least we haven't had those initial talks um again for us now that we've got persistence and everything we're trying to

  12. 00:08:45

    um sounds horrible we're trying to wipe less you know and um from there we uh we go in and and just try to try to let it live and let it lie and and see how it affects the economy um obviously if there's any sort of outliers or we see any sort of exploits or anything like that then we'll go in and fix that todd pappy trying to wipe less you heard it here first folks this is why this is the only place that would hire me um let's see refueling gameplay uh is there only one type of hydrogen and one type of quantum travel fuel for yeah for right now it's just one um we'll be looking into grades of fuel later on uh

  13. 00:09:35

    obviously this that to me ties more into like when we start getting into refining gameplay and and when you're able to to um concoct your own gas types and and everything like that so uh if i remember correctly like you know we're just talking about doing some minor adjustments so you know let's say it was fuel grade of 98 versus 95 okay well then that just means you know if you're putting in cheaper gas then wear and tear increases you know other options increase maybe you're not getting the the same boost so we have all the numbers and all the factors that that we need to go in and adjust um we have those available to us so then

  14. 00:10:23

    it's just once we put in the hooks to have these different gas types then this will allow us to start messing with that um since mining was first introduced we've seen mining evolve quite a bit with you know additional iterations more features more you know side features that act accented and stuff like this can we expect something similar with refueling that it will continue to evolve no actually not not in the short term so in the short term uh basically that team is is finishing off resource management which is which is really the power gameplay that we need um to basically get the engineering gameplay in ships as well as making sure that our environments and ships feel

  15. 00:11:11

    alive and uh don't can can be taken down in different ways so it doesn't always end with the ship actually blowing up um and then that team is also working on life support and also working on salvage right now so that's those are the main focuses um with refueling this was really to get um get it get us prepped for pyro and so like with pyro we won't have the same kind of infrastructure you know when the way that we're building the solar system because it you know it's it's more gang run as well as places will be abandoned or run down so this is actually us prepping for this so that you know if you need fuel in pyro

  16. 00:12:00

    you at least can get find a place that might sell you fuel um or they can come out and and do it um obviously you know there's other gameplay that could be happening there meaning some some other people show up and for with the nefarious intent so um but yeah from from this standpoint right now we'll we'll get this iteration out and then we'll move on to other things uh the next follow-up question touched on what you just said here um so are we actively working on a balance pass for all ships regarding qt travel distances fuel tank capacities fuel scoops all that good stuff yeah and in fact you know a lot of the ships that

  17. 00:12:47

    that weren't supposed to have fuel scoops you know because we didn't have um a way to constantly refuel them or refuel them out in the middle of nowhere now those fuel scoops are going away you know and then the rebalancing is happening as well so again at least in ibukati um once they can actually play it then they should be able to see those numbers and then obviously once we go wave one through four then they should be able to start seeing the effects of it as well will the ships that came out in previous patches be in in-game stores uh there were always ships added in one patch available in in-game shops in the next patch but currently we have a bunch of ships from 315 that cannot be bought in

  18. 00:13:35

    the game yeah so um basically the cyclone and or the cyclone mt and the 72 archimedes were added and they'll be in 317. the hover quad and cutlass steel will be done for 318 at the latest um what would you consider the top three milestones or achievements in alpha 317 um at least for me uh selling so this allows us to because [Music] before now we can go out we can have you know um missions find stuff collect stuff with loot now you can actually sell stuff then refueling is a big one for us uh just because it i view that more as a

  19. 00:14:25

    minor career but it is still a career nonetheless then um there was these two are kind of side by side but um there was on some tech that was done for like the scheduling and automation support for dynamic events so before we always had to trigger this you know by hand so now this helps us out and it's really on the the back end it's not really player facing and then at least from visual standpoint and you know making our planets feel alive the stuff that will did with rivers and dancing with the planet team stuff so um that's i know it's it's four but those are the three big ones or the

