Star Citizen: Reverse the Verse – Special Edition

Star Citizen: Reverse the Verse – Special Edition

Closed Captioning provided by the Imperial
News Network. Eric Kieron Davis (EKD): Hey everyone and
welcome to an incredibly special edition of Reverse the Verse. I’m Eric Kieron Davis and I’m honored
to be your host today. If you’re a first time viewer, Reverse the
Verse is our weekly QA show where we get a chance to answer your questions for everything
you’ve seen for the past week. With our Citizen Con event happening in Los
Angeles on Sunday, we’re in a very unique position of having all of our studio heads
under one roof. So we thought, hell let’s have a little fun,
let’s take this opportunity and dig a little deeper in the behind the scenes of this event. Before we get started, as always we really
want to take a moment to thank subscribers because without you guys, honestly I mean
we couldn’t do this extra special content which pulls back the curtain so to speak on
everything Star Citizen. So here we go. Let me introduce you to these wildly talented
group of gentlemen. We have to my right CEO and Project Director
Chris Roberts. Chris Roberts (CR): Hey, hello everybody. EKD: We have our Global Head of Production
Erin Roberts. Erin Roberts (ER): Hi. EKD: Our Persistent Universe Director Tony
Zurovec. Tony Zurovec (TZ): Howdy. EKD: Our Vice President of Publishing John
Erskine. John Erskine (JE): Hello EKD: And our Development Director Brian Chambers Brian Chambers (BC): Hello. EKD: You guys have a lot of words in front
of your names, did you know that? [Group laughs] EKD: Alright well I gotta be honest you guys,
honestly ever since joining this team I’ve been absolutely mesmerized what we’re able
to do globally and getting a chance to see this progress shoulder to shoulder with our
community is just incredibly unique and awesome. The energy at these events, I know personally
it reinvigorates me, I think the team as well will just really keep pushing harder. For example when I saw that massive planet
just show up on screen, all the way down to that rumbling Dragonfly and those blades of
grass I mean it’s just, I don’t know, I felt so much more immersed and it was more
intriguing than any other game I’ve played. Alright enough mushy stuff, let’s just get
right into it. So let’s start off by telling me what stood
out to you this year. Brian you travelled the most parsecs to get
here so tell me what was special this year. BC: Yeah, absolutely. Kind of to jump on what you said as far as
the energy goes, it’s crazy it’s fun. It absolutely, you get so into it and so involved. So I was actually up on the balcony when were
going through the beginning the presentation and before we got to the demo because I know
what people are going to see, literally I went down and physically sat on the floor,
kind of right next to the chairs to be around everybody, and as I’m watching this I’m
hearing the reactions from the people and they kept coming up and like touching and
patting me going “Oh my God!” and the sand worm came up you know so. CR: Twice, EKD: Twice CR: Sandworm came up twice. [Laughter] JE: Bonus worm EKD: Bonus worm! BC: It was an awesome show. I mean the energy from the backers and being
able to take the time with them and you know, kind of hear their stories and how involved
they are with everything it’s a unique experience in game development. EKD: What about you guys? Anything else stand out from this event compared
to past events? ER: I Mean I think for me, obviously the event
I really enjoyed going there and meeting everybody, but what I actually really enjoy about these
events in terms of for the team, it really drives everybody towards getting stuff done
to show the community and that really consolidates, it gets people really focused and to bring
the stuff together. So you know stuff like Gamescom, Citizen Con
are actually really great moments for the team as well to get stuff together, to get
the technology to prove it and get it out and to then show it to everybody and get that
feedback is always fantastic. BC: Well we rally behind this point because
we know we’re going to be live on stage. ER: Yeah. There’s nothing more for… well you know
you’ve got a date you can’t miss. BC: The date is there, it’s booked, everything
is sorted, you’re going to be there regardless. CR: Yeah I think, I mean for me it’s definitely
the thing that I like and you see it at CitizenCon you see it when we do other events like Gamescom
event is that you get to be in person and meet everybody you’re making the game for
and you sort of feel how excited they are and what their hopes and dreams are and the
things they respond to and there’s an energy that comes with that that’s electric and
so everyone when we’re not at these events reads the forums, things on reddit and you
get a sense that it’s really nice to have the community along side you and giving you
the feedback, but like when you’re in person it’s a whole another level and I think that’s
one of the things that sets us apart is that we really try to focus on the community and
actually interacting directly with you know not just online, but even in person and bringing
people together and so like the video we showed at the start of the show, that’s the way
we feel. I mean we feel like in some ways the community
was, well not in some ways, it definitely was in the DNA of the game from the very beginning,
even before we announced the game we put the website together, a whole bunch of people
joined up, got their golden tickets before we even announced what the game was going
to be. So it runs through everything we do, being
very community centric so it’s really nice when you’re there and seeing it first hand
and you’re meeting people who are telling you their stories and you’re seeing also
the connections people are making in the real world based on the love of what Star Citizen
will be or the experiences they’ve had even playing it right now or earlier iterations
of alpha builds and that’s fantastic and always humbling to experience that and so
it’s a lot of work getting there, there’s a sort of adrenaline and power to it that
sort of fills you up to carry on and make things bigger and better and carry on and
keep going. BC: Before the doors opened me and another
guy walked the whole line and we didn’t realize it went around the corner and how
far it did and met so many people and in the process there was a group of eight people
that came from Brazil. EKD: Wow. BC: I met two people that came direct from
Israel and I was like wow this is nuts right? A lot of people coming together. CR: Australia, various places in Europe. BC: Absolutely, all over, yeah just pointing
that out too. CR: Germany, Norway, Sweden, England, France. BC: And you’re seeing people from the community
meeting for the first time in face to face. They’ve been talking with each other forever
online. It’s a great feeling, it’s cool. EKD: Yeah It was just a completely amazing
experience. Alright let’s dive in we’ve got a million
questions to go. [6:45] EKD: Chris, first one for you, in the slides
specifically from 3.0 to 4.0 there was no mention of ships docking together – when will
be be able to launch our snub craft from larger ships, when will we be able to transfer fuel
or cargo between larger ships? CR: So, not in 2.6 but we are aiming to get
that functionality somewhere between 3.0 and 3.1 – refueling is definitely- especially
when you move to 3.0 and we’re in a full Stanton system, people are going to travel,
maybe they’ll run out of fuel, of course they are going to get refueled and we really
want to get the docking of say, the Merlin into the Constellation done. So we’ve been working on docking with the
bigger ship which is what we need for the Squadron 42 stuff when you come in land, say
on the Idris. So it falls out of that so depending on where
that ends up will depend on whether it’s 3.0 or 3.1. So, Tony you are next… [07:44] EKD: After watching the CitizenCon demo, will
there be alternate options like diplomacy, bribery, etc to gain access to mission sites
without having to murder locals right off the bat. They didn’t even fire a shot at Vincent
when he started in the beginning. TZ: Yeah, that’s really the point of the
whole game is to, as much as possible, put a system in place and then players to craft
their own unique solutions through the world as opposed to what you see in a lot more linear
games to where there’s really only one solution. One way through a particular obstacle. That doesn’t necessarily mean that you’ll
be able to negotiate with every character but some of them, certainly you would be able
to. Sometimes brute force will work best but there
will be many other options for you to solve a given problem. We are trying to inject as much in terms of
the ability of players to craft the game to something that’s actually appealing to them
and having that still work, as long as it’s still logical within the confines – CR: I think the other thing I would say is
that what we showed, there’s a whole bunch of stuff that we’re doing that we talked
about, sort of reputation factions which would dictate whether an AI on the ground is friendly
to you or not friendly to you or whether they would let you use their landing pad, you could
request it and maybe I could use it or maybe they wouldn’t want you and they would shoot
at you. With what we did the sand nomads had essentially
camped around the distress beacons to waylay people from space coming to find out about
the distress beacon. That’s part of a mission component. That would be one of the things that in the
mission, “Recover the distress beacon”, the Javelin would be a template but then there
are additional layers on top of that. One of those could be outlaws or pirates or,
in this case sand nomads, are basically using it as a hunting trap to waylay people that
get there but there may also be other aspects to it that would be potentially different
that would layered on top of the scenario of a crashed spaceship emitting a distress
beacon. TZ: Right, and besides the characters themselves,
given the whole sandbox style of gameplay, it’s always possible that you could do things
– exploit the system – such that you can change their behaviour without directly interacting
with them. For example, in the case of the sand guys
you could remotely detonate something that draws their attention away from what you want
to get to and you could basically sneak in. So, we’re trying to put as much of that
stuff in place, again, so that it increases the potential for the player to really craft
their own unique solutions which we think, in the end, is going to not only give the
game a lot longer legs in terms of how you’re willing to play it but it means that everyone’s
going to have their own different experience, even when they’re playing fairly similar
occupations. CR: To be clear, that’s kind of what the
longer term subsumption stuff is doing. It’s not there right now, right, so that’s
why we would have maybe shown some more stuff if we had had all that done now, but we’re
working on that. That’s actually Tony’s primary focus is
working with that along with the AI team and mission team to really flesh out that part
of sandbox systemic behaviour for AI in the universe. TZ: But it’s a much more complicated undertaking
on the technological side to make everything systematic as opposed to just crafting a linear
solution. If we wanted to do that, we wouldn’t have
needed to change many of the tools that we got when we licensed the original CryEngine. BC: If we wanted to do that, we’d be done
