right!? the time it takes to get back to what you where doing or recovering what you lost is already a massive punishments in many aspects with it's current bugs.
Key difference, most cases currently are loss of resources due to glitches/bugs. DoaSM specifically aims to inject an intended fear/pressure/motivation to survive because of gameplay, rather than what we incidentally have because of unfinished/bugged/glitched alpha content.
@@andredbraxton issue is they are working on this feature and implementing it WITH these current issues. that is a bad idea and they will lose a lot of additional backer funding with pledge purchases because current alpha players won't want to participate in a system that provides that severe an amount of punishment. when the current punishments from bugs are also still in place. and going dark souls difficult is one thing.. demon souls is a whole other level that a lot of players don't want. another issue is, they implement it, you lose UEC and equipment cause of a "feature" so you "buy more pledge stuff that you can't lose!" is how this comes across, not a good approach at this moment, this should be worked on much later in the development cycle. and don't think i don't get death punishments, i played Sonic on the genesis and Chameleon kid, i know how the "lives" system works.
@@62saki91 Not arguing that there's definately potential for a huge increase of losses. I'm not even suggesting that this won't potentially affect backer funding. What you wouldn't catch me saying though is "Don't put this new game component in, because there are other bugs". mainly because I understand the state of the game. It's in alpha. I also understand that If the system is sufficiently developed, it's better to get it into the PTU now while it still doesn't "matter" so it can be fleshed out and refined. Rather than waiting to put it in later untested and rough because "it makes the game harder currently". I'd rather lose things now while other aspects of persistance is being fleshed out as well. It is entirely better to get it in sooner and debugged now than later. At least in my opinion. Not that this is going in "now" but you get what I mean (I hope)
Devs please watch Altered Carbon. Imagine that character creation is actually just _stack_ creation, and that every time you die, you have to purchase a new _sleeve_ or just get a trash default one for free.
This whole talk about how long you'll play a character, the down states and how you're gonna be attached and having someone to inherit your things, reminds me more of how one would handle a character death in a Pen and Paper, than a video game. Where there's often mechanics of down states or being able to revive characters, but if everything fails and you weren't done yet, your character's relative turns up to finish that arc :D
Chris Roberts, we need to be able to explore the star systems solo in our Carracks. Implement AI blades that can defend us resonably... It is 2950 and AI WILL have developed to the point auto turrets would work we'll. Also... it's much too difficult gathering RL people to man guns etc... We'd be lucky to play once a week... The game will be a very quite low count player wise if we have to rely on RL people to man our positions in Carrack size ships.
@@taccntb4345 Yeah... no we don't. ;) At least IMHO. We will be able to recruit NPCs to do some grunt work and man turrets for defense, but Star Citizen will be a game focusing on real multiplayer experience and playing together as a group. Especially large ships are specifically designed for Mulit-Crew-Gamplay and it has been said over years now: If you want to operate a MC ship, you need the crew - be it of NPCs you hire or real players you form a party with. As for AI, Star Citizen lore explains why AI development in the UEE didn't go that well and is all but prohibited as a field of research in the current UEE. That being said, AI blades will be implemented to help you run some of the turrets or systems in your ship automaticly, but going solo in a Carrack to explore a star system will probably never be a wise idea in the 'Verse.
@@TheVicomteValmont Going solo shouldn't be impossible considering we'll have NPC and AI blades to help automate some of the ships more important functions... At this point the Carrack is useless in a battle against even the smallest ship. I'm not sure if locking the ship to prevent others from entering is a feature now or not but that's important.
Im playing a lot of Bannerlord and sometimes when I read patch notes I get frustrated but then I remember everything CIG goes through, and Bannerlord Devs must be going through the same thing. Its nice to see the devlopment of Star Citizen to understand a little bit of my other games.
That's funny. Star Citizen, Bannerlord, and DayZ are 3 of my all time favorite games. They've all been in development since around 2012. They're all games with heavy simulation and multiplayer elements, and they all have custom engines. Using DayZ as an example, people have claimed that an upcoming game was going to be a DayZ killer since time immemorial. WarZ, H1Z1, Miscreated, SCUM, and now Dead Matter, etc, etc, etc. People have been saying DayZ was or is dead since 2014. And yet 2020 is it's best year yet, there is no DayZ killer in sight. The bottom line is that these types of games are simply staggeringly difficult and complex to make, and really great games simply require a ton of time to make right.
@@SamatWar well medical ships are well known ships and you gain nothing from killing them. Maybe the ocasional ransom for drug supplies but other then that i dont see people shooting first responders.
"The reports of my death have been greatly exaggerated" xD Spot on CR! Always great to see you O7 Death of a spaceman is one of my favourite aspects of the game and a big reason why I became a backer. Love it!
One of the most interesting broadcasts since I'm following "Calling all Devs". Thanks for that. I'm looking forward to have the results of the good work you're doing. Good luck and many success furthermore.
These progressive status effects are how I perceived dehydration and hunger would be, but drawn out much longer. If we want immersion, dehydration and hunger cannot kill you in a matter of hours. This takes days. But having progressive status effects leading up to more serious repercussions makes sense.
I absolutely love that the design goals of DoaS have essentially remained unchanged in 7 years, where so many other games back out of their "meaningful deaths" weeks or months before launch. This is one of two major things that got me to back (FPS combat/boarding actions was the other) so many years ago, and I'm beyond excited to see this coming online with the original design still on point.
still lots of issues with DoaS and still plenty of time to back out of a lot of it. I don't think they're going to pull all the way out, but I do believe we'll probably only get a partial of what they were describing as most of it isn't feasible, especially with all the bugs, ect.
It takes all types.... So many other games have backed out or dropped "meaningful deaths" I think is because they want to reach a wide audience and be commercially successful. I think full death mechanics will make the whole game a non-starter for most players I know.
@@SuperAWaC Doesn't that contradict with the Chris Roberts statements that this will be the best (space sim) game ever? Because if it wants to be best it needs to reach for a lot of players.
These are the kind of things that will give Star Citizen its own identity. I like that they try to make this game unigue. Not a clone of any other games that already exists.
Yeah, the idea of a downed state, buy backs and so on is definitely definitely not in any other game... Certainly not similar mechanics in a tonne of other game! (Squad - dragging, revives, bleeding. COD, the list goes on...
Only two things are certain in life: death and taxes. I was concerned about how this perma death thing was gonna work, but after hearing about how they're gonna implement it I like the sound of it. This could be pretty cool.
Great show guys, thank you. All this talk of fearing death and doing a sort of corpse run to retrieve gear is bringing me back to my happy Everquest days. So excited to have the threat of death and loss factor into my gameplay decisions; this is exactly the type of depth / risk and reward style of gameplay i am looking for. Careful and considered planning is a key element to what I hope will elevate Star Citizen from being a casual experience to something I can consider a hobby for years to come.