  20. 00:15:12

    four four big ones for me hey i'm sure nobody is more happy than eric green to not have to sit there and trigger these dynamic events manually anymore shout out to eric green with refueling coming to 317 will we see any npc missions that involve this type of gameplay uh not for this release i mean considering right now we're we're still getting the feature we're we're basically finalizing the feature right now like we're putting the finishing touches on it um and then with uh a lot of the s or a lot of the ai focus being on s42 right now like this is one of the things where

  21. 00:15:59

    you know with our kind of adjustment more towards s42 focus and getting the future teams working towards that stuff you know and with s42 they need you know a lot of different things that we need meaning like you know planetary now mesh or ai or basically ai flying in landing on planets you know reinforcements coming off these types of things things that are a little bit more combat focused that's really where a lot of their energy is going into um if we do this it would be one of our future teams on the pu um helping to build up those behaviors and and working that out uh but right now it's it's not planned uh i'm glad you touched on that let's

  22. 00:16:48

    let's jump one of these questions up here but uh from the chat from the uh thread here uh we've talked a bit already uh people know who have followed the roadmap they know who they followed the monthly reports or rich tyber appearing on the show in the past um uh our core gameplay pillar and and some of the other teams have moved into a i say squadron 42 first folk focus it's not that they're not making stuff for the pu when we say core gameplay what we're talking about is player systems so like you know fps systems you know and that's that's what we call court our core team so so this question and you can expand on that when we talk about this here goes have you noticed much of an impact with the

  23. 00:17:36

    gameplay pillars moving to this is the gameplay players but the core gameplay pillar moving to squadron 42. from your vantage point how has this affected the year's schedule and content cadence um a little bit i mean right now we're in the middle of the adjustment so you know rich and i talked about it constantly and and any sort of feature that like the core teams are are working towards are um they're going through and they're working out how how does s42 how does this work with s42 um and then from there if we need to take it and put it and bring it to the pu then we'll go in and we'll actually take it and adjust it and and you know get it working and and um

  24. 00:18:26

    either adds you know what we feel like it needs from a star citizen side you know to it or we'll take it you know just as is but since they're going through and getting it to what they would consider a alpha state for s42 um and then it just trickles down like that's fine it just might be that you know when they're not really dealing with the same constraints that we deal with right now so basically when we go through and we're doing this we've got um go no goes in the middle of the quarter and so that's when we do our our branching and everything they're just working you know and this is really kind of how traditional game

  25. 00:19:12

    development would would work um versus building the the train at you know while you're on the track laying the tracks exactly so um basically we're you know they're just building and then from there it depending on where it comes in that's when it'll drop to us and um you know they'll do their integrations they'll go into game dev and then from there we'll be able to take it and run with it um so it just depends on when it comes in you know in the quarter um how much work needs to be done on it so um but we do i mean not all teams have gone over there like we we still have a very large content team that works on pu side so in the eu as well as in montreal um and

  26. 00:20:00

    then we also have three different feature teams that you know still work on pu specific features um in the eu as well as in the us it's not like you know everything has stopped you know on pu to go work on s42 it's you know stuff still happening for pu it's just that any of these core things that were needed for s42 first go there first and then come down to us it's just a it's just a rearrangement of of what's always happening it used to just used to be that you know it worked for pu and then it was adapted for squadron now it's just worked for squadron and then it'll be adapted for yeah exactly it's just we just flipped the waterfall

  27. 00:20:48

    yeah and it it's not a bad thing you know i in in order to actually get that game out and and frankly i think all the teams and um you know even i have a more of an outside view but i think the teams there have been making great progress and and you know have really felt that switch and you know just like when this when it was on pu like we felt that instance you know it's it's basically like in four-wheel drive versus two-wheel drive and you're stuck in the mud you know so like you know you feel that instant all right go everybody's focused on this everybody's pushing so um i think it's it's been a great great thing to happen for that team and and also for you know the company in

  28. 00:21:36

    order to get that out yeah and it'll be a good thing for the pu once we get past this transition period you know ideally you know with the idea is and and we'll as always we'll see if this pans out but the idea is that these features will then come into the pu baked a little more well yeah a little bit a little bit more baked versus half baked um you know but like there's a lot of different things that s42 needs we need but you know there were certain things that we're in complete opposite you know needs you know so for example like i feel like we need careers and we need to be pushing towards these things you know versus rich is like no i need this you know for s42 and so like it's

