Star Citizen: Reverse the Verse LIVE - Ship Combat Experience
Transcript — every row opens the video at that moment
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greeting citizens it's Friday it's 9 a.m. it must be time for another episode of reverse diverse life I'm your host Content Manager jared huckaby let's get to this week's news shall we last week on the show we have special guests director of star citizen live todd papy and development director from foundry 42 de brian chambers here live via Skype to answer your questions about star citizen's continuing development and it's always a thrill to have either one of them on the show there was a wealth of good information following the studio update from a TV so be sure you check it out if you have the time it's still sex sorry we also published the January 2018 monthly report which is a great look at what some of our other studios have been up to in their time out of the a TV spotlight including their continuing work on ships like the f8 lightning and
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the new armor sets like the legacy outlaw light that's available now on the Roberts based industries comm website monday monday saw the release of another episode of our new question and answer series calling all Deb's where we took where we took the questions that you people submitted and voted on and opposed them directly to our developers this week's topics included the recent golf ball bug decorating the interior of our space ships importing and exporting data from mobile glass using API the current considerations regarding the Redeemer and the future of Tessa Bannister now calling all Deb's is available each and every week and don't forget that you can submit your questions for consideration right now up on spectrum Tuesday brought us the first installment of 24 2018 of our venerable or makers guide to the galaxy series
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where will Weiss bomb your third favorite Thor maker took us on a tour of the Kellog system and did so without making a single serial joke lore makers guide to the galaxy the first Tuesday of every month their great subscribers also got their flyable ship for the month of February and it's the constellation Aquila but it also has a new added bonus the Ursa rover if you're a subscriber you can log in now and play with either vehicle all month long as a perk of the subscriber program now we're going to see some of the Ursa races that have started popping up across moons a little bit later on in the show subscribers also got access to a vault of work-in-progress images for the ages hammerhead and the anvil Terrapin if you're a subscriber and you haven't checked out the subscriber vault
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there's a wealth of behind the scenes and work-in-progress images available to you each and every week up on the our site website so do that finally yesterday saw the release of our newest episode of around the verse featuring our brand-new cross studio overall project update segment and a feature dedicated to the continuing work on Kombat balancing now joining us on the show this week our designers from foundry 42 UK John Crewe and Annie Nicholson who will be here to answer your questions live in just a few minutes so stay tuned we'll be right back after this look at some of the amazing Game Capture done recently by star citizen mr. haschke hah hah hah hah hah hah hah hah we'll be back in a bit guys [Music] and that was another great video from
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mr. haschke always yeah you can always count on mr. Scott fun fact he actually helps a bit footage for our recent alpha 3.0 trailer that was released on the website so so good job all right now to the meat and potatoes of the show joining us on the show this week all the way from sunny a cheery England any Nicholson and John crew hey guys doing all right hello thank you for thank you for joining well thank you thanks for having us I know we've had you on the show with Linc we had you the last time we had both of you on the show was a subscriber town hall last year yes it's been almost a year since we've had you on the show anything changed since then I guess we go older yeah yeah I got really confused
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when I saw the preview image for this on Twitter and there was a picture of both of us doing I thought have they taken a picture of us doing this yes we did it I remembered we did that I was relieved I thought we've done it already in a second no this is one of our few repeats I'm like yeah this is a picture and last thing so um every episode of reverse the verse or 80b or happy hour or town hall where every episode of somebody's first episode so why don't we take a few minutes tell everybody who you are and what you do for star citizen okay first my name is John Kerr I'm the lead technical designer here at foundry 42 so the the UK tech design team deals with setting up all the the UK ships we also deal with balance obviously that's why I
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was out here and we deal with a lot of concepts for FPS and vehicle weapon development getting them from briefs all the way to in-game yeah that kind of covers it from my side I'm on John's team but that I also do balance stuff I suppose more fundamentally when that comes to weapons as we discussed on the ATV this week yes we did so let's like let's talk about that the ATV no obviously we refer to the segment as weapon balance but it was a more in that combat balance it was really a segment related to all things come about so you know which includes weapon tuning armor tuning ship l ship health tuning shield tuning right now I'm not out of my mind here right no no
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that covers quite a lot I think I talked about it in it that it's it's just one part of the overall balanced picture and they all interact with each other so you have to be a top of at all to get a good experience it's good okay somehow we must have a wide view of the big picture yeah all right so let's start with weapon with weapon power what are some of the parameters we use when it when determining weapons power do we look at a impact damage or rate of fire armor penetration damage type what are we talking about here yeah I guess all of those things we know we when we think of a weapon being overpowered I tend to think okay
