Lot of people say that this panel wasn't that exciting or didn't mean much, but to me this stuff is a huge pillar of a game like this. I love everything they did here.
Dude what makes this so exciting to me is the focus they're giving to imitating the little things that give life to unique biomes irl. If done right it's going to make exploration feel so cool!
That's because they don't understand the impact on game play this will have and the fact that the facilities and resources this will generate make up what will be perhaps 60% to 80% of the game play within the PU. The settlements, farms, mining facilities etc… will all be what generates the majority of the missions that players will do in the PU.
Seriously, this answers the age-old [in annoying, ignorant voice] "if it takes them 10 years to build one system, how are they going to make 100?" THIS - THIS IS HOW
@@txsicshooterCIG never promised Star Trek exploration lmao. So, if you thought that's what you were getting, then you fooled yourself...it's not CIG's fault.
@@txsicshooter I was comparing No Man’s Sky to Star Citizen, Star Citizen will not have a million planets, and only a handful of planets per solar system, allowing them to make each planet vast and meaningful.
@@ChristoffRevan no but they did promise 100 different systems, albeit those systems in 2012 are way different than the ones we have today. I personally don't care for how big something is, rather how dense it is like the op said. If you want a vast sea of emptiness there is always elite dangerous or starfield...
@@txsicshooterno they paid for exploration being meaning full. Yea you have games that have different color moons and barrenness or games that have millions of billions of planets with after the first 100 you get repeat after repeat after repeat. The people who paid $1700 paid to have a meaningful exploration experience with high fidelity of planets and creatures and materials. Not a map that has boundaries either.
CIG PLEASE GET PEOPLE TO WRITE RESEARCH PAPERS ON ALL OF THIS WORK. Honestly, it's a masterclass in systems design. All of the different things intereacting with each other. It's insane.
It's borderline cinematography. Several years ago they showed a high fidelity desert tech demo and it took a while to get that tech into the game. Take it with a grain of salt.
i'd be so freaking happy if they applied these systemic data-driven approaches to PATHS: Connecting locations to outposts with paths, connecting outposts to FOBs with trails, Connecting FOBs to Distribution centers within clusters together with streets, Connecting clusters within sectors together with roads, Connecting sectors on a PLANET together with HIGHWAYS, And the way to algorithmically do this is to sample the terrain for a Slope Map, and attempt to draw splines between each of these assets that attempt to trace the shortest possible travel distance that also minimizes slope, weighted such that if the the next closest slope-acceptable path is an unacceptable spline length it will then build bridges, punch tunnels, or excavate troughs through the terrain. This would aid FANTASTICALLY in exploration, because you'll be flying along, see a highway, and realize "Wait... that GOES somewhere. If I follow that, I'll find something to do!!" - and it'll also make PvE piracy gameplay possible so you can intercept the ground shipments NPCs are transporting between clusters and between sectors! (since the NPCs are non-citizen resident civilians who don't have legal access to spaceflight-capable vehicles most of the time or at least aren't allowed to fly unapproved routes)
It's not in a gray or white box, so it might come next major update or in 2 years, but 1.0 is not in the next 2 years for sure. Because in 1.0, it needs 5 star systems for opening and thost jobs systems too.
Most likely get rain on ArcCorp first and then snow storms on Microtech second. Don't know if Pyro planets will get any weather. But we'll see weather in the next 12 to 18 months.
So excited for weather. Hopefully itll be in the next big update. But also, desperately want oceans. The jungles and swamps look so good I'd love to see the planet team do oceans/underwater stuff
Next big update is 4.0, which is Pyro (and server meshing, engineering). Pyro was made still using the old planetary tech, not Genesis. We are gonna have to wait until Nyx of maybe even Castra to get this.
Out of all of the panels this one intrigued me the most as to me, this seems like the most realistic one they could achieve. Having a variety of biomes to explore will keep planets (that will make sense for these biomes to have on) interesting. Having weather will be a game changer as well, as if you're in a storm, the risk of bad turbulence and crashing (or even getting struck my lightning) will have an added sense of realism and life to our planets.
That sort of emergent gameplay will be amazing. Even crashing out of a space battle to the planet below and landing in a swamp, having to survive that and make your way to a rendezvous. Anything could happen. Could be and should be, by the look of it, incredible.
@@OSA5000 Sounds like something straight out of a Machinima. The possibilities are endless... can't wait for it! The game currently already feels like a movie as you play it, having this would just be incredible and elevate the experience tenfold.
Simply the most genuinely, passionate people that are creating the best game in my lifetime. Cheers for the true gamers out there that always wanted teams of like minded individuals creating the game of our dreams.
So a thing to add is in an interview Benoit mentioned that there will be non game servers that will do the planet tech and simulations so they stay consistent no matter what shard or game server you're on. So if you are on 020 shard and join a friend on 030 but are at a storm or jungle or wherever, it's the exact same thing sans players, but the locations are the same.
Devs: keep in mind that plants and trees do not only compete for resources, they also work together. Trees in groups protect each other from high winds far better than solitary trees, so in nature This actually creates hard forest lines instead of the gradual fade you are showing us here because the trees on the edges struggle against high winds. This is most apparent when we see humans clear out new areas of forest. The trees around the edge will all start to fall down because they were previously protected and now they are not.
I have a similar argument for how surrounding environments can provide benefits, (likely another layer they have thought of). Being surrounded by trees should mitigate winds. Mountains giving great protection from bombing runs too. Lotta potential here from just the envirment
I thought this was among the most exciting parts of the event. We've seen detailed worlds before, and plenty of weather systems. But nothing even remotely close to this scale and rarely with this much interaction. It's already fascinating to be able to freely roam around such vast regions, but as they fill with flora, fauna, features, and functions, it's going to be a one of a kind experience.
Keep them coming. I have watched the live stream again today. Guess I will watch this again now.😅 The best part for me was seeing rain in this segment....
since 2012 all! you guys do amazing work. If some day, i can fly in a jungle step out and walk around in a thunderstorm i will finally install the game i purchased in 2012. I love it.
Orgs have plans to scan entire celestial bodies. If you're not in a lawful system with planet shield tech protection, you will be assimilated eventually. Pretty much "COMB THE DESERT" Strategy.
This CitizenCon has been full of surprises - in a good way! I know that some announces will be game changer: base building, social features, 1.0 features etc. But the explorer inside of me is so hyped about Genesis. Being able to do missions for our while staying on the ground, exploring dense and wonderful biomes. This is insane. Thank you CIG for pushing your game a bit further every year. We can sense that things are slowly coming together!
As long as you stay away from the internet media about locations and sites, exploring is going to be fun on a personal level. It is now, and can't wait for more.
People complain too much. I'm 42 years old and am grateful that this game will last me well into my 60's or longer so long as nothing goes wrong. I played WoW for 20 years. Star Citizen is so much more than WoW or Destiny ever was. My only concern is that the FPS rivals or becomes vastly superior to Tarkov. If no one else steps up to compete, and this game provides WoW, Halo, Destiny, ARK, and Tarkov playabilty, it'll go down as the greatest game ever made.
thats hilarious have you never seen the average star citizen streamer? a lot of the time they are middle aged. do you not even care that these people wont get their game released as promised when they payed for it, but probly will never even get a fun unbuggy non mess to play with in the mean time? this is sociopathic
I liked how last year they specified that most of what we saw we'd be getting within the year. As far as i know, everything this year wasnt given any sort of release window apart from SQ42 and bases which are more than a year away.