  29. 00:22:23

    it's just those types of fights were always happening behind the scenes and then you know chris would come in and be like no no i think this is the priority and you do those calls um but now you know before it was definitely i think more pu focused but now it's like no no this is s42 todd you don't get to have this or tony you don't get to have this and right away right away you know but versus like we want it now and we're a little bit like veruca salt you know but but you know for us it's it allows us to you know we're still getting it it's just we're not getting it instantly you know and so um it just requires a little bit more patience and that's not why i'm wearing the salty creature

  30. 00:23:13

    and i also want to be clear before it gets quoted out of context you say when you know our patients you're talking about you and your teams need more patience just yeah well no it's it's really more me you know so like um you know just because again like like since tony and i are the driving forces on this we we have to be pushing and and so it's it's it's always you know i wanted like we're the players you know and we're we're basically wearing little timmy's hats or whatever of the players out there have some more and saying you know i want this and you know i want it now and and so then it's then the teams are like well you can have this but in this time you know so

  31. 00:24:02

    um and then it's it's just us having those those discussions this is where i'm going to take a minute uh to to push the button here this is where i'm taking a minute to entreat uh those folks who are watching the show and writing up summaries and going to reddit and making her spectrum and or wherever and making posts about this or that to please watch and re-watch and re-listen to that entire thing in context uh todd is being very open and being very candid about this change with you and we absolutely appreciate him i entreat you to when you talk about this online to include all of the context and not to just take one line or half a one line and go alarmist with it somewhere else

  32. 00:24:51

    i mean the work is being done you and me the work is being done you know and it's just that right now you know we're getting things that are funneling into the pu now like some fixes or those types of things and then we'll have more next quarter and then we'll have more than the following quarter so like the train we are in the middle of that adjustment in the middle of that transition it's just a little bit slower now and we know that it will speed up as time goes on the flip side of that next question uh with the new road map going for more complete gameplay rather than earlier in the roadmap and thus less content per patch uh can we expect more quality of life improvements

  33. 00:25:42

    well i guess i'm gonna give you the kind of the generic answer for that i mean we're constantly trying to improve the quality of life i mean it's it's something that we've been trying to do for multiple patches and or i mean sorry multiple years um and it's always dependent on what the team is doing meaning like because we have something like 50 different feature teams you know and content teams it really depends on what each team is doing and like if they're slammed on some sort of feature or release or if they're um in the middle of uh just building something then it's it's a lot easier for them to to go in and fix a fair amount of quality of life things there and then it'll also depend on how complicated that quality of life fix is

  34. 00:26:30

    you know for example like we know the star map is broken we know you know and it's basically but the star map is being worked on you know and it's it it's that team's number one priority for s42 you know and then from there it will come to us um so it's but there's things like that that are more complicated and we try to spot fix it as much as we possibly can um but you know part of that is just we know that there's certain features that just need a full rework you know and then but again it depends on kind of the quality of life like you know we're we're focusing on you know the ships and trying to go through

  35. 00:27:17

    fix you fix any sort of lighting issues fixing or any sort of vision issues anything like that like we have our list of of stuff that needs to be done and through every quarter you know the teams are trying to go through and and and fix it so um you've worked on multiple games here rework reworking a feature is is is this something normal that happens through any game development or is this something unique because we're running a live environment in the middle of our development it depends on different things so usually with normal game development you really kind of get one shot at it and you're working through it and a lot of times once you get to alpha um and you get the game altogether then

  36. 00:28:05

    you have those malarkey just hit the fan moments you know and and look at and go oh this thing really needs to be cleaned up or this thing needs to be rebuilt let's rebuild it as fast as we possibly can or we you know duct tape it for us we're in a very unique situation there's certain things that were done a long time ago and then now that we're we've got a bigger universe you know it's it's being updated like you know for example the qt hud and other things like that like that to me is just switching it over to a different hud um you know and fixing that and that will fix a lot of the qt issues that we have um

