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  1. Yesterday
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    Calling All Devs – Crime Stats and Physics Grids

    Herzlich willkommen zu einer neuen Folge Calling All Devs. Jared Huckaby hostet die dieswöchige Folge und stellt dabei verschiedenen Entwicklern einige Fragen. Der Beitrag Calling All Devs – Crime Stats and Physics Grids erschien zuerst auf StarCitizenBase. View the full article
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    Diese Woche in Star Citizen – 13.08.2018

    Hallo zusammen, kürzlich haben wir unser neuestes Konzeptschiff, die RSI Apollo, den Guardian Angel für Rapid Response und Medivac-Operationen vorgestellt. Der Beitrag Diese Woche in Star Citizen – 13.08.2018 erschien zuerst auf StarCitizenBase. View the full article
  4. Letzte Woche
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    This Week in Star Citizen

    Screenshot by Fenrilh Hello everyone, Recently, we introduced our latest concept ship, the RSI Apollo, the Guardian Angel for rapid response and medivac operations. To celebrate the reveal, we’d like to give another Apollo away before the promotion ends! Find all the details on how you can win here, and as a reminder, the Apollo is still available here. With that, let’s see what’s going on this week: Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about crime stats, physics grids, and more! Watch the full episode here. Tuesday, or now better known as “Lore Day”, will bring us a Galactic Guide on the Gurzil system, as seen previously in Jump Point Magazine. Thursday will welcome another episode of Around the Verse where we’ll look at the latest Star Citizen news with a project update. Lastly, make sure to tune in on Friday for Reverse the Verse: Gamedev, broadcast live on our Star Citizen Twitch channel. This week, we’ll sit down with Lead Vehicle Artist Elwin Bachiller Jr. as we jump into the game engine LIVE to explore the Mustang variants rework, currently in progress and scheduled to be released in the upcoming Alpha 3.3 patch We’ll see you in the ‘Verse. Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, AUGUST 13TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) RSI Apollo Quote Contest Begins TUESDAY, AUGUST 14TH, 2018 Galactic Guide – Gurzil system (https://www.youtube.com/user/RobertsSpaceInd/) WEDNESDAY, AUGUST 15TH, 2018 – h3. THURSDAY, AUGUST 16TH, 2018 Around the Verse (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, AUGUST 17TH, 2018 Reverse the Verse Live (https://www.twitch.tv/starcitizen) Roadmap Update RSI Newsletter Community MVP: August 13th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Aegis Hammerhead 3D Print and Custom Paint by Ungineer Ungineer has done it again, this time recreating the Aegis Hammerhead. In total, it took Ungineer a little over 3 months in his spare time. Congratulations on the finished piece, and for being this week’s MVP! See more images on the Community Hub. View the full article
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    Calling All Devs

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
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    Subscriber Flair August 2948

    Subscribers Komfort, Mobilität und Schutz sind die Grundsätze des RSI-Klassikers Venture Explorer Suit. Diese exklusive Centurion-Edition bietet die perfekte Grundlage Der Beitrag Subscriber Flair August 2948 erschien zuerst auf StarCitizenBase. View the full article
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    Gamescom 2948 Details

    Die Gamescom 2948 steht vor der Haustür und wir freuen uns darauf, alle Star Citizen-Fans zu treffen, die die Reise Der Beitrag Gamescom 2948 Details erschien zuerst auf StarCitizenBase. View the full article
  9. 10. August 2018 Grüße Citizens, Die Alpha 3.2.2 hat letzte Woche den Weg in das persistente Universum mit mehreren Feature-Updates Der Beitrag Star Citizen Newsletter – The Filthiest Newsletter in the Verse erschien zuerst auf StarCitizenBase. View the full article
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    Q&A: RSI Apollo

    Hallo zusammen, nach dem Start des Verkaufs der RSI Apollo, hier die Fragen und Antworten, um euch mehr Informationen zu Der Beitrag Q&A: RSI Apollo erschien zuerst auf StarCitizenBase. View the full article
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    Reverse the Verse – The Trolling of Jeremiah

    Reverse the Verse ist zurück, gibt einen kleinen Rückblick auf die aktuelle Woche sowie speziell auf das Format AtV und beantwortet Der Beitrag Reverse the Verse – The Trolling of Jeremiah erschien zuerst auf StarCitizenBase. View the full article
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    Gamescom 2948 Details

