Game Discussions Star Citizen Discussion Thread v12

Yeah, but why would they change to NFTs? Ships already work for all practical intents and purposes in the same way as NFTs. They allow the developer a speculative market for resale that incentivizes further purchases of digital items in their store as "all ships prices will go up". Many grey market resellers are not actual SC players at all and I suspect there is also quite a lot of money laundering probably going on. It´s like Star Atlas but without the negative stigma of crypto.
That negative stigma wasn't so pronounced back then. It's not long since the cryptobros invaded discussions promoting that guff.
 
Hey! I found a mention of the financial report at the other place and nobody got banned yet...

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Oh boy here we go

Thus speaks Mini-Chris:
This begins with identifying what features and content are required to create a fully realised space MMO while laying the foundations for future
updates. To be 100% clear though, this doesn’t mean going back to the drawing board or totally changing the vision of what SC currently is.
What a relief. They're not going to throw everything out. (Also: The vision of what SC currently is?)
With this aim, Chris and I have overseen the creation of a roadmap that takes us all the way up to 1.0 and outlines all the features and content we need,
and just as crucially, the ones that will come post full release.
I will need to order strategic salt and popcorn reserves.
 
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Oh, this is priceless, from the crobear himself


First off, they are striving for version 1.0, which is amazing, since they've been striving for 4.0 since 2015.

This is from a "Game director"

With this aim, Chris and I have overseen the creation of a roadmap that takes us all the way up to 1.0 and outlines all the features and content we need, and just as crucially, the ones that will come post full release.

A roadmap eh? The same sort of roadmap CIG berated backers for watching and slowing down development?

Hold your horses there boys, don't want to release that and slow down development even further!

This should see a large contingent of gameplay teams now coming back to focus on SC.

Ummm.... does that mean SQ404 is finished? Or close to finish? Is there a release date?

Chris comes in...

As that roadmap comes together and becomes validated

Umm... so, there is no roadmap then? Its still being worked on?

In a marathon, they say the last mile is the hardest, but to quote the Roman emperor Marcus Aurelius, “What we do now echoes in eternity!”

Stolen valour right there boys and girls.
 
I just snagged some notes on the bits I found funniest:

The year ahead:

And what a year it is shaping up to be!

On Squadron 42 that is taking the game from Feature Complete to Content Complete, ensuring the game has the necessary polish and feels worthy of being the spiritual successor to Wing Commander. To this end the team is hard at work, heads down, driving towards the finish line. I am incredibly excited about how the game is shaping up and we will have more to share with you at this year’s CitizenCon, which will be held in Manchester, England.

On the Star Citizen front, the teams are preparing to deliver Server Meshing and expanding the universe of Star Citizen to multiple Star Systems.

Server meshing over-blow:

...a little ahead of the historic date of April 10th, we had our own First Jump Day celebration on Star Citizen’s Tech Preview Channel this weekend! ...we opened our first functioning Jump Gates, and allowed players to test travelling between our 2 systems for the first time in our history! Players were able to travel between Stanton and Pyro via wormholes, with each system streaming in and out seamlessly. For those of you interested, our ‘verse’s own Nick Croshaw honor goes to an Evocati member called “MrTrash,” who we believe was the first in the community to successfully jump! During the test, it is worth highlighting that we also achieved 350 concurrent players in a single shard (e.g. a Replication Layer with two connected servers), setting a new record for concurrent players in a single instance in Star Citizen!

After many hard years of work towards a goal many thought was impossible, we are on the cusp of delivering one of the final pieces of technology that will enable a connected, shared universe that thousands of people can experience together at the same time. [my bold]

Benoit gets a spot:

One of my first initiatives as CTO was establishing the Technology Preview channel. It's a space where developers can fearlessly test large technology changes with players way before they go live, fostering the spirit of open development with our community.

In 2024, our Server Meshing journey is hitting its stride after years of dedication. We're closing in on the original vision we set out to achieve.