If there's one thing I learned from playing Fable, it's that an aging mechanic sounds cool on paper, but really really sucks when implemented. In a persistent-universe game, I don't want my character to age, and I'm not a fan of being forced to make a new character which doesn't carry over all the progress of the original character, because I played too long, or got ganked too often. There are much better ways to have meaningful consequences for death, than forcing you to retread prior progression. Eve Online does a good job of this with ship insurance and clones, letting you pick up where you left off, at a cost, while still making you lose everything you were hauling. There were consequences, but they weren't so steep, that you felt your progress up to that point was a waste of time. It feels like death in Star Citizen is going to be less about making success feel rewarding, and more about making death trigger you until you ragequit. If realism is getting in the way of fun, then it isn't a good game mechanic. Should a persistent universe have the same consequences as an old arcade game that gave you 3 lives before "game over"? They referenced Demon Souls a couple times. I never played that, but did Demon Souls make you reroll your character if you died?
To me your description of Eve's mechanic sounds pretty similar to Chris's of Star Citizen. What 'progress' is valuable about an Eve character except its skills and its stuff? SC doesn't have skills, so you don't lose them when you die. You lose stuff in Eve, and you will lose it in SC, both mitigated to some degree by insurance. The only other thing I can think of, really, is reputation with mission givers and factions; and even that will be retained to a large degree by descendants. In any case I expect it will take months or years for a character to 'die' for the last time and be replaced.
@@declinox I don't know enough yet to say for sure what the consequences will be. I'm only concerned about what I'm hearing. If the progress you lose upon final death includes money, off-site stored inventory, reputation, or ships, then I would at least like a way to pay (ie: cross-avatar insurance) to guarantee their retention. Eve has ship insurance and clone grades you can purchase, to avoid losing everything other than what's in your active inventory. You still can't be completely reckless, because there's a cost associated with retaining everything. I don't want to have to rebuild my reputation with a faction I spent a long time and effort building up. And death by old age sounds even more punishing if it happens years down the road. All the progress you make over a long period of time, is likely to be much more extensive and more meaningful than progress made only recently. Again, I have no idea how they will implement it, but I'm still wary.
You described it perfectly. No it's not like demon saouls, this whole concept looks like a nightmare. They won't even be able to fix the bugs that kill you. Too realistic, no fun at all. There is a point where realism breaks immersion and breaks the game. If this are the mechanics we are heading too, I won't spend any other money on it and quit playing right now, I have better to dl in life than getting frustrated by these things.
*Let's sum up! You do, absolutely not, want to die because:* -Each "death" may greatly disfigure your character permanently. -You'll lose every and all items that you had with you. -Your ship will be stranded where you left it. -You'll have to pay for medical expenses. -Dying can reduce reputation with certain factions (speculation). -Players might be less inclined to bring with them someone they know "die" a lot. -Your character can only "die" so many times until they're gone for good. -Your next of kin will not inherit 100% of your previous character's assets.
good. i know i will regret saying as dying sounds really inconvient and expensive. it does means the very real consequences of death and injury will have a substantial effect on a reckless gun-ho attitude. it also means scars and limping and disfigurement and artifial limbs - these will not be artifical choices made at character creation but genuine injuries and will add kudos. people who look like Long John Silver are likely rough character you want to avoid and they are seasoned professional in combat
Listening to them talk about this now after they have implemented tiered injuries, BDL, moving bodies with tractor beams and by hand, med beds in ships all this stuff is insane
This kind of stuff would indeed be *huge* for how careful people play the game and how respectful they are to others and be _super_ interesting for gameplay. Also, similar to the 'Vehicle Experience Team', I really like the idea of having a sort of 'Actor Experience Team' of people dedicated to improving the player interaction experience too and look forward to it. 👌
I've always had an internal nightmare of it ending up like eve with fleets of tooled up throwaway characters acting in ways that no half way sane person would in reality, even with cloning, hopefully this'll go someway to stopping it.
Yeah they don't but they won't be multiboxing 10 clients of SC to keep an eye on every approach or throwing their character at a suicidal gank of a hauler if they need to wait for their character to have its belongings passed to a relative.
I can rest easy witnessing the enthusiasm of Devs like Chris and Richard- how they sustain that burning passion for their work despite all the complexities. I'm glad the spirit of CIG is enduring. To me, the company still stands as the pillar of hope in the gaming industry. I hope for all the best.
"pillar of hope" - very well phrased, i fear it will remain like that for a looooong while to come, never quite morphing into the "pillar of accomplishment", kinda..
I think as of 2022 dying in SC is devastating enough: First you die, more often than not because of a stupid glitch/bug. Then you spawn in a hospital at whatever place you visited last - it better be your "hub" where you managed to store a few space suits of your liking, weapons etc, because then it's just a matter of opening the laggy, absolutely barebones, inventory and tediously dragging / dropping the items you desire to your spaceman.. next you walk (run, let's be real) to the train/shuttle/whatever, take another walk (run!) to the terminal, claim your ship, wait, go to the hangar and fly to wherever you died.. That's the "quick" route, but if you spawn in a hospital of a place where you don't got your gear stored, it's even worse: You're off to a quest of getting your base inventory together to even start playing again..
Lots of talk about physicalised inventory I hope we get some different options to store stuff like duffle bags so we don’t have to compromise our choice of armor to get a backpack
Thanks guys, that was very informative. I'm new to Star Citizen and think I'll be very grounded to this game for some time to come I expect. What I'd particularly like to see as a part of the death scenario's that was mentioned is when a player comes back to a body (either there own or other players) you can get a feel of how long its been there by a decay of organic body parts. So like a bionic arm will look fine but maybe a bit dusty while the face in the helmet could be sinking into the skull or be only skull over time. Another thing that I'd love to see is the use of the 8-ball tables and arcade machines at bars when alcohol consumption becomes live. Mini-games like these can spice things up. Thanks again and keep up the good work :)
See, this is what we've been needing for quite some time. For the man himself to come out and tell us the plan and what's going on. It's absolutely necessary to hear it from him and it is appreciated. Try not to leave us in the dark so long next time.
Quickly after backing this game years ago I learned that CR's word is as persistent as dew at noon. Therefore I appreciate more words of devs themselves.
This is a great amount of information for the future! Its good to know it so that we can prepare. For me its essential as part of the UEE Coast Guard, for example, were our main job will be to rescue you!
I'm really glad they chose this topic to cover, this one is one of the ones that had been most neglected and most needed an update. I'm very glad this idea wasn't forgotten about. It was easy to think it was, from the perspective of a player not having seen much about it devside and not having implemented it gameside.
Cant wait til death becomes a real fear in the game an you're able to loot peoples bodies for gear and stuff. This will to take Star Citizen to a whole new level!
It's seriously great. I played a patch, I think it was 3.8, with the absolute intent of staying alive at all cost, as if perma-death was on already. Totally changes the game. It's really scary, but very rewarding as well. I actually managed to not die for the 6 weeks that I (occasionally during those 6 weeks) played :)
I just hope the difficulty doesn't turn too many people away. The awesome thing is, Star Citizen will essentially launch with Adam Ant from Ultima Online's Angel Island proposal in place from the get go, meaning theoretically we shouldn't have a situation where PK's can just terrorize and entire player population.