The lightning destroying the aurora was very cinematic and cool to watch, but even modern day aircrafts are designed to take a lightning strike and be fine. 😂
@@Toutvids Yes. The differences of the magnetospheres in other star systems could easily lead to much more violent planetary lightning strikes and storms.
It's hard to tell because of the convention room size giving us some reverb in the recording, but it almost sounds like homeboy in the Aurora is speaking through an external intercom before he takes off. I feel like the reverb is significantly reduced once the player is in their ship.
Just as a thought. A set of blank planets and players can terraform it as part of endgame to create something new. Planets made by the community. For generations to come.
Not a bad idea, but blank? No. They could at some point introduce an event when new systems are added with a hostile planet with terraform potential. On the other hand, terraforming is not a days work. If they do this I would want it to be plausible from the tech level available. Since there is some alien gravity tech around... But lets get ahead of ourself.^^
@@madrooky1398 Well with blank I meant more like planets that maybe have an existing ecolife, but players will be able to adjust parameters through a longer process to change biomes or create new ones. It def should be a really endgame thing. Something that takes a lot of time. But just the idea of letting the community shape certain planets sounds really cool.
So now I have to do a report for my boss lady as to why im not as good as you folks ;) (Small indi dev head of code here btw). Great tech folks. good work, wishing you all the best! As a veteran I want to say that sniper audio gave me the shivers... you are 'bang' on with that.
... We've been saying for 10 years. Their 1.0 presentation and all the stuff they want to have in it makes me wonder how many more years we will have to wait still. The new solar systems, the crafting, story missions, etc. if only the polishing phase of squadron 42 takes them three years... Pooh. The SC 1.0 feels like it's going to be 5-10 years off still.
@@Nightflash285-10 years is a good estimate. That doesn't mean there won't be massive updates leading up to release. Keep the dust off of the flight-sticks. Plenty to learn and practice, and plenty of players to meet and have fun with.
43:35 This was probably one of the most important parts for explorers. Whenever I explored Star Citizen in the past I would fly around, see a bunch of rocks and maybe some trees, and eventually run out of fuel. Being able to find points of interest because there are actually lots of them now, and then near those interests are other things in the clusters (like caves, mining areas) will make exploring actually interesting on planets!
Future feautures to can implement: -Explorable underwater oceans. -Tunneling through certain mountains and can modify the ground temporary. -Natural disasters such as floods, tornadoes, hurricanes, volcano, earthquakes, giant storm sand, thunderstorms, insect infestations, giant waves. -Temporary reaction of the planet's surfaces to certain actions such as a ship crashing or sliding along the ground moving earth on impact and making a hole, a bomb explosion making a hole in the ground, being able to modify the terrain of a claimed parcel of land to for example level the ground or remove an annoying rock.
I am so excited for this but also worried about optimization. Currently the denser envíenos are very rough on my fps. I know it CAN run better because of games like DayZ, but I’m concerned because it doesn’t currently run well
Much of the performance issue in PU is related to bad server FPS and the lack of proper low poly optimisation on top of that. Game runs better with high settings. I wouldn't be worries at this point, the PU is still deep in Alpha. Keep in mind, we see stages of the process that are normally hidden to the public. Rockstar has released only one teaser for gta6 and they are arguably closer to a release date than the PU 1.0. This is what most negative critiques always ignore when rating the state of this project.
It would be nice to see more variation in evergreen trees. I suppose in all aspects of flora. But I am aware that what I ask will take more time and effort. So I will remain content and appreciate what I can get, cause this looks awesome! Though one asking for more, at a meal, can be flattering to the cook if understood correctly.
Actually, if it was any other game, then yes, it would be much to ask. But since how starchitect works, its just an addition to the asset library. So totally feasible these libs can be expanded till release. And they also said, this is in an early stage. Really, adding some more assets down the pipe looks rather straight forward.
@@madrooky1398 Agreed. But I imagine the back log of what the artists still need to create is likely very big. Terra is going to be different than what we currently have. So I too imagine more variety by then.
Each Cluster could be connected by a road system. So that the main focus building of a cluster is connected to the main focus building of another cluster. Clusters only attach to the next closest cluster next to them in a radius. You could use a bullseye radius system around each cluster to denote levels of priority on making connections between clusters. 1st lvl from a cluster center meets the 1st level of another cluster would make a direct connection. Once 1st level connected, move to the second, and connect the 2nd lvl with either a 1st or 2nd lvl of another cluster, prioritizing 1st lvl connections. Finally, 3rd lvl connections would connect with 1st, 2nd or 3rd lvl of another cluster using the heirarchy of the bullseye. Routes would be generated as short as possible within guidelines, such as respecting topography, limiting bridges lengths, or avoiding POI interactions. As for texturing, in high sec clusters, well maintained lighted roads would be generated, where as low sec clusters may have roads with potholes, broken lights, and even bandit roadblocks. The idea is to connect clusters on a planet and give players the ability to travel and explore, not just in the air but on the ground, in their ground vehicles.
When the Aurora pilot said they’d need to switch to IFR… is that infra red? Are we getting view modes for low visibility or am I just making things up in my head? :)
@@wiggyone Ahh that makes sense, thanks :) Still, a few more instruments to help us navigate would be welcome too! Hopefully it's not just flavour dialogue
@@SafetyRabbit Yeah at least FLIR should be standard to all ships. Not sure if that works in bad weather but in general it does work at night. I would think for bad weather you need radar.
The speed of sounds gives me some hope back for the realism that was being increasing 'designed' out 😄😍 I just hope they actually do this and don't go back to the 'player don't understand gunshots/it not fun to die to a shot you don't hear so we changed it so sound of gun fire can be heard immediately' from prior design decisions Also the planet tech looks really interesting and could add a lot Probably the best presentation I've seen this year
Yeah i agree with you. During the cover system part I though about how Todd Howard explained that AI needs to be dumb so players are not overwhelmed. I hope CIG does the opposite on that front as well. I want the AI be dangerous when it can be expected to face combat ready NPC, and not just dumb cannon fodder. Especially since we are in an MMO environment and players need incentive to team up and still get a challenge.
Will the Genesis tool take account of the locations lattitude to develop the temperature map? As in, like on Earth, will the cooler regions tend towards the poles? Having different axis of rotations in relation to the sun would also make things interesting.
I understand the want for a cinematic effect at the sight of an explosion but it kinda just confuses me a bit when it sounds like there are 2 explosions.
I think it's fine. They were completely opposing idea of speed of sound, for the "gameplay" reasons... I think poll last year gave them an idea we are really want it. And honestly their implementation is cool AF.
@@sodiufasI agree this is definitely better than nothing. I just think it’s easier to understand and also cooler when you see a bright explosion in silence and hear a huge cracking boom a few seconds afterwards
@@feariex Also, maybe, this is a part of their "simulated" sound, that AFAIK u can turn off, or it can malfunction, at least in a ships. They were talking about it too.
