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00:22come you guys play the game it was clear that it was not quite working for flight and combat
00:28so to rectify that we created the vehicle experience team
00:32we're kind of like a small kind of specialist team so we've all kind of got kind of core
00:37interests and that really allows us to kind of provide good feedback
00:43the really heavy ifcs bug right and we were like oh my god we fixed it we fixed it it
00:47was like oh right and i was like oh my god we fixed this thing right
00:52a lot of our other internal teams are just dedicated to developing features so
00:56they get the brief for a feature they make the feature they move on to the next feature
01:02we created some kind of basic designs that allowed us the freedom just to tackle them in a way that
01:07it was more about trying to discover what was wrong and how we could improve it and how we could
01:12implement it right basically this time so you know that was kind of one of our goals which is to
01:17improve the kind of core experience you don't know up front what's going to be fun right you have to
01:22experience these things and so we kind of embrace that kind of uncertainty now so i'd say that the
01:27experimental kind of side to it has had its kind of pluses and minuses this way of working with like
01:32rough design goals meant that we get very short iteration loops and very very short steps towards
01:39the the actual combat experience that we want to have as downside it does actually add to the kind
01:45of timeline because we end up kind of putting time into things possibly we you know we won't ship
01:51as a feature but you know overall we think that's a better kind of process
02:01so over the past few weeks we've kind of been putting the final tweaks on
02:05um on um the atmospheric flight and the source efficiency it hasn't been kind of a smooth journey
02:12but we've been working with the tech team to kind of improve some of the problems we've discovered
02:16along the way so we want the atmospheric flight and combat to feel completely different to space
02:21flight in combat it shouldn't just be the same model but with some drag applied we want it to feel
02:27more like the the world war ii flight experience you want that combat ranges in closer you want it more
02:33visceral and you want to have a more dynamic experience a big challenge with the atmospheric
02:38flight is the kind of wide range of planets we have so we've got like lawville where you come in
02:43and you've got like 60 000 feet of atmosphere to come down and if you're carrying like an 80-90
02:50jump
02:51into that atmosphere you're really going to ask yourself do you really want to do this because it
02:56takes a lot of effort and a lot of planning to kind of land that ship correctly and then you've
03:00got
03:01to take off and leave the atmosphere so the shape of the ship and the wings affect pretty much
03:09everything on the ship handling and this is like something that's really important to me personally
03:14because now i can i need to take care of my ship i cannot just like speed up and and
03:20hope that ifcs
03:20will correct all the errors that i'm doing with my piloting skills no ifcs cannot overcorrect everything
03:25the shape of the ship affects the lift and drag these debug planes we size them to either increase
03:33or reduce the lift and drag in any given axis and then that will increase or decrease the maneuverability
03:39of whatever axis you're traveling in it gives the ships a lot of characteristics so just to just to
03:46say they're still very controllable compared to like planes or so but they're acting more like planes and
03:51and this is like like this it just feels real like you you you feel the you feel the air
03:59you're going
03:59through um so in terms of like atmospheric like the feeling just flying over the atmosphere now or
04:05flying over a planet is immensely great now so these aerodynamic changes what we're really kind of going
04:12for is the ability of ships to be different which means if you've got an m50 it's a racing ship
04:20it's a
04:20light ship you can pull some really extreme g in the corners but you can also pull some really cool
04:24maneuvers so when it comes to racing that's really good to define kind of the recent experience once we
04:31have racing on planets but also it's going to kind of take into consideration with the larger ships and
04:37just adjust the differences in performance of these ships and how the players compare them in atmosphere
04:44you'll want to bring the right ship for the job with regards to planets if you've got a supply mission
04:51on a planet with thick atmospheric density to avoid any knocks or any turbulence throwing your ship around
04:59and potentially causing you to crash you might want to bring a beefier heavier ship so you can have a
05:05more streamlined journey to your destination weather's going to play a big part in how players approach
05:11atmospheric flight as uh let's say you were on microtech with very strong winds the wind is going
