Essence_of_Meh

joined 2 years ago
MODERATOR OF
[–] Essence_of_Meh@lemmy.world 1 points 7 hours ago (1 children)

I might be blind but there doesn't seem to be any mention of fixing the NPC spawn issues - does anyone know if that's still a thing? Onyx locations are cool but the Serious Sam level of enemy horde make it a pretty miserable experience for me so I'm curious if it's worth trying again.

That could be a reason, for sure. I saw like two pictures from people clipping inside which showed A LOT of waste space that could potentially allow them to make it smaller but they weren't taken in a way that would make me 100% convinced that's the case so I'm not going to argue about it (not like there's a point anyway).

I hope people who bought and waited for it are happy with what they got, that's more important than some random yelling at clouds.

[–] Essence_of_Meh@lemmy.world 1 points 1 day ago (2 children)

That would make sense if gurneys had any actual use. The only thing were that might be the case are NPC patients because players are pretty much always in a state where they can walk there on their own (or can be popped up with a med gun). I don't really see CIG forcing players into situations where they'd have to lay passively even longer then they already do waiting on medics just so we can have our fun - people already scream enough about other recently announced changes.

Besides, this increase in size also includes places where gurneys don't make any sense, like the pilot section or bathrooms. Maybe they overcompensated for NPC navigation, I don't know. I wish they talked a bit more about their design decisions.

[–] Essence_of_Meh@lemmy.world 1 points 1 day ago* (last edited 1 day ago) (4 children)

I'm gonna be honest, nothing they've shown justifies how much the ship grew since concept. There's a ton of empty space that could be utilised or removed without losing anything. It just makes it look even more empty than it is.

Looks like I'll be sticking with Cutty Red and smaller ships in the future. Looks pretty at least.

Edit: Oh, another thing! It's a medical ship not a combat one. It's suppose to pick up patients (possibly from dangerous situations) and that's it - so what does CIG do? Do they improve its shields or armour? Nope, bigger guns. Cool.

[–] Essence_of_Meh@lemmy.world 3 points 2 days ago

I aim to please.

9
submitted 2 days ago* (last edited 2 days ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.world
 

Full textHi everyone,

If you are new to these posts, welcome!

Star Citizen Comms-Dive (SCCD) is a round-up of questions taken from Spectrum where we dig deep for information and provide direct updates from the development teams. You can also check out our previously published SCCD #1 and SCCD #2 right here on Spectrum.

While we may not be able to respond to every comment or thread, rest assured, we're always absorbing and sharing your insights internally. Your engagement is what makes this project special, and Comms-Dive is another way for us to acknowledge the importance of your discussions and keep the information flowing. Thank you for the incredible energy you bring to this community. As always, we truly appreciate your feedback! Let's tackle some of your most pressing questions from these last weeks.

Will the VoIP system support environmental audio effects and vertical separation to improve realism?

Yes, the VoIP system will integrate with the audio propagation system, ensuring that environmental factors such as rooms, portals, and vertical separation are accurately reflected to improve realism. Hearing voices and sounds around you will feel more realistic, depending on the environment, including if the person is on the other side of a door.

What are the plans for the operational costs of vehicles?

First and foremost, Star Citizen is a space game, and access to a ship should always be within reach. That’s why starter ships remain priced and balanced to be accessible for new pilots, with acquisition and operational costs kept manageable.

For ships across the board, operational costs are meant to drive meaningful logistics gameplay. Mining, crafting, trading, and transporting goods all tie into the economy through refueling, repairing, and rearming. Prices will continue to evolve as we bring more systems online and update older ones, with the goal of making logistics a key part of the experience. Larger multi-crew and capital ships are intended to be flown by groups, and their upkeep will reflect that. Repair costs will scale with ship size and type, while fuel consumption will match the reality of moving something as massive as a capital ship. We’re focused on ensuring fuel burn behaves correctly, especially once the Resource Network is fully integrated, before adjusting costs further.

On the subject of torpedoes: the largest variants are designed for endgame scenarios, such as taking down an Idris. They are intended to be costly and rare, reflecting their destructive power. Until the content arrives that makes their role essential, they will remain priced high to preserve that balance.

We recognize that balance can sometimes feel disconnected from the current state of the universe. In many cases, this is because certain systems are awaiting additional work (like insurance), while others (like torpedoes) are balanced ahead of time with future gameplay in mind. Our aim is to avoid stacking too many major changes into a short window, and your patience and ongoing feedback are invaluable as we work toward bringing these systems together in a way that makes sense.

Why does the Polaris often open fire upon allied ships, players in my party?

This is a known issue and confirmed bug. We have worked on improvements to the design of Point Defense Cannons and their control system, and we hope to release a fix soon.