There will always be people turned away, no matter what decision they make. Them people just have to suck it up an deal with it, an accept they cant stop all progress just for the scared few of PvE only players who are terrified. You'll never be able to make everyone happy anyway, but some people are hopeless. Im sure whatever happens CIG will do a great job at controlling it an have measures in place.
I died falling through an elevator/getting stuck 5 time in a row trying to board an enemy ship for a mission. I don't think the game is ready for death punishments yet
I wonder if the PU will persist lineage by cataloging major events of every generation. Would be awesome to have some galactic library where players can research the history of other players and get historical insight on the current state of the PU.
Actually, that is part of the plan. Galactipedia will keep track of players actions in the future and should, in the end, even be able to portray a characters lineage. :)
This all sounds pretty interesting, and all, but this will be one of the last systems to actually come online cause it's soo complex, and demand so many other systems to be working. It's exciting to hear about it again, but at the sime time it's so early in development that I don't wanna bother getting hyped.
Been looking forward to this one. Real change up in gameplay and hopefully add some worth to the characters life, and maybe gear fear. Hope so, sounds a cool concept.
How will this be handled in regards to PvP? As we understand it, most of the universe will be open PvP with people just needing to dodge security forces and bounty hunters when they attack other players. This looks like people could very vehemently hunt another person and bully them into losing their character just because one person's a better dogfighter, or has access to more resources. I don't want to see repeats of other permadeath games where players can just bully eachother into being unable to play.
Don't try and fight a major org on your own is the simple fix. They said before that if there is what is essentially spawnkilling then they'll do something about it as is needed
It's also why having mutiple systems will become important. They've said before that systems like Terra will have a more PvE friendly security force, while a place such as Pyro will be a lot more PvP lawless. So you can go to do trade or PvP in the more lawless systems in the hope of greater rewards... or take the safer routes in systems with high security - or find a system where you feel there's a good balance between the two.
They have also said that if you repeatedly kill someone over and over, that will be considered grieving and that person will be warned and then have their account banned if repeated attempts are made.
This is true. CR always uses references to single player games when he talks about death of a spaceman. Hopefully he do know that he develops a mmo and that perhaps single player gameplay mechanics do not necessary works that well in a mmo.
I think the time to kill will be made much higher. With having to take out pyshical components it will be much more work to kill someone in a ship or much more time for you to surrender before your ship hits critical damage and explores.
I have a feeling this feature is going to get annoying real fast, and not in a FromSoftware kind of way. I'm really rooting for them, just hoping the integrity of the game doesn't become a limiting factor. It's a great idea and wish you the best of luck. Loving the energy and passion you guys are putting into this.
As an old school Ultima Online fan, it's a huge part of the allure for me. Granted it should theoretically curb many griefing tendencies, seeing as it will essentially launch with Adam Ant's "Angel Island" concept in place.
@@BoogerLeader Then don't put yourself in that situation. That's the whole point lol. High risk high reward. I've been playing punishing games like what they've described for years. I know how it works lol
@@scotm721 I know, better not to play than have to deal with that, eh? Which is my point. Dark Souls is niche for a reason. And, yes, the death mechanic has been discussed for many years. I've been following the game since the kickstarter first launched. The low TTK and the inability to have any control over PvP were not part of the campaign. TTK has been lowered more and more and PvP slider was removed and that slider was an important feature for many who backed it. So you're conveniently discussing one feature being around for years but forgetting the other features that were meant to make that feature less punishing or less likely.
Reputation resets would really drive how careful people would be, look forward to there being some real risk in losing stuff in game! Hoping there will be a bit of a cap on how large/successful a solo player can be. Whales being overpowered with their personal fleet powered by NPCs isn't really fun for everyone else
Reputation reset on death would kill the game as no one (the people who will be the money bringers) is. Going to stick with a game that throws away months and years worth of reputation grinding with everyone in game ....the game player wise will be dead within a year
So what you are saying is I can fill up the belly of my caterpillar with playerbodies as they don't despawn? Like lots of them? Then fly over area 18 and drop them all from the sky into the city?
This will work great considering 9/10 times you die is because you fell through the planet, or a rock, or a chair, or a elevator, or a ship, or a bed...
Chris. You are awesome. CIG. You are awesome. I want this game it asap, but I don't want you to rush it. I am eager and patient at the same time. You're doing a great job! Cant wait to see all this come together. In the meantime I will enjoy the journey. Thank you!
It seems to me cloning is a change in approach, and I'm nervous about it. I'm all in favor of consequences for dying, but all the talk of DNA and cloning reminds me of EVE Online...and Star Citizen doesn't really have that idea in its lore as far as I'm aware. Without cloning, you could maybe respawn in a hospital, but your body would need to disappear from where you died, either leaving your equipment there, or maybe having it placed in a locker in the hospital. The other alternative, I guess, would be having the player take over the next-of-kin, who could recover the effects...that has been discussed, but not for every death. Cloning here seems like a magic bullet to allow players to get back into a game quickly after dying. If the cloning mechanic sticks, I hope CIG can tie it into the lore, make it work well, and also distinguish it from what EVE does. The only difference I think I heard was the idea of your DNA degrading every time you are cloned, which is an improvement IMHO over perfect cloning, but the whole mechanic raises questions like 'Would players use cloning as a way to fast travel?' and 'Will I need to stage clones in strategic locations?'. At least the question of how state is instantaneously transferred between the active clone and other clones can be dodged, because SC doesn't have skills.
I think SC being a big playable test could prevent most of negative effects before even going live. They will watch and see what works and what doesn't.
"and when your arms don't work and your legs don't work and you've got a brain bleed" I'm... not sure... I'm going to step out now and let you sort this stuff out.
The idea of DNA decaying after its been stored is a bit silly and definitely wrong. We've effectively cloned a creature thats been extinct for 60 years here recently. But the idea as a game mechanic is solid.
@@PH03NIX96 It's not silly lol, it decays the more you copy it. That is common knowledge with cloning. Star Trek's addressed it, Stars Wars addressed it. Basically every sci fi setting has addressed decaying DNA the more you copy it.
My biggest concern is server hiccups, and going out and having fun. This may prevent you from exploring caves, or venturing further out in to space on to planets or engaging in pvp battles, or fighting off the hoards of enemies. What about peoples sole purpose in going around just killing people for the fun of it. (hackers) what about these guys as well?
We might have in-lore video games inside the game itself, like Star Marine, Arena Commander, Threatres of War and potentionally many more that would allow them to experience parts of the game in a less punishing way.
