Star Citizen 3.24 PTU has arrived - Some good and bad changes incoming
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- Опубліковано 10 вер 2024
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So Alpha 3.24 has entered wave 1 PTU and with it comes big changes to hangars, cargo and inventory management. We'll be taking a look at the updated systems in this video, and as i'd already gotten used to some of the new systems during Evocati testing - I was able to give a brief summation of my thoughts to nurseman immediately as we were setting out. I'm going to be quite candid in this video, these are just opinions though and if your own experiences or feelings toward the changes is different to mine thats totally fine.
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At 1:07... he hit the nail on the head. In database management we call that splitting the tables. Whenever our tables would get too large it would cause massive slowdown and elongated query times. Splitting the tables reduced processor load for queries, and you were less likely to end up with corrupted tables. You might have noticed pre-3.24, the inventory database was prone to misplacing items, having them completely disappear into void, or you would equip or unequip an item and it would just completely go away. This is because the database was just overwhelmed by the local inventory size -- long query times also means the likelihood of losing items because table access (or in this case, since they're using a graph database, it would be node access) is disrupted and you run the risk of massive slowdown, crashing, or data loss.
A lot of people have complained about the extra step in inventory management via the drawer, but CIG very quickly glossed over that it was due to performance issues, and yes, you will notice that your items likely do not disappear off your person or magically unequip like they used to. This is because the drawer acts like a small loot box -- an interstitial between your local inventory and your character's inventory. It lessens the load on the database. It's identical to the interstitial they designed for the ASOP terminal between delivering the ship and actually calling it to the hangar -- splitting the player entitlements like that helped reduce backend database load, as explained by Benoit.
Did you watch Voidy? He completely destroys this by simply transferring absolutely *everything* in the inventory to the drawer 😂
Well said and this should be Top comment!
@@eavdmeer He didn't say you couldn't, only that it reduced the load. So not completed destroyed... or at all.
It's almost impossible to get anything done.. try upgrading a ship....
I feel like there are ways to do this without forcing us to jump through 3 extra player facing hoops. They could just let us equip a paper doll on the display, press apply and then the backend moves the stuff into a different table and equips it automatically while a short animation of the character taking stuff out the drawer and equipping it hides the whole backend processing time making it not only feel more seamless but also a lot more physicalized and immersive than accessing the same old inventory through the box and dragging items onto the character that manifest out of thin air.
Taking Nurseman's idea a step further... what if they had an kiosk section for "loadouts" alongside favorites. That way if you have 5 or 6 go-to loadouts, you're not still clogging up your favorites section too much....
Definitely understand why they wanted to make this change, but will be interested to see how it develops. Definitely doesn't seem fully-cooked to me.
What you said about the old inventory popping up and ruining the veneer of "realism" was spot-on imo.
yeah i really like that idea! good thinking
they are implementing the suit lockers to do exactly that
or just add suit locker functionality to ships!
Great idea! But, I don't think the inventory system should have specific knowledge of 'loadouts'... that sounds like it's super smart and it's going through your inventory and picking out all the stuff on the list for a loadout you pick. I think it'd be more realistic to just put boxes in there. Put all the stuff for a loadout in a box, put the box in the inventory, get it back out later. Done! Maybe give the box a name if you want.
They could have it recognize full sets of matching armor so if you have like Morozov Aftershock, you could equip all 5 parts with one click instead of searching for each piece.
CIG could use being able to hear other hangars to their advantage, if they turn down the sounds from other hangars to stop them being annoying. Hearing quieter sounds from neighbouring hangars could add to immersion and add more 'life' to your hangar, as you hear distant muffled sounds of other players doing stuff.
My biggest issue is that all the items are so huuuge in the list, the UI is literally the worst UI I've ever used. Imagine when you have like thousands of items, each item takes up like one forth of the available monitor space. I wish they would just take a image of each item and used that instead of the 3D representation so it would be faster to load and they could show a lot more of them at the same time. The filtering is so weird and honestly dumb. Most of the models don't even load up in the inventory. That aside, I actually like the kiosks as the way to get your stuff instead of a always available inventory thing. I just wish they would make it better.
funnily enough we were talking about this earlier on and apparantly the item 'size' on screen is related to your resolution or aspect ratio or something. like i play in 1080 and the items are reasonably small, but Cyrus who plays in 1440 has the huge items you are talking about! something needs fixing there for sure!
@@Citizen_Kate OH WOW really, that explains it, I play in 4K and the items are gigantic 😂😂 Thanks for clearing that up, I assume just a bug then.
