Game Discussions Star Citizen Discussion Thread v12

🍂(Frjádagr) Today we are going to be releasing a new 4.0.2 build to PTU for Evocati only over the weekend while we work on further transit and elevator updates. This initial build will have a new Pyro Event as well as 24+ Issue Council bug fixes to test. Goal is still to have Elevators in a much better state to open further waves.

And the buggy content keeps flowing...

Clearly they're going to ride this 'built on current tech' rationale to death.

And then explain that the content doesn't work because it's the old tech. And that this dysfunction is perfectly normal, because it's bug fixing year, you see...

AaaS just ain't no way to build a game.
 
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Overall, this is the saltiest i've seen Spectrum ever.
The crowd has a lightning rod to hate and keep Chris free of blame:
I personally cannot stand listening to [Rich Tyrer].
He reminds me of every entry-level-but-failed-up, self assured, and untalented developer I have ever fired.
The only thing I have ever liked about him is Jared's puppet.
:rolleyes:
 
I was idly thinking about how CiG could have sold this year to the community. Something like:

With SQ42 coming next year* we really want new players coming over to try SC after Squadron to have a good experience and we all know that's not currently the case. Hence we will be mainly working on fixing bugs - both in SQ42 and SC - this year, rather than the features you were hoping for.

Also as part of the run up to SQ42 we are planning on adding a storyline into the PU that builds towards the Squadron launch - we'll be adding various new alien NPCs** into the 'verse - watch out for them attacking as you fly around the 'verse!

* Yeah, I know, always 2 years away - but the players don't know that
** Alien NPCs should just be a content update - not new features - so might be easier than most things

I think that could have worked to keep the hype up, minimise the salt.

I also think probably the major fail from last night's stream that not many are talking about was cutting down on SCL / ISC features this year (I think they were at least halving them?). This project lives on Hopium and especially with there being fewer new features this year they really need to keep people involved with that drip-drip-drip of content.
 
I also think probably the major fail from last night's stream that not many are talking about was cutting down on SCL / ISC features this year (I think they were at least halving them?). This project lives on Hopium and especially with there being fewer new features this year they really need to keep people involved with that drip-drip-drip of content.

Yeah I just don't see them 'Holding the Line' on this. They'll pump out as many ship variants as they can, and linger on those. They'll run a special format on the narrative drops (but with lots of talk of not wanting to spoil it). Then for future-filler they'll regurgitate a bunch of 1.0 topics from Citcon, without adding much.

The actual content will drop, but the words and concept mock ups will continue ;)

** Alien NPCs should just be a content update - not new features - so might be easier than most things

Yeah aliens species genuinely feel like relative 'low hanging fruit'. Esp for a group with such a preponderance of artists etc, and now a claimed focus on narrative content. (Who knows, maybe they'll actually go for this?).

In theory animation sets are all the same, because humanoid etc. (Unless the taller Banu mess with that etc. Or CR wants mocapped 'turtle walking' for the Xi'an etc. But that's certainly what Sean Tracy etc have claimed repeatedly).

Only other difficulty I heard of on my travels is that they found getting mocapped 'alien language' performances to look good coming out of alien faces to be a mega-pain for SQ42.

Ultimately it'd be more 'cinematics over gameplay' chaff, but it could fit into the 'new content for old tech' guidelines.
 