already probably. TZ: That’s exactly it. CR: Or at least close to being done. TZ: So, we’re trying to put in systems that
we’re going to be using for many years to come and that permeates really all of the
big ticket technological items that we’re doing. We’re designing for a decade-long run, or
whatever, here and not just to solve the short term problem and get it out the door, that’s
not what we’re doing at all. EKD: As long as I can still murder the locals. As long as that’s still an option. Don’t take that away from me. [12:10]
EKD: Alright, let’s kick it over to Erin. We know that there is a revamp on the Cutlass
Black in progress – will that be applied in time for the Red and Blue rollout in Alpha
3.1? ER: Yes. CR: [laughs] BC: Woah, nice one. EKD: You’ve heard it here first. ER: I thought I’d keep it nice and short. CR: Erin is the antidote to Tony. JE: Yin and yang. EKD: You heard it here folks. [12:25] EKD: John, a little bit about Spectrum. With the original Orgs 2.0, right, becoming
Spectrum, what does this mean for the other Org 2.0 features like fleet view and management? JE: Sure, so those are sort of different topics. Fleet view is one and management is another. We’ve, as we’ve looked at what … how to
address those things over the last year and a half or two years. Part of the reason we arrived at what Spectrum
is today is because we want to do a really good job with those things and we want them
to have meaning. So, like managing your org isn’t all that
relevant if you don’t have a good way to communicate or if there’s not like alerts or things to
do. So what will happen is in Spectrum as we move
through the different objectives that we have over the next … you know let’s say over
the next nine to twelve months, we’ll be taking the management and the administrative functions
that exist today on the website and bringing those into the Spectrum interface itself,
so that you’ll be able to do everything you can do today plus a lot more. The technology framework that we’re using
allows us to develop very rapidly especially with UIs and some other functionality. So, we’ll be able to achieve the objectives
that we’ve shared before plus some other cool stuff that all these like notifications in
real time chat and, and this sort of game presence allows. We’ll still be able to deliver those goals,
and I think there’s a lot of cool new opportunities that come along that’ll be, that’ll be good
as well. Fleet view is a, is a little different. We’ve looked at … you know there are some
tools that people have made today that we really like, the sort of maps of all the ships
and different things. We’re, kind of working with the game designers
to understand how best to address that, because we’ve gotten different feedback from different
people. So, primary thing is that we understand orgs
want to be able to control the privacy of how those things would show up, because there’s
got to be some strategic advantage to either knowing or not knowing what your org has or
maybe there’s some privacy that like I may have a ship personally that I don’t want to
be part of the org and all of this. So, we’re sort of waiting on the game design
on that side to come along. And then … but like I said we’ll be able
to do something really cool with the UI functionality that we’ll have. EKD: That’s great. JE: So …There’s, there’s really neat stuff. EKD: With Spectrum, it kind of continues to
enhance the immersion, right? The, the idea of where this is going to blend
in there, you know? Kind of going back to the original adage of
building the universe keeping us all connected, because … JE: Absolutely … EKD: It feels like the same. Yeah. JE: Yeah and absolutely. I mean and the, goal is also to sort of make
it so that your experience with Star Citizen is, really sort of ambient all the time. You don’t necessarily have to be logged into
the game itself necessarily, but if you want to connect with people through your mobile
device, or through the browser or through whatever you could sort of do that whether
you are logged into the game or not logged into the game. EKD: That’s great. TZ: Yeah, now and that actually adds a lot
of other interesting you know potential like you know what we’ve talked about in the past. Everything from a friend of yours needs some
money and you’re on a phone, so you obviously can’t play the game, but you can certainly
receive a request from him, respond affirmatively, etc. He, your friend, can invite you into a party
so that as soon as you’re home you’re, you … all you do is you join the game and you
are automatically routed in with your friends who are ready and playing. Many, many other possibilities to just enhance
the overall game-play experience by bringing people together and allowing them to communicate
regardless of whether they’re at that particular moment in the game or not. EKD: Yeah. You can be sitting in a boring meeting, bribing
my friend with in-game currency. My boss will never know. JE: That’s ultimately the goal. TZ: [Chuckles] CR: I hope you know you’ll be in a boring
meeting. All: [Laugh] EKD: I’m, I’m not speaking as me of course. JE: Yeah, present company excluded. [Laughs] EKD: None of my meetings are boring. BC: Your boss, your boss will know. EKD: Yeah. Okay. Wrong, wrong room. [16:25] EKD: I’ll switch out Brian real
quick, I wanted to talk a little bit about the tech here. How much of the tech we saw at Citizencon
can we expect to see in 3.0 – specifically tech wise. BC: Everything and more. Right, the tech were building as we keep saying
is a strong foundation – Procedural Planets, the Atmospherics and everything else is going
in, Subsumption as it grows and grows. So everything you saw so far we put out for
Citizencon will absolutely be in 3.0 and more. Each system is going to grow a little bit
more, more fidelity, little more in size, little bit more in complexity maybe, little
bit more optimized, right? CR: Pretty optimized, though. BC: No, absolutely. CR: People look at the home we put up – we
call it the Homestead demo – because originally it started as a homestead but it grew into
something much more but we actually left the debug frame counter on it to show what it
was doing and the actual planetary tech is insanely fast because Marko and Carson as
they were writing it were building it with processing on the GPU and also multi-core
processing so it’s blazingly fast and most of the new stuff is built with a completely
different paradigm in mind than say, some of the legacy stuff and that’s what we’re
spending all the time refactoring- BC: Absolutely. CR: -but yeah, that stuff is fast but we have
to go and get is the game simulation and some of the more legacy stuff to be optimized. But yeah, it’s going to be cool- we’ve
got- we’re always adding stuff to the game. [18:05] EKD: Really quick going back to you
– one of the questions we got a lot was “What were the specs of the PC running the procedural
planet?” BC: We knew that question was coming – so
went to Dennis and actually go ‘hey, you built the machine”, so.. Intel i7 six core, 64 gigs of RAM with an
ASUS 1080 with 8 gigs. EKD: There you go. BC: So I’m not sure on the SSDs- CR: I think it was- you know we have an Intel-
we’re partnering with Intel, they have these new SSD so they sent us some of their SSDs. BC: So one of them. CR: I don’t think it’s actually the future
one that we may be involved in that’s going to be super super fast but I think this one
was a really fast good one. BC: I fin- TZ: A single card, not two cards- BC: Yes, absolutely. TZ: -as a player to ramp your performance
up more- BC: -I find it telling though that was the
most asked question out of everything yeah. By the time we’d looked right? EKD: Yeah. BC: -because people go, if I think it through,
they go “Wow, there’s a lot going on there, what kind of rig do I need to be able to pull
that off?”, right? And it is, it’s not crazy components in
there – they are definitely higher end, right? TZ: But that is always a big part of the problem
right, there are a number of people in the industry that can basically push things to
the next level, but doing it such that you can actually get a playable framerate is a
completely different set of problems. BC: Absolutely, yep. TZ: And, you know, there seems to be, as you
and Chris were both saying, it’s like there is a constant concentrated focus going for-
especially on all the new tech – to basically utilize all the CPU cores- BC: Absolutely. I have had that question a lot with Frankfurt
and engine tech and so on, and I always say, yes we’re absolutely trying to future proof
everything – trying to build things now to where we can look ahead and go “OK, where
is it going tech-wise and hardware-wise” to make sure we are as solid as possible. EKD: Yeah, totally. [20:00] EKD: Tony, for you – What is the current
status of instancing? How do you plan to keep playable areas expanding
without feeling empty? Or risking crashing the server if everyone
tries to gather in one spot? TZ: Well, we’re actually very close if we
wanted to, to do instancing now. We’re already effectively shunting players
into instances every time they join an Arena Commander game, that’s what’s happening. We’ve already got persistence so we can
already save player state and restore it to a particular configuration, you know, as you
join a game. That’s already 75% of the way there. But, Chris wanted to push the game to a further
level versus what all of these other games that approach this problem have done and so
what we’re pursuing at the moment is really more of a completely unified networking model
whereupon there won’t really be a bunch of individual sharded instances of the game. There will just be one world and as you move
around within that world you will be shuttled seamlessly, transparently from individual
server to individual server and this comes with some technical problems and gameplay
problems that we’re going to have to resolve and we haven’t figured out all of those
things at the moment but we’re working on them right now. For example, you might have mission givers
that effectively act as a bottleneck and there are too many players trying to talk with that
guy at one time. How do you deal with things like that? There are many different things, but it would
be an extended conversation to go too far into all of the details. But, the big answer really is that we’re
trying to discard that whole ‘players in little isolated instances’ and put everybody
into the same universe effectively simultaneously. EKD: That’s one of the things that stood
out to me even back in the Gamescom demo. I had a lot of people even come up and talk
about the seamless transition. ‘So, I was up in the sky and now I’m on
the planet and I haven’t seen a single loading screen.’ CR: Definitely. But even on the instancing side you’ll still
have that seamless transition. EKD: It’s great. It’s great. CR: So it’s really more just about the fact
that there will be a limit to how many players we can simulate on one server. Right now it’s 24 in Arena Commander and
it’s about 40 when you’re running around Arc Corp. Really, that’s actually 8 instances running
on one server. So, if you just times it by 8 and figure it
out we could have 200 players if we could scale the game linearly that way but right
now we can’t because it’s not – parts of it are built for multithreading and distributing
to all of the cores but some aren’t. That’s what we’re doing a lot of refactoring
on, so an individual server instance could perhaps run 200 players which then is obviously
a lot denser than what we have right now and you would still seamlessly go between locations. But, on top of that if you can mesh those