@@bar10drYeah, apparently the fucked up the inventory items for everyone else when they fixed the bugs for it with widescreen users.
@@Citizen_Kate I just want a text manifest that works like a file manager (think Windows explorer that you normally use to manage your files, or a fancier one if you've used it like Directory Opus). Boxes and other containers could work like folders, and you could drag around items as icons or as text (with details columns of various values/statistics about the item and you could then sort the columns). When you have thousands of items it sucks managing them like they're in a kid's picture play program. I get it for when things are physicalized, but the kiosk/freight terminals are *computers* that you're using software on to manage the warehouse stock. It should work like software, and that software should be designed in such a way that it manages a large amount of items in the most convenient way.
@@NozomuYume Game software that employs practices and principles common to other sorts of software? Where would you get such crazy ideas?
I think it'd be great if we could organize the ship elevator like a cargo elevator. Let players pick where on the elevator their vehicles will spawn so it's not always right at the center of it, and perhaps even allow us to spawn multiple vehicles at a time.
(Really not looking forward to spawning my C8R in my Reclaimer sized hangar lmao)
To add to this, an early version of this could be subdividing the elevators into smaller sizes. Like the XXL one is actually 2 XL, 2 L ,or 3 or 4 M sized ones together and depending on if any vehicles cross the boundaries between elevators or not you can use them individually. Kinda like how A4 paper splits down to two A5 sheets, which splits down to two A6 sheets, etc.
The idea of immersion vs convenience only holds up if the immersive alternative, despite it's inconvenience, makes more sense within the world. But this inventory management system is just a poorer, less efficient type of magic than the old system. What mechanism is on the staton that is able to locate, retrieve and deliver your personal items within a few seconds of you choosing them at a kiosk anywhere in a landing zone or space station? How is that technology supposed to work within the world? It makes no more sense than a magical inventory and doesn't give me a greater sense of immersion. A world in which there are kiosks every few meters than can magically retrieve your personal items with seconds is not immersive. It's just silly. Just stick to the inventory mechanic that every gamer understands from decades of RPGs and focus immersion on areas that add to player enjoyment rather than needlessly detract from it.
saved loadouts is indeed a good idea. What i was thinking is a pre-view system that kind of works like how the inventory system worked but trough the kiosk, a digital preview of your character that you can drag and drop items onto and then with a singular click get all items on your preview character delivered to you through the kiosk's box.
for the hangars a placement system could be nice. A way to possibly bring up multiple vehicles (that aren't the max size of the hangar) by working with a larger version of the cargo-grid system but for vehicles. so that you could spawn a ship and a ground vehicle you want to take with you at the same time and also spawn them closer to you instead of all the way in the middle of the elevator.
I like the idea of 3.24..but those extra steps adds soooo much time.
However being able to load a ground vehicle and a box of my favourite gear on a ship was alot easier than the old days and was a highlight of this PTU
That's the point in SC tho: Immersion as a key component of player satisfaction. That's CR's thesis really.
And if you haven't noticed, real life also has a lot of steps to everything. 😅
I have decided the freight elevator will be my main load up delivery system. the way it pulls in stuff though is worse than the kiosk, but at least you can pull in more items.
@@VlasVilneous they are working on suit lockers that will specifically address the issues with loadouts
@@LucidStrike Yes fk real life inside a VIDEOGAME. Real life is tedious and we all wished we had superpowers to jump over the monotonous repetitiveness. VIDEOGAMES USED TO BRING US THAT, but now since the overlords want humans to live inside simulations, even video games are introducing " immersion " as a way to set up the future.
@@LucidStrike the issue is Chris Roberts doesn't know the difference between realism and immersion that adds to the player experience and the one that takes the player out of it by introducing a lot of extra completely unnecessary tedium, friction and frustration. Besides, these drawers are the opposite of immersive since they are magical bags of holding that manifest items onto your character the same old way, just with two extra steps added inbetween.
Do you really think people want to actually file their taxes or deal with the actual bureaucracy of running a business in their games rather than just focusing on the intersting managment and logistics parts just becaue it would be closer to reallife? No, because it doesn't positively add to the experience and in the end videogames are a form of escapism of the bs of reallife, filtering that stuff out to focus on the enjoyable parts. Even most milsim still dial back the realism to the point of fun even if they are as conservative about it as possible.
The ware house needs :
- a list of recently acquired items
- an intelligent search bar (working with near words or one letter errors)
- the possibility to have or create sets especially of armors but of full equipement set also. With munitions associated to weapon also, not needing multiple selections.