    Gamescom 2948 is right around the corner, and we’re looking forward to meeting all the Star Citizen fans making the trip to Cologne. Team members will be on hand at Bar Citizen events in the evenings, with Friday’s meetup including a special town hall Q&A with guests John Crewe, Dan Trufin, Sarah McCulloch, and Brian Chambers. You can get all the Bar Citizen details below. Plus, our community warriors Ulf, Tyler, and Jared have loads of exclusive goodies to give away, so if you see them, don’t hesitate to say hello! Meetups in Cologne during Gamescom WeekWe’re taking every opportunity we can to meet with the community throughout the whole Gamescom week. We had so much fun last year that we’re planning a similar schedule! Join your fellow Star Citizens and members of the CIG development staff at the following locations: Wednesday, August 22nd Join us at the Deutzer Brauhaus from 6pm to 9pm for drinks and a chance to chat with CIG staff. Get Details Thursday, August 23rd Meet us and fellow Citizens from around the world at the Brauhaus Ohne Namen from 7pm to 9pm. Get Details Friday, August 24th We’re back at the Brauhaus Ohne Namen from 6pm to 9pm, including a special Townhall Q&A for all attendees of the event. Get Details Saturday, August 25th We’ll be at the Hyatt Legends Bar from 12pm onwards and looking forward to sharing a drink and a story. Get Details Please join us at any or all of the events above and get to know the Star Citizen developers & community. View the full article
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    Reverse the Verse LIVE

    Senior Character Concept Artist Jeremiah Lee has been trolling Jared for weeks with amusing concepts and shark costumes, but today will be a reckoning… To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
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    Discovered: Scraping By

    In Erwartung der Veröffentlichung der Vulture, hat sich Drake Interplanetary mit Discovered abgesprochen, um einer Reihe von erfahrenen Bergungsfachleuten frühe Der Beitrag Discovered: Scraping By erschien zuerst auf StarCitizenBase. View the full article
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    Around the Verse – Happy Race, Ya Filthy Rover

    Willkommen zu einer weiteren Episode von Around the Verse (AtV), dem wöchentlichen Format mit den aktuellsten Informationen zu Star Citizen. Der Beitrag Around the Verse – Happy Race, Ya Filthy Rover erschien zuerst auf StarCitizenBase. View the full article
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    Around the Verse

    Filthy Rovers on Daymar, improving Group system UI, and turret fever drives us crazy in this week’s update. View the full article
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    Calling All Devs – Aspects of Flight & Landing

    Herzlich willkommen zu einer neuen Folge Calling All Devs. Jared Huckaby hostet die dieswöchige Folge und stellt dabei verschiedenen Entwicklern einige Fragen. Der Beitrag Calling All Devs – Aspects of Flight & Landing erschien zuerst auf StarCitizenBase. View the full article
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    Q&A: RSI Apollo

    Q&A: RSI Apollo Following the launch of the Apollo from Roberts Space Industries, we took your community-voted questions to our designers to give you more information on the recently unveiled medical ship. If you haven’t watched our recent Ship Shape on the Apollo, you can do so here. Then, on Reverse the Verse, Corentin Billemont, John Crewe, and Paul Jones answered questions about the Apollo live on Twitch. Special thanks to John Crewe for providing the latest interior plan as linked below. Will there be any interactive ‘doctor’ gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing? The design for doctor/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction. What happens to the player while they’re waiting to be picked up, transported, and healed – are they just sitting there doing nothing the whole time? Currently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. During these ‘down’ times, we’ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state. Will NPCs requiring treatment spawn in your ship? We don’t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons. Can the Apollo expel players who refuse to leave after being healed? The Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients! ‘Search and rescue’ gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft? The Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range/spread and give more accurate details. What happens to injured players who refuse to pay after being healed? In order to prevent abuse, we expect to require players to pre-pay in aUEC/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured. What tier of beds will capital ship med bays have? Will they still rely on medical ship support? It depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope). Are there injuries that the Apollo cannot fix but the Endeavor can? Assuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won’t have a loadout as limited as the Apollo, so can heal more people simultaneously. Will there be more variants of the Apollo, for example police/military/fighter/transporter? There are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role. Can we sleep in a hospital bed to log off? This is not something we currently plan on allowing, but we’ll review it as the gameplay comes online. Since the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions/roles could be fleshed out more for us)? We don’t see the roles being as strict as just ‘pilot and doctor’ and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!). If the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor? Yes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those. Will there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo? There will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment/consumables required for medical gameplay. How do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn’t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery. TTK will be increased as we bring more features online. However, we’ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again. What’s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack? The Apollo’s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can’t. Will tier 1 medical bays support everything the lower tiers do? Superior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays – having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources. Does removing the medical modules increase the amount of SCU that can be used for cargo? The medical bays can’t be removed, so the maximum cargo capacity will still be 28 SCU. Can bounty hunters and slavers use the drones to retrieve unconscious hostile players? The drones simply require the patient to be immobilized/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining. Will the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth/profit to bounty hunting/assassination missions? Organ harvesting is not something we currently plan to support in medical gameplay! Will pulling high g-forces affect patients on board? If so, how are they affected? We want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat. Can Apollo owners set their ship to not be an active spawn point when they don’t want people arriving on their ship? For patients who are not in your friend list/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there’s no need to switch your ship off as a spawn point. However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship. Are medical consumables (hoses, sterilized needles, drugs, tools, blood/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold? Medical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you’ll still have room for regular cargo if you wish. On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way. View the full article
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    August 2948 Subscriber Flair