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that's that's the DPS that's the time to kill of all the ships are you know the smaller ships usually if I sink see your weapon is overpowered you that's how I test it anyway yeah you sort of it a little go on those small ships step one is what should this weapon be doing like if it's cannon and it's overpowered it's probably either doing too much damage or it's firing too fast yes so an overpowered cannon is something different to an overpower to repeat it they'll they'll probably have very different behaviors that are causing that overpowered yeah result yeah just the easiest thing is checking the damage checking the right fire and then the spread I suppose it's the accuracy the range so how easy is it to hit with this weapon then how
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much does it do damage wise over like a short period of time yeah I mean that sort of you can get other areas that aren't that the natural statistics that cause the feeling of a weapon being overpowered some like things you don't tend to think of like the devii effects or the audio so some the effects might not be playing as you intended like they might be less intrusive which gives the feeling that it's more powerful than it is and the same for the audio like quite often people perceive weapons strength to the sound it's making sounds sounds silly but it is something I if you have a big sniper in the game it just goes mm-hmm then people tend to think was that's a rubbish sniper or it could be doing all
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the damage in the world but that audio really sells it and if that's not on point as well and that can sometimes factor into it I'm actually happy you brought that up I was I've just been playing Star Wars The Old Republic and you know that they've got the they've got two classes that do the exact same thing I collect there's a smuggler and a sniper cousin they're all the exact sum of those exact and I was playing smuggler and playing the sniper and the sniper just feels like it does more damage I know it does the exact same damage but it's because the sound effect on the on the weapon it's just so much more resonant in my headphones I feel like when I shoot with the sniper I'm like yes I'm hitting that guy hard it's like you're doing the same damage you were doing on your other thing it's just a sound effect jared but it's important so yeah it all ties it all together and it's like quite a lot of games actually
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if you dig into the details or you have access behind the scenes some of the weapons are clones of each other and it's just the visuals in the audio the challenge stick and you have people arguing that Weapon X is better than weapon Y and it's not it's the same it's just yeah the whole package is sort of makes you feel that way all right now so folks who are watching the show live you can submit your questions for consideration to be asked to John and Andy you can submit them into twitch chat you can please produce your question with the word question and capital letter surrounded by brackets that's just what's going to help me you know pull them out from all the other chat that's going on we also had a thread up on spectrum throughout the week that where we were collecting questions and folks were voting on them whatnot
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we had it up before the episode went live so we could collect just in general combat questions that people have had over the last you know however many months since we pad you on and then of course questions directly following up on the show now going over continuing on the overpowered thing one of the things that I would imagine you have to you have to consider when figuring out if something is overpowered and bounce is time to kill how do you how do you decide what that what the time to kill of a ship is I mean I've got a Connie it obviously it's you have to take a Connie and a Sabre should kill it in this many seconds an Aurora should kill it in this many seconds do you do all of the weapon calculations and then get to a time to kill or do you start with the time to
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kill and then start adjusting things to match that how does that process work where do we start start small yeah the time to kill of I know obviously we set this preface to a lot that things aren't finished and it's still ongoing balance so we tend to try and get things right on the small level the small scale with damage rate of fire and all those things and then and then with the shield items the armored items and the ship health I wouldn't say that we have an exact time to kill in mind and apologies I think someone's on a mobile bike outside hopefully you can still hear me yeah so yeah you started the small level
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and you do one ship against another ship you get that rough ballpark time that we're interested in and then we go what's the next level up is does it sort of scale with that and then they all sort of be hold on to each other and then the wild-card is obviously people can change their loadouts so when we do our time to kill goals or estimates we do off the base loadout so because you can't really factor in every single combination of weapon and missile and shield and armor combinations that they can do against seriously we go on the defaults and the default load ups for every ship sort of contain most of our weapons so when you're balancing one ship against
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another you're already factoring in those weapons so hopefully it doesn't get skewed massively if someone changes all the weapons from one to another because it's factored in somewhere but as we build up the ships it does get panca yeah we tend to play test these things a lot with smaller ships actually to get the feel right for those I think it'd be honest to say that we haven't spent as much time with the larger ships and that it's still work-in-progress yet a lot more to do there there's a lot of system still to come that will make those ships yeah more enjoyable to behave so intuitively that's not even English well that brings me to a good point you know the balancing work that we're doing right now this is for the