Yes..this is a terrible idea and I don't understand why people like it. We'll see how much they like it when the game ships and you can't do anything without dying removing all the fun from the game. Like everyone has 50 hours a week to play and like this kind of bullcrap. This is gonna make the game unplayable
Great that Chris explained and share his vision of the death of a Spaceman. The community welcomes the fact that Chris takes the time again to share his visions himself. Richard explained very well the whole process of get injured, the different stages of dead and the consequences aswell. Awesome job! Speaking of the DNA system reminded me of our own human evolution. That we are the result of evolution and many abilities through crossing with other species (Homo neanderthalensis or Denisovans). Perhaps you could implement a mechanism in which one could change one's abilities or life values through DNA research (Endeavor or similar laboratories) or through crossing with other species. On the other hand losing an arm and getting some bionic arm reminds me of the old series "The Six Million Dollar Man". So losing some extremities may not only be disadvantageous, but may even offer advantages (stronger). Because Richard is talking about to go to a barkeeper and get drunk...i bought in 2014 the "Mr. Refinement’s Cabinet of Rare & Exquisite Spirits". In the beginning i could use it in the hangar module and it works very well beside the drinking animation and an annoying sound. Now it´s totally broken, not useable. Maybe you could fix this again AND all the others extras you are selling like the "Locker from Another Universe". So many stuff is broken, not fixed or just forgotten (Shut up and take my money Skin). But i believe in you
They explain in the vid that they dont want to fix things until any change that could affect them are in place. They dont want to fix the problems you detailed only to have them fix it again after they implement new features
In all honesty, Im one of the guy that have become more and more in the 'Haters' campseeing years passing, but i dont know why everytime i hear Chris Robert He seems so invested and he dont look like a liar at all he really beleive in his project everytime he talk that boost my hope. I dont know if its because he is one of the best manipulator to calm things or if he his really honest but he look like really honest. Lets hope. I was about to trow the towel on this game and sell my ships on the black market but hearing about Chris a lot this year make me think ok wait another 2 years lol
I see that there are soo many examples of working features already, and I see all the assets that are sitting waiting to be activated all around me in game. This is super exciting that progress has sped up so much, I'm really excited for the new imperitor announcement and the convention on the 20th on my homeworld of Microtech!! Hope to see you all there!
Death of a Spaceman is what will separate this game from all others and will drive player behavior in exciting and dramatic ways. Glad to see the aim has remained consistent all these years!
I like how Star Citizen/CIG/RSI is communicating with the players now :) :) :) (10-15 minutes videos/week are fine too) Either I live on with scares and missing limbs, or my next of kin lives on with some of my heritage.
In the voice of GorgonTheDestroyer; "Hello everyone, it's me, uhhh, Chris, Uhhh, I think. I can't remember my name anymore. We're working on this thing we came up with 7 years ago, uhhh, don't die and don't forget to Buy my ships!"
Well thats great "working on all that stuff right now" however what about fixing the ship environment's so they dont kill you such as the external upper doors on the Carrack that kill you when you walk through them. Or the hanger doors that shut to quick that trap you, or even EVAing onto a pad and the drop kills you or you cant get past the outer pipes at Olisar so have to go high and then drop and your dead. There's loads of environmental glitches that keep killing you so would be good to fix these first before losing lives and money.
CR was just waiting for his respawn...
I swear to god, if i can't "press F to pay respect" at my own funeral, im not coming.
LOL!!! Paying respects to your own funeral. What a concept.
@@RazSkull673 well as a player looking at his "old" character funeral with the next one i guess, or the clone maybe
“My funeral is my time to shine”
@@b3nsu "The measure of a life is a measure of love and respect
. So hard to earn so easily burned." Rush, "The Garden"
In this case, it's Hold F ;)
(p.i.t)
"You KNOW people were gonna grab on to it and there was gonna be a Reddit thread, so I had to ask." - A man who knows his audience
Heck yes he really dodged it there, I was already thinking about possible implications :)
@@Godwinsname There was still a thread.
@@darjanator Lol, oh my!
I already fear death because I hate having to spend half an hour getting back to what I was doing.
right!? the time it takes to get back to what you where doing or recovering what you lost is already a massive punishments in many aspects with it's current bugs.
Key difference, most cases currently are loss of resources due to glitches/bugs. DoaSM specifically aims to inject an intended fear/pressure/motivation to survive because of gameplay, rather than what we incidentally have because of unfinished/bugged/glitched alpha content.
@@andredbraxton issue is they are working on this feature and implementing it WITH these current issues. that is a bad idea and they will lose a lot of additional backer funding with pledge purchases because current alpha players won't want to participate in a system that provides that severe an amount of punishment. when the current punishments from bugs are also still in place. and going dark souls difficult is one thing.. demon souls is a whole other level that a lot of players don't want.
another issue is, they implement it, you lose UEC and equipment cause of a "feature" so you "buy more pledge stuff that you can't lose!" is how this comes across, not a good approach at this moment, this should be worked on much later in the development cycle.
and don't think i don't get death punishments, i played Sonic on the genesis and Chameleon kid, i know how the "lives" system works.
@@62saki91 Not arguing that there's definately potential for a huge increase of losses. I'm not even suggesting that this won't potentially affect backer funding.
What you wouldn't catch me saying though is "Don't put this new game component in, because there are other bugs". mainly because I understand the state of the game. It's in alpha. I also understand that If the system is sufficiently developed, it's better to get it into the PTU now while it still doesn't "matter" so it can be fleshed out and refined. Rather than waiting to put it in later untested and rough because "it makes the game harder currently". I'd rather lose things now while other aspects of persistance is being fleshed out as well. It is entirely better to get it in sooner and debugged now than later. At least in my opinion.
Not that this is going in "now" but you get what I mean (I hope)
Devs please watch Altered Carbon. Imagine that character creation is actually just _stack_ creation, and that every time you die, you have to purchase a new _sleeve_ or just get a trash default one for free.
i would love that in sc i love altered carbon
This whole talk about how long you'll play a character, the down states and how you're gonna be attached and having someone to inherit your things, reminds me more of how one would handle a character death in a Pen and Paper, than a video game. Where there's often mechanics of down states or being able to revive characters, but if everything fails and you weren't done yet, your character's relative turns up to finish that arc :D
Having a med kit to help a friend who catched some maslina?))
Chris Roberts, we need to be able to explore the star systems solo in our Carracks. Implement AI blades that can defend us resonably... It is 2950 and AI WILL have developed to the point auto turrets would work we'll. Also... it's much too difficult gathering RL people to man guns etc... We'd be lucky to play once a week... The game will be a very quite low count player wise if we have to rely on RL people to man our positions in Carrack size ships.
@@taccntb4345 They have always intended for you to be able to hire both player and NPC characters as crew members on ships.
@@taccntb4345 Yeah... no we don't. ;) At least IMHO. We will be able to recruit NPCs to do some grunt work and man turrets for defense, but Star Citizen will be a game focusing on real multiplayer experience and playing together as a group. Especially large ships are specifically designed for Mulit-Crew-Gamplay and it has been said over years now: If you want to operate a MC ship, you need the crew - be it of NPCs you hire or real players you form a party with. As for AI, Star Citizen lore explains why AI development in the UEE didn't go that well and is all but prohibited as a field of research in the current UEE. That being said, AI blades will be implemented to help you run some of the turrets or systems in your ship automaticly, but going solo in a Carrack to explore a star system will probably never be a wise idea in the 'Verse.