Can bunker missions be adjusted to stop automatically revealing all objective markers, allowing players to search manually?

To encourage exploration and discovery, some mission markers, such as ASD locations, only appear as players approach the objective. In the future, when FPS scanning is implemented, many markers for items and combatants will be removed entirely, allowing for more manual searching and discovery.

What is the current status of ship modules and modular ship development?

As mentioned in the Monthly Report and our recent Star Citizen Live episode, work on the Caterpillar and the Ironclad will introduce a new form of modularity through the command module. This development extends the underlying functionality needed to support modular content, laying the groundwork for modular systems across multiple ships in the future. The Apollo Triage and Medivac also come with all of their modules, so you can customize your ships even more.

What improvements are planned for the inventory UI to improve ergonomics and clarity?

The Inventory UI refactor is underway, aiming to significantly improve the user experience by introducing several key features. The updated interface will include improved item filters that allow users to quickly sort and locate specific gear, a stack all button, a search filter, and streamline moving objects between containers to feel more intuitive. Additionally, the backend is being optimized to improve the speed and responsiveness of item loading, reducing lag and making inventory management smoother and more efficient.

Altogether, these changes offer a more streamlined, strategic, and user-friendly inventory system.

Are there plans for personalized hangars that expand to include separate rooms for trophies and living spaces?

We do plan to give you the ability to customize your space. The intention is to introduce modular options that unlock new functionalities within the hangar. For example, spaces could be outfitted with dedicated interchangeable sub-modules, such as additional freight elevators, empty rooms for you to decorate as you please, and even medical facilities. We will talk more about hangar customization when the time is right.

Are there any improvements to come to ships’ lights?

All ships and ground vehicles share a common set of headlight parameters to maintain consistency. These settings balance artistic considerations (avoiding overly bright headlights that wash out visuals) with gameplay needs (providing enough visibility at speed). Long term, we plan to introduce light amplification functionality to improve visibility.

Cockpit lighting is an ongoing balance between being bright enough to read instruments and not so bright that it affects visibility in dark environments, which we are working towards striking a good balance. With Global Illumination coming online in the future (shown during CitizenCon 2953) cockpits will be lit more naturally, reducing the need for extreme lighting setups. In the meantime, we’ve started adding player-controlled lighting options in some ships, such as the Golem and Wolf, which allow toggling between default and alternative light states.

What is the current status and plan for implementing ships’ armor systems?

Ships’ armor systems will be introduced in stages. Initially, a temporary system will launch with Engineering Gameplay, providing protection to ship components; as armor health reaches zero, those components will become more vulnerable. Later, this will be replaced by the Maelstrom system, which will use the ship’s hull materials as armor to protect both the ship and its components.

Are improvements planned for ASOP terminal filters, allowing sorting by ship, pledge status, role, or size?

Yes, improvements to ASOP terminal filters are planned, and we do have some critical quality-of-life features, such as the ability to search for a ship, coming soon.

What steps are being taken to improve in-game chat moderation, filtering, and customization options?

We are working to bring in-game chat moderation and customization closer to the standards seen in other MMOs. This includes features like functional “mute” and “report” options accessible directly from a player’s name in-game, and more.

We look forward to your continued participation on Spectrum. Thanks for sharing your passion and feedback with us! o7

[–] Essence_of_Meh@lemmy.world 0 points 6 days ago

TL;DW for hour 2:

  • They want to keep some more surprises in the future releases.
  • The issue with world around the player despawning after flying the Wolf and it moving away was caused by ship's physics grid having no gravity mixed with how the server handles physics (huge simplification, watch the episode for full explanation).
  • Server meshing:
    • Game is currently running at 10 servers per shard setup.
    • They've been using the time since launch of SM to learn how to function with it, how to distribute load etc.
    • They've been switching SM configuration with every patch (for example to provide more power for event specific locations).
    • Since content and tech teams don't always talk with each other they had to learn the hard way that event locations can't be bunched up to closely as it affects tech's ability to balance the load (this was an issue with Hathor areas for example).
    • They solved a bunch of performance issues related to static meshing. Still working on more.
    • Current focus of dynamic SM development is the ability to arbitrarily select which areas (streaming groups) should get additional resources and moved from one server to another (also how and which component takes care of that process).
    • Lots of parallels between dynamic SM and instancing, some of the work is shared between the two.
    • They are planning to increase the player counts but it's not a priority at the moment.
    • Difference between SC's server meshing and ones used in other games has to do with CIG splitting simulation and replication in their approach. Technically speaking, players aren't even connected to the server they're on but to the hybrid system which handles those things. It also works on 3D space rather than 2D grid of other games.
    • The original approach for SM was closer to how normal servers operate but that had some unintended consequences, hence the hybrid approach.
    • Dynamic server won't come as a one giant drop, they will slowly implement specific parts as the work progresses.
  • "Big ticket items":
    • Freight elevators
      • They're a focus of one of the "hero squads", unfortunately this decision was made too late (the work was still being done on them though).
      • A lot of the issues had to do with how the elevators detect obstructions and contents. Also, a lot of items have incorrect bounds meaning they can clip through surfaces - this mixed with bad obstruction checks caused problems (still not completely fixed).
      • They're doing a system wide check on how the items are set up to avoid similar problems.
      • There was an issue where were destroyed items disappeared visually but left the entity and were still considered as obstructions.
      • Due to how FE were set up (kiosk and elevator platform being separate) sometimes one of them streamed out first which led to them being no longer connected, disabling the whole location. They introduced a self-healing approach to automatically fix the issue when it happens.
      • Another issue: UI and platform could get out of sync. This was fixed by the above approach combined with the UI re-querring the platform to make sure things are up to date.
      • Explanation about how FE and ship cargo elevators work, I ain't re-typing it though.
      • Error handling is now part of code reviews, wasn't before.
      • Proper multiplayer testing is now a core part of QA process for these open areas.
    • Most of the Wikelo issues are still being investigated.
    • Entity cleanup
      • They've unified multiple cleanup systems (abandoned vehicle tracking, physics intersection, density manager) into one since the initial implementation.
      • Items are grouped into density classes (no more than X number of this kind of items in the area at once). Designers now have the ability to vary these densities based on region/location.
      • There's also lifetime cleanup (time instead of density based).
      • At the moment cleanup timer for abandoned ships sits at 2 hours, regardless of size (for now). It's refreshed any time someone interacts with a ship. This will also vary by region.
      • Timers and density classes are regularly tuned, there are already less reports about issues with those.
      • If they spawned salvage contracts for every abandoned vehicle they would flood the mission list due to how often that happens. It will happen in the future though.
      • NPC spawn management (Serious Sam number of enemies) - some of these issues were caused by designers setting spawn limit to infinite but there are multiple other causes as well. A replacement system (population manager) for spawning is in development - this will handle both mission and social NPCs (mission ones are handled by the mission system for now, this sometimes triggers multiple times).
      • They created new debugging tools to check how many NPCs are in a location.
[–] Essence_of_Meh@lemmy.world 3 points 1 week ago (1 children)

Guest:

  • Benoit Beausejour, Chief Technology Officer

TL;DW for the first hour:

  • Server performance is now tracked based on territory (system, planetary volume etc). Average server frame-rate is around 20, with some locations dropping lower.
  • Stability of servers improved dramatically.
  • Organisational changes:
    • Extending the concept of "Joker cards" (making specific issue a priority for the most experienced devs) to "hero squads" focusing on all the bugs of a specific feature (ex. transit system).
    • QA leads are now the ones who decide on priority of the fixes for the hero squads.
    • Code reviews are no longer accepted based on the cod change itself, they require an explanation from a dev on why the issue is happening, what fix they'd suggest and verification by the QA team. More work before and after the work is done to limit regression.
    • QA tester embedded in the dev team, they act as specialists for that team and have a power to stop any change they deem not ready for release.
    • Hygiene initiative - cleaning up errors, logs and reports received from the engine. No more ignoring errors for your own team's features.
    • Stability score - automatically calculated value for each build, an attempt to figure out the stability of the environment from the player's perspective.
    • There's also internal stability - not score based as the one before. More stable repository stream intended to avoid issues for the devs.
  • Tech Preview:
    • Current tech preview includes around 9 months of graphic tech changes (both player facing and dev focused) and tool improvements to the mission system (NOT the big 2.0 update yet).
    • Next one (after current releases) will contain engineering gameplay. They want it to go public (as preview) this year, no promises.
  • Maintenance windows are now a thing.
    • Not done every week due to how maintenance works with SC servers (persistence) but are made whenever they need to fix something.
    • They also spin fresh shards when necessary.
    • They are moving towards regular windows in the future.
    • It takes a bit of time for hotfixes to spread as old shards cycle out.
 

My usual TL;DW will most likely happen tomorrow, as I don't have the time for it at the moment. It's long.

[–] Essence_of_Meh@lemmy.world 2 points 1 week ago

No pressure, I have no intention of demanding follow-ups from people. Take your time and have fun, that's what's important.

[–] Essence_of_Meh@lemmy.world 2 points 1 week ago (2 children)

I just checked out the gameplay of HL+ and I have to say: I didn't expect it to look like a "normal" AC game. I don't know why nor what I expected it to be like but that was a neat surprise. Thanks for your thoughts too!

