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Star Citizen - Development Updates

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  • MaxBaconMaxBacon Member EpicPosts: 6,825
    edited January 2018
    MaxBacon said:
    It took them five+ years and $170mil to realize that 'space piracy' in their open world space game was going to be a problem?   With all the examples already available?   After all the promoting of it as a game play style?
    Space piracy is part of SC, such reality-bending hyperbole...

    If stolen ships can't persist until destruction as originally intended, it does not impact the fact you can Steal, you can Sell the ship you steal, you can Board and loot, you can Destroy and Salvage, and any other features that are part of such design of what space piracy in SC is (that go up to piracy missions, smuggling, interdiction play, bases, etc...)
    Pretty funny to see you all backpedal furiously on this.    It was an obvious issue, and rather than go with the mechanic, or figure out an innovative method of handling it, CIG just decided stolen ships go *poof*.   That's really an immersive open world feature.  ;(   


    Better have your supply chain all set up, if you want to sell your snagged ship before a disconnect or logout.   No naughty fleet building for you!

    And their response to the issue?   'We'll fix it in post....'   Good luck with that.
    What backpedaling is there? I always considered the ability to keep the ships you steal an issue with exploitation, such as a way to generate ships tricking insurance claims on a really complex way to even detect what is legit and what isn't. That said, I do prefer that stolen ships persist until they get destroyed, it isn't a "black and white" approach as they seem to put I'd say.

    The piracy career is very much there simply because it is much more than being able to keep forever a ship you have stolen.

    Piracy is usually put in game as "the bad players" (discouraged play), when SC wants to give gameplay to such career there's no way that only the very core of the design is going to be a long-term struggle to achieve.
    Post edited by MaxBacon on
    rpmcmurphy
  • Tiamat64Tiamat64 Member RarePosts: 1,514
    edited January 2018
    Whether or not CiG lied about it won't change how this crushed the dreams of quite a few long time backers.  Again, this is made quite obvious just by browsing the spectrum thread.

    But still, just for the heck of it, from SomethingJones at the SA forums:


    Jared Huckaby said that all of this info was out at the end of November. LET'S HAVE A LOOK SHALL WE. Hmm, I wonder is there anything hidden at the end of this video entitled "Cargo & Shopping"?


    Subscriber's Town Hall - Cargo & Shopping
    Nov 21 2017

    https://www.youtube.com/watch?v=iS27ZLZDhO8

    @49:30



    Jared Huckaby:
    This question has come up a couple times, 'Is there such a thing as legal ownership of cargo in 3.0?'

    Star Citizen Dev:
    Ok, ok... so... every now and then I read stuff on this and... it's partly my fault but... HAHA! Well, ok... so I did on AtV haha...

    But... so yeah... there's... there's... technically like LEGAL and PHYSICAL ownership and this has to do with the way that the GAME, ah... TRACKS and... and... and... works with providing PERSISTENT DATA, so... and also... so... SLIGHTLY affecting criminality, so... if you LEGALLY own it that means you BOUGHT it or the game gave it to you for some, like, explicit reason, so like if I BOUGHT something at a COMMODITY KIOSK, like I legally own that, or if I bought some SHIP in the game I legally own it

    However, if I have, say, a NOX that's in the back of my ship, I LEGALLY own it but then WILL comes in the back, sneaks in, picks up the NOX, puts it in HIS Starfarer or whatever... well now he PHYSICALLY owns it even though I LEGALLY own it

    So what that means is certain GAMEPLAY BEHAVIOURS that will be BLOCKED depending on that, so...

    Say I go to the AESOP terminal and I want to spawn a ship. Do I physically own the ship? Do I own this NOX? Physically? NO. I can't spawn it. OK. But maybe HE wants to claim INSURANCE on this NOX... he CAN'T because he doesn't LEGALLY own it.

    So it's just a way of understanding the, um... OWNERSHIP to in... to INFORM other gameplay systems.




    Jared Huckaby:
    So, in 3.0... just piggybacking on that... I spawn a NOX, I spawn a FREELANCER, I put the NOX inside of my FREELANCER, I despawn the FREELANCER, I log out, but when I... when I come back and I spawn the FREELANCER it will have the NOX inside the cargo hold.