@@TheVicomteValmont Going solo shouldn't be impossible considering we'll have NPC and AI blades to help automate some of the ships more important functions... At this point the Carrack is useless in a battle against even the smallest ship. I'm not sure if locking the ship to prevent others from entering is a feature now or not but that's important.
Im playing a lot of Bannerlord and sometimes when I read patch notes I get frustrated but then I remember everything CIG goes through, and Bannerlord Devs must be going through the same thing. Its nice to see the devlopment of Star Citizen to understand a little bit of my other games.
100%
That's funny. Star Citizen, Bannerlord, and DayZ are 3 of my all time favorite games. They've all been in development since around 2012. They're all games with heavy simulation and multiplayer elements, and they all have custom engines. Using DayZ as an example, people have claimed that an upcoming game was going to be a DayZ killer since time immemorial. WarZ, H1Z1, Miscreated, SCUM, and now Dead Matter, etc, etc, etc. People have been saying DayZ was or is dead since 2014. And yet 2020 is it's best year yet, there is no DayZ killer in sight. The bottom line is that these types of games are simply staggeringly difficult and complex to make, and really great games simply require a ton of time to make right.
@@yugen How many people play DayZ these days?
@@OhNoRh1no Something like 20k daily average, thats just steam charts not including consoles.
@pvtijhon So true!
This will make being a first responder medic a viable profession, this is epic.
a first responder was ALWAYS a viable profession lol...
We are all waiting to resuce someone!
Wonder if the verse will have an unspoken code to not fire at first responders
@@SamatWar well medical ships are well known ships and you gain nothing from killing them. Maybe the ocasional ransom for drug supplies but other then that i dont see people shooting first responders.
@@bryce4724 You seem to live in a world without trolls and griefers... where can I apply to join it?
"The reports of my death have been greatly exaggerated" xD Spot on CR! Always great to see you O7
Death of a spaceman is one of my favourite aspects of the game and a big reason why I became a backer. Love it!
One of the most interesting broadcasts since I'm following "Calling all Devs". Thanks for that. I'm looking forward to have the results of the good work you're doing. Good luck and many success furthermore.
These progressive status effects are how I perceived dehydration and hunger would be, but drawn out much longer. If we want immersion, dehydration and hunger cannot kill you in a matter of hours. This takes days. But having progressive status effects leading up to more serious repercussions makes sense.
Neither does exposure to a vacuum for that matter. You can live in a vacuum for about a minute.
@@Ancyker but that's already in lol
I absolutely love that the design goals of DoaS have essentially remained unchanged in 7 years, where so many other games back out of their "meaningful deaths" weeks or months before launch. This is one of two major things that got me to back (FPS combat/boarding actions was the other) so many years ago, and I'm beyond excited to see this coming online with the original design still on point.
still lots of issues with DoaS and still plenty of time to back out of a lot of it. I don't think they're going to pull all the way out, but I do believe we'll probably only get a partial of what they were describing as most of it isn't feasible, especially with all the bugs, ect.
It takes all types.... So many other games have backed out or dropped "meaningful deaths" I think is because they want to reach a wide audience and be commercially successful. I think full death mechanics will make the whole game a non-starter for most players I know.
@@TimBara not every video game has to be for everyone
@@SuperAWaC Doesn't that contradict with the Chris Roberts statements that this will be the best (space sim) game ever? Because if it wants to be best it needs to reach for a lot of players.
@@SuperAWaC Thus it takes all types.. The advantage is SC doesn't have the same financial pressures. So they might be able to create it.
These are the kind of things that will give Star Citizen its own identity. I like that they try to make this game unigue. Not a clone of any other games that already exists.
It is truly the game others will be measured against once it’s complete.
Yeah, the idea of a downed state, buy backs and so on is definitely definitely not in any other game... Certainly not similar mechanics in a tonne of other game! (Squad - dragging, revives, bleeding. COD, the list goes on...
@@ozzyo99 OK Who invited this wet rag to the party? Sheesh
@@ozzyo99 tell me another MMO that does that with persistence please, just one
This is truly shaping up to be the game I waited 20+ years for after Ultima Online. Origin: We Create Worlds.
You: I live, I die, I live again!
Chris: Not this time, old friend.
30 k will kill me before i can make children in the game
@@pimvaneijk4099 Contraceptives SC style :D
I could listen to Chris talk about Star Citizen all day. I really could.
Watch it again and keep a note of how many times he says “y’know” or “sort of”. 😊
Where is Count Disco :(
You have to wait a year, it's worth it.
Shaved his head to show support for someone he cares about. I BELIEVE Pappy also did, but might be mixed up.
Only two things are certain in life: death and taxes.
I was concerned about how this perma death thing was gonna work, but after hearing about how they're gonna implement it I like the sound of it. This could be pretty cool.
ua-cam.com/video/sFB4vz_kYts/v-deo.html
We get it all lol, death and taxes
Great show guys, thank you. All this talk of fearing death and doing a sort of corpse run to retrieve gear is bringing me back to my happy Everquest days. So excited to have the threat of death and loss factor into my gameplay decisions; this is exactly the type of depth / risk and reward style of gameplay i am looking for. Careful and considered planning is a key element to what I hope will elevate Star Citizen from being a casual experience to something I can consider a hobby for years to come.
If there's one thing I learned from playing Fable, it's that an aging mechanic sounds cool on paper, but really really sucks when implemented. In a persistent-universe game, I don't want my character to age, and I'm not a fan of being forced to make a new character which doesn't carry over all the progress of the original character, because I played too long, or got ganked too often. There are much better ways to have meaningful consequences for death, than forcing you to retread prior progression. Eve Online does a good job of this with ship insurance and clones, letting you pick up where you left off, at a cost, while still making you lose everything you were hauling. There were consequences, but they weren't so steep, that you felt your progress up to that point was a waste of time. It feels like death in Star Citizen is going to be less about making success feel rewarding, and more about making death trigger you until you ragequit. If realism is getting in the way of fun, then it isn't a good game mechanic. Should a persistent universe have the same consequences as an old arcade game that gave you 3 lives before "game over"? They referenced Demon Souls a couple times. I never played that, but did Demon Souls make you reroll your character if you died?
To me your description of Eve's mechanic sounds pretty similar to Chris's of Star Citizen. What 'progress' is valuable about an Eve character except its skills and its stuff? SC doesn't have skills, so you don't lose them when you die. You lose stuff in Eve, and you will lose it in SC, both mitigated to some degree by insurance.
The only other thing I can think of, really, is reputation with mission givers and factions; and even that will be retained to a large degree by descendants. In any case I expect it will take months or years for a character to 'die' for the last time and be replaced.