They've already been working on a similar AI algorithmic tech for buildings and their interiors, same as for Genesis (or maybe it's part of Genesis itself...not sure if they have a separate name for it). This work has been ongoing for more than a year and a half now
Impressive tech and work done on this, but something I'd like to see more is planets that actually look alien and not like they could be anywhere on earth. Where's all the weird plants, unexpected colours and unusual rocks shapes and such? I like pine trees as much as the next guy but when I visit an alien planet I expect to be surprised a bit. Look at games like _No Man's Sky_ or _Outcast New Beginning_ for some more off the wall ideas. Or sci-fi movies... like _Valerian and the City of a Thousand Planets_ (not a great film, but full of ideas and visually spectacular), or even the _Avatar_ films (people love to roll their eyes at that series but they put crazy effort into developing the flora and fauna). Ideally go even further afield into lesser known nature and sci-fi and fantasy illustration for some wilder inspiration. Having said that, Chris Roberts, please don't take that as an invitation to delay this game even more. I'd rather finally play this game with earth-looking planets and maybe get some more imaginative stuff in later updates, than have to wait even longer for the game we all backed in I forget which year it even was.
I honestly don't want to see all that. And I am sure they hold back a lot of stuff that is done. They mostly show Stanton related content, and that is fine, because I don't want to be taken away the chance to see everything a first time when its done.
@@madrooky1398 All for holding back some surprises but that shouldn't stop them from having at least _some_ weird stuff in these nature demos. I guess the logic is they terra-formed all these planets and seeded them with Earth plants? Otherwise there would be no reason for them to look like Earth (unless conditions were completely identical, and even then unlikely).
You might wanna try to push the build till next gen, considering SQ42 is over a year away and global illumination and ray-tracing aren't implemented yet, let alone a lot of this Genesis tech which could melt machines for sure. 😬
Are the phases the order the technologies will be implemented into SC or why are they called phases? I see nobody on Reddit or Spectrum talking about this and I can't for the life of me find an answer anywhere else I look. Can't wait to hear greater detail about the roadmap for next year
My guess it is just kind of a level of detail, or layers of details. Wouldn't worry too much about. Its partly also just for the show. The reality of the implementation is not as straight forward as anyone could write on a road map. Bumps, glitches, set backs, all are to be expected on the way.
CIG out here making forest succession modelling software. Do you think they'll make the biomes respond appropriately to disturbance? For example, if you cut down all the trees, the light levels are higher, which would benefit poplars and hinder spruces.
I have a question: Will you be able to excavate the ground to dig tunnels for an underground base. That would be a cool next-gen feature in a game that already seems so mind-blowing.
They have showed it done By them, as part of the outposts. It may be within reach of their current goals. That is, if we do a-part with the excavation part.... Current bunkers are underground too, and nothing of this is instanced, although it could be.
A while ago they were talking about procedural walkable cities. It was more about cities like Lorville and Area 18/ArcCorp becoming walkable with missions, smaller spaceports, appartements, and other POI spread over those cities. But I'm really hope that Starcitect later could also distribute smaller procedurally generated cities. That would make Star Citizen's planets truly believable. Just having one single city like Lorville or New Babbage on a planet without smaller ones just doesn't make a lot of sense. Especially when you find a city spreading over the whole planet in the same system. Why would alle the people be on ArcCorp while compared to that, there are barely any people on Hurston or microTech? Only on Crusader it would make sense, since it's a gas giant and building there probably is much more expensive and just something for the super rich.
I mean, some part of it will be player/org build bases. I am not so sure if more big cities make so much sense particularly in Stanton. Its not the only system that will be available.
24:30 The swamp by home looks great but as someone who spent too much time in a swamp the water is too shiny, there's too much particulate and too much algae on that water for it to shine like that. Looks amazing so far though.
I honestly don't feel that the lightning should kill aircraft...if anything, it should be very turbulent and the extreme winds killing aircraft rather than the lightning doing massive damage. It's really high time for them to implement turbulence in the atmosphere and make it so aircraft can take damage from it depending on what aircraft. Massive aircrafts should find it difficult to fly in an atmosphere let alone do a re-entry without having to slow down. It makes more sense and is more practical if those bigger aircrafts stay in space but to keep the game as arcade-y as possible, it shouldn't be too difficult to do so. Just that smaller aircrafts would have a much stronger advantage over bigger aircrafts in many aspects except cargo haul.
As cool as this all is. We still got other 100things they promised and yet need to deliver. everything is cool, but the pure scope seems WAY too much for the backlog of work they have.
@@Y0RAY 1. Release Dates, that should count for mutliple places (Squadron 42 f.e.) 2. Ships not being done 3. ships not being changed 4. Server Meshing 5. More Star systems (except pyro, which also is only partially implemented) 6. Backer's promises 7. NPC's being "smart" 8. more stores 9. Manual handling of goods (at least partially implemented) 10. HUNDREDS of cities 11. private hangars 12. adaptive missions 13. selling land claims (they said they would never...) 14. Advanced Movement 15. More Missions. 16. Fire-system (not even really partially implemented) 17. Engineering (not even close to what they promised) 18. Salvaging (not how they promised it) 19. Housing (it's been over 3 years) 20. persistance (again, just barely implemented) and remember, these are very compressed examples, if you go into detail, on what they promised, i could make THIS list already hundredS of points long.
@@lavarsch I mean some of those fall under the same umbrella of server meshing as to why those functions are not ingame yet and seeing as server messing is around the corner i wouldnt have used those examples. For instance the NPC's are reasonably 'smart' it's just down to the server degradation which will resolve as server messing is implemented. Ships not being finished? I know some are on hold until the mechanics are fleshed out or are waiting a gold pass but all in all i'd say enough ships in the meantime. And i mean private hangars are in the game right now as is manually handling of goods, I dont understand what more you want from this mechanic that doesnt involve a whole lot of work just for the sake of adding more work to the mechanic. Star systems has been talked about extensively for 1.0. and anyone with half a brain knows for a long time that having 100 systems on release with the depth that exists today is ludicrous. with the star systems mentioned and given they have a few for SQ42 will facilitate enough systems and gameplay area. Having 100 cities though will be somewhat feasible given their demonstration of the clusters on planets. Also depends on how many 'populated' planets they want to add for launch. Correct me if im wrong but isnt advanced movement also(partly) in this patch, specifically the space traversal? And regards to land claims they have longs since backed out of selling those for real money, you will however be able to buy them INGAME with ingame money so dont really understand what you means by this.. Again the basis for the fire system is coming with 4.0 so using arguments that are around the corner is not really the best strategy. Which ships will have them in the beginning is a good question though. Engineering with the relays, fuses repairs and power management is also around the corner. Housing has changed because they decided to add base building for players so logically this one was pushed back to when the basebuilding mechanics are ready to be implemented. Valid points are definitely the more shops, more and/or adaptive missions with decent payout, salvaging changes or more the munching part of it and a little bit for the persistence however the need or wanting of this in an alpha with resets here and there escapes me. however it is coming but is also somewhat depended on server messing.