... We're charging full steam ahead towards launching our first multi-server mesh in 4.0. For this, multiple servers work together to simulate parts of the universe. As a player, this will enable you to visit Pyro through the Jump Gate, where the jump tunnels transition seamlessly between game servers. Game shards will also host more players [my bold] so you should encounter more friends (or foes) along the way.

... get ready for more Technical Preview tests with various mesh configurations: multiple game servers per solar system and seamless transitions without gates. We're talking about layouts where servers are dedicated to entire planets and moons, others focused solely on Landing Zones or other key locations, with plenty of higher player count experiments.

Chris on SQ42->SC pipelines opening...and SC 1.0...

...towards the end of last year we decided to re-organize the Star Citizen and Squadron 42 teams to be more integrated, to facilitate bringing several years’ worth of feature work and polish to Star Citizen, and finally set our sail out for Star Citizen’s own finish line.

... Much like we planned out Squadron 42’s drive to Feature Complete and the upcoming Content Complete status, we spent significant time looking at what Star Citizen 1.0 means and what it would take to get there.

To facilitate this, I am pleased to share that our very own Rich Tyrer will be taking on a new role as Senior Game Director, overseeing both the development of Star Citizen and Squadron 42 alongside me.

Tyrer reveals his secret roadmap:

Chris and I have overseen the creation of a roadmap that takes us all the way up to 1.0 and outlines all the features and content we need, and just as crucially, the ones that will come post full release.

[Teams resuffled, blah blah] so you should expect to see large updates each quarter with many changes to systems that have not been touched in a long time like Economy, Insurance, etc., alongside a whole suite of quality-of-life improvements to things like Inventory, Missions, mobiGlas, etc. coupled with totally brand-new features and content.

Chris on revealing the roadmap, and his LA -> Austin move :D + admitting downsizing LA:

As that roadmap comes together and becomes validated, we look forward to sharing with you both its vision and executional plan later this year.

From a personal standpoint I have moved to Austin, Texas from Los Angeles [my bold] to be closer in time zone to our main development operations in Manchester, Frankfurt, and Montreal. I am spending significant time at our largest studio in Manchester with almost 600 staff, as I sit with Rich and the teams, working towards completion on Squadron 42 and Star Citizen.

As part of [bringing SQ42 features to SC at an accelerated rate], we made the difficult decision to ask the Los Angeles development team, which had increasingly been providing support for the main development teams based in Manchester, to relocate to join other teams, primarily in Manchester, but also in Austin and Montreal. Los Angeles, while shrinking, will still be an important office for the company, but one focusing on a business support role with Marketing, Finance, Legal and HR. As part of this reorganization, we sadly waved goodbye to the Persistent Universe Live Director, Todd Papy as he had moved back to the US from the UK last year for family reasons, and after much soul searching, I determined that we cannot afford to have this role remote from the main team in Manchester for a good portion of the year.

The journey is longer and more difficult than I anticipated 11 ½ years ago, [:D]

In a marathon, they say the last mile is the hardest, but to quote the Roman emperor Marcus Aurelius, “What we do now echoes in eternity!” [:D]

You were there for the iconic helmet flip and the opening of the hangar doors for the first time in Alpha 0.8.... And beyond this Star Citizen 1.0 twinkles on the horizon! The future has never been so bright!

But yeah, TLDR:

  • More 'Coming this year!' / [this year +1] claims.
  • Various downsizings and departures acknowledged (if not all).
  • The SC 1.0 push mentioned by Pipeline does seem to be the plan.
  • More 'see what sticks' Technical Preview experimentation to come on the Server Meshing front.
  • SQ42 features flying into the PU at an accelerated rate... again...

Pretty much business as usual. Missteps sold as dynamic leaps forward. Great things on the horizon...
 
Oh missed this wee golden ticket...

As a lead up to Invictus, we have prepared a series of missions to earn your UEE Civilian Defense Force Stripes, and potentially earn an (incredibly powerful and unprecedented) in-game upgrade if you complete all of them

That last uber-fighter they're holding back maybe?
 
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