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game in the state that it's in now right I mean just like like you referenced yeah in the segment you referenced that the work that you were doing was going into a small a small patch that would be released uh we actually filmed this segment that your segment before 3.01 went out so the paths that you're talking we're talking about is the 301 patch - just went out right yes only people noticed quite significant change in how the ship combat was between 300 301 it's quite interesting you have to talk about that patch is a little hot fix it when she kind of was you know it was taking the state of the game in 3-0 and the things that we weren't happy with quickly isolating things that we could do and fix quickly it was a very quick turnaround on I
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suppose everyone be back in the office and assessing the state of 3-0 and then what we can do just to get balance feeling much more enjoyable quick fix was say like we brought down the health on shields and the regen on the shields and that's that's gonna be something that's going to change a lot even from now because well we won't we won't have it right for a long time I think but yeah that patch was a quick turnaround thing make to quickly isolate what we could fix very short-term and then what we want to fix for 3/1 and then what we want to do beyond that kind of highlights that it like balance you know it's never done but we we can quickly assess and chip make changes just you know based on the current state of the
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game mm-hmm I'm trying I'm trying to talk but I'm also trying not to cough in your ears constantly survive apologize is fine I'm sorry leave us hanging so so like you said most of the work that would that wheat that we were talking about in this segment like like the work on the the the ship health and the armor and start that way it's it's what we're talking about the the intermediate the how the game is now how the game is in the immediate future but uh what are our long-term plans you know a lot of folks I saw threads on spectrum I saw threads on reddit about a baby like why does a ship have health and and an armor and it multiplies it I thought the different
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components we're gonna have healthy goes taco let's talk a little bit about art the difference between the game now and balancing for the game now versus what our long-term plans are for this kind of thing yeah trying briefly yes go over it like you said we balanced for the game as it is now how we do stuff is how how we can do it the long-term goal is still going to be the whole component driven behavior so you'll be rather than ships having like an artificial health pool armor is like a flat reduction it will be physically based damage so the parts of the ship will have strengths based on their materials projectiles will have mass and velocity and then
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that will be how the damage is calculated penetration will fall out of that energy weapons obviously well lasers don't have any mass or very very little mass but their velocity so they'll be great at some things ballistics have mass less velocity and that's shields the the law of the shields is that they slow down mass so that's why they energy weapons is great against them they sort of eat it all up and deplete the shields ballistics go through them because the mass it slows the mass down it's then stop the massive slows it down and they've got enough mass to go through and then hit the hull underneath whereas lasers and energy weapons don't have that so we're still going towards that long-term goal of doing it that way
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very simulation driven we've been talking about it for a long time we started looking into it when we were first talking about it and we sort of realized that there was a lot of pieces of the puzzle that we had to get in place first mostly to do with getting everything with item 2.0 so for 300 STUV the ship components got done for item 2.0 at the moment we're finishing converting the weapons which is naturally a very big part of this whole new damage behavior that will be going towards everything had to be has to be identify work nicely with each other and you could sort of do it before but it wouldn't have been an efficient and would have resulted in a lot of wasted time so all the pieces that puzzle had
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to be right into both ships weapons ammo and sort of all of that the and then you've got actually come up with the rule sets for which we're working on at the moment so whilst yes the ships have a health pool now and the are metres X and shields dy that is simulating to the best of our abilities future behavior with what we have is not it's not one-to-one yeah it's not going to stay like this forever it's going towards that system it's kind of like it's one of the unique challenges of having to run a live environment in the middle of game development it's it's because we are running a lighter on the environment in the middle of our game development I
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mean it means one of the difficult things when talking about a stuff whether it's you guys talking about you know what my weapon balance yesterday TV or developers talking about you know piracy gameplay systems and whether there's always this disconnect between talking about what is going on right now and what we're capable of doing now with the amount of game systems that are online and in place and implemented and working versus our long term design goals it's it we've said for a long time that we want we want a systemic damage system you know that that's basically but you've got all its basically you set all the materials you set all the features of all the materials all the components the ships and basically you know it works itself out you know by that mean you know it's
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all energy based you know whether you're whether the energy is coming from a laser bolt or that's the kinetic energy involved in a ballistic you know so it's all gone it's all well want to move to this systemic damage system and and it'll happen just like everything else but where we are right now is what we were really talking about in the in the semi yesterday so yeah one of the really cool interesting things that's going to come out of it is at the moment we talk about time to kill because it's it's what we have in the game at the moment it's a very sort of linear concept of ships have health you get the health to zero ship goes bang you don't have that nice way of disabling ships whereas when we move to that system it's less about destroying the ship more about disabling