    Star Citizen Dev:
    Yes

    Jared Huckaby:
    Ok. Now I spawn a NOX. I get off of it. WILL takes my NOX, puts it into his FREELANCER, despawns the ship, logs out...

    Star Citizen Dev:
    It'll still be there. It needs more QA but A-HAHAHA! But yes.



    Jared Huckaby:
    Ok... ok... ok... so... so HE logs out, ah... now... now... now I wanna fly my NOX, what options are available to me at this point?

    Star Citizen Dev:
    Ah... it will show it as... NOT AVAILABLE... because it's not PHYSICALLY in your possession and it's not at your LOCATION... you can't spawn it... you can still claim INSURANCE on it, you can ALWAYS claim insurance on it... HE has access to that ship and... if... next time he spawns a ship he'll have that ship, he can't claim INSURANCE on it and if he parks it out somewhere else, and then LOGS OFF... because he doesn't LEGALLY own it, next time he logs in he won't have it any more.

    And he won't be able to spawn it EVER at an AESOP terminal because he doesn't LEGALLY own it.

    Jared Huckaby:
    Ok so... so... so WILL can't spawn it, if it bel... if WILL... has it BLOWN UP that's it...

    Star Citizen Dev:
    IT'S GONE, yes.

    Jared Huckaby:
    So if WILL has it in the back of his FREELANCER and he has his insurance claim... in theory there's TWO NOXES

    Star Citizen Dev:
    There's two NOXES, yes

    Jared Huckaby:
    But only ONE is going to live on to MATURITY, the other ones life... it's DAYS ARE NUMBERED
  • ArillixArillix Member UncommonPosts: 88
    Why would I want ownership of a stolen ship in the first place as an outlaws life style will be very costly as it is.
    Far, far more fun and insidious to park a stolen ship on an obscure moon, planet, or asteroid.
    Deep in Vanduul space, or worse in a undiscovered system that no one else has found, strip it let all manner of fauna to move in, and dare the true owners to find it.
  • MaxBaconMaxBacon Member EpicPosts: 6,825
    Arillix said:
    Why would I want ownership of a stolen ship in the first place as an outlaws life style will be very costly as it is.
    I would agree the ownership would by nature be cut from the large gameplay, landing zones, etc.. unless we talk pirate zones, as the logical nature of it. So the attraction of it is understandable but clearly not meant as the way to build your ship fleet, yet a profitable in-game "career".

    For me the main thing would indeed be selling the stolen ship, raiding its loot, selling it for scrap/etc, or just destroy a ship and salvage it, that seems to be proper profitable play.
  • RouzukiRouzuki Member UncommonPosts: 66
    Dev team should have just said "This just in: the Star Citizen universe has invented inter stellar Lo-Jack". 
  • kikoodutroa8kikoodutroa8 Member RarePosts: 558


    This look awesome, I can't wait!
    Erillion
  • MaxBaconMaxBacon Member EpicPosts: 6,825
    edited January 2018
    This look awesome, I can't wait!
    Go login and play it right now, it's there! ;)

    Nyx was moved from the asteroid field to be on a planetoid instead, yes, Delamar.

    The fun bit is how that shows how things have grown, in that footage it went from a level map with a skybox and background scenario (like Arccorp), where the landing was "on-rails", to something physically placed on a planet fully seamless with the rest of the game world.
    ErillionBabuinix
  • BabuinixBabuinix Member EpicPosts: 2,259
    I remember seeing that video and telling my mate that no way we would be able to land seamless on planets with that kind of quality and detail...

    Glad to de proven wrong.
  • MaxBaconMaxBacon Member EpicPosts: 6,825


    Quick resume over the last Q&A, pretty much:
    • Group gameplay will revolve around the service beacon backend they're working on. (ability for players to create missions, services, contracts, etc...)

    • Avenger re-work shooting for 3.2

    • Medical: A bunch of stuff pretty self-explanatory (as originally designed).

    • Voyager Direct: Going away but you will have an opportunity to melt it back to store credit or UEC. Also moving forward from that point any resets will reset your starting aUEC to your account UEC+ a small/undetermined stipend.
  • MaxBaconMaxBacon Member EpicPosts: 6,825
    Babuinix
  • BabuinixBabuinix Member EpicPosts: 2,259
    ATV Frankfurt Office aka Magic Germans



    Dopamine version (Only video):



    Oh sweetness god....SQ42 is going to be epic indeed.