servers together and each server is authoritative over a group of players and generally those
players would be based on colocation and each server tells the other servers what it has
done with the players it’s responsible for. You can sort of, on a peer-to-peer basis on
the server side, you can have thousands of players being simulated all at once but each
server is only doing the work for its little portion. That’s the new model, we’re not the only
people that are working on this or trying to work on this. It is the new model of using the big – using
the cloud to give you a lot more game experience and that’s where we’re going. At some point, you know, we may even – that
may allow us to have 2,000 people in the same area or whatever but what if there was maybe
10,000? At that point we probably would still have
to instance. At the beginning here we’re trying to make
it not feel instanced so you would be gated. So, if there’s already too many people in
a location, ‘the landing pads are all full’. Just like, you want to get into that bar but
it’s busy because it’s at capacity and the fire marshall would shut it down. TZ: That’s kind of the gameplay limitations
that I was referring to. Just like in the real world – everyone cannot
be in the same space at the same time. The question becomes, how exactly do you represent
that when you’re talking about different things. A landing zone is one thing, a guy you need
to talk to on a planet is another thing. So there are a number of different solutions
we’ve got in mind for how to deal with this stuff. Another thing to point out is that there are
two major things going on with networking. One thing is the macro networking model which
is going to allow all of the players to seamlessly exist with one another, the other one is just
the low-level networking rewrite that’s going to give us a performance boost and it’s
also going to give us just a much more efficient code base versus what we got when we inherited
the engine. That’s going on and the low level rewrite
is what we’re aiming to release with 3.0. The unified networking model is something
that’s going to be post that, we don’t have a specific date in mind. We will aim to do a test of that system at
some point next year to where we basically band a number of servers together creating
a shard of sorts to where we’re testing the concepts that we’re talking about but
on a much more localized scale and this should ramp the game up to… don’t know right
now but hundreds of players in one of these meshes. EKD: Half of the stuff you guys say, I have
no idea what you’re talking about. I took one programming class and I realized
I was not good at it. But, this stuff is absolutely I think one
of the most impressive and most mesmerizing parts of our game and not just because it’s
over my head. [25:50] EKD: So speaking of that Chris one
of the questions that came up a lot was specifically about the presentations. Chris will we be able to quantum from Atmo
like they did in the presentation. CR: No the intention will not to be able to
allow you to do that. So we were only doing that for and essentially
it was done by Sean and Simon in their tech demo, but we put that in so we could quickly
travel to the other planet without wasting everyone’s time. So you’re definitely not going to be able
to quantum jump while still in atmosphere ER: Well it would be cool. We could basically have like, you know, if
you want to make that dangerous maneuver sort of like Star Trek did. Basically just Quantum and you basically say,
“I’ll just go straight into the atmosphere but I might take some damage and so forth”. CR: Okay we’ll discuss it, but generally
the idea is you have to get into space before you can engage quantum travel. TZ: The truth comes out, Erin is always trying
to add new features and Chris is always trying to pull it back. EKD: The truth comes out. JE: There you go. .
[26:50] EKD: John, on the Spectrum side, will we have ability to add integrations like chat
bots to help organisational channels. JE: Yes. So we’re building Spectrum on a technology
stack that allows for that. Principally we’re using React & Redux which
actually an open source framework that was developed by some Facebook engineers. So it’s really amazing, everything that’s
supported in this technology. So bots and that sort of technology are available. As we’ve looked at you know, the state of
the art today with chatbots, there’s not a lot of compelling examples in the real world
that we can point to, but we can imagine lots of stuff that you could do with a chatbot
in Spectrum, especially as an organisation. Like you could potentially manage you know,
org banking, or you could, you know there’s just a lot of stuff that we could envision. It’s not something that would be available
obviously in the first release of the product, but it’s definitely something that we’re
looking at. We’re particularly interested in finding
some examples in the real world that we think are compelling that we could draw from. CR: So you’re asking for submissions from
the community there. JE: Yeah, I mean especially over the last
few days I had a number of really engaging conversations at the event Sunday night with
people who had lots of ideas about Spectrum. We had a couple of groups of people here in
the office yesterday for tours who also had some really interesting ideas, specifically
hearing from people who are managing large orgs. Several people I talked to managed or are
involved with multi game orgs and guilds and some of whom are enormous. So yeah we definitely want to get that feedback. That’s definitely one of the reasons all
throughout the development of Star Citizen, we want to release information early to get
feedback so this is no exception of course. We’d love to hear that and I’d love to
solicit feedback from people. EKD: Yeah. I think one of my favourite comments after
the Spectrum discussion was, “This is Spacebook”. ER: Yeah, right. EKD: Let’s call it Spacebook. ER: It is definitely a very specific kind
of social network for Star Citizen if you look at it that way. EKD: Yeah, that’s right. ER: Because we’re able to you know, leverage
really cool technology that’s in the open source domain now, we’re not trying to see
things and then invent our own fundamental technology to do it. We’re able to in many cases leverage the
same frameworks that are driving popular flatforms. So it’s exactly that. EKD: Cool, that’s great. [30:05] EKD: Erin. So picking up ammo in AC from destroyed ships
seems a little video gamey. Assuming no tractor beam or cargo scoop or
something that’s being existent, will this be limited to AC or can we expect to see this
in the Persistent Universe. ER: No. The Persistent Universe is going to be very
different. Arena Commander is meant to be very much the
sort of virtual environment you go into and also I mean I can’t say that’ll stay in
Arena Commander for the whole time either. At the time that was a very good way of getting
some gameplay in there very quickly for everybody, but in the Persistent Universe no. Everything in the Persistent Universe is going
to be done in a sort of real way. So whether it’s refueling or rearming you
have to go to a location, you have to rearm, you have to refuel, you have to some one fuel
you, if you’re going to pick up stuff you have to grab it. You don’t just drive over it or fly over
it, you have to stop, you’re going to have to tractor it in or you have to grab it so
forth. We want to have that sort of much more real
experience in the Persistent Universe. EKD: That’s great. Has it really enhanced that gameplay having
those pieces in Arena Commander from what we’ve seen from as far as our tests have
gone? CR: We’re still in the process. EKD: There you go. CR: It would be hard to comment. I mean the idea was the balance things which
is like you fire your missiles and maybe you’re doing well, you get some more missiles and
add your reload. If you could land on a platform and then be
on it for a few seconds and reload. People were sort of worried about, “Well
what happens if people are spawn camping the platforms” So we’ll do pickups and see
how that goes. So really it’s actually going to be, you
know we have our own opinions, but we haven’t opened this stuff up yet, we’ve just done
the flight model changes to the Evocati or the Avocadoes as everyone calls them. ER: It has become yeah. CR: And they will also to play that and give
us feedback and then it’ll go to a wider PTU and then obviously out to everyone. So that’s where we are in the process of
right now. So we’re in the process of performing playtests
everyday on Star Marine, on Arena Commander and just trying to really sort of make those
fun, quick get into, well balanced, multiplayer pvp situations. So you know people who sort of want to train
themselves, dogfighting, train themselves doing run and gun combat, they’ll be able
to do it quickly without having to travel large distances or risk having their ship
being blown out underneath them and stuff like that. [32:29] EKD: Chris, this is a good question
for you. In Alpha 3.0 how will the procedural planet
tech be applied to our four planets in the Stanton System like ArcCorp, Hurston, Crusader
and MicroTep …Tech? Will these be the planets as they’ve been
designed to be, or will be … they be the stand in planets like we saw on the v2 Demo
until a new patch? CR: Well not, so no we’re definitely building
the Stanton planets to have their, their lore is, and want their, so that MicroTech is sort
of … you know whatever you want to call it, ice-snow planet, you know think Hoth from
Empire Strikes Back. And, Hurston is a sort of over polluted mined
out planet. So those potentially are some of the stuff
you saw in the Homestead Demo would have some elements of more of the density stuff, but
there’ll be a lot more kind of like petrified trees and this whole place will be polluted,
probably polluted ocean. You know in terms of ArcCorp that’s some stuff
that we are working on, but we do feel like we’ll be able to sort of cover large amounts
of the planet’s surface with buildings. There’s a massive object rendering tech that
we have that’s very efficient, that’s all very GPU bound and that’s actually what does
all the, all the rocks and all the trees that you saw in the massive scale that you saw. That’s actually sort of all pushed onto the
GPU … EKD: Yeah. CR: … and done very fast, which is the same
way that we would do sort of the buildings on ArcCorp. Crusader is slightly different, ’cause it’s
a gas giant. So, it’s a gas giant and you’d be sort of
up in the clouds and then they’re floating platforms. So that in some ways it’s almost like a space
station, ’cause it’s sort of a platform that you land on. But that’s, that’s what we’re focusing on. Of course wasn’t mentioned, but we’re putting
Levski in there, which is sort of more of a mining kind of rocky kind of planet, so
it’ll be looking a lot better than what you saw in the Gamescom Demo, because that was
the planet v, v1 that didn’t have all the eco, ecosystems that we have and all the extra
tools, which are getting better every day, so what you will see when 3.0 goes live will
be you know at least as good as what you saw at CitizenCon, but most likely more better,
because the other thing is we’re going to … more time to work on them a bit more polish. Where you know what we put together we showed
at CitizenCon and the homestead planet, that was put together in a relatively short period