Honestly, I didn't find the plane customisation in AC7 to be particularly important to be honest. I feel like it's a bigger deal in multiplayer but in campaign there's no real point of stressing about it - being able to play does more to affect the experience than stat improvements (or at least that was the case for me). I'd be curious to read how you liked it once you're done with the game.

 

Anyone longing for the pop-punk sound of early 2000's - this is for you. And everyone else really, this song is a serious earworm.

[–] Essence_of_Meh@lemmy.world 2 points 1 week ago (4 children)

It certainly is. I personally ended up loving Project Wingman way more than any of the AC titles I've played so far (both in terms of gameplay and story) but that's just personal preference. For what it's worth, I did have more fun with 04 and Zero than AC7, so it's seems like my problems are with this game specifically.

How do you feel about it compared to other games in the series? I've seen you mentioned Horizon Legacy - did you play any other ones?

[–] Essence_of_Meh@lemmy.world 7 points 1 week ago* (last edited 1 week ago) (6 children)

Ace Combat 7: Skies UnknownI finished the campaign. Most I can say is that I came out of it with more positive than negative feelings about this title. Main story definitely improved compared to the early parts, writing on the other hand... not so much. The final stretch of missions was pretty cool at least (even though the trench missions were the easiest I've played in these games so far).

All in all, my reaction towards the game didn't change much - it's good, it just isn't right for me.

On a different note, I have a unique technical issue with this game for whatever reason. When playing with a HOTAS my system doesn't recognise that input is happening (game reacts normally) which can lead to it trying to hibernate my PC in the middle of a mission. It's not a huge problem but I've never had anything like this happen with any other game I use my controller with.

Sushi Ben (demo)Don't know if this counts since the game released some time ago on Oculus, I think, but the PC version won't be available until next week but whatever.

I tried the demo and the first thing that came to mind was "cute". It has charming writing, simple but pleasant art style, distinct character designs with great voice acting (at least the Japanese one) and fun VR controls. One of the rare instances in recent years when I eagerly want to experience more.

I'll be keeping an eye out on how the full release turns out as so far it's pretty promising.

Edit: On a completely different note, for whatever reason soundtrack from the first Drakengard game is now available on Steam - remaster/remake incoming?

[–] Essence_of_Meh@lemmy.world 2 points 1 week ago

Sounds good, this takes care of my main issues with the original plan. There might be more once I get my hands on it but so far I'm cautiously optimistic.

7
Life, Death, and Life Again Beyond 4.3.1 (robertsspaceindustries.com)
submitted 1 week ago* (last edited 1 week ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.world
 

It's an article about the future of medical gameplay. Not the full plan unfortunately but it's way more than we've had for years at least so I'll take what I can get.

TL;DR:

  • This isn't a full plan for Death of the Spaceman, only some of the changes currently in development.
  • As always, things might change in the future.
  • Currently planned:
    • Ability to imprint on multiple medical beds at once.
    • Choice where to respawn on death:
      • Last landing zone you imprinted on.
      • Last vehicle you imprinted on.
      • Last med bed you imprinted on at your or your org's base.
      • Temporary bed (POI locations like Storm Breaker).
    • Limiting factors for respawns including (but not limited to):
      • Cooldown timers.
      • Regen limits before re-registration is required.
      • Distance.
      • Disabling bed through distortion or soft death
      • More (just read the article).
    • Med bed permissions:
      • Only You
      • Everyone
      • Friends
      • Party Members
      • Org Members
    • New regeneration UI, it will include:
      • Access to game chat.
      • Info and countdown till death.
      • Available regeneration locations.
      • Option to send out rescue beacon.
  • Med beds will require MedGel to be usable from 4.3.1. More details about potential future med bed conditions can be found in the original article.
  • Only some of the rescue beacon functionality will return in 4.3.1, more fixes and work needed for a full package (no dates provided).

Edit: We also got an updated medical gameplay doc (4.3.1 version, not future plans). Not doing a TL;DR for that cause I desperately need some sleep.

 

Welcome to the General VN Discussion thread!

If you have something you'd like to talk about but don't think it's worth posting as a separate thread this is the place for you.

  • Did you start playing something new?
  • Are there any games you're looking forward to?
  • Are you looking for suggestions on what to play?
  • Do you have some feedback or questions about our community?

These and any other topics are welcome here - as long as they are VN or community related.

< Previous thread

 

All 4.3.0 cards set to Released.

Set to Tentative for 4.3.1:

  • RSI Apollo Triage (preview)
  • RSI Apollo Medivac (preview)
  • Behring Laser Cannon Art Refactors
  • Onyx Facilities (Science Wing)
  • AI FPS Turrets
  • Mission Pickup on Location (add mission on approach to location)
view more: next ›