05:18to blow your ship in certain directions and you're going to want to counteract that but it also means
05:23that as you're flying these forces are going to change how you control your ship so you might do a
05:30sharp right turn and then the wind slightly overcooks it meaning you'll crash if you're not careful
05:36if you crash or damage your ship or a rival manage to take out one of your thrusters it's really
05:41going to pull
05:43in one direction and as a player you've got to counter at that so you've got to try and counterbalance
05:47the missing thruster if you lose like a main thruster and the ship's got two you're gonna have to pull
05:52the ship slightly in one direction to still move forwards so in terms of like feel of flight this is
05:59a massive step
06:00which really really excites me so we want combat in star citizen to be a varied experience we don't
06:09want there to be just a single way to win we don't want people to be min maxing stats we
06:14don't want
06:14people to just rely on alpha strikes and that really promotes player choice over just ship selection and
06:20item selection so with everything being a lot closer more dynamic and hectic we needed to do some
06:25improvements to how targeting works we're moving towards a more look based targeting system than an
06:31aim based one you can use head tracking or you can use free look to look at different targets and
06:36scan
06:37around the around your space and see which ones are most interesting to you and then when we found
06:42one you can either lock it or you can pin it and locking it is uh effectively it has the
06:49it gives
06:49all the combat information available to you that you would expect so you get shields you get targeting
06:54pips you get mfds you can only have one of these at a time but you will need additional targets
07:00that
07:00you might want to care about friendly targets or enemies that you might want to deal with later things
07:06like this that's what pins targets are for pinning is something that we had in the early arena commander
07:13patches and which was lost over time because of the maintenance overhead of the old ui tag so with
07:19new ui technology the building blocks we can bring pinning back though we will have them in a somewhat
07:26different format than we had before the main aspect of pinning is that you can persistently target
07:31something and share it with your crew so it's not finished right we also want to have something like
07:37pinning shared with other with other ships and all that but that of course will have to happen in
07:42later releases for now we have a solid first step which we can iterate easily on so if a pilot
07:47pins a
07:47target the turret is going to see what this target is and they can then talk about it and coordinate
07:53their attacks based on that one thing that we learned in the past is that you cannot ship a new
08:03feature if you do not have appropriate ui support so for the turrets we created a very bare-bone ui
08:10that turret ui will tell you exactly where turret is pointing it will tell you about the state of the
08:15turret it will tell you what kind of like modes on the turret you have enabled for example combined
08:19versus staggered fire turrets are now a threat they deal damage and so players are really going
08:24to have to reconsider how they might have approached combat scenarios the new turret system allows multi
08:31crew to be more viable in gameplay we added a thing called fixed assist and this is not just for
08:37the
08:37turrets it's also for the fixed weapons it takes an angular offset between your current aim
08:42and the aim direction of your target and then based on that ratio and if we are within certain thresholds
08:50it nudges your bullets a bit towards the target as for the control method we're included a vjoy style
08:57control scheme which is the same that we're using in ships so you have you're gonna have like a vjoy
09:03cursor on your on around your crosshair of the turrets and by slaving that vjoy around your turret will
09:09follow the motion we also added a velocity limiter so with your mouse wheel just like in any other
09:17situation in the game you can adapt your your velocity and for turrets that would be the rotational
09:22velocity and um this hookup with all the axis bindings makes makes actually quite nice to control
09:29turrets with a with a hotas as well so you can just have like your left hand on your on
09:34your throttle
09:35which is then just controlling the turret speed where and with the rest you just control the turret
09:40direction so in the past it was quite easy for a group of uh small fighters to be able to
09:46kind of
09:46overrun one of the larger ships despite its many turrets available uh whereas now you might find that
09:52you're a little more careful you're a little more considerate and maybe try and uh talk about your
09:58combat scenario before uh engaging a large ship okay it's got one
10:06two more guys one more you're nearly done
10:11you did it yay there we go yeah so the changes in 310 are the next step in the flight
10:24and combat