😁

  • Possibly Fixed: Server freezes without server error (STARC-154601)
  • Possibly Fixed: Multivehicle - PU - Vehicles / resource network - Power allocation, Power pips, set to 0 or off randomly (STARC-152982)
  • Possibly Fixed: Multivehicle - PU - Vehicles - Quantum travel stops after travelling a short distance before reaching the target location. (STARC-150072)
  • Possibly Fixed: PU - Location / Hangar / Transit Elevator / Physic - Players can enter Non-owner Personal Hangar, Occasionally ending up out of Boundary without Player Control (STARC-147052)
  • Possibly Fixed: PU - Multisystem - Mission Refactor - Missions - Hauling - Missions are not rewarding players with payment after completion (STARC-145989)
  • Possibly Fixed: PU - Pyro - Locations - Freight elevator kiosk missing in RAB locations (STARC-137488)
  • Possibly Fixed: PU - Mission Refactor - Missions / Quantum Travel - Support Attacked Ship - Unable to set a route and Quantum Travel to mission location (STARC-145197)
  • Possibly Fixed: PU - Stanton - Locations - Freight Kiosk / Freight Elevator - Freight Manager gets stuck on "Transferring to Warehouse" when lowering the gate for the Freight Elevator (STARC-143319)
  • Possibly Fixed: PU - Pyro - Outposts - Locations - Monox - Building interior missing from outpost (STARC-151477)
  • Possibly Fixed: Vehicle - Drake Cutlass Red - Art - There is a strut obstructing the pilots view visible above the new MFDs (STARC-131724)
  • Possibly Fixed: Multivehicle - PU - Vehicles / Quantum - Quantum travel from Planet to LEO QT jumps past destination (STARC-151947)
  • Possibly Fixed: PU - Pyro - Derelict Outposts - Locations - Art / Collision - Players can get stuck in between to walls of collision on the side of the Lookout/Watch tower at the Derelict Outposts (STARC-150165)
  • Possibly Fixed: PU - Contested Zones (CZ) - Vehicles / Ship Components / VMA - Unable to equip components from contested zone (STARC-145524)
  • Possibly Fixed: Multivehicle - PU - Vehicles - UI - HUD - Advanced HUD goes away (STARC-145359)
  • Possibly Fixed: Multivehicle - PU - Ships / Ship Feature / UI - There is no F-Interaction on the side door while inside any of the Freelancer Variants or Prospector (STARC-130350)
  • Possibly Fixed: Crusader Hercules Starlifter - ALL VARIANTS - Vehicle / Landing Gear/ Ramp - Hercules spawn/land off balance on hangar floor (STARC-130372)
  • Possibly Fixed: Multivehicle - PU - Vehicles / Locations - Quantum Travel - Ships do not begin QT when the spooling is ready (STARC-146880)
  • Possibly Fixed: PU - Salvage / Filler Station / UI - The Filler Station UI has a black background, text overlaps, and some missing elements (STARC-130086)
  • Possibly Fixed: MISC Fortune - Vehicle / Lighting - Some dashboard lights transition to intense white lights when the vehicle enters lightstates 2 and 3 obscuring the players view (STARC-154485)
  • Possibly Fixed: Drake Caterpillar - PU - Vehicles / Art / Physics - Animating proxies are blocking off the majority of the front cargo module when closed and the entrance when open (STARC-154435)
  • Possibly Fixed: Crusader Industries Mercury Star Runner - PU - Vehicles / Weapons - FPS weapons disappear when placed in the MSR weapon racks (STARC-154465)
  • Possibly Fixed: PU - Game Code / Logging - A detailed report populates in the user's console whenever a nearby actor is killed (STARC-154138)
  • Possibly Fixed: Origin 135c - PU - Vehicles / Cargo - Cargo Bay Geometry Blocks SCU Crates (STARC-152855)
  • Possibly Fixed: ANVL Terrapin - PU- vehicles - Terrapin Medic -> Emergency flashing light activation absent (STARC-146680)
  • Possibly Fixed: Consolidated Outland Nomad - Vehicles - Stanton - Nomad shield generator components difficult to detach (STARC-71388)
  • Possibly Fixed: PU - UI - HUD - AR / Lens - Using strictly uppercase metric distance abbreviations implies incorrect units of measurement (STARC-103748)
  • Possibly Fixed: Inconsistent markers for Salvage Panels (STARC-95577)
  • Possibly Fixed: Some missions are propagating with no reward
  • Possibly Fixed: PU - Pyro - Salvage - Mission Content / Ships / Vehicles / Quantum Drive - Players are unable to QT to mission location
  • Possibly Fixed: MISC Fortune - Vehicle - Animation / Landing Gear -The landing gear clips through the top of the vehicle briefly during deploy and retract animations
  • Possibly Fixed: PU - Pyro - Outposts - Locations - Automatic doors at outposts are not opening
  • Possibly Fixed: Drake Cutlass Series - PU - Vehicles / Collision - When a player walks beneath a raised Cutlass Pilot's seat, they will fall out of the ship
  • Possibly Fixed: PU - Stanton - Cargo Hauling - Mission Content / UI - Freight Elevators - When trying to move over more cargo than the capacity of the elevator the kiosk will say "Obstructed" until you exit
  • Possibly Fixed: Graphics - Gas Clouds - Runtime Cubemaps cause gascloud flickering as the queue processes
  • Possibly Fixed: PU - Missions / mobiGlas - Mercenary - Unverified Contracts offer 0 aUEC reward

That's 35 'possibly fixeds', incase you were wondering ;)

 
Weeks busy representing HeadHunters the best Dan can \m/!
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From footsoldier and acomplished Bounty Hunter and somewhat scavenger and fauna explorer, anything goes in Pyro, despite the lawless system, there's a beauty in the savagery of the unknown. Alike Dances with Wolves, the frontier is made of how much one is willing to push for. One Elevator at a time.