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the components which in turn disables the ship and ships are only going to explode when you do critical damage to power plants or huge ammo boxes and even then they might not kill the ship it will cause an explosion and anyone the tensile strength or the fracture index or the strength of the power and the location of it that bit might snap off we've got the ability now to have multiple physics grids and ships saw that in it some gun games come with the address where it snapped apart and you can quite sit in the livestream but we had fun with it in testing in that it snaps apart and you it didn't kill the people inside you can still
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wander around you could board the Hulk of the addressed hangar that was floating around with all the power is out because the power parts are in the bit that had snapped off but it's still it was a living bit of ship just floating through space and yeah that sort of gameplay is it's gonna fall out of it naturally there's multiple physics quiz that's one of the that's one of the big big things we're moving towards and it's you know we were doing other segments and stuff like like like I can't spoil other assignments but yes many people many people in MIT in all of our city is very excited about the advent of multiple physics roads and ships and and non death death states and stuff like that all right so remember everybody we are taking questions live from the chat we are with John crew and Annie Nicholson they are designers
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involved in ship and weapon and combat balance and stuff so I see questions like when is the Headless character bug going to get fixed dead these aren't the guys who are gonna have that information so why would we fixed it if I can't have a head I can't get head shot right exactly yeah those so remembered it's a to try to tailor your questions towards the avenues that these folks work in because I can't ask a question that they don't know it's like it's like hey Jon crew went what what's the deal with the head this but twelve what see he doesn't know it's not an area he where he works not good at but one of the questions from the chat that came through every got every considered beam-weapons
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he's referring to like like the old Star Trek phasers the you know the beam weapons is that a is that a weapon type we've considered is that where you've considered or if we ruled that out so I'll tell a little story about beam weapons did go on when I first started here beam weapons weren't in the law and then a designer who Rene did a little prototype and showed it to Chris and the writers I believe it was what the squadron guys of this turret with beam weapons and the moment they saw that they're like that looks awesome we should do that and whilst we don't have the code in place to do it we do have them on the schedule to come and
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they do provide like a very different gameplay sort of for each of the weapon types ballistic and energy and other types we sort of try and have symbiotic ones so the ballistic gatlings are the very fast firing ballistic weapons whereas energy beam ones are their equivalent so it's a continuous stream of matter yeah they they are yes it's strange isn't it because we do kind of almost the doors open for like an energy Gatling as well yeah is Felicity a beam there's no oil in a scene is hard you're getting bothered I can already see it yeah so so what was the we went up and attended there so so what's what's the
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answer about beam weapons the star citizen just just one line yes okay maybe Mickey yes at some points yeah okay all right so here's another question from the chat beautiful story by the way thank you we mentioned we mentioned on a TV the difference between civilian ships and components civilian ships raising ships military ships I think cargo was listed as a type I'm not oh I'm not entirely certain that that was correct when it was Luna but when it was mentioned she's been transposed oh yeah you transferred yeah let's talk a little bit about about the different of different types of stuff there because we've done the shipyard posts by the way which thank
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you to John crew for helping to put that together and if you haven't read the shipyard post those are available on robert space industries comm website i highly recommend you you you read those because we almost killed ourselves trying to put this but-but-but summarize you know for us refer for folks who haven't read or won't read what are our different ship types what's the difference between civilian and military and other stuff and what separates those so you must know them off the top hit my heart now as Jerry said if you go read to shipyard hosts then you'll say written down I'm not going to written down it's a sort of convenient way of comparing it's applies to ships and also applies to items so we have the ship classifications military civilian transport or industrial and
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whatever and then grades A to D so civilian c is an item that performs at 100% of its capacity so that's ships come with typically civilian grade C items by default that's their bog standard behavior and then every other sort of combination on that matrix increases various stats various ways so for example shields a gray or a civilian shield great see it's a shield a military one still great to see is much greater shield output regen but consumes more power and gives out or
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signal stealth great C shield is one that has less output probably a slower regen but it signatures reduce so you can tailor sort of the behavior and then you factor in the grades they go up naturally and down there each item has I think up to eight statistics that's factored into that grade so depending on the item they all go up and down and that sort of ties into their performance balancing falls out of it and then factors into the economy as well yeah value definitely it sort of it's the same money when it comes to the like the career roles right they don't have say the transporter has is it industrial items that into it gender gender fill that role of the ship