@@Y0RAY If it's depending or not. They announced/Showed/Promissed it all, and then it comes across like a weird excuse to say "oh yeah we do all that, just pay us more"
@lavarsch yea I can't help it if people keep buying ships though. I bought a stater package many years ago and later upgraded for a avenger titan for a slightly better start but that's it. Wish more would do that but if you got a big org everybody puts down €10 and you can get a few large ships so that's doesnt help. Lets hope they can get most of it in in the next 12-18 months
What really tickles me with these tech demos is that the real money maker for CIG in the end will not be the games they make, but licensing the engine and tech for other devs. I can just barely imagine the madness you could get into if you concentrate all that power into rendering and simulating a single city. Imagine Cyberpunk 2077 but turned WAY up in size, density and complexity.
Eehhh, for most games, the same results can be accomplished in much easier manners because they don't have to exist on nearly the same scale as SC Red Dead Redemption 2 came out 6 years ago and its visuals are still some of the best in the industry, because the game was made to be the size that it was. It gains nothing from Star Citizen's technology. Same for Cyberpunk 2077. That game already has more in its one city than the entirety of ArcCorp. Star Citizen is not building the tools to make every video game ever. They're building the tools to make Star Citizen. These tools are incredibly impressive. They are what is necessary to build a game like SC. Without them, it would be impossible. But to think these tools can just be applied to any game ever is, in a word, naive. Games that are not explicitly aiming for the same scale that SC is are better off just using Unity or Unreal, if not an in-house engine. For something like a Star Wars or Star Trek game, sure, this tech would be incredible. But for Cyberpunk? That's not what that game is
@@IronMan9771 Not arguing that CIG's tech is for everyone. Right tools for the job and all that. I'm just pointing out that they are making tools, and that has always been a big part of ANY industry. Both RDR and CP2077, are not that ground-breaking, mechanically. Visually, yes, but otherwise they are just well made RPG games. In the end at least. When talking about fully online games and universes, the market has been saturated for ages now. MMO's have kind of stagnated and a lot of it is because the costs of running all the back-end hardware and software for global users is mind-bogglingly expensive! So the only way to cut those costs but maintain quality or improve said quality at little to no rise in cost is to make the data processing side of it more efficient. And THAT'S what CIG is doing here! Finding more efficient ways to do big things with the hardware they can use. And THAT tech is what people are going to be interested in. And not only in the gaming industry. Data-processing is a big industry. Also, developing and maintaining an in-house game engine is, in general, NOT worth it.
@@IronMan9771 I mean you are right, but also wrong. I think some of the tools might be super useful in other games that simply weren't made because these tools didn't exist. Or games turned out not so well because such tools weren't considered. I don't wanna stomp Starfield so much, but I can't help it. It just works... 😂
This is all great and amazing - great work of all the engineers however what is the end goal of this? To make as many realistic worlds as possible? Why? How will this make the game fun? This is all very impressive but this alone will get boring after 30 minutes. Are they building a game or an engine for other companies to use?
I preffered it when it was called Planet Tech v2, and was going to rapidly accelerate the pace of development on planets and speed the creation of the many systems that make up the PU. That was 8 years ago.
Lot of people say that this panel wasn't that exciting or didn't mean much, but to me this stuff is a huge pillar of a game like this. I love everything they did here.
Dude what makes this so exciting to me is the focus they're giving to imitating the little things that give life to unique biomes irl. If done right it's going to make exploration feel so cool!
That's because they don't understand the impact on game play this will have and the fact that the facilities and resources this will generate make up what will be perhaps 60% to 80% of the game play within the PU. The settlements, farms, mining facilities etc… will all be what generates the majority of the missions that players will do in the PU.
A game that money launders more than any other studio and the game is not even finished in any way ! Thank you NO
@@freddy-h7s 'money launders'
yeah okay... if you want criticism to be taken seriously, don't misuse words like that.
Seriously, this answers the age-old [in annoying, ignorant voice] "if it takes them 10 years to build one system, how are they going to make 100?"
THIS - THIS IS HOW
You don’t need 1 million planets with endless things to do. You just need a handful of planets with endless things to do.
Tell that to everyone who paid 1700 dollars for the exploration package. Those guys kinda paid for tons of planets.
@@txsicshooterCIG never promised Star Trek exploration lmao. So, if you thought that's what you were getting, then you fooled yourself...it's not CIG's fault.
@@txsicshooter I was comparing No Man’s Sky to Star Citizen, Star Citizen will not have a million planets, and only a handful of planets per solar system, allowing them to make each planet vast and meaningful.
@@ChristoffRevan no but they did promise 100 different systems, albeit those systems in 2012 are way different than the ones we have today. I personally don't care for how big something is, rather how dense it is like the op said. If you want a vast sea of emptiness there is always elite dangerous or starfield...
@@txsicshooterno they paid for exploration being meaning full. Yea you have games that have different color moons and barrenness or games that have millions of billions of planets with after the first 100 you get repeat after repeat after repeat. The people who paid $1700 paid to have a meaningful exploration experience with high fidelity of planets and creatures and materials. Not a map that has boundaries either.
Lowkey this is one of the things I am most excited about regarding the near future.
near? lol
if by near future you mean 10 years then sure
You might want to reassess “near future” lol
@@Zigeuninjaprobably like 2 years as always.It's Always two years ahead😂 (even if i love this game so much 😭)
These silly people... we just seen it done!
CIG PLEASE GET PEOPLE TO WRITE RESEARCH PAPERS ON ALL OF THIS WORK.
Honestly, it's a masterclass in systems design. All of the different things intereacting with each other. It's insane.
It's almost like it's the kind of thing that would take a decade to build. Super impressive!
It's borderline cinematography. Several years ago they showed a high fidelity desert tech demo and it took a while to get that tech into the game. Take it with a grain of salt.
@@partisan-bobryk CIG has matured since 2016. I fully expect this stuff to be in game in the next year.
From what employees say they don’t even have time to write the documents on how it works for internal use. So I wouldn’t hold your breathe
i'd be so freaking happy if they applied these systemic data-driven approaches to PATHS:
Connecting locations to outposts with paths,
connecting outposts to FOBs with trails,
Connecting FOBs to Distribution centers within clusters together with streets,
Connecting clusters within sectors together with roads,
Connecting sectors on a PLANET together with HIGHWAYS,
And the way to algorithmically do this is to sample the terrain for a Slope Map, and attempt to draw splines between each of these assets that attempt to trace the shortest possible travel distance that also minimizes slope, weighted such that if the the next closest slope-acceptable path is an unacceptable spline length it will then build bridges, punch tunnels, or excavate troughs through the terrain.
This would aid FANTASTICALLY in exploration, because you'll be flying along, see a highway, and realize "Wait... that GOES somewhere. If I follow that, I'll find something to do!!" - and it'll also make PvE piracy gameplay possible so you can intercept the ground shipments NPCs are transporting between clusters and between sectors!
(since the NPCs are non-citizen resident civilians who don't have legal access to spaceflight-capable vehicles most of the time or at least aren't allowed to fly unapproved routes)
Oh i'm waiting for the Genesis. It sounds exciting af. Hope it will come as soon as possible and simplify the process of creating new planets.