  37. 00:28:56

    from there like there's other things there that just either teams have other higher priorities that are needed for s42 or needed for pu kind of get in the way of this stuff a lot of times so you know just because we are dealing with the the live environment and you know when we are doing feature work like before it was we've got six weeks on and then kind of six weeks of bug fixing and and trying to solidify things and you're doing work but at the same time you've got live must fixes or evocative misfixes or ptu must fixes that are coming in plus quality of life so like it's it's just a mixture of you're you're working on the feature but then you're kind of it's it's a little bit of stutter stepping that that's

  38. 00:29:44

    happening so um versus traditional game development it's just you plow on you work and you know then you really get to alpha and and a lot of times that's when you're you take you just kind of hope it's all works yeah exactly and then and then from there between alpha and beta and final a lot of times that's when you're seeing a lot of what i would consider crunch you know because a lot of times it's they're not in the state that you want it to be in so therefore you have to go in and fix it in a very very short time period and that's that's the hard part uh all right we had a little detour into into the deep more philosophical questions of game development let's get

  39. 00:30:31

    to something easy what the hell is up with the coffee shop vendor out of all the things that were prioritized is it in preparation of something more substantial it just seems like a re-skinned bartender from where we're sitting it is i mean so on the surface it is so basically um this was one of our junior designers kind of first tasks you know it was getting in and doing this and this is kind of when the ai teams were shifting um over towards s42 and um basically dealing with other features so excuse me um this guy and the the ai team or the the content ai team were working on this

  40. 00:31:20

    and basically were getting moved around and pushed around onto different things but this was something that they were working on cleaning up and this is really how we deal with vendors is is is basically they will be different reskins of barton the bartender but in reality like where i wanted this thing to go more towards was the um the black market dealer you know somebody that can sell you something you know it because like uh at least for black markets we don't feel it's right that you know all right hey you're fencing something to a kiosk versus somebody you know it's it's missing that personal feeling so that's that's really where it's heading and there were some code

  41. 00:32:07

    changes that were done under underneath you know to to basically move it towards it that way you know i can i can definitely see from an outside perspective of yeah this is a this is a race gun and in many ways it it it it's an important i i brought it up not just because i thought it was funny and i like throwing your curveballs every once in a while but uh again this is the only place that will hire me um but i think it's important uh we don't always when i say we i mean the the folks outside of game development though you i'm a fan of other games it's like this we don't always see the context behind some of these decisions and we often forget that that you know video game development star citizen just like anything else there's there's

  42. 00:32:55

    turnover there's new people coming on board there's old people leaving for other opportunities and when these new people come on board we don't you don't just throw them down the well and be like make server meshing happen if you start them on these smaller you know beginning tasks many times they have to learn the tools that we use they have to learn the the the processes that we've developed just like this so so a lot of times when you see when when backers see kind of a head scratcher like this seems like a weird kind of side kind of thing like this whether it's our game or some other game or whatever um there's always context i mean there's so for example like there's combat features that need to be worked on or focused on

  43. 00:33:42

    um or there's flight features that need to be worked on focused on well it's the same thing with social features so like this is just something that you know whether it be a pizza vendor or a coffee vendor or any noodle vendor just vendors in game that you know need to be worked on need to be built out like it was just that we chose this one first and that's what we did so you know in many ways this is just laying the groundwork for other things to come but you know for right now um a lot of that focus the the feature team and then and the tech team um most their focus is shifted over towards s42 so it's it's really

  44. 00:34:35

    getting that stuff working and most there's going to be focusing on combat you know making sure that that's that's tight uh it's like the moist eyeballs thing people it's like people work on the things that they're here to work on let's go back into some more feature discussion here are the prices of items that can be sold to vendors going to vary as more people sell said items or is it going to be fixed prices for each and every item they find uh right now it'll be fixed um in the future we will be going through and and adding variability based off of like wear and tear how many you know how many items that store actually has in in its stock so