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yeah the items are supposed to help us create these um these identities you know transport ships is just be out there a long time long haul so the items they carry ones that have high durability yeah and one of the things we talked about in the episode was the different armor types specifically called out was the Hornet ghost and how the Hornet ghost that now has a stealth armor type which makes getting a missile lock more difficult makes other mather players trying to get it miss a lot more difficult how are we going to communicate that to the players like like like if if you can't visually identify that the ship is wearing stealth armor it's a stealth armor and you're sitting there you're trying to
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get missile lock and the missile locks just you know taking forever and not going how do we how do we communicate that to backers without them thinking oh it's a bug probably better answered by the scanning guys but yeah the scanning will have multiple stages like very very high level initial scan gives you the rough information so when you're trying to lock on to it it will do a brief scan it might say Hornet goes another stealthy ship it won't give you all the information of the ship you have to keep scanning it and naturally you're going to learn if you don't own these ships or know nothing about it you're gonna hopefully learn by feeling that every time I encounter one of these ships it takes longer to do this on whereas if I find it another horner then
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it's oh that was much quicker so then something is up with the ghost if you own these ships yourself then naturally it's all explained to you in the law on your equipment terminals it tells you all about this I mean there should be signature readouts yeah of these ships once you scan and target them the ship's infrared yeah levels will be there you'll notice there is from your experience less than other ships you encounter yeah that's what's always supposed to be like the the signatures of the ship make it make you harder to hit more easier to hit you've got a lot of the items that are overpowered maybe overclocked give enough high signatures yeah that the difficulty of showing that to players
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suppose we used to have little readouts that we're just seen numbers that's coming back it's coming back good and that makes a big difference our UI guys screen today yeah okay yeah cool games coming back coming back I see a question in the live chat that actually matches one of the questions that were taken from the from the thread where folks were voting both questions talk to talk about different shield types and and whether we've considered either having different types of shields that protect better like is could there be a shield that is more tuned towards ballistic damage than energy death energy even though the the standard shields you know aren't that way or are there are there ways to adjust shield modulation and and
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stuff to to help protect against certain damage types it's something I think that's that's really open to us at the moment we have been discussing this yes with this week especially well just because I think some of us are more expecting that we'll go down the road of shields and armor that can be switched in and out that will have different resistances the different damage types which which remember we have different damage types in the weapons already this is we need to be making sure that the defensive side can be alternated in the same way that you can you know the same way you can change your loadout for different weapons to do different damage types you'll be able to do the same to counter it's the defensive side it's no good just stacking all the goodies on
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the offensive side without providing at least a fair set of tools on the defensive side yeah that's that's the gameplay we want is I think everyone would like to see it that way yeah so yeah it's been talking about that a lot yeah and you do at the moment on all the shield's you do have some ability to sort of tune it so can move the the faces around and that does have a significant effect you can do shield hardening which does this the name implies it does harden the shields and sort of really does reduce the amount of damage coming through so if you you get into a combat situation you go i I'm seriously outgunned hey I need to get out of out of here you can just stop flying in the opposite direction punt all your shields to your back face harden it and it will significantly
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increase the amount of time it takes for those shots to come through your shields giving you the time to consummate over there or two other things I next question was from the thread heavily voted on I'm gonna reword it a little bit it was a little aggressive in its wording but let's go ahead and talk about the current state of ifcs and ESP ESP where do you guys see ifcs and ESP now and then let's talk a little bit about what our what our thoughts and plans 43.1 and beyond for them our state current state where is we know there are issues with it and I actually have because I saw that question so got got some notes from the engineers working on
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it handed to me I'm I'm a designer not an engineer so I apologize - he gave me these notes if I misinterpret it do your engineer voice when you read it I'm not going to go there ESP people complaining it was broken or not reliable enough there is a issue where the pips were because it uses the pips to work out the ESP and there was a issue where it was picking the wrong pip or no pips to do the NP on so you get wildly different behavior on what you are expecting and inconsistent behavior that's been fixed that is with QA now in a QA tester quest but they're testing at the mirror belief