    August 2948 Subscriber Flair Subscribers Comfort, mobility, and protection are the tenets embodied by RSI’s classic Venture Explorer Suit. This exclusive Centurion edition provides the perfect foundation for fashion and function, making a statement underneath it all. Comfort, style, and confidence start with your undersuit. RSI has you covered. Imperator Subscribers Imperator-level subscribers will receive this limited edition purple Venture variant, along with the red Centurion design. If you’re an active subscriber, these items will be added to your account on August 13th. If you aren’t a subscriber yet but want to sport these suits, make sure you subscribe no later than August 12th. More information about subscriptions can be found here View the full article
  20. Earlier
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    Loremaker's Guide to the Galaxy

    Narrative Director Dave Haddock takes us on a whirlwind tour of the Banu world of Bacchus in an all new Loremaker’s Guide to the Galaxy. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. View the full article
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    Diese Woche in Star Citizen – 06.08.2018

    Hallo zusammen! Kürzlich haben wir unser neuestes Konzeptschiff, die RSI Apollo, den Guardian Angel für Rapid Response und Medivac-Operationen, vorgestellt. Der Beitrag Diese Woche in Star Citizen – 06.08.2018 erschien zuerst auf StarCitizenBase. View the full article
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    Calling All Devs

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
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    This Week in Star Citizen

    Screenshot by MrKoddy Hello everyone, Recently, we introduced our latest concept ship, the RSI Apollo, the Guardian Angel for rapid response and medivac operations. Since then, we’ve been gathering questions about the Apollo on Spectrum and are excited to bring you the answers you’ve been looking for. Make sure to keep an eye out on August 8th! Also, if you were mining under a rock last Friday, make sure to catch up on the Letter From The Chairman and Reverse the Verse with Chris Roberts for the latest on Alpha 3.3, our video content, and UEC. Lastly, read up on what our global studios accomplished over the last few weeks in our Monthly Studio Report. With that, let’s see what’s going on this week: Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about cruise speed decouple bugs, atmospheric flight on Hurston, and pursuing ships through Quantum Travel. Tuesday will be bringing you an all-new episode of Loremaker’s Guide to the Galaxy, this time exploring the Banu System. Fast forward to Wednesday for a landslide of information in our RSI Apollo Q&A, fresh and hot off the press. Thursday will welcome another episode of Around the Verse where we’ll look at the latest Star Citizen news with a project update. Lastly, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread! Stay shiny! We’ll see you in the ‘Verse. Ulf Kuerschner Community Manager The Weekly Community Content Schedule MONDAY, AUGUST 6TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, AUGUST 7TH, 2018 Loremaker’s Guide to the Galaxy (https://www.youtube.com/user/RobertsSpaceInd/) WEDNESDAY, AUGUST 8TH, 2018 RSI Apollo Q&A (https://robertsspaceindustries.com/comm-link) Subscriber Newsletter THURSDAY, AUGUST 9TH, 2018 Around the Verse (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, AUGUST 10TH, 2018 Reverse the Verse Live (https://www.twitch.tv/starcitizen) Roadmap Update RSI Newsletter Community MVP: August 6th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Daymar Rally – Rover Run by Captain_Corsaire Last weekend, the Daymar Rally had a practice run and combined it with a security trial. The result is a video with impressive camera work and all teams safely reaching their destination. We can’t wait for the actual race! Check out the video on the Community Hub. View the full article
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    Star Citizen Newsletter – One From The Chairman

