• Leider ist es in letzter Zeit wiederholt vorgekommen, dass Newsartikel von anderen Seiten als Ganzes im Forum gepostet wurden. Weil dies in dieser Form gegen das Urheberrecht verstößt und uns als Seite rechtliche Probleme beschert, werden wir von nun an verstärkt dagegen vorgehen und die entsprechend Benutzer verwarnen. Bitte verzichtet fortan auf das Kopieren von ganzen Newsartikeln und meldet diese über die Report-Funktion, falls euch ein entsprechender Artikel auffallen sollte. Vielen Dank!

Star Citizen [Space-Sim von Chris Roberts]

Danke für eure Antworten, Eleak & Amuro.

Habe mir die Videos angeschaut und das Spiel scheint tatsächlich mehr zu werden, an nur ein modernes Wing Commander, wie ich es früher erwartet habe. Mich würde sehr freuen, wenn das SP-Spiel tatsächlich schon dieses Jahr released wird.

jo, SQ42 sollte ja schon letztes Jahr veröffentlicht werden, wurde aber verschoben (sind mit AI und diversen Scripten/Zwischensequenzen noch nicht fertig, aber seit September/Oktober 2016 konnten die QA Tester die Kampagne schon komplett durchspielen). Dürfte dann im laufe des Jahres (Citizencon oder doch erst Ende des Jahres?) kommen.

Star Citizen selber wird dieses Jahr noch 2-3 "große" Patches bekommen und nächstes jahr kommt dann 4.0, danach irgendwann darf man dann auf Release hoffen (denn mit 3.0-4.0 sind alle wichtigen Grund/Spielsysteme fertig)

Ich hoffe ja, dass kurz nach 3.0 auch die Idris, Javelin und Bengal (also die riesig großen Schiffe) veröffentlicht wird, aber afaik will CIG diese erst mit der SQ42 Kampagne in SC veröffentlichen (fertig sind die Schiffe schon seit ein paar Wochen-Monaten)
 
im aktuellen Around the Verse ging es diesmal über (dynamischen) Nebel und Lighting und das was gezeigt wurde, war schon sehr toll ^^

[video=youtube;xKRX0ZwzXqk]https://www.youtube.com/watch?v=xKRX0ZwzXqk[/video]


BogusDisastrousAztecant.gif

und
https://gfycat.com/OpenWeeklyIndianpalmsquirrel :kneel:

https://fat.gfycat.com/ImmediateMindlessAzurevasesponge.webm
https://fat.gfycat.com/GlamorousJitteryFrigatebird.webm

https://gfycat.com/LeanPoisedJohndory

neues Schiff ist ein Stealth Bomber
Aegis-Eclipse-L4-Piece-2-Hangar-Presentation-007.jpg
 
Boredgamer fasst die ganzen SQ42 Infos zusammen
[video=youtube;UDiDd_7LqAA]https://www.youtube.com/watch?v=UDiDd_7LqAA[/video]


übrigens waren alle AtV Folgen aus den letzten Wochen richtig, richtig gut, in der letzten AtV Folge haben die die Netzwerktechnik erklärt


und was aus der SC Fauna
CharacterSneakPeek_6-15-17.jpg



für die Horror Freunde: Xenomorph ähnliche Wesen, wurden auch schon bestätigt, na dann viel Spaß wenn man auf Wracks u.Ä. trifft :v:
 
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das aktuelle AtV war ganz nett (aber nicht so gut wie die letzten paar, dafür sehr leckere Partikel Effekte und Bilder)

Star Citizen: Around the Verse - Engine Trails and VFX Particle Effects
[video=youtube;p696daOap78]https://www.youtube.com/watch?v=p696daOap78&feature=push-u-sub&attr_tag=gyshVhVJoISuVP9z-6[/video]

P1Bzqn.gif



GZp8pQ.gif

:v:


und ein kleines 3.0 Übersichtsvideo
[video=youtube;QCPQaAPQvCk]https://www.youtube.com/watch?v=QCPQaAPQvCk[/video]
 