The game also now urgently needs the suit lockers. And maybe some others specialized lockers in ships for instance in place of the aid kit for medgun and medpens. Plus pack of 6 bottles. There should be grids for objects in ships to be sure they do not move and need computations.
This new system add some frictions so theys hould try do diminish friction to compensate.
Somewhere in the design process is a gap labelled "playability". Immersion and playability go hand in glove. Immersion is broken when playability isn't optimal and I think there's alm,ost a corproate blind spot on that. "Rule of cool" is part of the problem, not part of the solutuion. Time sink immersion isn't a good direction. Tbh I can see this and MM being would back for a rethink.
The whole drawer thing for adding gear to your character is such a bad idea! I like the idea of the machines to get your stuff and think it way more immersive than pulling items from thin air anywhere. You should just be able to use the machines to add stuff directly to your character using the current 'doll' system though. Adding the extra drawer stage only adds inconvenience.
I'm glad a Streamer has mentioned these issues, as that seems to be the only group the Devs listen to. Still, I'm thrilled at becoming a longshoreman in my space based game.
It's somehow made the entire process of gearing up even LESS realistic, because there are so many middle-ground steps that aren't there in reality.
Shipovators are cool, but I can imagine it getting tedious waiting nearly two minutes for the entire animation of calling a ship to play out, once the novelty has worn off.
Yeah i have to agree on both points here - dont get me wrong i do love the hangar changes but there is definitely a noticable sense of waiting around as the mechanisms go to work
One downside of having a big hangar, the shipovator takes a lot longer to cycle, especially since the large doors take longer to open and the elevator still needs to travel as long for a tiny ship as it does for a giant ship, would be nice if the shipovator was "modular" ie if you call a small ship only a small part of it quickly does that, or could even have multiple shipovators in each hangar, of different size.
Not if the ships persist on the platform until manually stored.
o ya cause hitting I in the middle of space out side a port/station was realistic....
Chris Roberts loves dramatic cinematic style scenes. But doesn't realize how tedious it all gets.
you do not want to try gem mining, because you need to transfer the items from the ROC to the back pack to the SCU and then from the SCU to the hangar lift and then to the warehouse just to sell them. We need the local inventory back and there is a bug that if you store the SCU then its contents vanish so six hours of Gem mining goes missing, is a real bummer! You also should try taking out the SCU from the draw, it spawns than then knocks you out or gets stuck in the area and you cant tractor it out. It also needs one of the terminals on the ship so when in the hangar you can move items from the warehouse to the ship.
Even though the item kiosk functionality clearly has a big bandaid over it whilst they deprecate the old inventory, the obvious solution to me is to remove the drawer and just have your character and their equipment on the left of the item kiosk screen, or just make the drawer and your character two separate tabs.
The old inventory with the horrible disjointed 3rd person camera is then gone, and a highly modular solution is in with the new tech for them to make a nice character specific inventory.
Agreed. It would also make it easier to equip (and unequip! Arguably more difficult at the moment) items to specific slots as well as make those items easier to find if you're just looking for leg armor or something and don't want to dig through a hundred helmets first.
The old mobiglass dress-up tab used to be a bit like this.
Star Citizen already is a huge timeeater when playing it. Making something simple as gearing up take even longer might have a lot of negative effect. If you only have one or two hours to play every day if at all, it will feel extremely bad having to waste 15 minutes on the kiosk.
That's why I stopped playing within a group. It was painful if you don't have 4 hours free to play, half of the time we are waiting each other. Someone crashed, another one can't join the party, a third one can't connect, another one have to turn back because he forgot drink or a weapon, and so on.
It's taken SO MANY years to get this game out that they've decided to SLOW the game down for players so they don't notice all the years going by.
Yea but this is just Tier 0.00000.
There's obviously some growing pains with this system, but I think people are forgetting that this happens with every patch. They need to get an initial version of the system out so that they can receive feedback, see how it affects the backend, and plenty of other data I'm sure they're gathering. This system is obviously not going to rely on the old inventory UI forever as we have the new UI that pops up when you hold I instead of just tapping it. The system will grow and become much smoother than it currently is, we just need to have some patience.
Just not a fan of the direction this patch has taken. Everything takes longer. As a player who A) can only throw a few hours at a time at the game in any given session, and B) enjoys the more industrial and hauling gameplay over combat the cargo loading is a nightmare. If it's going to take 30-45 minutes to load up a C2 then another 30-45 minutes to unload it at the destination, I'll be spending huge portions of my playtime moving around cargo. That sucks.