of time and also the tools were still being iterated on, which meant the … BC: Yeah, man. ER: Yeah, I mean tools and assets. That’s a fair assessment. CR: … Yeah well I always meant that like
if they built an ecosystem or they do height maps and everything and then the tools change
like a week, two later they got to redo it all … JE: Yeah. CR: … So that was happening a lot where
things would change in the tool set that would like invalidate a lot of the work that was
done so we’re redoing a lot. So, so as that tool set matures, which it
is doing and the artists get more familiar with it and use more of it and we do use the
ability improvements, you know I think it’s going to be spectacular. I mean the … if you look where our spaceships
were when we first launched in 2012, they got better in 2013 and ’14 and ’15 and ’16,
now you look at what the, the vehicle team is turning out and it’s amazing. The same you can say on the characters. So, so yeah, I’m, I’m just excited by the
game-play possibilities that the techs, ’cause this … you know I, we catch a lot of flack
for like, “Oh well you know you’re taking the time and the schedule’s increased.”,
but the kind of game-play that opens up, because we can flesh out these worlds. They’re not just a very isolated landing area
and you’re sort of on a kind of maybe you’re on a loading screen, but you’re still streaming
in and you’re on reels, rails going down there, which was the original design to whole player
is or open planets with very different ecosystems. I mean you could have all sorts of game-play
that you normally, traditionally would not have in a traditional space sim game. You could have people stranded on a planet
playing basically a version of a survival game. JE: [Chuckles] CR: You could have people playing domination
to control their own parts of a planet that there’s minerals that they’re fighting over. So the, the possibilities of game-play or
adventuring or exploring are … I mean it, it’s like watching every Sci-Fi movie you’ve
loved, and you can create all those scenarios now and, and that’s just awesome. TZ: Yeah. Well that, that’s actually a … it’s a…good
point, because I think that given the level of detail we’re going to be able to inject
into these things and the fact that the occupations will be able to take advantage of this in
so many different ways. I mean from a design perspective you know,
the difference between being able to land on realistic planets and control it to that
level of fidelity in addition to all of the stuff that we can put in space and transitions
between them. I mean it’s, it’s just, it’s completely mind
blowing. And I think that there’s going to be a lot
of players that are going to have all the content that they want in just a small part
of one solar system, much less the rest of that solar system or all of the other systems
that we are eventually going to put in. CR: Yeah, I mean I think the story and the
adventures people will be able to experience in the… game, you know when it’s a little
further along it’s going to be like nothing else. So I’m … EKD: Yeah. CR: … I’m super … I’m like … I’m as
excited or energized now are more so than I ever have been, because I can see all these
pieces there. EKD: Yeah. CR: We’ve got them all there and they’re close
enough, you know we’ve still got to create a bunch of extra content, and we’ve got to
make sure everything sort of connects properly together, but we’re very far along on it,
and so I’m not looking any piece of technology to create this dream game that I don’t feel
we’re going to have or make work. So what we’re really focused on now is connecting
everything, making sure that it scales, it will run efficiently and we have the tools
for our artists and designers to work with, so …you know … next year I’m feeling like
we’re going to be you know it’s the you know it’s not this “sky’s possibility” it’s
[Waves hands expansively above head]… TZ: Well, it’s … CR: … you know whatever … the infinite
universe of possibility. JE: [Chuckles] TZ: Well this, this is actually having ripple
effects all through the occupations and how we were going to implement them and it’s opening
up just, you know, dramatically different possibilities that we would not have had if
we didn’t have this technology available to us. All the thing … all of the sudden things
like you know discovery and mining and farming will take on you know [Waves hands expansively
above head] you know … just many, many new doors will open that I think players are just
going to get, get a complete kick out of. [39:02] EKD: What kind of challenges have
been presented now that we start seeing this stuff and it unlocks a lot. What kind of challenges are we having from
holding back on going back on going bigger or going more. What sort of challenges are we seeing because
it’s gotta be exciting, specifically I’m looking at Brian being in Frankfurt not that
we’re not all seeing this, but in Frankfurt where you’re doing all this tech and these
guys are making these planets. BC: I think, I mean we have to focus ourselves. I mean we look at it, you know our first and
foremost focus is delivering what the fans or the backers have asked for, right? People find us and they said: “Hey, be really
cool if and this and this”. So that’s really first and foremost our
focus, but yes with that tech it has opened up so much and we have lists and lists and
lists and lists of stuff. TZ: Just on the scanning which recently came
up and so now you’ve got effectively a real world sitting right there in front of you
and so it kind of plays to what the game has always been aspiring to be which is we don’t
want to you know, have these simplistic mechanics, you press this button, you do this sort of
dexterity challenge and then everything is revealed to you. Just like in the real world there are companies
that have been hunting for oil for the last century on just one planet Earth and they’re
still finding vast new formations, deposits, etc to pull this stuff out of the game. It should be like that in the game as well
such that here’s a planet and it’s in a fairly populated safe zone and all of a
sudden some prospector goes out and he discovers an incredibly valuable ore deposit right there
and then the economy is going to respond to that immediately and what’s that going to
do is it’s going to have all sorts of changes in the economic system, in what type of combat
is occurring there, what types of mission are being offered to the player etc. Until eventually the system gets back into
a state of equilibrium. BC: The moment we got the first planet completed
and we were putting together the Pupil to Planet video. We were behind Hannes Appell’s machine and
he said, “Hey come over here, I’ve got this together” and he’s working with Macro
and a few of the guys and we saw this little dot on his screen and he started flying towards
it and we stood there, 10 minutes went by, that was a little bit bigger and we were like,
really what are we waiting on? JE: Some demo dude. BC: Right! And he was going in and speeding the ship
up and we got a little bit closer and closer and closer, and you didn’t truly understand
scale right? Seeing this tiny we flew in and flew in and
it occupied the full screen and then we went in and then you’re there on the surface
and at that point just realising that entire surface area can be navigated somehow and
we’re going to have hundreds of those and you just go Oh my god… TZ: And things go… BC: And just the possibilities that you have,
the real estate you have to work with to applied gameplay to push for mining, which then pushes
potentially for more careers and so on and so on. So it definitely has more challenges, but
I look at it as it gives us more opportunity to expand this game in ways that are unique
to Star Citizen. [42:14] EKD: Well, as you’d expect we’ve
got a lot of questions about procedural planets and the planet stuff. So, Chris, what kind of dark magic allows
the game to track an object that is on a rotating planet and keep it all in proper relation
to everything else in a massive solar system at a millimeter precision. CR: Well, we’ve obviously talked about the
fact that we shifted to 64-bit mathematical precision. So, I do notice that people get confused between
64-bit binaries and 64-bit vector math. So, it’s not really 32 or 64-bit binary
stuff. That’s not the issue here. We’ve moved the vector math from 32 bits
to 64 bits and that’s important because it’s floating point and with floating point,
even though a 32-bit floating point number can describe a very large number – billions
in size or much bigger than that – the problem is that when you move to the big numbers your
precision at the low end becomes not very good at all. All of a sudden your precision becomes in
the meters, or in the kilometers if you get really big numbers. as opposed to the millimeters which is what
we need because no matter what we’re in first person. You can see your hands, I mean there’s not
much distance between my hand and here [his eye]. All of this detail up close you expect to
see, yet all of this detail has to exist in a star system that is millions, billions of
kilometers across. So, you just need a bigger range in your floating
point to be able to ascribe very high precision but also the large numbers and that’s why
we had to move to 64-bit. That’s one of the things that enables the
scale say, that we showed in the demo we showed at CitizenCon where you can see this planet
and you fly past that space station – and you know we could have been way further out. The only reason why we had what was called
trackview which is the in-engine, in-game – that was all realtime rendered, you can
see on the video you can see the frame counter going. Trackview is where we put a camera on a spline
path and fly it in and we basically did it there instead of you flying in a Constellation
is because to cover that distance that we were covering in a short period of time for
a demo, we don’t want everyone sitting there going [tapping his leg and whistling impatiently]. [Everyone talks at once] CR: So, we could have been further out and
the planet could have been just a dot or you don’t even see it and then you fly in and
go past it, but that’s what you’re doing. So, you have to have this massive scale but
then get down on the ground and you’re driving around and walking around and it has the resolution,
the texel density of the detail of the models whether it’s a plant or anything that hold
up to what you’ve seen in the most recent first person game on the highest end PC or
the next-gen consoles or whatever. So, you need the 64 bit to do that. So we’ve talked about that, that’s one
of the things that enabled 2.0 – the large world. Then, the second thing that we have on the
planets which is also sort of an extension of what we did for the multicrew is that we
have the physical worlds that we simulate. So, we have more than one that we’re doing
which are called the physics grids and so we have the big global grid that is basically
the star system’s physical space and then if you’re flying around in a spaceship there’s
the local grid for the interior of it that’s in essence its own physical world simulating
inside the bigger physical world. Well, a planet is really just a big version
of that and we have a special version of a physical grid that is projected around a planet’s
sphere and so, when you transition in – where we determine the transition is actually at
the atmospheric level so that’s how we detect when to do the atmospheric effects and everything
else like that. there’s a certain distance above the surface
of the planet that the atmosphere emits and when you enter that you basically transition