Vorsicht, der folgende Bericht ist vielleicht zuuu episch :v:

https://www.reddit.com/r/starcitizen/comments/6l0yr2/erin_roberts_interview_studio_tour_overview/


I recently attended a Foundry 42 UK Office Tour at the end of June 2017. I was given the chance to see what was being worked on, with a large focus on 3.0 & beyond.
As well as having an Interview with Erin Roberts where I asked him some questions about the Upcoming Alpha 3.0, 3.1, mechanics, Squadron 42 & More, this post will be a quick overview of that interview & studio tour.
TL: DR You Can Watch an Overview Video of the Interview & Tour |
[video=youtube;ZarmUARgkDA]https://www.youtube.com/watch?v=ZarmUARgkDA[/video]


Here is the audio Interview in a Rawer form | https://soundcloud.com/redactedtv/star-citizen-erin-roberts-interview-alpha-30-beyond

Hooks & Tangible Gameplay Coming with 3.0
There are a good few new tangible gameplay elements & hooks to play in Alpha 3.0, there is a Number of New Shops & Items to Spend your aUEC on.
We will have the first real form of Persistence, if you leave a ship at a location or planet & logout there, you will spawn there when you come back in, you might have ships that will be at different locations around the Stanton System.
If you die you’ll go back to the last major zone or “respawn” area you were.
There is a logout timer when you try and logout, the idea being if you try to logout somewhere extremely “unsafe” or while someone is fighting you then you will very likely get killed.
But you’ll still have the ability to logout in an emergency OR if you can’t get back to a “safer” area.
There is still a reputation system for criminality & good guy bad guy, BUT you’ll no longer constantly spawn just at Olisar & GrimHex, there is a lot more locations & you’ll spawn back in where you were.
You will be able to buy upgrades, systems, weapons & items for your ships.
Generated Missions, Refueling ReArming, Planetary Exploration, Trading, Replacing your Ship there is a lot of ways to make & spend you aUEC.

Insurance – Supply & Demand | The idea here is to make common & cheaper ships more easily replaceable and available, you’ll lose all items on it & be given a stock model when one is available. Insurance will be cheaper with those common ships & if you lose the ship it will be replaced quickly.
Whereas more expensive ships could potentially take days to replace based on where it is on the Queue, if lots of Super Hornets keep dying then it could be a bit of a wait for the next one.
The mortality of your ship & player will be much more important, they want you to look after your ship and your character with consequences.
Erin didn’t specify if ships were going to purchasable in 3.0 with aUEC, so I suspect that omission means it’s unlikely BUT we will have to wait and see.

Delta Patcher
They want if possible to get the Delta Patcher in Alpha 3.0 or just after & that is the current plan, meaning that we won’t have to download massive files every update & the potential for much quicker, smaller patches, content, weapons, ships additions, hotfixes & balance is there too.

Mining & Alpha 3.1
Mining is the next mechanic being added after 3.0 & will land in 3.1.
You’ll be able to land on planets, find deposits and then mine them up.
The quickest & easiest iteration of this is planetside, creating the mineral veins and allowing players to mine them.
3.0 represents the backbone and skeleton of the game, it allows them to much more rapidly flesh out game mechanics & content as now a large portion of the features & engine are done.
Gas & Asteroid mining will be a thing with Asteroid mining possibly coming with 3.1 as well.
Again with 3.1, there will be more shops, locations, stuff to buy, missions and content.
Erin is very excited about Jobs and Roles that support and lead on to player interaction a lot of which will hopefully be coming with Alpha 3.1.
Like the information game, finding locations of asteroid fields, marking them for Nav Beacons and selling them on.
But also the Service Beacons which will allow us to request refueling, distress signals, calling for aid in general and even Quantum Interdiction, pulling players out of Q-Drive in an area of effect like a net, which will require working out where trade routes are & if players have made their own with Nav Beacons.