  45. 00:35:23

    and so forth but like right now it's it will be fixed um do you know if those items go into the inventory to then be sold back to other players if i sell off 500 uh you know med pins to a vendor are they going to have 500 med pins to sell to other people now it might i don't know how that because right now like i don't think it's an additive quantity on on i don't think it adds and adds it up on top of it i think it's it's basically like all right hey we'll buy it and then kind of clean clean it out of the you know like just like for um we have different things that interject into um economy and things that we we use to pull out of the economy so like i

  46. 00:36:13

    think with this this is just a way for us to pull stuff out of the economy right now key term right now are there oh i already did that one uh with rivers coming in 317 has there been any broader discussions recently or anything in development this year on what gameplay mechanics rivers and water in general players might see there's been talks so i mean the dirt build up or or um material build up that happens you just in general so like you know you see it like with the frost the armor but we need to get frost on

  47. 00:37:01

    weapons we need to get frost on backpacks so and so forth so it would be the same thing that would happen here like you get mud build up on on ships or on your player um and then from there uh we have talked about swimming it's just swimming is not a huge focus for s42 otherwise we would have got it you know sooner you know than than we are um and then from there uh you know we we're still focusing on on basically filling out other core gameplay careers um versus doing you know like fishing or that kind of stuff so um even though i love fishing but like it's i feel like we need core gameplay careers first before we start

  48. 00:37:48

    going in and out you just scooped my last question fine whatever um let's see uh any news on the implementation of quantum now that selling items is around the corner will will the selling price well very i guess alright so so any news on the invitational quantum we'll leave it there um yeah so uh this i i talked to tony um about it today so they're still planning on quantum men 3 317 to dictate the price of three commodities repair um materials quantum fuel and hydrogen fuel and where where service beacons occur and the price and then three probability volume tags piracy security and freighters at about a dozen locations so like that's the way that the first iteration of

  49. 00:38:37

    quanta quantum will be put in and then from there every quarter will build on it and adjust it and and then go from there so i'm sorry did i miss hair you you're saying that quantum will be dictating the prices of those things in 317 uh it's it's that yes so but it'll be dictating the price for three commodities not all the commodities just three of them but i think that's that's news in and of itself so that but that some aspect of quantum will be driving stephen 370. that's the goal yeah okay how long until shopping kiosks are able to filter their stock more effectively so you can make better informed purchases is listing every single color of a particular piece of armor for

  50. 00:39:27

    example an efficient way to display them succinctly wow the questions are i'm into the questions this week well so so for this one um first things first we've done a complete rebalance of what's actually being sold in stores and we've actually pulled out a lot of them and and it will be in loot containers now where we were getting like 20 or 30 armors that you know have the same colors or sorry different color variants um now you should see a much smaller stock and then from there uh we don't we do know that there needs to be code reworks and adjustments to the actual ui um but right now we do currently have other

  51. 00:40:14

    high price what we view as other higher priorities to to get that get those um fixed but yeah i have certain things there that you know like even when you're buying ammo and sort of attachments you know for the fps weapons remembering okay oh yeah it's this fps weapon that i need to buy down the ammo for like there's different ways that we can adjust it and make sure that it's more user-friendly um it's just currently we have other higher priorities you know for that that team to be working on like physical like physicalized cargo and other stuff that tony's working on speaking of physicalized cargo uh the ability to sell or even access stolen ship cargo

  52. 00:41:03

    anything you can tell us about that does that require the physical cargo refactor yeah it does require the physicalized cargo so um you know once that gets going then you should be able to interact with the the payloads that are in in the cargo area and be able to pick them up adjust them steal them so and so forth so like it's um also when you blow up ships we'll get rid of the the one eight su that pops out and so now it'll be you know the proper inventory actually pops out and and then you can hoover that up and and go um are there any new is there or is there any are is there any new mission content for alpha 317 maybe for a point patch but for initial

  53. 00:41:54

    release no um the teams are really focusing on getting uh what at least i call verbs out you know like um obviously we've got deliver or attack defend so and so forth but we have a list of verbs and so each time we're building one of those verbs it takes us a little while to to build up the tech that's needed for it and then also build up the first you know modular iteration and then from there being able to implement it into the locations we've got um a team in montreal working on you know stuff that's uh we'll be showing i think pretty soon in probably one of our releases um and then obviously our teams right now in