into the grid of the planet and the grid of the planet is relative to the planet so if
we spin – it’s in what we call “the planet zone” – so, if we start rotating the planet
and you’re inside that grid you just move with it because as far as you’re concerned
you are relative to the world, you don’t care about where you are relative to the star
system. So, it’s essentially just a very big version
of what we use for spaceships but sort of projected across onto a sphere and, in some
ways, it’s kind of a very coarse rough simulation of what happens in gravity because at some
point you enter say, the Earth’s atmosphere and via its gravitational pull you come into
the frame of reference of the Earth and essentially when you’re in the local grid of the planet
you’re in the frame of reference of the planet. We don’t have to be rocket scientists to
sort of figure out all of the kind of trajectories that you do if NASA’s figuring out going
from Earth and going to Mars or whatever it would be. But, that does allow us so if you’re flying
around in your ship and you come to whatever planet and it’s rotating on its axis, you
come in and once you enter its grid you will now be in its frame of reference. That’s how we can do it and that’s the
important thing to you know… so, the sunsets and the sunrises are not us moving the sun
it’s the planet itself moving. TZ: Well, I would add one more thing which
is, this is just one of the classic examples on this project of building the proper foundation
and how it has so many benefits down the road. Back when the company was much smaller there
were a number of engineers devoted to this conversion for a significant period of time. In other words, it was a real investment when
there was nothing to show for it and all of a sudden that functionality was done and now
you could start to build upon that. If didn’t have the 64-bit space we wouldn’t
have interplanetary travel. We could have basically done a little area
where you can run around but there would be no way to get from that area to another without
doing the instancing. Now that we have the 64 bit, now we have the
option to basically have this seamless transition from planet to space station. Now we have the option of the procedural planets. We could not have those if we were limited
to 32 bit space. CR: If we have 32 bit we couldn’t even have,
even on the planet itself, the range we do. BC: Yeah. Absolutely. You’d be clamped. CR: That’s typically why most games whether
it’s Battlefield or whatever, they have a certain limit to their map size because
when you get to the edge of their map size you start to have precision errors. If anyone remembers back in the old days of
Arena Commander when we had maps of a certain size when you got to the edge of the map size
you would probably see some hand shaking because it was having precision errors. But for us, when we say, “Yeah, no… that
is not a skybox. That is actual, that is real mountain you
can go to – you can but you can only really do that when you’re doing the 64-bit – TZ: Doing things in this way, it inevitably
makes the initial parts of the game much more difficult, much more time consuming. You tend to see less up front and then as
you get these pieces in place you start to get this exponential – CR: It’s the systemics of it. It’s like while you’re down on the planet
and you look in the sniper sight and you can see the space station you flew past. And that IS the space station. That’s not something we faked in. That is literally the space station in the
system map – TZ: But that changes all sorts of things. All of a sudden you can see, “Hey, there’s
a raging battle going on there,” and I know just because I looked up at the sky so I run
over to my ship and I get up and I go to assist those guys etcetera, etcetera. And so all of these things start to play off
one another when you basically do them to this level of fidelity. EKD: I can’t believe even less than a year
ago, right, we were transitioning from outside of ships to inside of ships was giving me
a heart attack and here we are talking about planets. It’s really exciting stuff. [50:13] EKD: Erin. Lets shift focus a little bit here. ER: Okay. EKD: Star Marine, a little more in the near. Will we have AI combat modes similar to the
Vanduul Swarm? ER: We certainly will, but it won’t be part
of the first iteration. The first iteration is basically the balancing,
we’re working all towards player versus player. So we’re refining the animation sets, the
combat moves, the way in sort of first person strafe, third person. You can basically use cover and all this kind
of stuff and so forth. Throw grenades, the works. There’s that kind of level so that’s what
we’re refining to get players into the game and then that’s what what will come out
with 2.6 and then shortly after that when the AI comes online. The AI basically will be in the game properly. The first of that you’ll see it in 3.0. You’ll probably see it in Squadron as well,
but basically that when the first sort of version that people will play will be 3.0
so that will be the time when we’ll probably have a mode where you can go in with your
buddies and fight AI and have that level of going in and trying to take stuff out and
we can create scenarios. CR: Yeah like outlaws defending a space station
or ship that you’ve got to take over or vice versa defending against outlaws. ER: But I mean the really interesting thing
and yes that’s a scenario you can set up in Star Marine, but the really interesting
thing is actually the 3.0 stuff where you can be in your spaceships with your buddies
and you come across an abandoned space station somewhere and in the actual Persistent Universe
you have to go in and take the men out. EKD: You’re doing the same. CR: Yeah, you’re right. ER: That where for me is the really exciting
stuff in terms of making that sort of stuff. CR: Yeah we’ll probably do more of that, yeah
exactly in 3.0 and if you did something in Star Marine it would be a horde mode where
you’re just wave after wave, space zombie. BC: When AI subsumption matures right? It gets more and more and more, then the designers
just start going crazy and so that’s when it opens it up for us to create more play
scenarios. ER: I mean there’s loads of stuff in terms
of… and I know this was specifically about Star Marine, but just with the AI stuff we’re
really looking forward to it because there’s so many things we can do in terms of, you
know have bases which are like actually you know, protected by AI and so forth and we
can bring in lots of different things where you can deal with griefing in some ways which
at the moment we just have green zones and stuff like that. TZ: That’s another interesting point because
Chris has said before well there was kind of no point to bringing out Star Marine way
back when after we wound up releasing that same level of functionality, players to go
up against each other within the actual Persistence Universe. Now however things are starting to change. We’re very close to basically having the
AI out and so all of a sudden you see, “Oh well Star Marine will actually be a quite
effective test bed for some of these AI concepts”. So If you’d release Star Marine six months
ago, we were still too far away on the AI to really realise any sort of significant
benefit, but now these two things are coming together and that’s not really a coincidence. All of a sudden for the same reason we used
Arena Commander to test and tweak the responsiveness of the ships and basically get that polish
so that when we were actually able to release players in the Persistent Universe, we had
things working at a pretty good level. The same is going to be true with Star Marine
and AI and all that type of stuff. [53:52] EKD: So we’ve talked a lot over
the time of the months of SataBall. So the question is, is it happening? CR: Well we will do Sataball. It will not be for 2.6. So Star Marine, the first iteration will be
as we talked about at CitizenCon. Two, you know a small map, essentially pvp
and a large pvp map. Sataball would be in one of the later iterations. It wouldn’t be in 3.0, but the ones later
or we didn’t really call it out, but it is on our roadmap for the Star Marine, one
of the game modes. It’s also something that we want to put
into the universe itself. So for instance we talked about racing, so
racing is a mode in Arena Commander, but some of the most fun racing will be like the in
fiction in the universe racing. So you know people can already see… JE: Pink slips. CR: You can already see Grim Hex that there’s
part of a race course that’s already laid out there and later iteration we’re going
to that open up where players would compete and maybe bet against each other with UEC. ER: We want to have like you’ll basically
get a message going on that says the championships are on, make your way to Grim Hex or check
out the race course and everyone will meet there and they’ll have races. CR: Yeah. BC: And that’s going to suck because John
was just saying pink slips, like alright, put your ownership on the line. CR: Race you for your ship. [Everyone comments and laugh] CR: We’ll definitely have it where everyone
looks at their Dragonfly zipping along and you go okay that’s podracing and so we’re
going to have all that sort of stuff and Sata Ball while it’s not racing is another in
fiction sport. So we’ll have it Arena Commander, but potentially
we could have SataBall competitions of teams that are happening in the Persistent Universe. ER: Well huge areas. You go land, park your ship, you go in and
start walking inside the the big space station and you enter the arena and you go play against
people and have other people watch and that kind of stuff, that’s what’s going to
be really cool. It’s like going to Sunday night football. EKD: And now I know what that guy was doing
on Spectrum was doing when we was transferring money from that money because he lost some
podrace bets didn’t he. Some Sataball. [56:00] EKD: Talking about the sandstorm a
little bit about V2, the demo. Mr. Vincent Sinatra ran for his life. I want to ask a question about you know was
that long term going to cause damage to their health, is that the expectation Tony? TZ: Yeah I think the environment in many situations
should be at least as big an opponent to you accomplishing your objectives as other players
or AI, NPCs would be. It’ll be much more than just sandstorms
that can impede visibility or could potentially actually cause you to lose health. We’ll have on these planets volcanic vents. Some ships, some armours. ER: Some sandworms. EKD: Sandworms TZ: Will be more capability of enduring high
level of electrical storms. CR: Yeah we’re definitely going to have dynamic
weather and whether that can impede or affect you or hurt you. So like we showed in the demo we did, you
arrive in your Constellation going to the beacon and then there’s bad air basically
over that desert and it was unsafe to fly so you had to find a landing pad that was
safe. So that’s going to be much more systemic,
that’s our goal. So that was for that particular case it was
we set up some of the events that would happen, but they were sort of on triggers when you
were near that event, but we are actually, I mentioned this on a Gamers Nexus interview,
we are looking at doing full cloud weather simulation based on here’s a planet, here’s
the hot, here’s the cold areas and we want to have that entry in sort of planet that
has I don’t know, if you think Prometheus when they come in the entry to the planet. Prometheus have all these things and also