Ground Battles
Ground & Space Battles both can be of epic scale & in a lot of situations will bleed over to combat over ground, air & space.
The System allows for an Idris to go close to a planet and unload it’s weaponry.
They are adding Tracked Vehicles, Static Defenses, Tanks, Missile Systems & more.
And a lot more of this is planning on coming with 3.1 as well, they want locations where you cannot take ships because there are anti-air or ship defenses that would need to be disabled first, so you would have to go in on the ground with a group OR stealth in.

Base Building
They have plans for Base Building mechanics later down the road too, you’ll be able to spawn there, defend it, use it to store goods & ships. But they will be attackable too & ground vehicles & installations will be a big part of the combat there.
But players will be able to build functional bases, walls, habitation modules & lots more.

Vertical Slice & SQ42
They still plan to show the Vertical Slice, SQ42 is different from the PU.
It’s a Standalone Game, they can’t have the whole community playing & help reiterate it, it would ruin it. They want SQ42 to be as polished as possible for release & for it to genuinely WOW people.
They will show the VS when it’s at that AAA polished WOW stage.
There will be a public schedule for SQ42 as well, it wasn’t specified when this would occur OR the depth of that schedule BUT it was said that it would be when they were ready.
They are planning some forms of more traditional advertising for SQ42 closer to release, a lot of marketing will be in a similar vein of what they have already done until now BUT I personally would expect coverage in Magazines, Websites & Trailers too.

Ship Progression
Ship Progression, Values & Costs of ships are all still being worked out.
They want the community to help with this as they go forward.
The idea is that some ships especially the larger ones are going to be extremely expensive & would be bought by an ORG or group together.
He equates the value of ships being bought now with IRL monies as effectively good value.
The smaller starting ships will be much more affordable in game, BUT prices will ramp up fast.
Building up your ship and becoming attached to it are part of the gameplay they are going for.
But with 3.0 and beyond they will work with the community to balance ship progression appropriately.

Other Human Forces
Outside of UEE Control there will be other Human Forces & Militias as well as more legitimate pirate orgs controlling areas, they will have their own look and style.

Fleet Battles
They will have control of systems dynamic too, if you force out the Vanduul of a system in the PU then that system may get colonized by humans or military outposts & patrols might pop up from the UEE.
Pushing the Vanduul out of a system would be hard BUT it is possible and part of the game mechanics BUT also would be large scale invasions from NPCs that could take control of a system if players & other NPCs don’t protect it.
But there will be massive NPC Fleet Battles, that players can get involved with if they want, which will also feature heavily in SQ42.

Players Effect on the Universe
Players will have effects on lore, missions and news in game. Players may become a very well known pirate & mission generated to kill OR hunt him. They have ideas for News teams following players and their actions, reporting on them, kind of like an assisted GM role that aid player narrative & overall plot, but could also help with broadcasts in news being displayed in game almost like a real news network.

PvP – Casual & Hardcore Players
Some areas of space will be heavily regulated by UEE or some form of NPC presence.
IF you attacked someone law abiding in an area with good communications & policing then you would quickly be marked as a pirate & they would attempt to hunt you down.
Eventually they want to remove the armistice zones & allow players more freedom BUT if you did pull out your weapon in a secure area you will likely be taken down very quickly by security.
Some areas might require you to give in your weapons before entering OR only allow players of a certain reputation to carry weapons.
This system has some exploits they want players to use, communication arrays monitor areas, flagging players & NPCs as pirates. These can be disabled allowing for players to potential kill another player before they are fixed, thus never being flagged as a pirate… the perfect robbery!
But communication can take a while to travel & you can potentially outrun, by travelling from system to system, the law. It’s all about Risk & Reward.
Getting captured or committing crimes may have various consequences, fines, KOS orders, bounties, being outlawed from areas.
They specific want legitimate piracy as part of the game BUT they will not reward griefing.