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you had a look at it and yes it seemed is the quick look at the the cold shelf for myself in it seemed fixed to me I'll test it on a static ship we had some issues with obviously was this UI preventing QA from getting a full test on it but the changes are John had made John Pritchard made seem to have resolved this problem we recognized in 3-0 that there was an issue it's just do we didn't have enough time to get it for it to come together further for the three zero one month fix or interim patch whatever we want to call yeah it took a lot of investigation because it wasn't a 100% reproducible issue you had to sort of have a bit of luck to reproduce it and then catch it in Visual Studio so you had to spend a lot of time investigate and they had a vague idea of
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what was going on fairly early on but it took a lot of iteration to really nail it down it's tricky I mean you could you played the game and you felt something was awry and the test has felt the same and all the community feedback was telling us this and you get loads of different feedback from oh it's it's working differently when I'm using a joystick or a gamepad or Mouse then you start to go okay there's something weird here I mean it's fine for me but like maybe they don't understand what ESP is or because it's such a it's quite complicated thing to even explain for those that don't know it's it's like extra extra and then oh sorry enhance stick precision this yeah which which brings the closer your movements are to like to the targets movements the the
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more I think it helps adjust you to the target mm-hmm I think that's the best easiest way to play sort of desensitizes your movement to enable you to be more accurate yeah if you're if you're good it'll make you better it's the kind of the kind of design philosophy buying it it's not an auto aim and the strictest you still have to do input to do it you just not like we watched yeah the curse and irritant there you go yeah and what I was playing it this week to see how it was working again there was the perhaps sense that it was a little bit - sticky or correct it a bit too much so that's that's one thing that came out of the qat are that we've got to work on now is that it is designed tunable but the values we had given for it was with
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the previous iteration of it and with these fixes it's changes so we now need to go back and then do some more iteration on that to make it not as thick with changes to rotational velocities on the ships yeah three zero that probably made it a lot well I'm probably made out of sync with each other the targeting isn't able to keep up with these ships yep they're turning rates so yeah we need to look at that four three one but that fixes in you were testing it future of ESP I mean it's it's so important to have something there I think yeah and when you're targeting these tiny little ships sometimes some kind of correction to get you on course when it's not there people know is it I think um ventually yeah and
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it's like all of our assistant systems it's toggler bull if you don't yes of course you know tick it off it was advanced players can easily switch off yeah and about ifcs this is a really engineering one so well yeah if people want to more of an in-depth explanation I'm sure Jared or someone can find an engineer to talk about it explains why it cooks all that works before you could fix ESP yeah ready to fix I have CS so has he gone the don't know don't know I'm serving these companies well a battalion effort all the same John crude step outside you step outside your your your comfort zone and so a big problem people were seeing was the
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control attitude sort of separating position and rotation wise that was caused by changes between to six and three oh the sort of went under the radar it did to us as designers yeah who's ever have known about this it was part of the whole optimization for 300 lots of things to a batch update system so it'd be more efficient ifcs worked on a fixed time step and with the batch update changed it now works in a variable time step so things are sort of getting out of sync and that's what people were seeing were the two reticles becoming out of sync so the the control methods that ifcs users have been improved to account for the new optimizations more thoroughly and lots of improvements and just iterations on
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that and that again is with queue right now being curator yard alright one of the chat people are like Gerald looks bored and we know Jared looks sick it's every day every day every time every time we switch to the other camera I'm just like the hood it was like taking the opportunity to rest of the story John he's getting bored you know since you did so well handling an engineering question that's outside of your realm let me go ahead and ask you about turrets sorry what do you have what do you have in what do you have in the turret area what what kind of information do you have the turret area and I know a lot of people a lot of people talk about how we do think you have zero order control on pitch but not
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on y'all it's like that guy what can you tell us about that I know yes so knowing full well that's a programming engineering yeah you're still a designer but so before came on there cuz I do you can ask that I wouldn't had a quick look at it and they are actually both axes of first-order not zero order it's just that the values on them are very different and long term we want to make it so you can have it on zero order on both of us toward Iran both getting give people the preference because as with everything like people tend to go I like this or like that you can never get the two camps agreeing on what they want from is so at the end of the day it's what feels right for you I mean that the just to point out what the
- 00:43:00
problem was that was highlighted with the question I think from the community was a pitch in your on turrets was feeling yeah different yeah when you pitched it was more instant than your ring and yeah it's come down to the values that are there in there and we're gonna be looking at that and always changing and improving step but one of those things I think where we weren't aware there was a problem no but we we took a little look and we seem to have a way to fix that yeah as a quick look at it and there's the changes can be done to make it closer to zero order it is actually first order but the sort of the the dead zone is very small on one axis compared