The instant teleport loading was always a temporary hack, we have always known it was going away at some point. Automated loading/unloading (for a price) is available in any location that can store the ship (of course it takes some time but you can enjoy a beverage meanwhile)
I believe the new inventory system is a prelude to many more animations dealing with putting on and taking off armor and clothing. Right now it just seems like a more fiddly system like we had before but when they add actually seeing your hands take off your helmet or pulling a jacket out of the drawer you'll realize why they have it this way.
Personal Opinion, based on what I am seeing in just this video: All you gotta do is click Clear Filter and then the Category. Setting items as Favourites is something I am glad you agree with. A favourites Category would be the first one.
If you 'select all' and then move whatever you selected (armour + weapons + food let's say) and move it all to the tray, you can go into your inventory as normal and just grab what you specifically want.
Rather than CIG trying to jerry-rig the freight elevators to work with ground vehicles, it would be better to make use of the extra space around the hangar's perimeter for a vehicle garage. Would save so much time and it's not trying to reinvent the wheel.
Except that a mess of instanced ground vehicles will create a major (ie. excessive and frame destroying) load upon the game engine.
I like the idea of gear storage being a little bit more painful in the future. I have some hope for it. Persistent hangars are really a proof of concept but once I'm moving between a Persistent hab and a Persistent hangar and a Persistent ship, I won't be touching gear storage apart from rare occasions. I'll be pulling things up in bulk, leaving them in the hangar, or somewhere else that is actually physicalised. I'll be testing that behavior once I'm in 3.24 but it feels like a lot of friction that will ease up from gameplay moving away from constant inventory use.
You probably won't do that as having many entities pulled out in your hangar will absolutely butcher your frame rate. Plus physics are so screwed up in the game that everything will bounce around all over the place.
This is going to need a lot of work to be able to use it like you describe here
For trying out outfits it would be nice if the "changing closets" (that exist as props, they just do nothing) worked like the old location inventory, you go into the box and get to play "tacticool barbie" without undressing in the middle of a thoroughfare. Also where is shift-click (and why not doubleclick too) to move things to the drawer. And of course suit-lockers on ships are the intended solution for saving loadouts.
As for ships; the lockers etc are there, sure for some older ships they're just props and some other ships they're bugged but the long term goal has always been to get rid of local/ship inventory for pulling things out of thin air. Missing/broken lockers are easy to work around with cargo containers as we all have done anyway since the magical ship inventory was personal and not suitable for sharing gear.
The UI team has continually and reliably shown they have NO IDEA what basic functionality is needed for their UI.
What is missing from the inventory drawer is an equip all button that should throw everything on your character! If the item is already equipped, then it should go to the inventory screen.
Thanks for showing the large hangar! I was curious what mine would look like. Other content creators were just showing just the extra large (and in some cases the medium), and I was wondering how big mine would end up being.
It's not about making extra steps or splitting data tables, it is about not having items appear out of thin air from your local inventory which currently is still a magical bag of holding... The game is being made as a sim first that is brought back to the point of fun and that means waiting for elevator rides, item storage draws, massive hangars with vehicle and cargo lifts that hide the spawning of vehicles and items.... The kiosks will do the same once they are able to get to work on making items actually appear in the draws and in loot boxes. That might sound simple, and it might be, but either they are waiting for meshing to be in so they are not trying to adapt a much more complex system to meshing, or they simply haven't had the time and people to implement the actual physical items in boxes system yet.
If CIG were trying to make the game have extra steps, then they wouldn't have put item kiosks everywhere and would have instead only put them into your HABs and Hangars.
Freight elevators will have ground vehicles and small craft be able to be loaded onto them, but currently the cargo/inventory and vehicle systems are separate and are handled differently (for anyone who asks why are they handled different it is because vehicles are way more complex, even the smallest ones). CIG have already said they have to put some more work into getting both systems to work with the freight elevator system so you can have both cargo and vehicles loaded onto them.
I think CIG haven't really read the room. Players have literally been dropping med gowns on the floor where ever they are to speed up re-equipping and they decide to slow it down even further.
For me the extra time to do everything would be fine if it was absolutely impossible for you to finally get your ship then fly into a bugged server shut, client not shut hangar door and destroy your ship and gear and have to start again. They need to fix ALL of these issues first before moving on to the next big thing really otherwise people will be put off playing just from too many time wasting bugs.
Making a star sim as the primary interest for the game only works if you don't have unusual and daft bugs blocking the experience.