Modding, AWS & Partners
There is still a commitment to allowing & supporting Modding for Star Citizen BUT after the game is finished.
In regards to partners & sponsorships with the game, anything that makes sense for the game and the community is a possibility.

Star Citizen After Release Revenue Streams
They are sticking with that you purchase a game package then the game is free to play.
A revenue stream for them will be selling UEC for the game once it’s live, some people will play a lot OR grind mission to earn credits, some players might only have a limited amount of time BUT a disposable income and be able to purchase UEC to grab their next ship or weapon. Literally paying to offset time.
This should also help regulate unofficial “gold” sellers like you get in WOW & EvE as well as helping support the game.
They will however keep an open mind when it comes to how to support the game, if other revenue streams are necessary BUT this would be discussed & explored with the community.

Longer Term Studio Plans
They have no plans for game after SQ42 Episode 3 and Star Citizen at the moment, their focus is on getting SQ42 Episode 1 & Star Citizen Alpha 3.0 beyond out at the moment.
The Engine that they have built and now use can build any game, it’s a massive Universe simulator, that you could create a game OR a mode on a single planet to an incredible high level of detail OR just focus on a system OR larger.
We will start to see the scale and quality of what is possible with 3.0 Alpha.
They want to support the PU for at least 10+ years.
A lot of that will be creating new systems, professions, ships, weapons, content, gameplay.
They’d like a lot of the linear super high quality missions, similar to SQ42 to get into Star Citizen as well, with large story arcs that can be played with friends & groups.
The planets themselves are going to be huge with massive amounts of gameplay BUT they can do a lot with them for the game & possible new ones in the future.

Studio Tour
There isn’t much I can tell you about my studio tour, it’s under an NDA to not divulge the specific content of what we saw. There are a couple of things I can tell you:
There is a lot more ships, weapons, vehicles and items that they have been working on that we haven’t seen yet.
Delays in Alpha 3.0 have not stopped them working on 3.1, 3.2, Squadron 42 Ep1 & beyond.
I was very much looking for how accurate the Schedule Report was while I was there, everything that I saw (and went out of my way to see) matches what the schedule report says except they are a lot more fleshed out with certain tasks and beyond that there are things clearly for after 3.0.
And when Ben on Bensday with Batgirl, said there was a "gamechanger" concept ship in the future, he did mean it.

Afterthought
I am a massive Star Citizen project fan, everything that I saw was exciting, and extremely hype worthy, I have no idea how they select what to put into AtVs as there is a lot. I am not paid or financially endorsed by CIG in anyway and seeing what was being worked on really gives you a perspective of WOW this is fucking cool and I this type of experience makes me feel very lucky almost to be covering the game.
 
Ach stimmt, jo 10.08.2017 naja die 2 wochen mehr sind auszuhalten.

wenn alles glatt geht, dann in den nächsten Tagen Evocati Release :banderas:


Fan Video über die (bisher angekündigten) neuen Schiffe in 3.0

[video=youtube;ixnXgY8khU0]https://www.youtube.com/watch?v=ixnXgY8khU0[/video]




Boredgamer Reddit Post von seiner Studio Tour + Erin Roberts Interview

https://www.reddit.com/r/starcitizen/comments/6l0yr2/erin_roberts_interview_studio_tour_overview/


ich quote jetzt nicht alles, im Reddit Post gibt es noch deutlich mehr:

Hooks & Tangible Gameplay Coming with 3.0

There are a good few new tangible gameplay elements & hooks to play in Alpha 3.0, there is a Number of New Shops & Items to Spend your aUEC on.
We will have the first real form of Persistence, if you leave a ship at a location or planet & logout there, you will spawn there when you come back in, you might have ships that will be at different locations around the Stanton System.
If you die you’ll go back to the last major zone or “respawn” area you were.
There is a logout timer when you try and logout, the idea being if you try to logout somewhere extremely “unsafe” or while someone is fighting you then you will very likely get killed.
But you’ll still have the ability to logout in an emergency OR if you can’t get back to a “safer” area.
There is still a reputation system for criminality & good guy bad guy, BUT you’ll no longer constantly spawn just at Olisar & GrimHex, there is a lot more locations & you’ll spawn back in where you were.
You will be able to buy upgrades, systems, weapons & items for your ships.
Generated Missions, Refueling ReArming, Planetary Exploration, Trading, Replacing your Ship there is a lot of ways to make & spend you aUEC.