have encourage for players to use different suits, environmental suits or vehicles. You can’t always fly somewhere and get out. Maybe you have to land, take your rover to
go somewhere. TZ: That’s exactly it. Some of the ore that you’ll attempt to mine
will give us so much Electromagnetic interference where you effectively have to touch down on
your ship and all of a sudden you have a real reason why you want to have that rover to
make that last 10 Kilometer trip, but of course that opens up many more gameplay possibilities
now that you’re traipsing around… CR: If you’re caught in the wrong area when
the bad weather front hits and you’re not prepared you know, like a sandstorm, but plenty
of other things. TZ: Acid rain, heat, electrical storms, impaired
visibility, there’s a whole slew of things that we want to put into the system. EKD: Yeah. The real burning question was what was the
name of the sandworm. What did we name the sandworm. [Everyone giggles] BC: Don’t tell him. EKD: You’re not saying it? Alright. [58:49] EKD: It was mentioned that subsumption
is going to allow for 24 hour scripting. Alright this has been kind of on the hot topic
with crews and big ships. How does that apply to the AI crew? Tony? TZ: Your crew, NPC crews will basically be,
they will follow normally 24 hour schedules and stuff. Now in Squadron 42, it’s a little bit different
to where you go out on a mission and its possible, we were actually discussing this the other
day me and Phil were to we may want to make it as such that the, on given missions you’re
able to have key characters effectively remain awake so you can communicate with them regardless
how long you’re out doing that because the clock is always turning and yet your character
may be out there for 16, for 20, for 24 hour effective periods. So if you need frequent callbacks from the
captain of a given ships etc, then he may be will in just you to basically put his schedule
aside and stick it out with you. Meanwhile the rest of the crew and this is
really on a design basis, they’ll determine when it’s appropriate to rigidly stick to
the rules and when we want to apply a little bit more flexibility to the system, but the
ultimate objective will be that the characters within the game will follow a schedule that
you would expect to see in the real world. The captain is sometimes on the bridge, sometimes
he’s in the mess hall, sometimes he’s sleeping. The gunners sometimes at their station, sometimes
they’re in the rec room, etc, etc. This will have again just like we’re talking
about with a lot of these things, this will have a lot of follow on effects in terms of
how you about accomplishing missions and stuff. ER: Right and also going through that we have
states. So if we go to a state of emergency, then
all those crew know to go to their positions and what their positions are and so forth. TZ: It almost becomes the concept of food
or fuel or anything else which is allowing your crew downtime is something you’re going
to have to take into account. If you expect to head on out into space and
you have a large NPC crew and you want to sit out there for hours and hours and hours
then you’re not going to want to leave yourself that entire in a dangerous situation or else
you’ll have to worry about crew ships or whatever else. BC: Could you deplete the energy of your crew? Like accidentally. TZ: We’d wind up modeling things, there’s
a lot of different ways. CR: it would be like mini sims for the crew. They’re going to need to be paid, they’re
going to need to be fed. TZ: That’s exactly it, and so if you… CR: They’re going to needed to get pets
occasionally. BC: Every hour I’m going to throw a grenade
in the same spot just to wake him up. JE: Gotta have bathroom breaks. TZ: If you push them beyond their limits,
they will basically take it, but they will start to become less happy, they will start
to demand more money. Eventually their effectiveness at their job
will start to deteriorate and so you can do this, but there will be effects to it all,
and so the idea is that as with fuel, you don’t have infinite fuel, you don’t have
the ability to absorb infinite damage, all these things need to be replenished. There’s a cool down period of all these
sorts and your crew will be similar. I’ve said before we don’t want to become
Sim Citizen, we don’t want to make it this tedious micromanagement sim so it will be
nothing like that, but we’ll have the concepts, they’ll be very easily understood and accessible. You’ll have the ability to control this
to the level that you want while at the same time simultaneously adding a whole lot of
different possibilities in terms of the gameplay that you haven’t seen elsewhere. EKD: Okay, everybody has to answer this question. [1:02:30] EKD: What is the one role that you
will not have your AI crew do for you? What is the one role you want to do on your
ship? For me, I’m never going to pilot. Just so you know. I’m not a good enough pilot. I’ll always be on guns. I’m always “turret guy”. JE: [Chuckles] EKD: Erin, what about you? ER: Fine, you put me on the spot. EKD: Yeah. ER: What’s the one role of the ship. I think I’d probably like to be the engineer. I think that’s, the … that’s the one sort
of … that’s the cool one. I think that’s going to be really cool … EKD: Yeah. ER: … you know especially on those larger
ships where you get to actually go and reroute power, work out what’s not working, call in
problems, send people to fix stuff and all that kind of stuff. I mean that would be a kind of cool position. EKD: Brian? BC: I’m going to give the soft, the safe answer
but the truth answer is I want to do it all. And it’s one of the things honestly that I
dig about … TZ: Awww, you’re stealing my answer. EKD: I thought … I … BC: Sorry, but no, no that, on this, absolutely
… CR: Well, I think Eric’s question was more
like which role would you not let the, the AI do … EKD: Yeah. BC: Well, but no … CR: … and save for yourself. JE: And he said any of them? … none of them. EKD: And I was going to say for you, barber. JE: [Chuckles] BC: Wow. EKD: That’s him … that’s going to do JE: Whoa, he went there. [Chuckles] BC: But honestly, I, I’m the type of gamer
if you give me a bunch of different options, I want to try this out for now or maybe I
try … I play this one for a month. Maybe I play this one for a few days, right. I really dig switching it up, because it always
keeps it fresh. EKD: Totally, yeah. BC: So the trick for me will be find the one
I’m best at … EKD: Yeah. BC: … then maybe I stick with it. EKD: Yeah, yeah. Tony? TZ: Yeah, no. I’m, I’m, I’m actually very similar you know
as I’ve said in my past. It’s like I tend to have … BC: Well, he could barber as well. JE: [Chuckles] TZ: I tend to have a you know the, type of
mindset that likes to jump between different things. And so to me I … you know at times I feel
like being the pilot, at other times I’ll feel like being the gunner … BC: Yeah, sure. TZ: … at other times I’ll want to be the
engineer, and so as I’m doing any one of those roles I’m going to have my NPC crew fill in
the gaps that I need to make you know to allow the ship to continue to operate. So for, me it’s the breadth of possibilities
that you as a player can do in the game that really makes this entire experience. ER: Sorry. Actually I, just revisited what I feel my
favorite position would be. I’d be the guy at the bar. EKD & JE: [Laugh] JE: Well, there you go. EKD: Bar citizen. JE: You’re that guy. ER: I’ll do, I’ll be that guy. JE: Good. ER: I’ll just sit in the bar … BC: What? Serving or drinking? ER: … while all the AI are running around
doing everything. EKD: [Guffaws] TZ: The ships under fire, losing power … ER: I’ll serve them drinks from the … TZ: … plummeting into the atmosphere and
Erin is still serving drinks. JE: Bring me two at once. We got to get this going. There you go. [Chuckles] EKD: Are you supposed to do, aren’t you supposed
to do in game something you wouldn’t do in real life? All: [Chuckles all around] EKD: John? JE: For me it’s navigation. As we on the platform team worked on the Star
Map last year we spent a lot time looking at route finding and, and that’s for the navigation
part, and so to me that’s pretty fascinating. So I’m, I’m kind of a map guy. So … EKD: Yeah. Chris Roberts? CR: No, I think I’d … you know … piloting
so … flying. Even though people think I crash into things. EKD: [Chuckles] Well you, would … CR: That’s, probably why I wouldn’t let the
AI do it. I would pilot. EKD: Would you pilot for me? CR: Would I pilot for you? I’d consider it. You can be on my crew. You can be my wingman. EKD: I don’t know. You could be expensive. [Guffaws] TZ: But that’s, that’s … EKD: Did we get that on record? TZ: That’s a, that’s an interesting answer,
because in some occupations the pilot will clearly be the star of the show. In other occupations it’ll be more you know
some … CR: That’s true, but we didn’t … TZ: … sort of mid-range roles. CR: … we didn’t discuss our occupations,
did we?. TZ: Right, right, but if you’re always the
pilot and you’re doing some of the occupation. CR: I’m likely not to be picking an occupation
that requires me … the piloting, the flying around, the exploring is what I like. TZ: Like on, on mining you know all, all the
fun stuff is really on the other roles and stuff. EKD: Guys, this has been some excellent questions,
but before we wrap up we want to kick things over to the Director of Community Engagement,
Ben Lesnik, for a quick Community Update. [1:06:02] Community Update with Ben Lesnick Ben Lesnick: Thanks guys, obviously the big
community news this week was Citizen Con and I’d like to take a moment to offer my personal
thanks to everyone who came out and made the event so spectacular. It was really incredible experience for me
seeing backers from around the world, showing up here in Los Angeles, we attended a couple
of Bar Citizens over the weekend and of course the big event. I just left wishing I had more time with all
these incredible people, it is fantastic seeing the Star Citizen community come together not
over amazing space ships or procedural planets or anything of that sort but just because
it’s a lot of good people who enjoy each other’s company and I couldn’t be prouder
of what you guys have done. It wasn’t just citizens here in Los Angeles
though we had ten different Bar Citizen viewing parties around the world, there were ten official
Bar Citizen viewing parties I’m sure there were more we haven’t heard about yet but
places ranging from Seattle, Washington to St. Louis, Missouri to Paris, France…all
hosted get togethers to livestream Citizen Con together and it sounds like it was a great
time everywhere. One group of folks who we could not have done
without this weekend were the team of Citizen Con volunteers, Cameron Wilkie our Events
person put together a group of citizens from all over the place who came together to set
up the vent, to keep it running, top break it down, to run the two Bar Citizens, they
all just went above and beyond in supporting us and I can’t thank them enough but it
is within my power to make them MVP this week so congratulations Star Citizen volunteers,
you’re this week’s MVP. Been awhile since I’ve said that. Meanwhile in spaceship news, the Polaris Corvette
is now available. The Polaris is a fast, escort ship inspired
by the PT boats and escort destroyers of World War II. It was originally announced by Chris way back
in 2014 when Foundry took our previous Corvette the Idris and turned it into a Frigate so
we’ve been looking ever since then for a chance to do this smaller Corvette that everyone