  • BabuinixBabuinix Member EpicPosts: 2,259
    edited February 2018
  • MaxBaconMaxBacon Member EpicPosts: 6,825

    TL;DR of the Frankfurt Studio Update

    • VFX

      • Contributed to the Coil volumetric cloud, exterior effects for slaver base on Gainey, and bespoke effects for cinematic sequences

    • AI

      • Refactored cover-movement transitions in the Movement system to include improved path analysis enabling better transition smoothing

      • Revealed first version of updates spaceship behaviours: AI ships are now fully controlled by the NPCs inside them

      • Introduced new Subsumption functionality: new event dispatcher, master graph system and dynamic TrackView scenes

    • Lighting

      • Lots of effort showcasing moments and areas in Vertical Slice: establishing shots, framing points of interest, and improving readability

      • Acquired lots of ideas for better tools and workflows going forward to ultimately improve player experience

      • Finalising legacy lighting conversion to volumetric fog technology

      • Building a lighting language for the upcoming modular Truckstop features

    • Weapons

      • First art pass for Geminii F55 LMG and the Torral Aggregate Kahix missile launcher

      • First art pass for A&R laser cannon (s1-6) and the Gallenson Tactical gatlings (s1-3),

      • Blocking out Trident Attack Systems laser beam weapons (s4-6) and Associated Science & Development distortion repeaters (s1-3)

      • Working on script and tools to speed up the art pipeline, e.g. modular weapons creation script

    • Cinematics

      • Responsible for quite a bit of content in the December reveal and pushing tech to make it all happen for the livestream

      • Scaling up Vat Tagaca to be more intimidating required careful adjustments to performance capture data so lined up with the environment and other actors and in fact some changes to the Argo mesh were needed as well.

      • Custom lighting is used to get the right mood for a scene.

      • Launch sequence of the Gladius fighters required a lot of new tech and code improvements, helped drive feature development - including AI, TrackView nav spline, and a new cinematic camera.

      • For big cinematic scenes, gold standard sequences are created utilizing the most likely responses to create a linear cinematic master take that informs the departments what the final product should look, feel, and behave like in-game with all systems active.  These scenes have also been used to develop the workflow switching to and from subsumption and to and from TrackView.

      • Other work for the livestream included several cutaway scenes - some of these will be optional in the final game.

      • A lot of back and forth between the cinematics team and the game designers about camera control during cinematics. Agreed upon solution is to cutaway the camera for important scenes, but allow the player to easily regain camera control if they’d prefer to see the scene from their character’s perspective.

      • Players can walk/move around during a conversation and the effects related to conversations (reduced walking speed, camera focus) remain in effect.

      • Cheating to get a risky shot is okay to prevent actor injuries, but can require lots of logistical planning even small scenes

    • The DE Tech Art Team is extending the FPS weapon's pipeline with a new tool that will make production more efficient and give more control in the overall aesthetic

    • The DE Engine Team focused on improving performance and addressing issues for the current live release via a new lighter weight memory tracking tool and new scripting for automatic analysis related to memory leaks and allocations

    • Nikko, a new engineer, started working on a more accurate ambient occlusion solution

    • Shader optimization continues including a rework of the cloth variant providing more consistency in shading through the game

    • The System Design Team focused primarily on tightening up the first major mission givers, improved FPS combat AI believability, and a few other items that should make the game feel much more alive

    • The build engineers and the Austin studio ran virtualized and nonvirtualized testing comparisons to reduce the layers of redundant variables and to improve the overall incremental building process

    • They also added an extra layer for bug checks for riskier code changes

    • The DE Team recently had its first taste of mission testing regarding the mission givers, Eckhart and Ruto, via the use of shelf changes with Perforce by system designers and QA

    • The Subsumption and Lumberyard editors continue to be used everyday for anything related to procedural planet tech

    • John Lang is the main point of contact and QA tester for anything S42 related out of the Frankfurt office

    • Towards the end of last year the DE QA Team were included in review meetings and cleaned up the whole issue catching process by decreasing turnaround time with a whole rinse and repeat aspect, not unlike shampoo

    • The Environmental Art Team spent most of last month prepping for 2018 to update planet tech and tools to give more diversity and control of colors and materials as well as shaders to improve the visual palette and quality

    • Work on Lorville, the Hurston main landingzone, has begun to include a big hub area like with Levski and Area 18 and will include the possibility of trading in the Hurston Dynamics flagship store

    rpmcmurphy
  • BabuinixBabuinix Member EpicPosts: 2,259
    Reverse the Verse with Disco Lando extraordinaire, Todd Pappy and Brian Chambers from Foundry42 GER


  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,225
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
  • ErillionErillion Member EpicPosts: 9,683
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
    Nope, that passes for a "I rather read, then watch a video" in the Star Citizen Universe.