Ground Battles
Ground & Space Battles both can be of epic scale & in a lot of situations will bleed over to combat over ground, air & space.
The System allows for an Idris to go close to a planet and unload it’s weaponry.
They are adding Tracked Vehicles, Static Defenses, Tanks, Missile Systems & more.
And a lot more of this is planning on coming with 3.1 as well, they want locations where you cannot take ships because there are anti-air or ship defenses that would need to be disabled first, so you would have to go in on the ground with a group OR stealth in.

Base Building
They have plans for Base Building mechanics later down the road too, you’ll be able to spawn there, defend it, use it to store goods & ships. But they will be attackable too & ground vehicles & installations will be a big part of the combat there.
But players will be able to build functional bases, walls, habitation modules & lots more.


Fleet Battles

They will have control of systems dynamic too, if you force out the Vanduul of a system in the PU then that system may get colonized by humans or military outposts & patrols might pop up from the UEE.
Pushing the Vanduul out of a system would be hard BUT it is possible and part of the game mechanics BUT also would be large scale invasions from NPCs that could take control of a system if players & other NPCs don’t protect it.
But there will be massive NPC Fleet Battles, that players can get involved with if they want, which will also feature heavily in SQ42.

:banderas:

Außerdem planen die eine neue SQ42 Vertical Slice Präsentation, nachdem der alte Plan auf Eis lag (Erin hat damals gesagt, dass eine extra Version keinen Sinn macht, solange sie die Produktion des eigentlichen Spieles behindert)
 
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das aktuelle AtV:
[video=youtube;DbEKn6gN4Qk]https://www.youtube.com/watch?v=DbEKn6gN4Qk[/video]

diesmal geht es um die Erstellung der Monde :kneel:


KdZGUJ2.png


no lies detected :ol:
 
Schedule ist da
https://robertsspaceindustries.com/schedule-report

@Rince:
Evocati Release wurde diese Woche reviewed
The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. This week, we held our second internal pre-Evocati milestone of Star Citizen Alpha 3.0. As you can see, the main features are done, which have allowed us to use our daily Directors Review to get a comprehensive understanding of how these features are working together. Production have collated the various feedback and reactions to these reviews, we’ve decided that there are optimization and user experience improvements we’d like to complete before releasing to the Evocati.
und wurde etwas verschoben.

Evocati Release jetzt erst in 1-2 Wochen, PTU und live verschiebt sich deswegen natürlich auch etwas. Live kommt dann wohl 10 Tage später, passend zur gamescom (was imho marketingtechnisch auch Sinn macht, da sie 3.0 dann auf der gamescom für den Massenmarkt ankündigen und releasen können)


An den Einladungen für das PTU wurde auch etwas geändert, nun sollen inaktive Spieler davon verständlicherweise erstmal ausgeschlossen werden
 
Star Citizen: Squadron 42 - Kein Release, solange Alpha 3.0 nicht fertig ist, Singleplayer soll "perfekt" sein

http://www.pcgames.de/Star-Citizen-...-muss-Chris-Roberts-Space-Industries-1233213/

Weil hier mal gemeint wurde 3.0 Features verhindern eben nicht den SQ 42 release :awesome:
Der Bericht in der Gamestar (von dem die PC Games die News geklaut hat) ist super :banderas:

Vor allem wird ja gerne die Schuld auf "Chris den Perfektionisten" das Interview macht deutlich, dass so ziemlich alle anderen Entwickler da min. genau so engagiert sind ^^
und das interveiw wie es zu den frühen Planeten kam ist auch toll, quasi nur ein Feierabendprojekt was Marco Corbetta nebenbei erledigen wollte (nicht sollte), kleiner Auszug:

»Er machte nicht direkt viele Überstunden für diese Sache«, erzählt Brian Chambers uns im Interview. »Aber er wollte eben unbedingt dran arbeiten und deshalb entschuldigten wir ihn über einen Zeitraum von ca. zwei Monaten für die meisten Meetings. Eines Tages standen wir dann hinter Hannes‘ [Hannes Appell, Director of Cinematics; Anm. d. Red.] Schreibtisch und flogen auf einen winzigen Punkt im All zu. Der Punkt wurde kaum größer, also musste die Fluggeschwindigkeit über die Konsole erhöht werden – und dann, irgendwann nach 40 Minuten, erschien da dieser Planet, und alle nur so: Was zum Teufel?!« Eine Woche später entstand daraus das bekannte »Pupil to Planet«-Video, in dem die nahtlose Reise von einer Station auf einen Planeten gezeigt wurde. Das änderte alles.
:goodwork:


und das aktuelle AtV um Derelict Ships war auch wieder klasse
[video=youtube;I_rSQGavuiI]https://www.youtube.com/watch?v=I_rSQGavuiI&feature=push-u-sub&attr_tag=AJCL_KBYYedXF0c_-6[/video]
dat Search & Found Video :awesome:


und da 3.0 ja etwas verschoben wurde, schaffen es noch mehr Features/Schiffe da rein z.B. die überarbeitete Aurora


btw:
Gamestar: The technique behind Star Citizen
https://www.reddit.com/r/starcitizen/comments/6nc6j6/gamestar_the_technique_behind_star_citizen/
 
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[video=youtube;6AiNxbv-a9s]https://www.youtube.com/watch?v=6AiNxbv-a9s[/video]

GENIAL!

Frag mich wie sie das Universum mit guten Inhalten (Quests, interessanten Orten etc.) füllen wollen. Per Hand geht's ja nicht. Das wäre ein zu gigantisches Unternehmen.

Und per Zufallsgenerator - meh - das hat schon bei Oblivion und co nicht richtig funktioniert - die zufallsgenerierten Dungeons waren fade - und bei Skyrim hat daher Bethesda wieder viel mehr per Hand gemacht.
 
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Frag mich wie sie das Universum mit guten Inhalten (Quests, interessanten Orten etc.) füllen wollen. Per Hand geht's ja nicht. Das wäre ein zu gigantisches Unternehmen.

Und per Zufallsgenerator - meh - das hat schon bei Oblivion und co nicht richtig funktioniert - die zufallsgenerierten Dungeons waren fade - und bei Skyrim hat daher Bethesda wieder viel mehr per Hand gemacht.


die machen das Teils per Hand und Teils per Zufallsgenerator. Es wird ganz normale (Story) Missionen wie die von Eckhard geben. Und dann wird es Handels, Rettungs etc. Aufträge geben, die vom Spiel generiert werden, teilweise werden die Missionen auch nach Bedarf generiert (hat z.B. eine Station kein Rohstoff X mehr, wird eine Anfrage auf dem schwarzen Brett für Händler gepostet, die Mission kann nichtmal von Spielern angenommen sondern auch von NPCs angenommen werden, Piraten bekommen so auch an Missionen und für diverse derelict Ships gibt es für die Spieler auch unterschiedliche, generierte Missionen z.B. bekommt Spieler A den Auftrag nach überlebenden zu suchen, ein andere soll eine Blackbox finden etc.)
 
Production Schedule and 3.0 by Will "Soulcrusher" Leverett

There’s been quite a bit of healthy discussion about our recent Production Schedule update, so I thought I’d share a few thoughts and comments:


Our Production Schedule updates that you see are right out of the same software that our production team uses. No edits, no censors, no marketing spin.