has been kind of excited about and I couldn’t have been happier with the results. It is available in the pledge store through
Monday, October 17 along with a number of ship packs that are military inspired to go
along with the theme. If you’re wanted a discount on the entire
line of Aegis ships or just a couple fighters or bombers, you have that option through Monday. I would also encourage you to check out the
Polaris brochure, the team in the UK put this together and it is my favourite brochure we’ve
done yet. It’s got deck plans, technical specs, even
a diagram of how the pool table works. It turned out really well even if you’re
not interested in a Polaris it’s a look into the Star Citizen universe and it’s
really, really enjoyable. For even more Polaris news you can check out
the Subscriber’s Vault this week which will show you early shape language of the ship
and subscribers can also look forward to the next issue of Jump Point which is next Friday
which will walk you right through the ship’s entire development and if you’re on the
fence about the Polaris we also have a pair of Q+A’s where we answered backers questions. The first one went up on Wednesday and hit
some of the most repeated points, how long is it really, what kind of ships fit in the
small internal bay… and the second one will go up tomorrow. If you have a burning question that has not
been addressed yet, please post it to the thread on the forums and we will consider
it for the next Q+A. Citizen Con may be over but CitCon is just
about to start on Saturday, October 22 a group of several hundred backers are getting together
in Frankfurt, Germany to celebrate Star Citizen. It’s an entirely backer run event but it
sounds very, very exciting and we encourage anyone in the area to check it out. I know that Brian Chambers and a number of
the developers from Foundry 42 Frankfurt will be on hand to chat with backers and answer
questions. You can learn more at Finally, one last thank you to the community
for all their incredible support, we have a Free Fly that is going on for backer accounts
only which gives you access to every single ship currently in the game. So, if you have ever wanted to race at high
speeds in an M50 or explore an enormous Starfarer, you have that choice for the next couple days…please
enjoy and again thank you, you’re truly an incredible community and it’s an honour
to be part of it. Back to you guys. [1:10:47] Closing Comments EKD: I think we’ve got some really… you
know one of the things for me is it’s not just fascinating looking forward but also
kind of looking back like we did here. So is there anything last you guys wanted
wrap up with or any last item we may have missed you wanted to cover before we say goodbye
to all the wonderful people out there for this episode. CR: Let’s start with Erin on that side. EKD: Erin, you’re the furthest from me,
the spot you wanted. ER: There is so much we could talk about is
the issue in terms of kind of where we’re going and kind of just you know all the technology
we’re building and like Tony went through before as well… you build the base and now
we can actually do so much work with it and then the content side and so forth. The fact that just in a very short period
of time with quite a small part of the team is what the Homestead Demo was doing. I mean, you know, the vast majority of the
team were working on Squadron or 3.0 stuff and things so it’s that kind of stuff that
which for me is kind of like the exciting stuff versus where you refine the tools and
get that stuff going and work on that kind of stuff, it makes a big difference. You know like I said the whole experience
at Citizen Con was fantastic, I enjoyed as always meeting the guys, having a few drinks
with everybody and so forth. It’s like amazing how many people you meet
and kind of become friends, you know, in that short of period of time. BC: To me what I love to do…one of the many
things I love about what I’m doing here, I mean, Frankfurt is the newest kind of team
within this whole mix right…I’m the newest guy here sitting on the couch. Just in these last 18-20 months we’ve been
aboard, the amount of progression we’ve made collectively, right? Yeah Frankfurt’s contributed and absolutely
because we want to, we love what we do as far as each discipline, we love the genre
and how leading edge it is. We kind of embrace that and go, ‘cool’
it’s grabbed us and see what we can do. So for me, it’s really just seeing that
progression. Like when I go on the show floor when we have
events and I watch people’s reactions, it’s because when I seen it in the studio for the
first time, I have that same reaction going, ‘Awe!’ and that’s absolutely no joke,
right. It’s you see it and you get excited, you
go wow, it’s all these pieces come together, it’s worked… you’ve worked out the kinks,
you know. So, it’s really cool to see their reactions
cause you know exactly what their feeling, right? TZ: I would just say that I think after, you
know, a lot of work we’re finally getting it to the part of the project I think is the
most fun and that is you’ve done all the hard work and the systems are now in place,
there’s still a few large holes that we’re working on as quickly as we can but as you
know, all these pieces start to come together and I think anybody that’s been following
the project from the beginning has certainly seen the increased, you know, not just the
higher frequency of releases but how significant the changes that are being, you know, thrown
out to the community actually are. We’re no longer, if you think about back
in 2013 you have the hangar module, 2014 you got Arena Commander, that was basically it
for the year. 2015 predominantly social module was the notable
thing and now you look back over the last twelve months and you’re getting large,
large, large pieces of functionality put out there. I think this is only going to continue to
accelerate and I think a really nice part from our perspective I think is that as more
of these pieces come into place, it’s going to make thes timeline much more predictable. Anytime you do vast quantities of R+D, you
know, you basically lay out everything that needs to be done, you try and formulate realistic
schedules and then you push as hard as you can but there are always unforeseen obstacles…problems
that pop up that need to be resolved, etc. You know, we basically made tons of progress
certainly over the last several weeks as we were focusing on the Squadron 42 demo but
even going back over the last 12-18 months you can just feel it, it’s tangible how
much progress that the game is now making and so I just look forward to finally being
able to show off some of these big things we’ve been working on for a very long period
of time and putting them out there and seeing how the players respond to it. JE: I agree, especially on the publishing
side we feel this pace that’s increasing as we have more builds and we have more different
development streams that are progressing in parallel and then converging. So there’s more to test and more to publish
and there’s more servers to run and there’s more, you know, content that’s coming and
so that has a lot of challenges but it’s exciting too from my own personal perspective
it’s now the case that things are happening so rapidly that I can’t, just as one person,
I can’t keep up with every single thing that’s going on. There’s was a time when I could kind of
have my finger on the pulse of everything, you know but now there’s way too much and
I imagine everybody feels kind of the same way I’m sure, You know, we all sort of marvel
at how Chris keeps up with everything because he’s sort of got his finger on the pulse
of everything we’re all doing and plus a bunch of other stuff. It’s exciting to see all these investments
that are paying dividends now and to think about you know how where we’re going to
be a year from now or two years from now or five years from now. So, it’s an exciting time to see some payoff
from the hard work we’ve done and to think about what the future hard work is going pay
as well, so I think that’s pretty cool. TZ: Just to add to that, I think that 3.0
is basically going to be when it really starts to feel, you know, like a complete solid comprehensive
game experience and if you look at the release schedule, you know, the tentative release
schedule we put out at Citizen Con, every point release after 3.0 has significant major
new content in it and that’s only possible and the only reason we’re putting that out
there is because we actually feel pretty comfortable given the solid foundation we’ve spent years
building. EKD: Yeah. CR: Well…a couple things, you know it’s
fantastic like looking at kind of the progress we’ve made and what the technology is going
to enable us to do and I sort of look at these toys and the sandbox that we’re building
and it’s something I never would have dreamed four years ago when we launched this. When I pitched a game that was pretty big
vision but it’s not as big as it’s going to be enabled now but I never thought we would
have the support so we wouldn’t have the time or the resources to do it. So, we’re sitting here in this awesome stage
that we’ve can shoot our community stuff in and we have our studio here in LA, we have
studio in, you know, the UK, Manchester, Frankfurt and Austin. We’ve got partners in Montreal, Turbulent
and Behaviour, that are doing various stuff for us and others contractors on locations. All that is enabled by the community and I
kind of think that you know, Citizen Con is a time where you sort of… it’s about the
community, for them reflecting on not just that we’re going to be able to do this great
stuff and there’s this dream of the future but there’s also how far we’ve come. They’ve enabled this to build this company
that’s making this incredibly ambitious game, several incredibly ambitious games,
but there’s also real content, real stuff happening. I mean just having the streamers here for
a few days, streaming like we had at Gamescom, you know, they were at the event playing in
the game in SC Alpha right now doing really cool, crazy stuff in a much more limited version
of what the ultimate sort of sandbox Star Citizen is. Just the organizations…40,000 organizations,
you know the fact that people have made these connections and friendships, I mean it’s
not everyone just hoping and dreaming about something in the future, real things have
happened and been built because of the community doing that and from just that…you know,
from that base we’re going to go even further and build something that I think is going
to, I mean hopefully, I don’t want to sound arrogant but I think it’ll be something
that’ll be a milestone for the industry because I think it’s a different way to
go about things. I think we’re definitely developing in a
different fashion, being more open and it’s you know…so what I think about Citizen Con
is thank you everyone out there that has supported us, enabled us to get to this point and it’s
really always great to meet and connect directly and that’s kind of what we’re about. We’re doing it as much for you guys as it
is for us, I think we all have a mutual shared vision and dream but we also have to remember
that we’ve done a lot of stuff so it’s just going to get better. So anyway, that’s my reflection on it. EKD: I think that’s a really great way to
end so thank you guys very much for watching, thank you for joining us and best travels
to your location, wherever you’re headed and we’ll see you guys around the Verse. CR: See you around the Verse guys. JE: Bye, thanks. EKD: Let’s do it! CR: Do it! EKD: Do it.