Dress to impress the missions have been varied and so has the gear set depending on the task.
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But quickly back together ...
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Engaging with local pirate scum requires more tools and...
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Never forgetting the local fauna cause those procedural Bird's rarely come down by themselves, or big game hunting for that matter...
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Nothing beats the fresh scent of big game hunting though...
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Friendly bunch, when you get to know them, naturally they too are still very curious about ship interiors.
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No wonder, it's quite the view.
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o7
 

Viajero

Volunteer Moderator

Some relevant passages:

[updates] are likely not going to come out quarterly anymore
Incidentally, the Inside Star Citizen videos will no longer be weekly, while future episodes of Star Citizen Live will be on a more fluid schedule.
He also tries to explain how there’s no “silver bullet” patch to fix the game

The comments are also juicy:

Star Citizen slowing down updates?! LOL.
Comms cadence is taking a hit?
Hype was their primary and most consistent output. This is serious!
So they are now starting to talk business in terms of stability and engine/feature as funds are drying up?
Or it is rats leaving the sinking ship “one more dance, all is fine, just a bit of cleanup needed” titanic mode?
 
So I skimmed through the nostra culpa vid.

Honestly it just still came up memes to me...

Lando's spin on continuing ship sales... ("Most" will use existing tech. So therefore a select few will use novel tech. Just like always then.). The dismay at the Lirik stream being a car crash (just like every year...). His worries about marketing not having 'THIS FEATURE THIS FEATURE' adverts. (He shouldn't worry. They'll still do those ads regardless ;)).

The '2016-2026' summary:

Source: https://youtu.be/Alvnge7jG0M?si=Jipgei66VsieOxwk&t=4105s


The question of how to stop SC & SQ42 focus flips creating "two amorphous blobs that never get finished..."

Source: https://youtu.be/Alvnge7jG0M?si=WaAMGgxAfOS47vLf&t=4399


To which there was no real answer. Just as most of the tech issues had no real answer to them.

It's just underlining what we already know. CIG is a meme ;)
 
Last hunt of the night turned out to be a bit of a pickle for old Dany boy.

Mission: Target a outpost with some bandits in planet Bloom. Not much of stretch for Old Betsy. Or so I thought.
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Even before landing we were already taking fire from multiple bogeys...Pushed Betty into an emergency landing the best we could and try to bail on foot was my best chance.
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It worked. Taking cover close to some rocks gave me time to access the situation. Not 1, not 2 but 3 ships.
Players or NPC's? Indistinguishable, just like uncle Roberts promised.
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Leaving old Betsy to it's fate, had to continue on foot.
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The ships seemed to flew away so Finding high ground was a must to access location and numbers of baddies.
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Found the first of many I assumed. Guarding that entrance. I only I had brought the Sniper damn it. I'll have to try and flank them. How hard could it be right?
Except, bandits weren't the only menace roaming around.
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These guys have somehow domesticated a pack of Kopions and turned them into guard dogs (adding the collar was a nice touch).
Almost got killed (30%!-!P) and ran out of bullets dealing with just 2 of these. Geezz. Bit of a pickle is an understatement.

These guys have somehow domesticated a pack of Kopions and turned them into guard dogs (adding the collar was a nice touch).
Almost got killed (30%!-!P) and ran out of bullets dealing with just 2 of these. Geezz. Bit of a pickle is an understatement.
Can't loot weapons and ammo from these guys and punching my way though a camp of bandits armed to the teeth doesn't sound feasible at all in a 30fps server.

Maybe I could use Betsy to ease some kills to loot...
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Oh yeah.... almost forgot, Old Betsy got scorched :)

To be Continued...
 
If anyone wants a summary of the 'Things Are Terrible, But This Time It's Different' plan, this one is decent:

EDIT: Although the Roadmap bit seems to be confabulated...

Recap of "Star Citizen Live SPECIAL EDITION: A More Stable Universe"​

Introduction: A Shift in Development Focus​

As Star Citizen enters 2025, Cloud Imperium Games (CIG) is making a significant shift in its development strategy. Instead of continuously introducing new features that often introduce instability, the focus is now on stability, bug fixing, and performance improvements. This decision stems from years of player frustration over persistent technical issues and game-breaking bugs.

The December Letter from the Chairman outlined this transition, emphasizing quality-of-life improvements over frequent but unstable feature releases. Major gameplay additions like Resource Network, Crafting, and Base Building will be tested more thoroughly before release, reducing disruptions to the Persistent Universe.


🔧 Key Changes in Development Strategy​

🚀 More Engineering Resources for Stability & Performance​

  • Reallocation of top engineers from new feature development to fixing critical, long-standing issues.
  • Focus areas:
    • Elevators and transit systems
    • Ship and cargo persistence
    • Server and network improvements to reduce lag and improve performance.

🎮 Content Over Features​

  • Instead of introducing risky, unfinished features, updates will refine existing gameplay.
  • Players will see Faction Warfare, System Expansion, and Dynamic Events that leverage current game mechanics rather than requiring new tech.