I appreciate it is early access but these bugs pile up and by the time it gets released there will be ancient bugs that cant be removed simply because no one knows how that code works anymore and they cant touch it because it would mean rewriting a key function of the game. Everything we have so far should be MORE solid because it is going to be key functionality and yet we are dealing with daft bugs related to it.
I like it all. we've seen CIG building in grind for a very long time, removing the relic placeholders, so what we end up with is, every aspect of the game becomes more granular. Its a very slow process, which makes it easy to adapt to, there will be refinements, but the core gameplay and stock features are not going anywhere. 3.24 is what many have waited for, it does make you think before you set out, you have to plan for options and alternatives, its awesome even with its patch anomalies. Play it, its immersive and with constant rebalancing, will evolve and inspire.
I like the new item kiosk, it has a search function that I missed in the old inventory.
I also like the fact that the filter doesn't select the whole category, but only what you click on. In the old inventory, I always had to deselect everything and that was a pain.
I would also like to see a favorites function, where you can save a selection of items in your favorites and load them again and again with one click. That would speed up everything.
What has changed from my point of view is that you now have to go to a kiosk, which makes the game more realistic than magically getting the items. And that a backpack is now almost essential. I don't really like backpacks, but now I'll have to wear them.
We need some sort of close proximity inventory management allowing you to transfer objects from container to container without having to physicalize them first in our hands or the ground. Make it so you have access to all boxes within 5m if the character.
there should be changing rooms, where you can only access wearables, eg armor and clothing. same for weapons, should be a weapon rack that operates similar if not the same as the ship spawner, load out the rack, giant closet opens up revealing selected weapons on racks. as for the xL pad with the itty bitty ship in the middle, break it down. all pads have the smaller ones built in, have an XL pad, summoning a small ship will only send down the small pad section.
Very nice video! I can't wait for this to drop in the persistent universe!
Regarding the Caterpillar, I've always heard/read/understood that the cargo doors will eventually be able to double as a lift and lower to the ground once opened. Not sure if this is true or not... but it would help with the loading of smaller vehicles... Lifting a dragonfly into a cargo bay of the CAT with a hand held tractor beam just seems all kinds of wrong... ;)
Ground vehicles can be placed into a garage on side in one of the set dressing areas. Does not need to be an elevator. There is one of those spaces to the side of the freight elevator in the large hangar already. Then next to that is a giant dark stretch with nothing in it. Any of those areas could be turned into a garage door. The space may be less in medium hangars but no content creator really has a small or medium hangar since they all have so many ships. I am sure there is space for a garage door for ground vehicles and s1 ships and grav lev.
Voidy found some great adjustments to make the new inv smoother, along with scu boxes functioning
About the content of the patch, even if the novelties are important, the patch seems a bit hollow on the gameplay. They shoudl have incorporated at leats some new hair, some new ships or vehicle and some new locations. The issue is rpobably is that they are working only of things for Pyro at the moment ...
I think they did this wrong. Keep global inventory but just use item kiosks to access. That limits your accessibility without making it overly tedious. Item banks at landing pads, not in every room of a DC so you gotta leave the AO to reequip if needed. Then to limit how much you can access at a time, use RMC cannisters from the multitool to spawn your stuff into the drawer. This allows us to store stuff into local with ease, but requires a commodity to "craft" spawn those items for us. No less magical than the way they did it now. Those item kiosks already use magic to spawn gear from the "warehouse" inventory. Then CIG would use the item bank locations strategically to limit accessibility so we do not have a magic grab bag everywhere. Store RMC containers in your warehouse and you can spawn gear as you want from your cargo elevator. Place RMC scu box back into the vulture hopper and you can then spawn lots of gear from the item bank in your vulture. For smaller ships without salvaging, you could have the normal item bank and those cannisters are inserted like the fuses in the engineering boxes.
Having super local local inventory is going to be a big problem when we have those promised 100 systems. Gear is going to be even less worthwhile as we will just be looting and buying stuff at each location. No one is going to be hauling all their gear in boxes to another system when they are hopping back and forth.
"hey guys, I gotta take my C2 so I can move all my gear with us to Pyro". "Ok, finished that mission, lets load that C2 back up with all the gear and head to Nix."
i used to walk around the space ports and pick up all the medical gowns to sell. without the old inventory i guess I can't do that anymore 😢. i made about 70 auc per gown and they are everywhere
Gowns have sold for 45 everywhere since you could sell them, not 70. You can still do it if you carry a large enough backpack
The Item Bank could be so much better if they just let you equip your character on the display through a paper doll and then when you apply the changes it plays a little animation of your character taking out items or putting them into the drawer and equipping that stuff, which would actually make it feel more physicalised and immersive rather than bringing up the old system instead. This animation could also hide response- and processing times and give the backend time to do exactly what it is doing now just without the player being actively involved in it. I don't mind it actually overall taking longer, just don't make it tedious to interact with with unnecessary steps.
