Star Citizen Live discusses the features of alpha 3.11 and patch plans for the new build

    
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Star Citizen Live discusses the features of alpha 3.11 and patch plans for the new build

This weekend saw yet another episode of Star Citizen’s livestream with members of CIG, and this one’s all about the release of alpha 3.11, or more specifically, the things that will be updated and adjusted moving forward.

One of the marquee features of the new alpha build is the force system which sees player characters shift due to inertia or get bowled over when hit by larger forces. In the future, this system will be expanded upon to include g-forces, leading to player characters getting knocked out when exerted to too many g’s, as well as force reactions to train movement.

The update also introduced the removal of armistice zones, which will also be further expanded to include a “heat” system that keeps track of a player’s local criminal activity to have a landing zone’s turrets respond accordingly. Future adjustments will also include allowing missile lock in green zones but not landing zones, adjusting the rules around GrimHEX to be more appropriate to its brand of loose law, and a relaxation of interior green zones to allow players to draw weapons and open fire, along with an appropriate reaction to such behavior.

The video also acknowledged a number of bugs that need to be ironed out regarding local deliveries, party markers (which may not be fixed in time for alpha 3.11b), and player bounty markers (which should be adjusted by next year), and confirmed that the new grenade launcher is due for a balancing.

Those are a few of the highlights; you can get the full broadcast below.

source: YouTube

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Zero_1_Zerum

The more I hear about how the game will actually be played, the more I hate it. Open PVP, even in “green zones”? No thanks. I don’t want to have to fight other players EVER.

Godnaz
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Godnaz

4 more years until beta! 4 more weeks until Cyberpunk! It better be just like Cyberpunk! Oh.. sorry, I’m asking too much.

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Kickstarter Donor
Greaterdivinity

Man…I have no clue if they’ve gone into it, but I wonder how on earth they’ll handle resolving all these complex client/server side calculations because like…it seems like they’re just layering more and more things that need to be resolved on both ends on top of each other and I’m wondering how they’re gonna handle that both from a bandwidth perspective (is it gonna blow up your upload pipe?) and realistically from a server perspective to handle calculation player locations, momentum, gravity, etc. etc. etc. all at once.

Not necessarily because I don’t think they can, but more because I’d be fascinated to read/learn more about it. I may not understand all this magical technology, but I like learning about it and pretending that I understand it.

Strykerx88
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Strykerx88

And for what? I couldn’t give two shits about whether or not characters lurch in a direction due to momentum.

Just… why?

I guess it’s eye candy for the current whales.

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Jim Bergevin Jr

Here’s the thing. I can make a fart simulator mechanic for my game. I can throw down some space cows on a planet in the game. I can make this system interwoven with the AI animal systems and create a butterfly effect that would have a dynamic effect on the planetary systems, and the system would operate regardless if players are in the vicinity of the planet. So when a player does visit the planet, there’s a possibility that the ozone layer will show a random amount of depletion.

Pretty Cool, right?

Or I could code a few lines in the planetary system that affects the ozone layer of the planet based on RNG, ultimately to the same effect.

Both systems end up with the player witnessing the same end result. Except one is needlessly complex and will likely take a year or more to implement and troubleshoot, while the other may take a couple of weeks.

This is the problem that we have with Chris Roberts and CIG.

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Joe Blobers

Quote: “Or I could code a few lines in the planetary system that affects the ozone layer of the planet based on RNG, ultimately to the same effect.”

Strangely enough this is exactly what CIG is going to add: ozone layer on the planet. What is not planned at all: farting mechanism with butterfly effect.

So the problem does not rely on CR but on those misrepresenting what is done for real.

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Jim Bergevin Jr

Oh, the point went so far over your head, it went straight through the Thermosphere right up into the Exosphere. But that is the least surprising thing to occur today.

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Joe Blobers

I am on the point: Creating two ambitious Triple-A is imply to push the limit of what have been copy/paste during 2 decades.

You can use irony all day long, that won’t change the fact CIG and backers supporting them look for more than another triple-A in their games library. A good example is mining. Why make it more elaborated than any others games when you can just copy/paste others: target + click +credits. That have been done 10’s times already.

… and ozone layer was the best feature you could pick to demonstrate the opposite… kind of ironic :)

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Armsman

That may be the reason they recently upped the minimum requirements to a CPU that supports the AVX instruction set. And if you look at some of the answers the actual devs of themselves give in the ask the devs thread from time to time – It comes across that they do have it planned out how to get this done And working; that said the question is: how much more time will all this take to do?

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FailingToComply

I just wish they’d STOP adding more bugs to tings that already worked. My Carrack was semi-buggy before the patch, since it came out, you can no longer go ‘Flight Ready’ from the pilot’s seat… which is kind of important. The ongoing 30k errors are still the biggest game killer, dumping the entire player count in a server every so often. You ‘feel’ it coming, doors stop opening, systems cease to work, and a minute later, you’re all dumped. This kills any chance of long missions, prolonged mining, successful parties etc… and it’s been well over a year since these began.

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Tee Parsley

I bet they are still wondering how on earth they’ll handle all those complex calculations…..

Maybe something will happen next year to fix it! Yeah!