    3. August 2018 Grüße Citizens, ich hoffe, ihr genießt alle die Star Citizen Alpha 3.2.1. Wir haben viel Freude daran, Der Beitrag Star Citizen Newsletter – One From The Chairman erschien zuerst auf StarCitizenBase. View the full article
  26. Reverse the Verse ist zurück, gibt einen kleinen Rückblick auf die aktuelle Woche sowie speziell auf das Format AtV und beantwortet Der Beitrag Reverse the Verse – It’s Chris Roberts, Y’all! erschien zuerst auf StarCitizenBase. View the full article
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    Letter from the Chairman

    Letter from the Chairman Hello Citizens I hope you are all enjoying Star Citizen Alpha 3.2.1. We’re having a great time checking out the community streams, videos, and screenshots that you’re creating. Events like the Spanish Community getting together for a 50-person Quantum Jump to Daymar and a huge coordinated mixed-arms battle give us all an exciting glimpse at the possibilities of the universe that we’re building. CitizenCon and Star Citizen Alpha 3.3 We were very happy with the format of last year’s CitizenCon and felt it was the most successful CitizenCon yet – the community could spend a solid amount of time with the developers and had the opportunity to learn about the game in a way impossible from a single presentation. This year we are doubling down on this approach to make it even more like a convention, and we have some pretty cool things in store for you that we’ll be sharing in the coming month. As part of our planning for CitizenCon, we need to make sure that it works with our new quarterly release schedule so that we don’t overload our development teams. In terms of focus and split deadlines, it doesn’t make much sense to deliver Star Citizen Alpha 3.3 at the end of September and then a few days later have CitizenCon, as it creates two big deadlines back to back and leaves us with less opportunity to surprise the community at the event. Because of this, we’ve made the decision to align the Alpha 3.3 release (and subsequent 3rd quarter releases in the future) with CitizenCon, which this year will be on Oct 10th in Austin, Texas. Going forward the release will be: Q1 end of March, Q2 the end of June, Q3 in October with CitizenCon, and the Q4 in mid-to-late December. We feel this makes the most sense for both the development teams and you, the community. We’re looking forward to Star Citizen Alpha 3.3 becoming part of the CitizenCon celebration. Video Content While on Reverse the Verse last month to discuss the release of 3.2, I mentioned that we were looking to revamp our video content to be more targeted to what we see as the three distinct groups that we would like to engage: 1. Hardcore backers that consume everything, from the shows, to Jump Point, to enthusiastic forum discussions. 2. Casual backers. They believe in and support Star Citizen but only check in occasionally and don’t have time to follow every little bit of information. 3. Potential or new backers who don’t know much about Star Citizen but would like to learn more. You may have noticed the start of this format change with Around the Verse. We’ve been working to create a shorter, faster-moving show that feels more like a TV news show – one that strikes a good balance between quick updates and visuals; less talk, more show. It’s still a work in progress and we’re in the process of beefing up our Video Production team with some new hires, as up to now we have relied on only a few people who have been putting in far too many hours than we felt healthy in order to satisfy in the insatiable demand for new Star Citizen content. Part of this initiative has caused us to sit down and look at the long-term plan for how we deliver interesting content each week without distracting or breaking the flow of the development teams. It’s a difficult tightrope to walk. If we hold too much back, we’re accused of not being ‘open’ enough. Show everything, and people shrug their shoulders when we demo new content at a live event or are underwhelmed by a new release because they’ve already seen it on ATV. Because of this, we have decided to hold a few things back to have some features and content to surprise you at CitizenCon and on future releases. Don’t worry, there’s still plenty to show and discuss but we want a healthy balance between ongoing engagement and updates and genuine excitement and discovery. However, ATV is only one piece of the puzzle as we plan to improve the quality of our behind-the-scenes featurettes. To do this, we’ve decided to not share deep dives on features that are in the middle of development, as we feel we can’t do them justice while they’re still being refined. Plus, it’s a pretty big strain on the development team when we make additional demands for interview time and b-roll creation while they are knee deep trying to deliver the feature. Our new plan is to do fewer featurettes, but make them longer and of a higher quality, with better b-roll and graphics than past videos. We will only deep-dive into a feature or addition once it has been completed, to make sure we can tell the full story; from concept to in game. These featurettes are aimed at the first group I mentioned earlier: hardcore backers that want to know all the details and will make the time to do so. The final part of the new Community video plan is to create video content aimed at the new or potential backers that want an easy digestible ‘in’ to the universe of Star Citizen, as well as giving existing backers a show to share with their friends to give them a taste of what Star Citizen is about. Casual backers should have content that they’ll