The size of the hangar space is immense! Rather more than less for most ships and vehicles would fit in the default. I think it would be nice and possible faster if the lift would split or have cutouts within its bounds to lift up smaller-scale vehicles without opening those massive doors!
Love love love your channel and its production is top-notch!
I hope yall are playing the No Mans Sky updates, cant wait to see the new content! Bless!
The cargo elevators will do this later once they work out how to have smaller vehicles spawned alongside standard inventory and cargo on the elevator... Currently, the system handles vehicles differently to cargo items, and it is a matter of getting the 2 systems to interact with the cargo elevator.
To improve the item banks, they could deliver your stuff on armor stand, weapons rack and tray for miscelaneous consummables
unnecessary complicated
inventory should stay as it is but only accessible with a Kiosk.
I think i'll use a ship with storage boxes in it as closet for my gear. Wait the Hangar is persistent right? So the storage boxes can stay around outside of the ships.
The bit about taking your helmet off to take a drink... there is a key bind you can use to fast remove your helmet and hang it off your belt so you can eat and drink and whatnot. the physicalized portion of this is missing so the helmet just disappears however it still works great for me without a backpack.
key bind helmet remove. drink. key bind helmet back on. carry on. 🤗
I think that on the whole the changes are good as it is not a major.job to tweak the inventory UI to be more acceptable.
Here are another couple of suggestions :
A. Have a tab for 'recent items' so you can always see what you have just purchased or just placed into storage.a
B. Have tickbox to say 'Bring over matching armour.pieces' so you can just drag the helmet across then say you want the core and arms & legs and backpack as well (only one of each) . I hate it when I know/think I have a full set and have to go through dozens of armour pieces to find the matching ones.
Why, oh why would CIG not keep the original inventory system, the only change is: you can not open it from anywhere, but only through standing at these terminals. No extra (stupid, unwanted) steps, but you still need to go to a terminal and not just fiddle with your inventory standing somewhere, anywhere.
I don't get the idea behind this. Does CIG play their own game... sometimes, at least?
And the elevators/personal hangars? Yeah... kinda neat, but why does it take more than 2 minutes to call a ship and/or store it again. I don't have the time to spend 5 minutes just to exchange a ship. Quality of (my real) life (time)... please!
Plus: why is there only a hologram keepiong you from falling into the elevator shaft? Why no physical railing?
Good video!
I like the idea of the kiosks, as every other mmo I've played has had designated locations for accessing larger inventory pools. I just wish the old style inventory system was used and you could more easily grab from and put things into that inventory space.
Aside from the kiosk jank, one of the biggest issues for me is the way it impacts looting. The game doesn't have a way to move items from one container to another without going through an intermediate like local or player inventory. Without local, there's no direct way to put armor from a corpse into a loot crate next to the corpse. Or no way to move items from one crate to another that don't fit in a backpack.
Some kind of "transfer from container A to container B" tool is sorely needed.
Promises only commit those who believe in them, but hope is always there. Despite many criticisms, SC is now moving forward exponentially compared to the past decade. The "server meshing" is a great step forward and it will still take some patience because there will be some more "bugs" to refine. It is likely that CIG also bet on the release of "Squadron 42" to support the continuity of development of SC and it is therefore natural to focus on this upcoming release which will attract more players in the Verse.
I found the mission looting method to be quite cumbersome. It involved locating the loot, bringing a loot box container, stripping down, wearing the deceased's armor, walking to the container to deposit the items, and then repeating this process. This method, while effective, is incredibly inefficient and impractical.
They should make it like the Matrix white room. Enter the Kiosk - screen goes white, pick a category and all your stuff is flying by and you stop at the items you want to pick and exit fully equipped or send to hangar. Make Star Citizen fun again. I don't care about that stuff, as long as the ships, fighting and planets are realistic.