- 00:43:48
to the other and the other factor if you think of our Terrace on right there not gimballed weapons so pitch the guns just have to go up and down whereas your the turret has to rotate to match it whereas perhaps if the turrets were a bit more had gimballed weapons on them they they could you're to to hit your point of aim quicker but there's there's lots of things to think about and improve them yeah well we're not the turret designers they come everyone we know they're not as happy as as they should be in there there has been work and there is work going on to make them better yes everyone everyone always comes to go how are you gonna make more cruise ship new turrets competitive against single sea is why why would I ever bring a
- 00:44:37
multi cruise ship instead of three single season that we're aware of that I'm working it's something that everybody in every studio is well aware of its it's just like without anything else there's only so many resources to tackle so many features at any given time the development clock cycles back around its time will come back up and I don't know people like John and people like Mark here I've already talked you know there were all got ideas and then thoughts about it so it's on the list okay let's see we've taken you to two ifcs and and that you don't work on because engineering we've taken your turrets that you don't work because it's its programming engineering what do you got
- 00:45:24
for introduction that's also something we don't want no part about doing these things it's working really well though right Oh interdictions perfect it's working as intended it's flawless yes exactly yeah there's the one great thing about interdiction is that it is a completely new feature yeah it's sort of it's it's a layer on top of the game that can be patched outside of the game as people will hopefully have noticed that after three oh there are various issues like asteroids standing up outside also and interdictions going to mad those things the people working on the interdiction can quickly iterate on behind the scenes without having to push patches we had whole new things turned up for 301 but those guys have
- 00:46:14
diligently worked on behind the scenes to fix yes in in 301 we'll give you a little backstory here guys there were there was a there was a bug that came up after 301 that was quickly fits through hot fixes behind the scenes but where if if I was on my server and I hit quantum and you know it rolled the dice and said okay you're gonna get interdicted it wasn't spawning the interdiction on my server it was spawning the interdiction on John Kruse server and it was finding the interdiction on Andy's server and was finding the addition other servers so when 3.1 throw one went out and the interdictions went crazy that's that that's one of the things that was happening was it was it was it was the earliest version of server meshing if that's not the earliest version server measured but it was got it was spawning missions on other servers and with so
- 00:47:02
that was quickly and promptly hotfix by the team there in Austin there was another fun one as well where they were becoming self-aware and the ones that were being spawned through interdiction were then trying to interdict themselves yes so they hit just go out of control like any other new system it will take iteration and iteration generation all right we we are almost out of time congratulations folks here's another question from the from the thread here that folks were voting on what this was interesting to me weapons have different rates of fire and velocity right would you consider someday allowing us to zero all the weapons to the lowest velocity that we're using you know when
- 00:47:50
people when people mix different weapon types on the ships so that they didn't have to have multiple you know black pips so I think there's a way like like if I got this one the fires that are rate of seven and this one that fires that I rate of six and this one that fires at a rate of four can I just make them all fire at a rate of four you know so nobody's firing faster than they then they would be able to can I slow them down so like you just have one pimp instead of multiple pips I think that would that would solve a lot of problems wouldn't it yeah these people's issues with Pip divergence and the other thing that again has been talked about internally because I know through speaking with kerlix he's he's had a mind to fix this kind of thing for ages whether it happens yeah it's one of those really in our head something we should be able to simply try it's just
- 00:48:40
trying to steal that in precious engineering time away to give us exactly a day or two ability to set up and test it and so we think of lots of things everyone thinks of lost things during the day and go that's gonna solve everything and quite often they don't until you actually prove it and you've got to start working with it yeah all the problems you've got to work through all of the the obvious issues that will come up and before you can even start getting these things in game yeah it's it's it wouldn't be so much to the right fire it be more they're more like dynamic convergence and velocity calculations I mean we don't want to just to try and when we know about different weapons projectiles firing at different speeds the problems that has
- 00:49:28
by creating the pivoted urgent's we we've already brought them in to be similar speeds yeah you can bring them in further yeah and another thing we're considering for future patches changing some of the default loadouts for ships just talking with press about it and I love the default loadout for ships haven't changed over the years and when they were originally announced there was a very limited set of weapons so they they also have very similar load outs or they would have a wild mix just to make them different and now we've got a lot more weapons in the game that it's something we can consider looking into and just going does this ship actually benefit
- 00:50:16