  54. 00:42:42

    in the eu are really focusing on getting pyro working getting others other things built you know and making sure that we're um when we release pyro it's actually strong and making sure that you know for our space stations for our outposts and everything like that like there there's things to do there is asteroid scanning getting fixed in we did do a fix for it um now we'll need to check and see uh if we need to do any any other fixes but basically some of that might need to work wait until server mission comes online um but we did do a fix do you want to give us any kind of

  55. 00:43:32

    update on how server meshing is going is that even in your wheelhouse that's not in my wheelhouse i don't think so i didn't think so i tried folks yeah um let's see uh will players and or npcs be able to issue refuel beacons for owners of starfarers to respond to at launch or will that be added in subsequent releases right now i'll be in later releases so it's it's something that we know um we need to update and we need to adjust you know kind of the way our we do our service beacons um at least from a ui standpoint first from there we'll be able to add the refuel let's talk about the desync improvements

  56. 00:44:19

    a bit uh uh folks who are playing evocati right now are noticing uh uh some some noticeable improvements to desync um i've been personally holding back talking about it because yeah i tried to avoid being lucy with the football in peanuts like hey look it's better it's better and then people get excited about it and then i end up yanking you away i really tried to avoid that since it's already out there and people are starting to ask about it right now what can you tell us about what's currently happening why it's happening how it's happening so i talked to dave coulson about this today and you wanted to make sure that i was very very clear on this so it's not um the issue is a desync in time not in position so

  57. 00:45:11

    the right now the way it works is the more you move the more it's wrong um and this was really done to smooth out the movement of the ships and um making sure that things aren't you know just jittering all over the place so what we've done is we've exchanged that that there will be more time synchronized but the ships might jitter a little bit more so and what will happen is we'll need to kind of see how bad the trade-off is and um and see if this will really stick or if we need to think of a different way of going um you know no matter what this will always be continued effort you know for us as long as it's an issue you know and feel it's an issue and you guys feel it's an issue um and it's not something that's

  58. 00:46:00

    this might not be the complete fix but it's more in the right direction so it might be that you know in the future it's it's kind of a mix between the position and the time you know so you you do get a little jitter but um but that's something that dave and the the team will be looking at and seeing how they can fix it even better but right now this is um this is the thing that they want to try out and see um if they can if it feels pretty good and and then we go from there yeah it's a we've all been pretty excited on this and since we you know first started seeing and evocati and stuff and it's it's it's hard because i know you know i'm sitting i'm talking with tyler i'm talking with jake i'm talking about like like we we we we want to run up to the

  59. 00:46:47

    top of the mountains and and and and scream like hey how awesome yeah this is but at the same time we know what the nature of game development is and and stuff like this and it may be good today but then something happens tomorrow and stuff like this so yeah and i think and i think there's so many other factors that come into play you know obviously the speed of your actual machine speed of your internet connection um the server frame rate so and so forth so like once we get into wider ptu then then that to me is really where the proof and proof in the pudding you know happens and and once we see you know larger numbers on this and and um but yeah i i think i do think it's a step in the right direction cautious optimism is what i recommend at the moment

  60. 00:47:36

    um and then as far as the the the the the server machine stuff goes and stuff i know folks have been asking for an update and stuff like this i see it all in the questions for this uh it is still ongoing it is it is still proceeding uh as we as we stated uh basically what you what you saw at citizencon still applies which you saw in the wonderful uh ask me anything follow-up q a uh the community team did afterwards still applies all that stuff is still on track uh it's just we're not at a point now where there's anything really new to tell you other than things are still proceeding i'm still on track how how we said they would so so uh trust me basically all the downstream teams like

