It’s been a little while since the last social media town hall meeting in which Chris Roberts and his team answered questions from the community on Star Citizen. You can read the meeting here but I wanted to highlight a few interesting pieces of information that came out of the meeting: The team is still working on the persistence server technology that will allow players to be logged in to the same world for as long as they like. There are a lot of core issues that need to be worked out before this feature is ready. The team is still working on the persistence server technology that will allow players to be logged in to the same world for as long as they like. There are a lot of core issues that need to be worked out before this feature is
Star Citizen, the crowd-funded space game from Chris Roberts, has been delayed multiple times this year while the developer and some backers try to iron out the wrinkles before it can reach its full potential. This article will focus on the last of those delays and how the game is doing now.
Star Citizen has been a fun journey for us here at ThegamersChallenge — some of us have been playing this space sim for years, and as such we’ve seen our share of delays, bugs, and last minute additions. We had a great conversation with Chris Roberts this week, and for the first time we actually got an update on where things are going.
As is customary for CIG, the developers are reflecting on the release of alpha 3.13 and the Invictus Launch Week event of Star Citizen, giving their views on what worked, what didn’t, and what lessons were learnt with each feature’s release.
The post acknowledges some missteps, including issues with volatile cargo containers, problems using trolleys with certain ships due to ramp shapes and positions, the reputation system taking too long to fully implement, a poor reception for the two-seater ROC Greycat DS mining buggy, and a “deceptively complex” AI service used to map live positions of mission-spawned NPCs amon. The developers are working on hover trolleys to solve problems with wheels not hitting ramps; better communication for cross-team features like the reputation system, mission systems, and dangerous cargo; and updating inventory behavior, the cargo system, and cave setups to help the Greycat DS achieve its intended purpose.
CIG claims that Invictus Launch Week went well overall, and that the event also allowed the team to add dynamic shop modifiers, which alter a shop’s inventory dynamically depending on in-game activities, as well as triggers that generate missions when store inventories reach certain thresholds. However, because to the enormous size of the process required to make changes to these dynamic systems, modifications could not be made fast, thus CIG is promising improved collaboration across teams to handle big-scale events like Invictus.
Long-time MMORPG fans may recall that Star Citizen was initially Kickstarted in 2012 for almost $2 million, with a 2014 release date anticipated. It is still in an unfinished but playable alpha as of 2021, after raising approximately $350 million from players via years of ongoing crowdfunding and sales of in-game ships and other assets. It is now the most crowdfunded video game ever, and it has been met with unwavering support from fans and skepticism from detractors. Squadron 42, a co-developed single-player game, has also been frequently postponed.
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