Sounds like it may come in phases
Same. Hopefully it's quick. It really seems to be the deciding factor as to whether we get 1.0 in 2 years or 8 years.
It's not in a gray or white box, so it might come next major update or in 2 years, but 1.0 is not in the next 2 years for sure. Because in 1.0, it needs 5 star systems for opening and thost jobs systems too.
Most likely get rain on ArcCorp first and then snow storms on Microtech second. Don't know if Pyro planets will get any weather. But we'll see weather in the next 12 to 18 months.
So excited for weather. Hopefully itll be in the next big update.
But also, desperately want oceans. The jungles and swamps look so good I'd love to see the planet team do oceans/underwater stuff
Next big update will be Server meshing. I'm guessing it may take a 3rd system before we see it
Next big update is 4.0, which is Pyro (and server meshing, engineering). Pyro was made still using the old planetary tech, not Genesis. We are gonna have to wait until Nyx of maybe even Castra to get this.
This "Nature's Wrath" gameplay was so insane ! Can't wait 😍🥰🙏🏻
CR already made dangerous weather in Space 20 years ago. Making it in atmosphere looks amazing
Out of all of the panels this one intrigued me the most as to me, this seems like the most realistic one they could achieve. Having a variety of biomes to explore will keep planets (that will make sense for these biomes to have on) interesting. Having weather will be a game changer as well, as if you're in a storm, the risk of bad turbulence and crashing (or even getting struck my lightning) will have an added sense of realism and life to our planets.
Nothing real about crashing due to lightning strike. Even modern day airplanes can take a hit with no consequences.
That sort of emergent gameplay will be amazing. Even crashing out of a space battle to the planet below and landing in a swamp, having to survive that and make your way to a rendezvous. Anything could happen. Could be and should be, by the look of it, incredible.
@@OSA5000 Sounds like something straight out of a Machinima. The possibilities are endless... can't wait for it! The game currently already feels like a movie as you play it, having this would just be incredible and elevate the experience tenfold.
@@OSA5000 maybe they'll include dynamic wracks aswell
Simply the most genuinely, passionate people that are creating the best game in my lifetime. Cheers for the true gamers out there that always wanted teams of like minded individuals creating the game of our dreams.
I didn't know what this video would be and I have come out very impressed
So a thing to add is in an interview Benoit mentioned that there will be non game servers that will do the planet tech and simulations so they stay consistent no matter what shard or game server you're on. So if you are on 020 shard and join a friend on 030 but are at a storm or jungle or wherever, it's the exact same thing sans players, but the locations are the same.
Necessary
They make a good argument about how it's just silly to think they're sticking to the original 100 systems idea. Quality over quantity
Yeah, and someone else made that argument in the other direction and failed. Bethesda with Starfield. It just works, not. 😂
They need at least 10
the weather looks so sick 🔥🔥🔥🔥
I'm so hyped for jungles. PvP there has got to be chaotic.
It's gonna be SPACE VIETNAM!
You will never meet another person there. Calm down.
Devs: keep in mind that plants and trees do not only compete for resources, they also work together. Trees in groups protect each other from high winds far better than solitary trees, so in nature This actually creates hard forest lines instead of the gradual fade you are showing us here because the trees on the edges struggle against high winds. This is most apparent when we see humans clear out new areas of forest. The trees around the edge will all start to fall down because they were previously protected and now they are not.
I have a similar argument for how surrounding environments can provide benefits, (likely another layer they have thought of). Being surrounded by trees should mitigate winds. Mountains giving great protection from bombing runs too. Lotta potential here from just the envirment
I thought this was among the most exciting parts of the event. We've seen detailed worlds before, and plenty of weather systems. But nothing even remotely close to this scale and rarely with this much interaction. It's already fascinating to be able to freely roam around such vast regions, but as they fill with flora, fauna, features, and functions, it's going to be a one of a kind experience.
Ikr, this ambition is Crazy, and I Love them for it
I’m so happy to see that the ground textures are finally being updated, making everything look more realistic 17:44 !!!
This is stupidly ridiculous, and therefore awesome.
I see we own the same dictionary...
Keep them coming. I have watched the live stream again today. Guess I will watch this again now.😅 The best part for me was seeing rain in this segment....
since 2012 all! you guys do amazing work. If some day, i can fly in a jungle step out and walk around in a thunderstorm i will finally install the game i purchased in 2012. I love it.
I really like the undergrowth & rocks in the forest. Really looks "right".
Incredible how you are pushing the limits. Truly amazing!!!
It's really amazing, so many places to build my house, hidden from everybody, far from the noise of civilization.
Same here 👍🏻
Would love that too, but... there are scanners...
@@SagIchnicht-nc4zm That can see my campfire in a dense jungle from orbit, nahhh
@@Hippida Maybe Ship Transponder? Any Energy Scources. Life Data (
Orgs have plans to scan entire celestial bodies. If you're not in a lawful system with planet shield tech protection, you will be assimilated eventually. Pretty much "COMB THE DESERT" Strategy.
That weather demo at the end was mind blowing
This CitizenCon has been full of surprises - in a good way!
I know that some announces will be game changer: base building, social features, 1.0 features etc.
But the explorer inside of me is so hyped about Genesis.
Being able to do missions for our while staying on the ground, exploring dense and wonderful biomes. This is insane.
Thank you CIG for pushing your game a bit further every year. We can sense that things are slowly coming together!
Add weather in space and we can have fun getting to that planet too
As long as you stay away from the internet media about locations and sites, exploring is going to be fun on a personal level.
It is now, and can't wait for more.
People complain too much.
I'm 42 years old and am grateful that this game will last me well into my 60's or longer so long as nothing goes wrong.
I played WoW for 20 years.
Star Citizen is so much more than WoW or Destiny ever was.
My only concern is that the FPS rivals or becomes vastly superior to Tarkov.
If no one else steps up to compete, and this game provides WoW, Halo, Destiny, ARK, and Tarkov playabilty, it'll go down as the greatest game ever made.
The greatest game that was never released.
thats hilarious have you never seen the average star citizen streamer? a lot of the time they are middle aged. do you not even care that these people wont get their game released as promised when they payed for it, but probly will never even get a fun unbuggy non mess to play with in the mean time? this is sociopathic
@@Dulc3B00kbyBrant0nseethe harder.
@@Dulc3B00kbyBrant0n you spelled *paid* and *probably* incorrectly.
@@x-storm6422 it'll release. We just have to hope it releases properly and doesn't tank.
I liked how last year they specified that most of what we saw we'd be getting within the year. As far as i know, everything this year wasnt given any sort of release window apart from SQ42 and bases which are more than a year away.
Did ww get what they've promised?
Yea they did, most of it (except sq42 and building star bases) will be ingame in next 12 - 18 months
Why are you doing this to yourself? Chill, let it come when its done.
The lightning destroying the aurora was very cinematic and cool to watch, but even modern day aircrafts are designed to take a lightning strike and be fine. 😂
but not scifi space lightning
Earth's lightning can be withstood but what about on some far away planet?
For rl refrence, CR have made dangerous weather in a game before....
@@Toutvids Yes. The differences of the magnetospheres in other star systems could easily lead to much more violent planetary lightning strikes and storms.