enjoy when they want to catch up with the development of the game and universe. We think this plan walks the appropriate line between too much and too little and addresses the three major audience groups that we’re trying to cater to. UEC Recently a few people have voiced their concerns about the removal of the player UEC wallet cap that came with the release of Star Citizen Alpha 3.2. This was done to help smooth over the transition to an in-game economy and to give people that had purchased game items through the now-defunct Voyager Direct web store the ability to ‘melt’ them back for UEC, so they can repurchase new items in-game. As we are going to be rebalancing the pricing and economy as we expand the game, and as we currently reset everyone’s accounts when we release a new patch, we felt it would be unfair to force people to keep items they may have bought at a radically different price. This would have happened if we’d kept the overall hard cap on UEC as many players had amassed a lot more than 150,000 UEC worth of items. We still limit the maximum purchasing to 25,000 UEC a day, but we felt that removing the cap was the right call, especially as with every persistent database reset we need to refund players the UEC they have purchased with money and used to buy in-game items. It’s one thing to lose an item due to gameplay, but it’s a complete other thing to have your game account forcibly reset with each new patch, losing all the items you paid actual money for. Putting aside the puzzle of why some people don’t have a problem with stockpiling ships or items but a player having more than 150,000 UEC is game breaking, I think it may be useful to revisit Star Citizen’s economic model. Developing and operating a game of Star Citizen’s ambition is expensive. From day one of the campaign we’ve been quite clear on the economic model for Star Citizen, which is to not require a subscription like many MMOs, but instead rely on sales of initial game packages and in-game money to fund development and online running costs. To ensure money isn’t a deciding factor in progression, the core principle that the game follows is that everything you can obtain with real money, outside of your initial game package, can also be earned in game via normal and fun gameplay. There will also be plenty of things that can only be earned by playing. There are two types of resource players have that they can contribute to Star Citizen to make it better: time and money. A player that has lots of time but only backed for the basic game helps out by playing the game, giving feedback, and assisting new players. On the flip side, if a player has a family and a demanding job and only has four hours to game a week but wants to spend some money to shortcut the time investment they would need to purchase a new ship, what’s wrong with that? They are helping fund the ongoing development and running costs of the game, which benefits everyone. The exact same ship can be earned through pure gameplay without having to spend any money and the backer that has plenty of time is likely to be better at dogfighting and FPS gameplay after playing more hours to earn the ship. I don’t want to penalize either type of backer; I want them both to have fun. People should not feel disadvantaged because they don’t have time, nor should they feel disadvantaged if they don’t have money. I want our tent to be large and encompass all types of players with varied skill sets, time, and money. This was the economic approach I proposed out when I first pitched Star Citizen because it is the model as a player I prefer. I don’t like to have to pay a subscription just to play and I hate when things are deliberately locked behind a paywall, but as someone that doesn’t have twenty hours a week to dedicate to building up my character or possessions, I appreciate the option to get a head start if I’m willing to pay a little extra. Some people are worried that they will be disadvantaged when the game starts for ‘real’ compared to players that have stockpiled ships or UEC. This has been a debate on the forums since the project started, but this is not a concern for me as I know what the game will be and I know how we’re designing it. There will always be some players that have more than others, regardless of whether they’ve spent more or played more, because people start at different times and play at different paces. This is the nature of persistent MMOs. Star Citizen isn’t some race to the top; it’s not like Highlander where “There can only be one!” It is an open-ended Persistent Universe Sandbox that doesn’t have an end game or a specific win-state. We are building it to cater to players of all skill levels, that prefer PvE or PvP, that like to play solo or in a group or a large organization, that want to pursue various professions, some peaceful and some combat orientated. This is the core philosophy of Star Citizen; there isn’t one path, nor is there one way to have fun. This may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn’t a normal game. It’s a First Person Universe that allows you to live a virtual life in a compelling futuristic setting. You win by having fun, and fun is different things to different people. See you in the ‘Verse! — Chris Roberts View the full article
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    Reverse the Verse LIVE

    Game Director for Star Citizen and Squadron 42 Chris Roberts stops by to hang out and answer questions LIVE from backers. I’ll get you next time, Jeremiah. To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
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