🛠 A Smarter Approach to Bug Fixing​

  • The Director’s List—a high-priority list of game-breaking bugs that must be fixed before adding new content.
  • Joker Card Initiative—developers can bypass bureaucratic hurdles to address critical problems immediately.
  • Performance optimization focus—improving backend systems for smoother gameplay.


🔥 Lessons from Alpha 4.0 and the Path to Stability​

The Alpha 4.0 test was a major moment for Star Citizen, bringing server meshing technology but also exposing critical issues. While initial Public Test Universe (PTU) trials seemed successful, mass player activity revealed severe network bottlenecks and performance drops.

❌ What Went Wrong in Alpha 4.0?​

📡 Server Meshing Struggled Under Load​

  • Streaming and replication layers created massive bottlenecks.
  • Planets and objects had collision detection issues, causing performance problems.

🏗 Unexpected Performance Drops​

  • AI behavior and pathing issues consumed excessive processing power, affecting framerates.
  • Players experienced higher lag instead of expected performance gains.

🏚 Persistent Technical Debt Issues​

  • Old systems (elevators, hangars, transit) failed under new tech.
  • Their legacy design wasn’t compatible with modern updates, requiring a complete refactor.

🔨 CIG’s New Fix Strategy:​

  • Running 3.24 and 4.0 simultaneously to avoid a catastrophic live launch.
  • Conducting a parallel bug-fixing effort, leading to:
    • 2,900 individual bug fixes between versions.
    • 3,300 related development tasks completed.
  • Recognizing that some core problems require full system rewrites, not quick patches.


🐞 Fixing Star Citizen’s Most Persistent Bugs​

CIG has created The Director’s List, ensuring that game-breaking bugs get fixed first before new features are introduced.

🛠 Top Priorities in 2025:

🚇 Elevators and Transit System Overhaul​

  • Fixing missing elevators, falling through floors, and vanishing trains.
  • Full system refactor aligned with server meshing.

📦 Cargo Persistence and Inventory System Fixes​

  • Preventing cargo loss when logging out or transitioning between locations.
  • Improving the replication layer for consistent inventory tracking.

🏢 ASOP Terminal and Hangar Issues​

  • Persistent hangars and ship retrieval fixes to prevent disappearing ships.
  • Stopping ships from spawning on top of each other or inside walls.

🤖 AI Behavior & NPC Improvements​

  • Making AI more responsive in combat and fixing invisible NPCs.
  • Better AI pathing to prevent erratic movement.

🔄 Server Desync and Player Visibility Issues​

  • Fixing "invisible players" during combat.
  • Reducing teleporting enemies, laggy interactions, and shooting through walls.

🚀 Persistent Mission and Economy Fixes​

  • Stopping mission progress from failing due to server transitions.
  • Keeping NPCs in place so they don’t despawn mid-mission.


📅 How Monthly Patches Will Work in 2025​

Instead of rushed quarterly patches, CIG will release frequent monthly updates focused on: ✅ Bug fixes & performance improvements
✅ New content using existing mechanics
✅ Story-driven dynamic events
❌ No major new feature drops until stable



🗺 Roadmap for 2025

🔹 January – March

  • Elevator & transit fixes begin testing.
  • Cargo persistence updates start rolling out.
  • Desync and AI behavior improvements.

🔹 April – June

  • Networking optimizations & lag reduction.
  • Faction Warfare events introduced.
  • First major economy rework.

🔹 July – September

  • Pyro expansion stability-focused update.
  • AI combat enhancements.
  • Improved hangar and ship persistence fixes.

🔹 October – December

  • Server Meshing Phase 2 integration.
  • Base Building & Resource Networks first tech previews.
  • A fully refined Persistent Universe.


🎮 What This Means for Players​

✅ Fewer game-breaking bugs & crashes
✅ A smoother and more immersive Star Citizen experience
✅ A stable and playable universe, not just an ambitious tech demo



🚀 Final Thoughts: Will 2025 Be the Year Star Citizen Becomes Playable?​

For the first time in years, Star Citizen is prioritizing fixing what’s broken over adding new features.

This is a bold but necessary shift—and if CIG follows through, 2025 could be the year Star Citizen finally stabilizes into the game players have always dreamed of.

🚀 The proof will be in the patches!

Full Live Stream is here:
Source: https://www.youtube.com/watch?v=Alvnge7jG0M

I particularly liked...
  • Instead of rushed quarterly patches, CIG will release frequent monthly updates.
  • October – December
    • Server Meshing Phase 2 integration.
    • Base Building & Resource Networks first tech previews.
    • A fully refined Persistent Universe.
  • What This Means for Players
    • A stable and playable universe, not just an ambitious tech demo
 
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