@@declinox I don't know enough yet to say for sure what the consequences will be. I'm only concerned about what I'm hearing. If the progress you lose upon final death includes money, off-site stored inventory, reputation, or ships, then I would at least like a way to pay (ie: cross-avatar insurance) to guarantee their retention. Eve has ship insurance and clone grades you can purchase, to avoid losing everything other than what's in your active inventory. You still can't be completely reckless, because there's a cost associated with retaining everything. I don't want to have to rebuild my reputation with a faction I spent a long time and effort building up. And death by old age sounds even more punishing if it happens years down the road. All the progress you make over a long period of time, is likely to be much more extensive and more meaningful than progress made only recently. Again, I have no idea how they will implement it, but I'm still wary.
You described it perfectly. No it's not like demon saouls, this whole concept looks like a nightmare. They won't even be able to fix the bugs that kill you. Too realistic, no fun at all. There is a point where realism breaks immersion and breaks the game. If this are the mechanics we are heading too, I won't spend any other money on it and quit playing right now, I have better to dl in life than getting frustrated by these things.
When i played death in eve online was a joke.
So 3 years later and we are still dying to the same random bugs serveral times a day. My how the times haven't changed. lol
Something's missing. I can't put my finger on it. Or run my hands through it.
I know this is a trap question but I ll bite: A game?
How are your options going bro
@@Viejoviajero Jared's Hair
You want to run your hands through what? ;-D
@@magnetic3815 He didn't say he wanted to, just that he couldn't. 😉
Thank you Chris.. glad u r alive :) i enjoy listening to you.. no matter how long or short u share your time.
*Let's sum up! You do, absolutely not, want to die because:*
-Each "death" may greatly disfigure your character permanently.
-You'll lose every and all items that you had with you.
-Your ship will be stranded where you left it.
-You'll have to pay for medical expenses.
-Dying can reduce reputation with certain factions (speculation).
-Players might be less inclined to bring with them someone they know "die" a lot.
-Your character can only "die" so many times until they're gone for good.
-Your next of kin will not inherit 100% of your previous character's assets.
good. i know i will regret saying as dying sounds really inconvient and expensive. it does means the very real consequences of death and injury will have a substantial effect on a reckless gun-ho attitude. it also means scars and limping and disfigurement and artifial limbs - these will not be artifical choices made at character creation but genuine injuries and will add kudos. people who look like Long John Silver are likely rough character you want to avoid and they are seasoned professional in combat
American or european healtcare? If american all my moneys would go to medical bills.
@@Samppadaaa
If European, the government decides whether you are worth saving or not.
Listening to them talk about this now after they have implemented tiered injuries, BDL, moving bodies with tractor beams and by hand, med beds in ships all this stuff is insane
Sounds great and all, but I’ve been waiting since 2013 for my Starfarer to actually refuel something. 👍🏻
ahhh its a cruel cold and bitter world
Ya, I feel your pain.
Also, the longer it goes,the more functionality we seem to lose.
This kind of stuff would indeed be *huge* for how careful people play the game and how respectful they are to others and be _super_ interesting for gameplay.
Also, similar to the 'Vehicle Experience Team', I really like the idea of having a sort of 'Actor Experience Team' of people dedicated to improving the player interaction experience too and look forward to it. 👌
Absolutely!
I've always had an internal nightmare of it ending up like eve with fleets of tooled up throwaway characters acting in ways that no half way sane person would in reality, even with cloning, hopefully this'll go someway to stopping it.
Shame it opens the doors to massive amount of griefing and yes griefers don't care about loosing there ships etc
Yeah they don't but they won't be multiboxing 10 clients of SC to keep an eye on every approach or throwing their character at a suicidal gank of a hauler if they need to wait for their character to have its belongings passed to a relative.
@V cal Céom that's a nice dream and alternate reality but it's far from factual unfortunately
WAITED SO LONG FOR THIS I LOVE YOU GUYS!!!!
Well done you guys! Thanks for being patient and understanding, and great communication
I can rest easy witnessing the enthusiasm of Devs like Chris and Richard- how they sustain that burning passion for their work despite all the complexities. I'm glad the spirit of CIG is enduring. To me, the company still stands as the pillar of hope in the gaming industry. I hope for all the best.
Very very much!
"pillar of hope" - very well phrased, i fear it will remain like that for a looooong while to come, never quite morphing into the "pillar of accomplishment", kinda..
I think as of 2022 dying in SC is devastating enough: First you die, more often than not because of a stupid glitch/bug. Then you spawn in a hospital at whatever place you visited last - it better be your "hub" where you managed to store a few space suits of your liking, weapons etc, because then it's just a matter of opening the laggy, absolutely barebones, inventory and tediously dragging / dropping the items you desire to your spaceman.. next you walk (run, let's be real) to the train/shuttle/whatever, take another walk (run!) to the terminal, claim your ship, wait, go to the hangar and fly to wherever you died.. That's the "quick" route, but if you spawn in a hospital of a place where you don't got your gear stored, it's even worse: You're off to a quest of getting your base inventory together to even start playing again..
Lots of talk about physicalised inventory I hope we get some different options to store stuff like duffle bags so we don’t have to compromise our choice of armor to get a backpack
Even though we do anyway because they’re only two options if you like going down to planets
They have updated about this. Backpacks will be a separate item to armour.
Yessss, love this. Thank you guys for the continued work!
You're a film director Chris! Look at the camera! :D
From the title, I can tell that this will be the best rated and most viewed SC channel video of the the entire year.
Nice to see Chris back in the action lately.
@@edratliff been working on things behind the scenes I think. I meant in a way to see him in the videos and engaging with the community more lately.
Thanks guys, that was very informative. I'm new to Star Citizen and think I'll be very grounded to this game for some time to come I expect.
What I'd particularly like to see as a part of the death scenario's that was mentioned is when a player comes back to a body (either there own or other players) you can get a feel of how long its been there by a decay of organic body parts. So like a bionic arm will look fine but maybe a bit dusty while the face in the helmet could be sinking into the skull or be only skull over time.
Another thing that I'd love to see is the use of the 8-ball tables and arcade machines at bars when alcohol consumption becomes live. Mini-games like these can spice things up.
Thanks again and keep up the good work :)
See, this is what we've been needing for quite some time. For the man himself to come out and tell us the plan and what's going on. It's absolutely necessary to hear it from him and it is appreciated. Try not to leave us in the dark so long next time.
Quickly after backing this game years ago I learned that CR's word is as persistent as dew at noon. Therefore I appreciate more words of devs themselves.
He’s been busy living the good life.
seriously lol he might actually be the last person I want to hear things from🙄🤣
This was great! Like how they came back to the topic.
This is a great amount of information for the future! Its good to know it so that we can prepare.
For me its essential as part of the UEE Coast Guard, for example, were our main job will be to rescue you!
I'm really glad they chose this topic to cover, this one is one of the ones that had been most neglected and most needed an update. I'm very glad this idea wasn't forgotten about. It was easy to think it was, from the perspective of a player not having seen much about it devside and not having implemented it gameside.
Cant wait til death becomes a real fear in the game an you're able to loot peoples bodies for gear and stuff.
This will to take Star Citizen to a whole new level!
I hope crashes dont count lol
I mean, im sure by the time this actually comes in there will be something in place to detect the difference. I hope.