We’ve created this as a service to you to keep you informed of what we are working on, with the goal of providing estimated date ranges.
As with all estimates, they can change. When venturing off into uncharted territory, one does not always see or know all of the challenges ahead of them; they are often complete unknowns until they present themselves along the way.
We’ve pushed far past the technological boundaries that were previously considered impossible to build the foundation of the Star Citizen universe. Working on 3.0 has certainly introduced variables and challenges that we could never have anticipated, and these just do not always cater to a tidy date on a calendar.
As gamers, we are conditioned to consider all dates as static points in time that we can wrap our heads around and plan for in advance. The nature of this project does not neatly fit into that mold due to the complexity of what we’re building, and with what we learn about what's possible and needed along the way. These date ranges are dynamic according to the challenges presented to us at that time, and we actively maintain that to keep you up to date.
The scope of 3.0 is not insignificant, as Chris discussed in https://robertsspaceindustries.com/comm-link//15842-Letter-From-The-Chairman-The-Road-Ahead. It introduces a level of tech and infrastructure that’s an order of magnitude larger and more complex than all of our previous versions combined. There are thousands of new assets, millions of entities to manage, new UI, new features, multiple new backend services, etc. all being introduced in 3.0.
Integrating all of this has revealed to be MUCH more of a bug fixing project than anticipated, which obviously reshapes those estimates and changes those dates. Hammering in a level of polish that we’ve not aimed for before requires an additional adjustment of dates.
There’s certainly no malice behind it, and anyone who makes that claim is providing an uninformed opinion. Ask any project manager or developer who worked on sophisticated software or has been involved on a complex project with lots of dependencies and moving parts. They'll gladly share how challenging a task of estimates can be.
The heroic efforts of those creating and maintaining the Production Schedule should be commended. They represent our efforts to keep up with this complex and ever evolving ecosystem, and work tirelessly to keep you up to date through regular sweat and tears (and I think I saw blood once). It’s its own massive behemoth of a project, and they do it each week for you.  

It's just not in our DNA to hold updates and content back. We simply don’t do that. When it’s ready for primetime, it’s out the door for you to enjoy.


It’s also important to consider that what 3.0 meant a year ago is a shadow of what 3.0 means today. Back then, Planetary Tech would have offered a fraction of the freedom that it does in 3.0, and most of the numerous infrastructure updates going into it now did not exist. [WL: Edited previous sentence for clarity] Roughly speaking, the approach was that we’d be able to deliver four roughly built, predetermined, pre-scripted, landing zones. The reality is that those would have been rather limited, and ultimately, somewhat of a variation of what Area 18 ArcCorp is today in terms of features and functionality.


Today, 3.0 is about delivering an entirely explorable solar system with the backend services to make it dynamic. It’s about giving us the city and planet building tools to create for you the rest of the universe in an intelligent, scalable, efficient, and compelling manner. It’s about the first step in giving you the tools to create player outposts and communities. It’s about the streaming tech to allow you to take off from one moon, fly across the system, and land on an entirely different moon, the driving a freaking sweet buggy out of the back of your ship to race around the entire planet... all without a loading screen. It’s about giving you the ability to buy what’s on the web inside kiosks. It’s about usable turret gameplay, and Items 2.0 so you can customize your own ship with new components. It’s about picking objects and cargo so you can haul commodities across space as a trader and merchant. It’s about gutting a singleplayer engine to support thousands of players. It’s about infrastructure that we needed to develop because there are no off-the-shelf solutions for building an immersive experience like no other.


And that’s just part of what's in 3.0!


The entire company is working feverishly to get you 3.0. Our goal is to provide you with the most amazing gaming experience ever. We’ve learned that we can deliver something better than the original 3.0, something bigger, something pretty groundbreaking, something magnificent.


That doesn’t always keep to a schedule, but we think it’s ok to take the time to do it right.  

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/production-schedule-and-3-0

:awesome:
 
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