from having this weapon on a fixed or a gimbal mount when perhaps actually it'd be much easier and simpler for that ship to be in a different loadout not talking wild changes like size 5 hard points on the wings of Hornets and M 50s but more changing this repeater for a different one that behaves a bit better I'd also like to look at the weapons used across the ships at the moment it tends to be similar similar stuff on the loadouts right so yeah if there's a majority of the loadout configurations are say these two weapons we could look at making those two weapons behave bare together yeah this that might make a huge difference to a large number of ships
- 00:51:06
just by bringing them in a bit yeah another thing we definitely want to look at is that the default weapon group assignments because there's certainly some ships out there that they just have the wrong weapon groups by default like they've got fixed and gimballed weapons together in the same weapon group and then they'll have the other weapon group with a different set when really they should be well fixed or gimballed or ones that are similar together in one group so they have that nicely computers and when they vary so much players like to lock them in anyway yeah you can block them so that they don't have that problem and and then and that's something only advanced players really know about doing so we've got that issue of new players begin to play as having these divergent peoples they're having trouble hitting things yeah you know it's a it's an issue
- 00:51:52
she dies we still need to solve but we I guess we got a few ideas about it mm-hmm last question before we let you go guys movies like Empire Strikes Back you know have the you know in the asteroid field Chewbacca is flying through with it being chased down by Star Destroyers han is running in the back tentative to fix things the time to kill is pretty high on the ship like that in Star Trek you know you know Geordi you running through you know that's a cool link there's a cooling young and closing down things anything while the enterprise is being assaulted by Klingons what can you talk to what can you tell us about then you know that kind of time to kill because obviously right now ships ships or ships are dispatched much quick much much more quickly than we see and you know that
- 00:52:39
the media and that the sci-fi that were used to consuming well what can you tell us about that we touched on that before the the early on serve I would we're balanced around the current gameplay and how we're going to move towards that component so yes it is going to be like that you will have on the ships that have interior space you will be knocking out those components and someone will have to go repair replace reroute power to get the ship back up to function and it's something we can't nicely do at the moment because we have that fixed health pool and yeah I rely for your debt there's no complaints about yea big ships sometimes they can just die really quickly it's because of the current system we have and we've had to work with it and try to balance around that
- 00:53:27
and sometimes it works really well for those small ships and for the large ship and some like I remember the Aurora having all that superfluous health come on this time remember the Aurora was like just soaked up damage like a sponge and that was because of that the current system I think occasionally I see a pirate Aurora that still has that health pool I haven't seen then the internal numbers but every once in a while I see a pirate or I'm like what are you actually on it's like an Aurora PCP yes that's by design it's sort of going forwards mid to long term it's going to be talking less about time to kill more time to disable to give you that game of it cuz if your blank ships up those there's no way to board them do anything interesting like that with it so you know are all these shipwrecks out there and we can every
- 00:54:15
time you'll get notified it just blow up yeah yeah I mean obviously we've designed missions our stuff based around shipwrecks that's that's the intention but they'll be a long protracted multi crew engagement yeah you need to be able to get out with one chair run to another change the system defend yourself more great things to just fall out of that is they start generating missions themselves so rather than being designed placed wrecks people can start calling for help that they're disabled need repair visual rearm they need people to come help them do stuff needs help them transfer their cargo it's a game just so obviously it has to build upon itself yeah I don't have to have that longer engagement time to disabled I think that's I think
- 00:55:05
that's the buzzword you just you just created right there all right John crew any Nicholson thank you so much for for taking your time to be here on the show today I know some folks in the chat we're like why are they so so early it's because that's the way we have people from Europe on the show it's the other alternative is to is to ask these guys to stay into like nine o'clock at night on a Friday night after a long work week and if the difference is the difference is I come in earlier they stay late we're gonna we're gonna have these shows early guys so thank you so much for showing up but let's try to make it not another you know ten months before we have it back on turn out to be very much reminiscent chunker's like it could be another ten months you called me pretty much about that last week you can say all right thanks guys
- 00:55:51
we're gonna take a quick break and we'll be right back with our wrap-up everybody dude [Applause]
- 00:56:57
you well that about wraps up this week's show I hope you enjoyed it some housekeeping before we let you go this Monday is an all-new calling all des where we discuss such hot topics voted on by you as org tools on the website the future of mag boots there is a future and the current state of ship to ship docking development and you know more and after that I'm gonna see again this Thursday when shipshape returns to a TV with an updated look at the development of the anvil Terrapin and something brand-new that you've never seen before and I've been waiting to reveal this one for you to you guys for a long time now so Burris the verse I'm Content Manager for global video production Jared Huckaby that's Andy that's John we'll see you next week
- 00:57:46
everybody thank you for watching so if you want to keep it with the latest and greatest in star citizen a squadron 42 development please follow us on our social media channels see you soon
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