The new patch from yesterday is butter smooth in performance, the odd server glitch which it recovered from like a champx3, and ship paints are now able to be applied. I thought 3.23.1 was snappy, yet so impressed with 3.24 atm.If anyone is thinking about trying it do, its worth the price of subscription, i won't be going back to 3.23.1 unless there is a major issue. Using an old 3090/32gb ram/M2/3600x, and Vulkan, haven't tried it on my gaming rig as of yet
I like being being to test and try on different outfits and armor pieces in good lighting.. the kiosk drawers make your char face a wall in bad lighting and you cant see what they will look like, plus you cant mix and match unless you select all into the drawer... more iteration needed. Someone said maybe the drawers are for you to put your weapons into when NPC security asked you, and then the armistice zones get reduced.
4:00 Alt+H (left alt is to the hip, right is to the floor) temporarily removes your helmet. But overall, I just want to touch the kiosk and get the old 'global' inventory. It's so silly I go through two different UIs sequentially to put on items. AND the whole time you can't open Mobi or chat or anything.
I actually like the kiosk change. The category tabs on the UI do need to be quick buttons as well as a drop-down. But the elimination of magic storage is a welcome change. I think long time SC players are just spoiled by the ability to access inventory from nearly anywhere. Even Minecraft limits access to stored inventory to specific boxes. At least in SC any kiosk in the zone can access the same local inventory.
I thought you could put gear into SCU boxes to organize them. Though it baffles me that with the potential to have so many items, that the default system isn't some sort of folder/storage-box based system with the filters after that. I personally like the idea of this over the magic inventory, just because it gives you more specific places to go to, it just needs to be at least as quick, preferably quicker, than the previous setup since you're losing more time even with them all over the place.
Also really strange to me that they came up with a nicer looting UI (which needs a few things still...) but then just didn't put that in here.
Ships should be okay though with them having storage that's just gone unused until now. At least if they can actually fit things.
I think there is potential in the inventory system in terms of immersion, but it seems to need a lot of work. I like the suggestions you guys have made, that could help a tonne.
They really dont need Kiosks and shops anymore, just have modules like Morphologist said, that you can 'attach' to your hanger so it's all in one space. He had a brilliant idea of a garage to keep all yer vehicles too. Possibilities would be endless, less faff, win/win.
It would be cool if the Kiosk had a search option. It would make suiting up so much easier and faster.
it does, its just broken
Completely agree, "less clicks to outcome" is one of the most basic software design concepts imaginable
Hopefully, CIG will keep the item terminal, but it will just open the local inventory.
So you get immersion as in you need to interact with the location, but you dont need to juggle items around or waste time pressing buttons.
They could easily upgrade the Caterpillar by putting a ramp in the front and by moving the tractor beam to the extermity of its wing.
Idea: use tracker beams and a small box to play soccer/football/hockey type game using the hanger as a playfield/court and 2 titans as goals.
Tedious Citizen. The is may help backend performance. But it is also going to have the long term effect of reducing player willingness/desire to collect gear.
If CIG hated its player base what would they do differently?
In my experience so far the attach helmet to hip does work whether you use the shortcut command or action wheel it just doesn't visually put it on your hip. I've been able to attach helmet to hip then grab a drink/food and consume that and then select the equip helmet option and it puts my helmet back on. If you watch the animation it seems to take your helmet off and form a helmet box that then disappears "inside" you and essentially reverses when you reattach the helmet. It looks janky but it does work.
Medium Helmets seem not to work, even on Live. I had a bunch of looted Inquisitor sets that wouldnt respond to the button, same with ORC.
Light and Heavy works.
@@EdwardDragon96 ok yea I just checked it in the latest PTU patch. it isn't working on medium helmets for some reason. Seems to work for all the others so far.
It's looks like you may have to keep gear and inventory in scu boxes in your hangernor ships to quick access these things. This might be a work around or their intention in the future
thank you for being candid, it takes bravery.
The item kiosks definitely need some quality of life updates. I think CIG just wanted to get the system working and fix most of the major bugs before making the UI more user friendly.
Instead of using tractor guns, I'd like a drone system that you can instruct to move an item to your desired location, then execute the command.
VoidDude mentioned a workaround for the item kiosks, just move all armor, weapons, and utility into the drawer, then use as normal. However, when you need a workaround to deal with a functional feature, that's a bad feature...
Defo just a half baked system with the kiosks. As of now it just adds unnessecary steps.
13:00 I fink I'll get used to the noise from other hangers and it makes a bit of sense because the alarms are fairly loud. If this doesn't get fixed I probably won't care.
Does the pad always go down first to bring you a ship or can it be already down the first time? It just feels more realistic to me that it'll already be down unless you call something up instead of going down then back up every time
There are actually a bunch of sound issues, yes the hangars are stacked on top of each other as different instances with some sounds bleeding over, but the cargovators also make a klaxxon noise each time you approach them for some reason, and I also have that issue you had of sometimes when you enter your hangar the noise gets distorted weirdly.