On earth maybe, these aren’t earth lightning bolts.
I missed the StarEngine flythrough this year. I really enjoyed that video and watched it many times.
This is absolutely incredible.
It's this sort of stuff that's going to make planets immersive.
This is the stuff of dreams for space sims. Wow.
This is amazing. I am so excited for all of this.
What I want to know is if you're focusing on VR support and DYNAMIC FOVEATED RENDERING?
Need to find my old account....didn't know that this game is going so well.
It isn’t going well, at all! It’s been in a “degraded” state for the last five days following Citizen *Con*
omg, amazing work! so thankful for Star Citizen!
I highly, highly, highly respect the Star Trek references in this. 10/10, no notes.
Phase 6, the storms, are the thing I am most hyped about for Star Citizen oddly enough
Same, but when I see them in space ;)
@@Hippida Imagine seeing a hurricane from atmo
39:46 I hope they dont forget the most important part of a farm : hectares of agricultural land
2032: Scientists use SC to simulate reality. 2052: Player finds a new particle
It's hard to tell because of the convention room size giving us some reverb in the recording, but it almost sounds like homeboy in the Aurora is speaking through an external intercom before he takes off. I feel like the reverb is significantly reduced once the player is in their ship.
Handful of planets with tons to do is always better than tons of planets with a handful to do.
Yeah, it just works. 😅
Just as a thought.
A set of blank planets and players can terraform it as part of endgame to create something new.
Planets made by the community. For generations to come.
Not a bad idea, but blank? No. They could at some point introduce an event when new systems are added with a hostile planet with terraform potential. On the other hand, terraforming is not a days work. If they do this I would want it to be plausible from the tech level available. Since there is some alien gravity tech around... But lets get ahead of ourself.^^
@@madrooky1398 Well with blank I meant more like planets that maybe have an existing ecolife, but players will be able to adjust parameters through a longer process to change biomes or create new ones. It def should be a really endgame thing. Something that takes a lot of time. But just the idea of letting the community shape certain planets sounds really cool.
So now I have to do a report for my boss lady as to why im not as good as you folks ;) (Small indi dev head of code here btw).
Great tech folks. good work, wishing you all the best!
As a veteran I want to say that sniper audio gave me the shivers... you are 'bang' on with that.
I could watch that cloud and weather game play all day 🤩
That game is going to be amazing
Honestly already is
For our grandchildren's.
... We've been saying for 10 years. Their 1.0 presentation and all the stuff they want to have in it makes me wonder how many more years we will have to wait still. The new solar systems, the crafting, story missions, etc. if only the polishing phase of squadron 42 takes them three years... Pooh. The SC 1.0 feels like it's going to be 5-10 years off still.
@@Nightflash285-10 years is a good estimate. That doesn't mean there won't be massive updates leading up to release. Keep the dust off of the flight-sticks. Plenty to learn and practice, and plenty of players to meet and have fun with.
^^ I agree
43:35 This was probably one of the most important parts for explorers. Whenever I explored Star Citizen in the past I would fly around, see a bunch of rocks and maybe some trees, and eventually run out of fuel.
Being able to find points of interest because there are actually lots of them now, and then near those interests are other things in the clusters (like caves, mining areas) will make exploring actually interesting on planets!
Looks great! Happy to know I might actually run into another player.
This is certainly going to take some time but I'm absolutely confident we're in good hands
Future feautures to can implement:
-Explorable underwater oceans.
-Tunneling through certain mountains and can modify the ground temporary.
-Natural disasters such as floods, tornadoes, hurricanes, volcano, earthquakes, giant storm sand, thunderstorms, insect infestations, giant waves.
-Temporary reaction of the planet's surfaces to certain actions such as a ship crashing or sliding along the ground moving earth on impact and making a hole, a bomb explosion making a hole in the ground, being able to modify the terrain of a claimed parcel of land to for example level the ground or remove an annoying rock.
... add five more year till final release...
1:18:52 That raindrops sound is what I really want for the immersion
Awesome presentation. Good tech.
I am so excited for this but also worried about optimization. Currently the denser envíenos are very rough on my fps. I know it CAN run better because of games like DayZ, but I’m concerned because it doesn’t currently run well
Much of the performance issue in PU is related to bad server FPS and the lack of proper low poly optimisation on top of that. Game runs better with high settings. I wouldn't be worries at this point, the PU is still deep in Alpha. Keep in mind, we see stages of the process that are normally hidden to the public. Rockstar has released only one teaser for gta6 and they are arguably closer to a release date than the PU 1.0. This is what most negative critiques always ignore when rating the state of this project.
It would be nice to see more variation in evergreen trees. I suppose in all aspects of flora.
But I am aware that what I ask will take more time and effort.
So I will remain content and appreciate what I can get, cause this looks awesome!
Though one asking for more, at a meal, can be flattering to the cook if understood correctly.
Actually, if it was any other game, then yes, it would be much to ask. But since how starchitect works, its just an addition to the asset library. So totally feasible these libs can be expanded till release. And they also said, this is in an early stage. Really, adding some more assets down the pipe looks rather straight forward.
@@madrooky1398 Agreed. But I imagine the back log of what the artists still need to create is likely very big.
Terra is going to be different than what we currently have. So I too imagine more variety by then.
The PlanetTech panels are always the coolest indeed.
Incredible stuff. I hope we see the full spectrum of planets from Earth like to dangerously alien.
Awesome, truly awesome.
Each Cluster could be connected by a road system. So that the main focus building of a cluster is connected to the main focus building of another cluster. Clusters only attach to the next closest cluster next to them in a radius. You could use a bullseye radius system around each cluster to denote levels of priority on making connections between clusters. 1st lvl from a cluster center meets the 1st level of another cluster would make a direct connection. Once 1st level connected, move to the second, and connect the 2nd lvl with either a 1st or 2nd lvl of another cluster, prioritizing 1st lvl connections. Finally, 3rd lvl connections would connect with 1st, 2nd or 3rd lvl of another cluster using the heirarchy of the bullseye. Routes would be generated as short as possible within guidelines, such as respecting topography, limiting bridges lengths, or avoiding POI interactions. As for texturing, in high sec clusters, well maintained lighted roads would be generated, where as low sec clusters may have roads with potholes, broken lights, and even bandit roadblocks. The idea is to connect clusters on a planet and give players the ability to travel and explore, not just in the air but on the ground, in their ground vehicles.
Dayyyyummmm love from India guys❤❤❤
The locations are so insane!
When the Aurora pilot said they’d need to switch to IFR… is that infra red? Are we getting view modes for low visibility or am I just making things up in my head? :)
IFR = Instrument Flight Rules... basically flying while relying on your instruments alone in conditions of poor visibility.
@@wiggyone Ahh that makes sense, thanks :) Still, a few more instruments to help us navigate would be welcome too! Hopefully it's not just flavour dialogue
@@SafetyRabbit Yeah at least FLIR should be standard to all ships. Not sure if that works in bad weather but in general it does work at night. I would think for bad weather you need radar.