    Very useful, especially when one is a speed reader. Speeds up information gathering significantly.


    Have fun
    rpmcmurphysgelpostlarval
  • sgelsgel Member EpicPosts: 2,107
    Erillion said:
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
    Nope, that passes for a "I rather read, then watch a video" in the Star Citizen Universe.

    Very useful, especially when one is a speed reader. Speeds up information gathering significantly.


    Have fun
    Then don't call it a TLDR. tres lol

    ..Cake..

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,225
    Erillion said:
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
    Nope, that passes for a "I rather read, then watch a video" in the Star Citizen Universe.

    Very useful, especially when one is a speed reader. Speeds up information gathering significantly.


    Have fun

    AKA

    rpmcmurphy - the sky is blue
    Erillion - nope, the sky is green, have fun
  • ErillionErillion Member EpicPosts: 9,683
    Erillion said:
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
    Nope, that passes for a "I rather read, then watch a video" in the Star Citizen Universe.

    Very useful, especially when one is a speed reader. Speeds up information gathering significantly.


    Have fun

    AKA

    rpmcmurphy - the sky is blue
    Erillion - nope, the sky is green, have fun
    Nope.

    AKA

    The sky is any color i want. Everyone has his own personal perception filter ;-)

    If i want to know the wavelength of the light from the sky, i take a Michelson Interferometer.
    And even that is only accurate in Earth gravity conditions (otherwise i have to adjust for space and time dilation and distortion). If I do not like the color of the sky, i speed up or slow down the sky's attached planet. Redshift and Blueshift FTW. How to do it ? An engineering problem ;-), but possible in principle.


    Have fun 
    rpmcmurphy
  • KefoKefo Member EpicPosts: 3,862
    Erillion said:
    Erillion said:
    MaxBacon said:

    TL;DR of the Frankfurt Studio Update



    Is that what passes for a "too long didn't read" in the Star Citizen universe?

    Wowzers....
    Nope, that passes for a "I rather read, then watch a video" in the Star Citizen Universe.

    Very useful, especially when one is a speed reader. Speeds up information gathering significantly.


    Have fun

    AKA

    rpmcmurphy - the sky is blue
    Erillion - nope, the sky is green, have fun
    Nope.

    AKA

    The sky is any color i want. Everyone has his own personal perception filter ;-)

    If i want to know the wavelength of the light from the sky, i take a Michelson Interferometer.
    And even that is only accurate in Earth gravity conditions (otherwise i have to adjust for space and time dilation and distortion). If I do not like the color of the sky, i speed up or slow down the sky's attached planet. Redshift and Blueshift FTW. How to do it ? An engineering problem ;-), but possible in principle.


    Have fun 
    Aka I don’t want to admit I’m wrong so I’ll throw out scientific data to try and distract, have fun
    Pingu2012
  • FlyByKnightFlyByKnight Member EpicPosts: 3,881
    edited February 2018
    There is no fucking "perception filter" on colors. If you can't properly see colors you have a visual impairment aka you're not trichromatic. What type of dope do folks shoot up with before making statements like this? That was infuriatingly dumb.

    Have sense
    Raging Demons for all flowchart "Kens". This is a metaphor.
  • ErillionErillion Member EpicPosts: 9,683
    There is no fucking "perception filter" on colors. If you can't properly see colors you have a visual impairment aka you're not trichromatic. What type of dope do folks shoot up with before making statements like this? That was infuriatingly dumb.

    Have sense
    httpwwwdgxicombinprod500CTCLWSet10jpg


    Have fun
  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,225
    Thanks for doing such a great job in proving my point Erillion.
  • sgelsgel Member EpicPosts: 2,107
    move goal posts too often
    score own goal you will

    ..Cake..

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