Agree. Item banks are horrible. Someone found it easier to move EVERYTHING YOU OWN to the drawer and equip from there.
So I guess this means an end to just pulling up outside of a station, accessing its local inventory, and either grabbing something or dumping. Are local outposts going to have their own inventory still? I'm guessing that it's going to put it into dumping everything and local inventory, jumping on your ship, and then moving everything over.
Looking forward to hangers. I'm dreading the inventory changes. It's again feeling like CIG is implementing a half baked idea.
People have been asking for loadouts forever, just because it has taken forever to rebuy, and or re equip everything, and that pre inventory terminal.
Item kiosks would be great and make some sense if you could create multiple loadouts with a 2D representation of the player with item ports that you could equip to.
Take it a step further and save inventory/attachments as a part of the loadouts with a quick equip from kiosk and it would be amazing.
This could also be used for clothing as you could quick equip your clothing of choice and if they also implement a "previously equipped loadout" to quick swap back it would be mint.
I'm not a fan of the new item kiosks either though I'm not sure the intent is to use it like the old local inventory, I think it makes more sense to instead buy some stor*all boxes and load those up with your stuff and spawning them in the freight elevators, then accessing your stuff in different boxes around your hangar, or taking those boxes along in ships. CIG have teased armor manikins/stands and weapon racks for the bases, hopefully we get that and more stuff like that for personal hangars also.
I hope the criticism is misplaced because I hope that eventually we will not be gearing up through the kiosks but from storage in our hanger and our ships. I can imagine rarely using the kiosks and loading out directly on route or before taking off. If that's the case then the clunky gear kiosks will not be as much of an issue. Fingers crossed.
Thankfully, this is just tier 0 of the new system. The items loaded into racks for streamlined transport is coming before 1.0
Loving this new patch and physical cargo and inventory is so much fun haha
Can you add med pens and ammo to your gear during a fight if you run out, or do you have to go back to a terminal?
I hate the new kiosk... but you guys make a valid point about local vs backend server. Subscribed. Great content.
People are gonna hate me for this but i actualy like that you have to take time with the kiosks because you can sort by catagorie and it gives me that kind of planning vibe where i can make sure i have everything before i leave. I probaly didnt word this quite well but id like to know how everyone else feels about the kiosks
Well, it's a new'ish system, it'll get changed if it's complained about enough.
It would also be cool if you could call multiple ships at the same time (space allowing).
The cargo missions are kind of fun IMO I've been having a blast doing them bugs and all.
wow so cool, KIND OF FUN, after 12 years and thousands of humans working actively on it, they made something thats KIND OF FUN, great achievement.
The hangar area should be a staging area separate from the ship and freight elevators.
I feel like of the UI were faster, it wouldn’t be that bad. As it stands, it takes a bit of time to load images, and you don’t have the item details like space or armor values in the new UI.
Is there a way to get back to the kiosk after putting some stuff in the tray and going to inventory to equip it? (other than quitting inventory and re-entering the kiosk from scratch). If not, they should add that.
Many ships have their own cupboards that are linked to inventories.
i like the kiosks, they just need more polish. aeroview hangars are much larger for the same size, much more side space
I like the system, but I dislike the UI of the itemkiosks. But I would account that to it being basicly a reverseengineered Cargoelevator and not its own thing yet.
The split with the drawer is needed as the old inventory tended to basicly stop responding when you has to much stuff or atleast got very glitchy.
Thank you for the video and the knowledge it will help when I get to try this when the update the game fro everyone.
The Hanger elevators have really damaged a few of my things, conni smacked around, buggy almost destroyed and my X1... well I need a tractor beam.
The candor and honesty with what you shared here was excellent, I think offering constructive feedback like this will only make the game better!
oh wow thank you very much Arathorn! what a lovely surprise and very generous of you ! really appreciate it thank you :)
Alt H puts your helmet on your hip, no backpack required. Nobody puts thier helmet on the floor in the numbers you imply to drink
CIG does not know what "Quality of life" means lol.
"muh immersion/fidelity" sometimes is not good for gameplay.
Tier 0, has great potential but definitely needs a **** ton of changes!
IRL I can carry my backpack, armor, pistol, rifle and then a large kit bag in each hand. In SC I can carry a backpack, armor, rifle, pistol and then a small 1/8 scu box..... WTF CIG?