This will be the game of the century, if is released before the next one 😅
why do you think the game takes place in 2954 😆
The speed of sounds gives me some hope back for the realism that was being increasing 'designed' out 😄😍
I just hope they actually do this and don't go back to the 'player don't understand gunshots/it not fun to die to a shot you don't hear so we changed it so sound of gun fire can be heard immediately' from prior design decisions
Also the planet tech looks really interesting and could add a lot
Probably the best presentation I've seen this year
Yeah i agree with you. During the cover system part I though about how Todd Howard explained that AI needs to be dumb so players are not overwhelmed. I hope CIG does the opposite on that front as well. I want the AI be dangerous when it can be expected to face combat ready NPC, and not just dumb cannon fodder. Especially since we are in an MMO environment and players need incentive to team up and still get a challenge.
54:49 Great game developers, I have seen your guys' works. And as a low-level game AI researcher, I salute you.
Will the Genesis tool take account of the locations lattitude to develop the temperature map?
As in, like on Earth, will the cooler regions tend towards the poles?
Having different axis of rotations in relation to the sun would also make things interesting.
I understand the want for a cinematic effect at the sight of an explosion but it kinda just confuses me a bit when it sounds like there are 2 explosions.
I think it's fine. They were completely opposing idea of speed of sound, for the "gameplay" reasons... I think poll last year gave them an idea we are really want it. And honestly their implementation is cool AF.
1, lightning 2, explosion? Was timing off ?
@@sodiufasI agree this is definitely better than nothing. I just think it’s easier to understand and also cooler when you see a bright explosion in silence and hear a huge cracking boom a few seconds afterwards
@@feariex Also, maybe, this is a part of their "simulated" sound, that AFAIK u can turn off, or it can malfunction, at least in a ships. They were talking about it too.
Its not simulated its realistic. Thats how sound and blast waves work. You might be confused because you have played to many "bad" games^^
I'm hoping this factors into how cities are created. Was hoping to get more out of building interiors but maybe that's down the road.
They've already been working on a similar AI algorithmic tech for buildings and their interiors, same as for Genesis (or maybe it's part of Genesis itself...not sure if they have a separate name for it). This work has been ongoing for more than a year and a half now
Overall very impressive as always.
I have a question how will you manage the edge of each biomes will there be like equatorial biomes and so on? Deserts even maybe in the futur? :D
Impressive tech and work done on this, but something I'd like to see more is planets that actually look alien and not like they could be anywhere on earth. Where's all the weird plants, unexpected colours and unusual rocks shapes and such? I like pine trees as much as the next guy but when I visit an alien planet I expect to be surprised a bit. Look at games like _No Man's Sky_ or _Outcast New Beginning_ for some more off the wall ideas. Or sci-fi movies... like _Valerian and the City of a Thousand Planets_ (not a great film, but full of ideas and visually spectacular), or even the _Avatar_ films (people love to roll their eyes at that series but they put crazy effort into developing the flora and fauna). Ideally go even further afield into lesser known nature and sci-fi and fantasy illustration for some wilder inspiration. Having said that, Chris Roberts, please don't take that as an invitation to delay this game even more. I'd rather finally play this game with earth-looking planets and maybe get some more imaginative stuff in later updates, than have to wait even longer for the game we all backed in I forget which year it even was.
I honestly don't want to see all that. And I am sure they hold back a lot of stuff that is done. They mostly show Stanton related content, and that is fine, because I don't want to be taken away the chance to see everything a first time when its done.
@@madrooky1398 All for holding back some surprises but that shouldn't stop them from having at least _some_ weird stuff in these nature demos. I guess the logic is they terra-formed all these planets and seeded them with Earth plants? Otherwise there would be no reason for them to look like Earth (unless conditions were completely identical, and even then unlikely).
@@ninjadodovideos Idk bro, I did not dive into lore yet, i safe that for the time the game is actually done. Don't want to spoil everything.
I am concerned about how high the recommended specs for the final PC will be
That music style used in this clip reminds me of the original Imperium Galactica game.
Yes yes absoluletly amazing but...what kind of volumes and timeframes can this be done at?
Lot's of animal sounds, I hope we see some of the species that will reside in each and every biome type.
Can we have an update on the live servers please?
21:38 The Florida Man's Natural Environment.
can you torch the forest ?? will trees break and the surface get gouged out if crashed into ?
31:18 It will be possible to some degree but isn‘t really elaborates further
Ok. Now I'm buying a new PC. This looks incredible
You might wanna try to push the build till next gen, considering SQ42 is over a year away and global illumination and ray-tracing aren't implemented yet, let alone a lot of this Genesis tech which could melt machines for sure. 😬
Don't do it man, game is never releasing
@Stellar-Nucleosynthesis it still took ages for server meshing, to be fair
@@Torraim Well it seems understandable that a ground-breaking tech would require some time to be created and deployed by a brand new studio.
@@yashirhakkar2309 CR has done groundbreaking game development for some 40 years, but sure, CIG is only 12 years old
Are the phases the order the technologies will be implemented into SC or why are they called phases? I see nobody on Reddit or Spectrum talking about this and I can't for the life of me find an answer anywhere else I look. Can't wait to hear greater detail about the roadmap for next year
My guess it is just kind of a level of detail, or layers of details. Wouldn't worry too much about. Its partly also just for the show. The reality of the implementation is not as straight forward as anyone could write on a road map. Bumps, glitches, set backs, all are to be expected on the way.
As Benoit said it: just "Wow!"
Wow ! It's really happening. 🥑
Joined 10 years ago, made concierge with only $10 / month.
CIG out here making forest succession modelling software. Do you think they'll make the biomes respond appropriately to disturbance? For example, if you cut down all the trees, the light levels are higher, which would benefit poplars and hinder spruces.
I have a question: Will you be able to excavate the ground to dig tunnels for an underground base. That would be a cool next-gen feature in a game that already seems so mind-blowing.
it's basically "planned" but nothing done so far. They want to keep it less "sandbox" in these regards.
They have showed it done By them, as part of the outposts. It may be within reach of their current goals. That is, if we do a-part with the excavation part....
Current bunkers are underground too, and nothing of this is instanced, although it could be.
How are we going to land if forests are that dense?
A while ago they were talking about procedural walkable cities. It was more about cities like Lorville and Area 18/ArcCorp becoming walkable with missions, smaller spaceports, appartements, and other POI spread over those cities.
But I'm really hope that Starcitect later could also distribute smaller procedurally generated cities. That would make Star Citizen's planets truly believable. Just having one single city like Lorville or New Babbage on a planet without smaller ones just doesn't make a lot of sense. Especially when you find a city spreading over the whole planet in the same system. Why would alle the people be on ArcCorp while compared to that, there are barely any people on Hurston or microTech? Only on Crusader it would make sense, since it's a gas giant and building there probably is much more expensive and just something for the super rich.
I mean, some part of it will be player/org build bases. I am not so sure if more big cities make so much sense particularly in Stanton. Its not the only system that will be available.
Це найбільше що мене вразило на сітконі
24:30 The swamp by home looks great but as someone who spent too much time in a swamp the water is too shiny, there's too much particulate and too much algae on that water for it to shine like that. Looks amazing so far though.