  61. 00:48:23

    we're still we're still working towards you know those dates and we're still you know so it's we're still building we're we're trying to make sure that everything is ready you know so it's it really just comes down to that team working on it yep and then perhaps the most important thing i want to remind everybody because i'm a killjoy part of my language we'll blurb it's pre-recorded we'll see if i remember to to nuke to mute that is that it won't be a light switch it's not going to be there's not going to be a day where server machine is turned on and everything is better quite honestly it's probably going to be where we turn it on and everything breaks and then we'll have to fix it and adjust and stuff like this but it will continue to be iterated on and and refined and adjusted just like anything else

  62. 00:49:11

    so so manage some expectations and let's hope i remember to go back and beep or mute that because it's pre-recorded probably won't though it was mentioned in isc that rivers are a simple case of a few clicks and some tweaks why are we only getting one should we expect more with every patch or will they go on the back burner now that we've got one um part of it is when the feature actually came in um because uh will did the first one so versus the planet team doing it um will was basically working out the code and then from there there was other things that you know from visual standpoint

  63. 00:49:59

    um that needed to be adjusted and worked there are plans to add them to microtech and to add more to microtech and add them to other planets that actually make sense um it was just that the planet team was focusing on different things and and in reality i think you know the future um we did the go no go for it i want to say early february so you know for us again mid february that's when we cut things off and we say okay we're branching so there was no other time for the teams to go in and and adjust and do things so uh to the last part uh do you think we'll add more in

  64. 00:50:46

    subsequent patches or are they going on the back burner no it will add more so i mean as far as i know it's it's it'll be something for 318 319. do you know if it has a name does this one river have a name no i asked will when we filmed he goes uh uh i don't know so it i don't think it actually has a name we can call it the will uh maybe we'll do a social media contest i don't know i'll talk to you i'll talk to dave we'll wrap it up we'll i guess no that doesn't work uh river mcwill face yeah there we go is that what you were trying to say yes

  65. 00:51:35

    there was a stroke that happened uh let's see um let's see we're just about done uh as live game director what is it like to be in the position shoes to make critical decisions about what you can and will not what can and will not make it into a release how is part of the head of the organization does the feedback from the community affect your day-to-day professional outlook or environment i guess for me like you just i have the title live game director okay we've got multiple game directors within the company so tony myself rich nick so and so forth so i think every director

  66. 00:52:27

    is responsible for their teams and making sure that their teams are doing the job to the best of their ability and um basically the features that come out are as good as they possibly can be so when we go into these go no goes you know it's tony or aaron or myself you know if if it's one of my teams i have the meetings before and i make sure that you know it it's ready to go if it's not ready to go then i tell chris and erin why and you know have those those difficult discussions each team kind of they have a a director associated with it and and um so it's those teams doing that so when we're going into go no goes and i'm

  67. 00:53:16

    going in for a lot of other teams then i'm just looking at it and making sure you know it's hitting what i think it needs to hit you know from a player standpoint the look and feel um you know have any of these edge cases been thought about like you know how how much how many are there other features that need to be done associated with it have you uh how many bugs do we have left you know what's the what's the overall feel of it you know does it feel good or or is there a little bit of clunkiness to it um but a lot of times when we're going into those things we expect the directors and we expect the leads and the pos that are are working on it to be those initial you know those initial people saying yeah we're

  68. 00:54:04

    happy with this we're more proud of putting this out and then from there it's just a it's a call that we make you know in that like for tony like if he's looking at something you know i trust him to look at it and drive it home and and so when we're going into live meetings or live release meetings he's there he's present he's looking at it and making sure that it's good if we're talking about like ac or or star marine or or tao stuff then that's sean you know he's there he's in those live release meetings making sure it looks good and you know if there's any bugs needed need to be chased up or anything like that he's calling it out you know and then i'm doing it for my um i am really kind of the point of

  69. 00:54:53

    contact you know if uh if things aren't looking or feeling good you know and then i chase up those teams figure out what we can do with production um and then that's really kind of my live game director role and then other times it's just game director you know um basically we didn't want to have two two sc you know game director positions so like tony's got the sc game director and i've got the sa live game director so there's that separation um but again for tony he's focused more on the tech i'm focused more on the look and the feel you know and that's kind of how we play off of our roles you know as far as working with the community you know and dealing with the the community stuff like this to me is is