It's seriously great. I played a patch, I think it was 3.8, with the absolute intent of staying alive at all cost, as if perma-death was on already. Totally changes the game. It's really scary, but very rewarding as well. I actually managed to not die for the 6 weeks that I (occasionally during those 6 weeks) played :)
I just hope the difficulty doesn't turn too many people away. The awesome thing is, Star Citizen will essentially launch with Adam Ant from Ultima Online's Angel Island proposal in place from the get go, meaning theoretically we shouldn't have a situation where PK's can just terrorize and entire player population.
There will always be people turned away, no matter what decision they make. Them people just have to suck it up an deal with it, an accept they cant stop all progress just for the scared few of PvE only players who are terrified. You'll never be able to make everyone happy anyway, but some people are hopeless. Im sure whatever happens CIG will do a great job at controlling it an have measures in place.
I died falling through an elevator/getting stuck 5 time in a row trying to board an enemy ship for a mission. I don't think the game is ready for death punishments yet
OMG yesterday and today is totally different Jared! :D
I wonder if the PU will persist lineage by cataloging major events of every generation. Would be awesome to have some galactic library where players can research the history of other players and get historical insight on the current state of the PU.
Actually, that is part of the plan. Galactipedia will keep track of players actions in the future and should, in the end, even be able to portray a characters lineage. :)
Totally!
This all sounds pretty interesting, and all, but this will be one of the last systems to actually come online cause it's soo complex, and demand so many other systems to be working. It's exciting to hear about it again, but at the sime time it's so early in development that I don't wanna bother getting hyped.
You are right. We shouldn't get hyped. This won't come alive in ages.
Probably they will implementing a light version into the actual state of alpha. That means just light consequences.
I created this concept for combat flight simming nearly two decades ago, called 'Dead is Dead' (DiD). Nice to see it in SC.
I liked the long hair from yesterday
Me to
don't worry, next time he will be blodie and curly
Wow...Mr. Roberts himself!!!!!🤯👍🤪
I thought that Chris guy was an intern, no? They should have him on more often, seems like a cool dude :D
@@SETHthegodofchaos he is the founder of SC
And that was a joke
Death of a Spaceman is gonna make this game terrifying to play.
Terrifying == exhilarating (at least for some people).
Been looking forward to this one. Real change up in gameplay and hopefully add some worth to the characters life, and maybe gear fear. Hope so, sounds a cool concept.
im the loot gobling
I already fear for my gear while playing. It gets deleted by the server at random on a weekly basis.
MSR in polishing, Idris spawning as final attempt to secure an armistice zone... Awesome. :D
Man, this felt short but wasn't. More like this plz
my lad CR mentioning the og demon souls!
How will this be handled in regards to PvP? As we understand it, most of the universe will be open PvP with people just needing to dodge security forces and bounty hunters when they attack other players.
This looks like people could very vehemently hunt another person and bully them into losing their character just because one person's a better dogfighter, or has access to more resources.
I don't want to see repeats of other permadeath games where players can just bully eachother into being unable to play.
Don't try and fight a major org on your own is the simple fix. They said before that if there is what is essentially spawnkilling then they'll do something about it as is needed
It's also why having mutiple systems will become important. They've said before that systems like Terra will have a more PvE friendly security force, while a place such as Pyro will be a lot more PvP lawless. So you can go to do trade or PvP in the more lawless systems in the hope of greater rewards... or take the safer routes in systems with high security - or find a system where you feel there's a good balance between the two.
They have also said that if you repeatedly kill someone over and over, that will be considered grieving and that person will be warned and then have their account banned if repeated attempts are made.
This is true. CR always uses references to single player games when he talks about death of a spaceman. Hopefully he do know that he develops a mmo and that perhaps single player gameplay mechanics do not necessary works that well in a mmo.
I think the time to kill will be made much higher. With having to take out pyshical components it will be much more work to kill someone in a ship or much more time for you to surrender before your ship hits critical damage and explores.
30k of a spaceman is what i play.
Love the video guys! Clears up a lot of stuff that has been on my mind lately... I’m happy to know Chris is alive and well, still making our game 😂
Best episode of calling all devs ive seen in some time!
Great Episode! Was really nice to hearing Richard and Chris talk and the updated plans for Death of a Spaceman
I have a feeling this feature is going to get annoying real fast, and not in a FromSoftware kind of way. I'm really rooting for them, just hoping the integrity of the game doesn't become a limiting factor. It's a great idea and wish you the best of luck.
Loving the energy and passion you guys are putting into this.
So much info to take in. Good job guys good to see you both.
Death of a Spaceman is why I initially became a backer
THIS.
As an old school Ultima Online fan, it's a huge part of the allure for me. Granted it should theoretically curb many griefing tendencies, seeing as it will essentially launch with Adam Ant's "Angel Island" concept in place.
Nice to see Cris on hard topics....🙂
Chris Roberts referencing Demon and Dark Souls. That made me way too happy.
He already did that back in 2012.
@@Rogue_Six I've only been following the project since 3.5
Won't make you that happy when it happens in some random planet and you lose days of work.
@@BoogerLeader Then don't put yourself in that situation. That's the whole point lol. High risk high reward. I've been playing punishing games like what they've described for years. I know how it works lol
@@scotm721 I know, better not to play than have to deal with that, eh? Which is my point. Dark Souls is niche for a reason. And, yes, the death mechanic has been discussed for many years.
I've been following the game since the kickstarter first launched. The low TTK and the inability to have any control over PvP were not part of the campaign. TTK has been lowered more and more and PvP slider was removed and that slider was an important feature for many who backed it.
So you're conveniently discussing one feature being around for years but forgetting the other features that were meant to make that feature less punishing or less likely.
Good stuff here! Nice to hear from the Captain himself on this one!
Reputation resets would really drive how careful people would be, look forward to there being some real risk in losing stuff in game!
Hoping there will be a bit of a cap on how large/successful a solo player can be. Whales being overpowered with their personal fleet powered by NPCs isn't really fun for everyone else
negative rep can always be measured :)
Reputation reset on death would kill the game as no one (the people who will be the money bringers) is. Going to stick with a game that throws away months and years worth of reputation grinding with everyone in game ....the game player wise will be dead within a year
So what you are saying is I can fill up the belly of my caterpillar with playerbodies as they don't despawn? Like lots of them? Then fly over area 18 and drop them all from the sky into the city?
That would be awesome! And macabre! But awesome! :)
this Chris guy sounds very promising, he should make a space game and start a crowdfund to raise $400 million
Early dayz.
@@Dumb-Comment r/whoosh
Having someone rescue your body will be more beneficial than simply respawning. DocWagon, anyone?
This will work great considering 9/10 times you die is because you fell through the planet, or a rock, or a chair, or a elevator, or a ship, or a bed...
Chris. You are awesome. CIG. You are awesome. I want this game it asap, but I don't want you to rush it. I am eager and patient at the same time. You're doing a great job! Cant wait to see all this come together. In the meantime I will enjoy the journey. Thank you!