Remember what they said. Its work in progress, i am realllly excited for the jungles tho
I honestly don't feel that the lightning should kill aircraft...if anything, it should be very turbulent and the extreme winds killing aircraft rather than the lightning doing massive damage. It's really high time for them to implement turbulence in the atmosphere and make it so aircraft can take damage from it depending on what aircraft. Massive aircrafts should find it difficult to fly in an atmosphere let alone do a re-entry without having to slow down. It makes more sense and is more practical if those bigger aircrafts stay in space but to keep the game as arcade-y as possible, it shouldn't be too difficult to do so. Just that smaller aircrafts would have a much stronger advantage over bigger aircrafts in many aspects except cargo haul.
Do wonder if naturally occuring hurricanes or typhoons might happen in certain parts of planets
I am pretty sure they will consider it if its doable
If Genesis works out, I expect their next project to be 1 planet medieval or viking civilization.
It looks good but i do wonder how they will solve pathfinding in these dense area's
looks like theyre making some progress.
Genesis better be what they plan to implement after Base Building and Monster Hunting
18:13 I hope it gets better because that's still some pretty bad tiling
Sound design is so important and although SC has some good sound design, it could be way better
Been here since 2012 see it will believe it. still waiting
As cool as this all is. We still got other 100things they promised and yet need to deliver. everything is cool, but the pure scope seems WAY too much for the backlog of work they have.
Lol name 20?
@@Y0RAY
1. Release Dates, that should count for mutliple places (Squadron 42 f.e.)
2. Ships not being done
3. ships not being changed
4. Server Meshing
5. More Star systems (except pyro, which also is only partially implemented)
6. Backer's promises
7. NPC's being "smart"
8. more stores
9. Manual handling of goods (at least partially implemented)
10. HUNDREDS of cities
11. private hangars
12. adaptive missions
13. selling land claims (they said they would never...)
14. Advanced Movement
15. More Missions.
16. Fire-system (not even really partially implemented)
17. Engineering (not even close to what they promised)
18. Salvaging (not how they promised it)
19. Housing (it's been over 3 years)
20. persistance (again, just barely implemented)
and remember, these are very compressed examples, if you go into detail, on what they promised, i could make THIS list already hundredS of points long.
@@lavarsch I mean some of those fall under the same umbrella of server meshing as to why those functions are not ingame yet and seeing as server messing is around the corner i wouldnt have used those examples. For instance the NPC's are reasonably 'smart' it's just down to the server degradation which will resolve as server messing is implemented. Ships not being finished? I know some are on hold until the mechanics are fleshed out or are waiting a gold pass but all in all i'd say enough ships in the meantime. And i mean private hangars are in the game right now as is manually handling of goods, I dont understand what more you want from this mechanic that doesnt involve a whole lot of work just for the sake of adding more work to the mechanic.
Star systems has been talked about extensively for 1.0. and anyone with half a brain knows for a long time that having 100 systems on release with the depth that exists today is ludicrous. with the star systems mentioned and given they have a few for SQ42 will facilitate enough systems and gameplay area. Having 100 cities though will be somewhat feasible given their demonstration of the clusters on planets. Also depends on how many 'populated' planets they want to add for launch.
Correct me if im wrong but isnt advanced movement also(partly) in this patch, specifically the space traversal?
And regards to land claims they have longs since backed out of selling those for real money, you will however be able to buy them INGAME with ingame money so dont really understand what you means by this..
Again the basis for the fire system is coming with 4.0 so using arguments that are around the corner is not really the best strategy. Which ships will have them in the beginning is a good question though. Engineering with the relays, fuses repairs and power management is also around the corner.
Housing has changed because they decided to add base building for players so logically this one was pushed back to when the basebuilding mechanics are ready to be implemented.
Valid points are definitely the more shops, more and/or adaptive missions with decent payout, salvaging changes or more the munching part of it and a little bit for the persistence however the need or wanting of this in an alpha with resets here and there escapes me. however it is coming but is also somewhat depended on server messing.
@@Y0RAY If it's depending or not. They announced/Showed/Promissed it all, and then it comes across like a weird excuse to say "oh yeah we do all that, just pay us more"
@lavarsch yea I can't help it if people keep buying ships though. I bought a stater package many years ago and later upgraded for a avenger titan for a slightly better start but that's it. Wish more would do that but if you got a big org everybody puts down €10 and you can get a few large ships so that's doesnt help.
Lets hope they can get most of it in in the next 12-18 months
What really tickles me with these tech demos is that the real money maker for CIG in the end will not be the games they make, but licensing the engine and tech for other devs. I can just barely imagine the madness you could get into if you concentrate all that power into rendering and simulating a single city. Imagine Cyberpunk 2077 but turned WAY up in size, density and complexity.
Ad true AI NPCs too that equation, and my MInd is drooling with the implications
Eehhh, for most games, the same results can be accomplished in much easier manners because they don't have to exist on nearly the same scale as SC
Red Dead Redemption 2 came out 6 years ago and its visuals are still some of the best in the industry, because the game was made to be the size that it was. It gains nothing from Star Citizen's technology. Same for Cyberpunk 2077. That game already has more in its one city than the entirety of ArcCorp.
Star Citizen is not building the tools to make every video game ever. They're building the tools to make Star Citizen.
These tools are incredibly impressive. They are what is necessary to build a game like SC. Without them, it would be impossible. But to think these tools can just be applied to any game ever is, in a word, naive.
Games that are not explicitly aiming for the same scale that SC is are better off just using Unity or Unreal, if not an in-house engine. For something like a Star Wars or Star Trek game, sure, this tech would be incredible. But for Cyberpunk? That's not what that game is
@@IronMan9771 Not arguing that CIG's tech is for everyone. Right tools for the job and all that. I'm just pointing out that they are making tools, and that has always been a big part of ANY industry.
Both RDR and CP2077, are not that ground-breaking, mechanically. Visually, yes, but otherwise they are just well made RPG games. In the end at least.
When talking about fully online games and universes, the market has been saturated for ages now. MMO's have kind of stagnated and a lot of it is because the costs of running all the back-end hardware and software for global users is mind-bogglingly expensive! So the only way to cut those costs but maintain quality or improve said quality at little to no rise in cost is to make the data processing side of it more efficient. And THAT'S what CIG is doing here! Finding more efficient ways to do big things with the hardware they can use.
And THAT tech is what people are going to be interested in. And not only in the gaming industry. Data-processing is a big industry.
Also, developing and maintaining an in-house game engine is, in general, NOT worth it.
@@IronMan9771 I mean you are right, but also wrong. I think some of the tools might be super useful in other games that simply weren't made because these tools didn't exist. Or games turned out not so well because such tools weren't considered. I don't wanna stomp Starfield so much, but I can't help it. It just works... 😂
You can add a GPU to a server to accelerate parallel workloads!
This is all great and amazing - great work of all the engineers however what is the end goal of this? To make as many realistic worlds as possible? Why? How will this make the game fun? This is all very impressive but this alone will get boring after 30 minutes.
Are they building a game or an engine for other companies to use?
Man, that looks awesome
I preffered it when it was called Planet Tech v2, and was going to rapidly accelerate the pace of development on planets and speed the creation of the many systems that make up the PU. That was 8 years ago.
I would bet you would be unhappy if something was released on that base. I am happy they are not stuck in 2016.