10:24experience they're not the first and they definitely won't be the last we don't want there to be a
10:28single way of just winning combat no matter what we don't want dps races or min maxing stats we want
10:35you as a player to have as much influence over the outcome of combat as the ship you've selected
10:41we know some players embrace change a lot and some are very scared of it but we do encourage everyone
10:46to get in game and test it out for yourselves we're really excited for these changes for star citizen
10:50and we look forward to seeing what you do with them the way that ships fly and fight their way
10:57through space and atmosphere alike is at the heart of the star citizen and squadron 42 experiences and
11:03as john said these changes for alpha 3.10 are the next step in that continuing evolution for both if
11:09you'd like to learn more about what's happening you can check out the comlink that's currently available
11:13now on the robertsspaceindustries.com website as well as keep an eye out for when wider ptu testing
11:19becomes available for all so that you can get in and try it yourself with that we'd like to bring
11:25this quarterly season of isc to a close but before we let you go for the next few weeks we
11:30wanted to
11:30try something new and run down some of the features fixtures and fixes coming your way in the upcoming
11:36alpha 3.10 in a new segment we're creatively referring to as the patch report let's get to it
11:43in no particular order we've got the vehicle impounding where different infractions can have
11:47various fines and durations meaning lighter penalties for blocking pads and a longer
11:52duration forfeiture for crimes like pad ramming also players lingering over landing areas without
11:58permission should now see a countdown timer warning them of imminent impounding should they not withdraw
12:06delivery mission improvements where alpha 3.10 begins the process of a complete overhaul to the way
12:12they work starting with local deliveries which now have multiple pickup and drop-off locations
12:17of course there's also a new drug delivery mission for those who enjoy visiting the darker corners of the
12:23purse vehicle paint schemes are coming to vendors throughout the stanton system allowing players to
12:36personalize the look and feel of your vehicles for auec earned in-game electron damage weapons like the
12:44atz cap sniper rifle and uberoff pistol bring an electric new way to take out your enemies outside of
12:50their ships and vehicles body dragging will allow unconscious or deceased characters to be dragged around
12:58the environment by other players and i'm certain won't make for some amusing videos from the community
13:06restricted areas v2 where we've finally done away with the last remnants of the ugly red areas
13:12and implemented a new spline based landing system that will help guide pilots to their correct
13:17destination and away from places they shouldn't be going new thruster efficiency curves that lower the
13:25strength of thrusters in atmosphere depending on the thickness of the air which then in turn feeds
13:30into a complete overhaul of vehicle aerodynamics you just heard about high speed combat changes designed
13:37to bring your opponents in closer by slowing the slew rate of gimbaled weapons and the lock on time for
13:43missiles at top speeds encouraging a more engaging combat experience new targeting methodology that should
13:51help players better find and keep track of their targets turret improvements which bring a new
13:57control scheme to bear that pilots should already be familiar with in an effort to make riding passenger
14:02and multi-crew ships more fun and exciting ai improvements like cover usage shotgun assault tactics
14:11and a better sense of when to move and hold position all aim to make fps engagements with non-player
14:17characters more dynamic and interesting than ever before visual improvements to the m50 and balance
14:25changes to the car to wall mean there's something new to look forward to for owners of these speedy and
14:30nimble
14:30spacecraft respectively grim hex is getting a new shop new hangars and a new viewing area to support the future
14:38release of scramble races not to be left out new babbage is getting hangers and perhaps a more impressive new
14:45shop of
14:45their own with the upcoming factory line and its new array of mobiglass variants players can purchase
14:51then the various planets and moons all throughout the stand system are seeing the return of outposts
14:58derelicts and caves that were lost after the conversion to planetek v4 but now with improved lighting exterior
15:04dressing and protection from the weather elements outside i feel like i'm leaving something out
15:11i mean sure we didn't cover everything that's in the upcoming alpha 3.10 but there's something else
15:18i'm sure you'll figure it out uh for another quarterly season of inside star citizen i'm your host jared
15:24huckabee thank you for watching thank you for playing and we'll see you all next month
15:41so
15:47you
15:48Grazie a tutti.
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