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    I remember watching a video that was probably made back in 2012, where CR talked about a network architecture that would not have shards, but where instances would be dynamic, and could divide or merge, depending on the number of players trying to inhabit a given amount of virtual space. It sounds like that has now gone by the wayside, but it was an intriguing concept and I'd have liked to have seen it realized.

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    Echnaton Hechtmeister Hering

    Just saying, you don't need a six core i7 with 64 GB ram for the alpha 3.0. A modern i5 quad core with 8 GB ram and a GTX 1060/RX 480 will run it for sure. But you'll be more safe for future updates with an i7 quad core, 16 gb ram and a GTX1070/AMDcrossfire. Crossfire and SLI work in the alpha build without issues.

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    HOW will you AVOID seeing about 40 people all standing in front of mIke Eckhart to talk to him? I'm not sure you can

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    Samuel Mork Bednarz

    Would it not just suck to die in a car crash the day before Star Citizen comes out?.. These are the things I think about.

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    Leonardo SA

    So Chris, we are not going to be able to quantum travel inside the atmosphere, but it could be good idea, like hacking and forcing the engine to quantum travel risking get the whole ship destroyed to escape your pursuer, and maybe he isn't willing to risk his life to catch you

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    Alvaro Adaro

    How can i support star citizen? just buying game or a ship? like it so much!!! i will buy 42 squad right now.. 1 week seeing all concerning SC. Simply amazing! keep the job High!

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    Gah, you know, this stuff is so awesome you know. I really can't wait till the further along parts come out you know. Thanks for talking about all of this you know.

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    Homer Morisson

    Now this is one well-deserved MVP award – wasn't always happy with the choices in the past, but this one I wholeheartedly support!

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    Who's doing the frekking sound for these videos?? KILL THE REVERB MAANNNNN!!

    Seriously though, it's the same one every time so it's not "the room" it's actually added afterwards… And I know it's probably only me and a couple more audio nerds on here bothered by it, but it's a properly bad production decision. 🙁

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    jet flyer

    You know someone's really passionate about what they do when they cut the CEO off explaining the question, haha. Great video guys love the format

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    I love hearing what Tony Z has to say about stuff cause it's always really interesting, but at the same time I can't help noticing how he says "yaknow" so often it starts sounding like he's got really weird hiccups. XD

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    there seems to be an interesting interaction between Chris Roberts and Tony Zurovec. I can't seem to understand their body language towards each other….it almost seems that they are 1 upping each other….and/or trying to compete with each other and better impress the other with their responses to Eric's Questions.

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    Ian Darmetko

    Why can't they ever specify the actual CPU, there are you know like 20 different i7s that people use today. It was probably something crazy like a 6800k or 6900k or maybe even a 6950x. I'm sure the more common rigs like 970s 1060s things like that will struggle at the higher settings at 1440p or perhaps even 1080p, but I guess we'll see.

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    Marty McKraken

    can I lock my crew in a room of the ship, and replace the doors with walls, to see if isolation will make them fall in love?

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    Lasse Thomsen

    Wonderful, just wonderful! So many questions answered and great vision sharing for the future. Thank you so much!

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    Tobias Bergstrand

    if you like to die, take a sip of beer every time some one say "you know" you may need to pause the video to keep up 😀

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    Just gotta say it. It's hard when Chris' brother starts talking and just won't stop lol love the guy. But damn…

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    Jedadiah Tucker

    i hope people understand that the switch to 64 bit from 32 is not twice as much data but much much more. every time you add a bit you double the data you can handle. so its 32 x 2 then that amount times 2 and you do that 32 times.

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    World is my sandbox

    I loved the background insight into the decisions bout SQ 42 demo etc. I do support the decision definitely. I backed the game to give you guys the free hands to work on the game and never regretted the decision. I'll return from my around the world trip in six months and can't wait what you have created in the time being. A shoutout to Brian Chambers, Jared and the Frankfurt office, I do hope you got my postcard from Namibia!

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    Like Knights of the round table.
    I absolutely loved this! Every single one these guys are so super interesting, the genuine passion from every single one of them is amazingly surreal.
    Sean Tracy should be there though lol, he is also hugely passionate about all this.

    Tony Zurovec is my fave though. He is basically the lead designer on how the entire PU will mesh together. No wonder he gets somewhat confuddled constantly saying what he does

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    Joe Maynard

    –> STAR-4K2S-KBQK <– Join me in deep space in this amazing game to end all games. Get 5000 UEC right off the bat with my code, get a game package of $40 or more, and hook me up with some goodies! If I get enough my broke butt can fly some of those neat expensive ships! I might even let you fly with me if you ask nicely ;P.

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    sooo basically 3.0 we'll still get 20fps. 64 gig of ram, one of the best i7s, a pcie SSD which I assume the game was on, and a 1080.

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    dillon kyle

    Not really a fan of everyone interrupting each other, it is disrespectful, I know they're all very excited about this game and talking about it but come on, guys.

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    Phantom Apprentice

    Look at that guy on the right pretending to be the clueless cool guy 25:43 ….

    'Oh look at me, I'm too cool to understand what you nerds are saying' Yeah right

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    Greyson Kousari

    Hmmm… Erin Roberts talks at 50:30 About AI and tells us we see/play the first iteration with them in 3.0. then he stops for a second and says that we see it also in sq42… the way he says or better the way he corrects himself there keeps me thinking: "maybe sq42 isnt really that far away we all thought after directly after citizen con… maybe, maaaaybe erin thinks we could possibly see or play sq42 before or around the release date of 3.0…"

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    "Its not crazy components"

    Its a I7 with 6 cores. that costs 1000$ on ITS OWN
    And 1080 for another 700

    I've got an I5 4670 and a R9 280X. RIP me

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    I am a star citizen and proud of it….for anyone interested in joining the game here is a Referral Code:

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    Thanks for talking about the networking! It's probably the most crucial part of the game. Great to see where you're at as well as hearing about your plans for the near future.

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    John Rouse

    For the whole space problem with to many people going to the same place at ounce for the same mission it would fix the problem and add another level of reality if the mission giver isn't always in the same bar or even planet. but tbh you guys probably already thought of that.

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