  70. 00:55:41

    golden like this is you know a lot of times um with other games you're you only get that feedback at the very very end and you're you're hoping and you're praying that you know yeah we we did this right you know and we hit it and um you know i can guarantee you that uh basically every game director or every lead when when every review comes out you know when their game goes gold and the reviews reviews start coming out like they're sweating bullets you know you never know um and so uh this to me allows us to try it out and see what works what doesn't work and you know i work constantly with bayer and and um the community team eric green

  71. 00:56:30

    uh basically our live production team to look at the bugs that we have you know to triage those um to go through you know what's working what's not working what did players really gleam on to or or grab a hold of and then what's isn't hitting home you know as as as hard as we feel it should hit home like you know and then we go back to those teams and we talk about it and we figure out how we can adjust it but like that's the part that i like um i i used to view in games you've got um you'll be working on something and then you do a focus test and a lot of times you're bringing in people from the outside and you're sitting there watching them play the game i would

  72. 00:57:20

    i would view it as that's kind of where dreams go to die like you have a dream of you know hey this this is how this thing's gonna play out and and um and work and then you watch people play and you're just like oh man you know you're just pulling out your hair like why don't you know this why can't you see this you know and um and this is our way of focus testing so like this to me is is is is good for us you know it's it's true you know it's true feedback and honest feedback and and you know that to me will only go in sometimes it hurts but sometimes you know you look at it you're like oh yeah how did we not see that um but it's it just goes into making the game better you know and that to me is what it's all

  73. 00:58:07

    about is is just making the game as as good as it possibly can be how did we not know players were going to overdose other players in green zones how did we how did we possibly not know exactly but that that to me is fun it's interesting gameplay you know it you know like there's we never knew jumptown one was going to be you know so interesting but like you know it's it's immersive like this to me is fun and interesting like a you know at least from a career standpoint like this is so different than all the other stuff that i worked on in the past you know and you know so every day is is a new you know and we call it a new fire but to put out but

  74. 00:58:54

    like it's it's problem solving and that to me is the fun part like i love building and problem solving with the team and and um going through that and going through that experience you know it's it's new it's fresh and you know it's it's not for everybody but like i love that challenge you know and i i i like it when people tell me well you can't do that and we say you know after you we're gonna do it anyways that's one of the reasons we get along yeah uh all right uh uh that's it we're at time but i gotta ask are you sure wearing your salted crew shirt isn't like are you sure you're not trying to subtly hint that fishing is coming to star citizen no it's it's something that at least for me personally it's super relaxing um you know my dad and i did it when i was

  75. 00:59:44

    younger and and then i do with my kids when i can so like it's something that is super relaxing and i went to florida and i saw the shirt and i was like all right i got to get it so fishing in 318 then 319. keep on trying keep going all right i tried everybody todd thank you for being on the show with us this week uh uh folks room uh remember uh uh that uh a stellar fortune i think stella protein is still technically going on uh you can check that out there's a bunch of new uh ship paints at 400 a 400i and a and and if i were better prepared i would have had that stuff for you uh check it out

  76. 01:00:32

    it's not going and then uh we'll be i will be back uh next week with isc um we got a sprint report and a special look at a team those of you who in iwakati uh will be probably be very aware of uh but i think many of our backers probably don't even know exists so we're gonna we're gonna we're gonna meet that team and then uh we are on the way to 317 uh currently on track to release at the end of this quarter hopefully it's always the hope and uh yeah and um uh i'm in the process of moving we're packing up every week i see questions about the the state of the set uh we are packing up uh i am relocating to the uh united kingdom uh i see questions like oh my god everybody's moving to the uk and i'm like i think it's just me i don't know

  77. 01:01:20

    about where they're getting everybody from but i'm pretty sure it's just me at this point um so so yeah so lots of cool stuff happening on the horizon todd again thank you so much i'm gonna wrap this up and go back and mute that one part because it's pre-recorded and i can talk to you later everybody take care bye i kind of just wanted to say it again f-bomb

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

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go