It seems to me cloning is a change in approach, and I'm nervous about it. I'm all in favor of consequences for dying, but all the talk of DNA and cloning reminds me of EVE Online...and Star Citizen doesn't really have that idea in its lore as far as I'm aware. Without cloning, you could maybe respawn in a hospital, but your body would need to disappear from where you died, either leaving your equipment there, or maybe having it placed in a locker in the hospital. The other alternative, I guess, would be having the player take over the next-of-kin, who could recover the effects...that has been discussed, but not for every death. Cloning here seems like a magic bullet to allow players to get back into a game quickly after dying.
If the cloning mechanic sticks, I hope CIG can tie it into the lore, make it work well, and also distinguish it from what EVE does. The only difference I think I heard was the idea of your DNA degrading every time you are cloned, which is an improvement IMHO over perfect cloning, but the whole mechanic raises questions like 'Would players use cloning as a way to fast travel?' and 'Will I need to stage clones in strategic locations?'. At least the question of how state is instantaneously transferred between the active clone and other clones can be dodged, because SC doesn't have skills.
I think SC being a big playable test could prevent most of negative effects before even going live. They will watch and see what works and what doesn't.
Pledged in 2013, really just started back. This was a good discussion. Thanks!
"and when your arms don't work and your legs don't work and you've got a brain bleed"
I'm... not sure... I'm going to step out now and let you sort this stuff out.
Really great, even if it's not new info. It's just good to see Chris and his genuine excitement. :)
When death bring life in a game. Beautiful
Great contend I enjoyed it, and a nice surprise to see Chris :)
Chris Roberts @9:00, wow he looks like he would rather be somewhere else.
I backed a space exploration game (Which CR let us vote on)...and this is the discussions we’re having 7 years later -.-
I like the idea of limited lives and earning extra ones, i think thats brilliant! Gives you a reason to care about your character.
The idea of DNA decaying after its been stored is a bit silly and definitely wrong.
We've effectively cloned a creature thats been extinct for 60 years here recently.
But the idea as a game mechanic is solid.
@@PH03NIX96 It's not silly lol, it decays the more you copy it. That is common knowledge with cloning. Star Trek's addressed it, Stars Wars addressed it. Basically every sci fi setting has addressed decaying DNA the more you copy it.
Look up Medrunner if you want to join an org all about medical gameplay.
"Hey guys, we're JUST starting development of this core mechanic we talked about over half a decade ago..."
Very nice.
Eleventy likes! Bravo team! I'm sure interested to to get the feedback machine really rolling.
Very well done gentlemen.
My biggest concern is server hiccups, and going out and having fun. This may prevent you from exploring caves, or venturing further out in to space on to planets or engaging in pvp battles, or fighting off the hoards of enemies. What about peoples sole purpose in going around just killing people for the fun of it. (hackers) what about these guys as well?
We might have in-lore video games inside the game itself, like Star Marine, Arena Commander, Threatres of War and potentionally many more that would allow them to experience parts of the game in a less punishing way.
Yes..this is a terrible idea and I don't understand why people like it. We'll see how much they like it when the game ships and you can't do anything without dying removing all the fun from the game. Like everyone has 50 hours a week to play and like this kind of bullcrap. This is gonna make the game unplayable
@@enricod.7198 have fun playing elite dangerous then.
Best episode. Thanks for coming on the show, Chris. Jared, what was his title again?
This is a topic that needed re-visiting. Huzzah!
Great that Chris explained and share his vision of the death of a Spaceman. The community welcomes the fact that Chris takes the time again to share his visions himself. Richard explained very well the whole process of get injured, the different stages of dead and the consequences aswell. Awesome job!
Speaking of the DNA system reminded me of our own human evolution. That we are the result of evolution and many abilities through crossing with other species (Homo neanderthalensis or Denisovans).
Perhaps you could implement a mechanism in which one could change one's abilities or life values through DNA research (Endeavor or similar laboratories) or through crossing with other species.
On the other hand losing an arm and getting some bionic arm reminds me of the old series "The Six Million Dollar Man". So losing some extremities may not only be disadvantageous, but may even offer advantages (stronger).
Because Richard is talking about to go to a barkeeper and get drunk...i bought in 2014 the "Mr. Refinement’s Cabinet of Rare & Exquisite Spirits". In the beginning i could use it in the hangar module and it works very well beside the drinking animation and an annoying sound. Now it´s totally broken, not useable. Maybe you could fix this again AND all the others extras you are selling like the "Locker from Another Universe". So many stuff is broken, not fixed or just forgotten (Shut up and take my money Skin). But i believe in you
6 Years while you're not able to correct the self destruction timer or escape pods for some ships... :-)
They explain in the vid that they dont want to fix things until any change that could affect them are in place. They dont want to fix the problems you detailed only to have them fix it again after they implement new features
In all honesty, Im one of the guy that have become more and more in the 'Haters' campseeing years passing, but i dont know why everytime i hear Chris Robert He seems so invested and he dont look like a liar at all he really beleive in his project everytime he talk that boost my hope. I dont know if its because he is one of the best manipulator to calm things or if he his really honest but he look like really honest. Lets hope. I was about to trow the towel on this game and sell my ships on the black market but hearing about Chris a lot this year make me think ok wait another 2 years lol
Buckle up, citizens.
I see that there are soo many examples of working features already, and I see all the assets that are sitting waiting to be activated all around me in game. This is super exciting that progress has sped up so much, I'm really excited for the new imperitor announcement and the convention on the 20th on my homeworld of Microtech!! Hope to see you all there!
Death of a Spaceman is what will separate this game from all others and will drive player behavior in exciting and dramatic ways. Glad to see the aim has remained consistent all these years!
it will benefit grievers with high internet speeds and the latest rig hardware.
@@62saki91 Good guys have that too
I like how Star Citizen/CIG/RSI is communicating with the players now :) :) :)
(10-15 minutes videos/week are fine too)
Either I live on with scares and missing limbs, or my next of kin lives on with some of my heritage.
In the voice of GorgonTheDestroyer;
"Hello everyone, it's me, uhhh, Chris, Uhhh, I think. I can't remember my name anymore. We're working on this thing we came up with 7 years ago, uhhh, don't die and don't forget to Buy my ships!"
Very Good, thanks for the info! :D
This seriously makes me want to swap my Cutty black for a red... hmmm.
What about Death Of a Space Game??
Well thats great "working on all that stuff right now" however what about fixing the ship environment's so they dont kill you such as the external upper doors on the Carrack that kill you when you walk through them. Or the hanger doors that shut to quick that trap you, or even EVAing onto a pad and the drop kills you or you cant get past the outer pipes at Olisar so have to go high and then drop and your dead. There's loads of environmental glitches that keep killing you so would be good to fix these first before losing lives and money.
This feature is very much appreciated.
So... the term "lifetime insurances"... does it refer to the players lifetime or the lifetime of a charakter? :D
Did Chris Robert's just reference Kane from Command and Conquer? Well played Mr. Chairman, hit me right in my '90's Nerd Nostalgia.